Add decompiled Lua AI scripts + full datasheet findings report

This commit is contained in:
DSR Extractor
2026-09-23 20:57:16 -05:00
parent 587838dfcd
commit 32b8542ac9
290 changed files with 69055 additions and 0 deletions
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REGISTER_GOAL(GOAL_Husi_robber252000_Battle, "Husi_robber252000Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 1.5
local Att3003_Dist_min = 0
local Att3003_Dist_max = 1.5
local Att3005_Dist_min = 3
local Att3005_Dist_max = 3.9
local Att3006_Dist_min = 5
local Att3006_Dist_max = 15
REGISTER_GOAL_NO_UPDATE(GOAL_Husi_robber252000_Battle, 1)
function OnIf_252000(ai, goal, codeNo)
if ai:HasSpecialEffectId(TARGET_SELF, 3151) then
ai:SetTimer(0, 120)
else
ai:SetTimer(0, 30)
end
return
end
Att3000_Dist_min = Att3003_Dist_max
function Husi_robber252000Battle_Activate(ai, goal)
local ObserveNo = 0
local BackstabDist = 5
local BackstabAng = 30
ObserveAreaForBackstab(ai, goal, ObserveNo, BackstabDist, BackstabAng)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local hprate = ai:GetHpRate(TARGET_SELF)
if ai:IsLadderAct(TARGET_SELF) then
actPerArr[3] = 100
elseif hprate <= 0.4 and ai:IsFinishTimer(0) == true then
if 4.5 <= targetDist then
actPerArr[7] = 300
elseif 3 <= targetDist then
actPerArr[7] = 100
else
actPerArr[7] = 50
end
end
if ai:IsLadderAct(TARGET_SELF) then
actPerArr[3] = 100
elseif 8 <= targetDist then
actPerArr[1] = 20
actPerArr[2] = 5
actPerArr[3] = 5
actPerArr[5] = 65
actPerArr[8] = 0
actPerArr[9] = 5
elseif 5 <= targetDist then
actPerArr[1] = 50
actPerArr[2] = 10
actPerArr[3] = 10
actPerArr[5] = 20
actPerArr[8] = 0
actPerArr[9] = 10
elseif 3 <= targetDist then
actPerArr[1] = 50
actPerArr[2] = 20
actPerArr[3] = 10
actPerArr[5] = 0
actPerArr[8] = 0
actPerArr[9] = 20
else
actPerArr[1] = 0
actPerArr[2] = 40
actPerArr[3] = 0
actPerArr[5] = 0
actPerArr[8] = 30
actPerArr[9] = 30
end
actFuncArr[1] = REGIST_FUNC(ai, goal, Husi_robber252000_Act01)
actFuncArr[2] = REGIST_FUNC(ai, goal, Husi_robber252000_Act02)
local local0 = {Att3003_Dist_max, 0, 3003, DIST_Middle}
defFuncParamTbl[3] = local0
actFuncArr[5] = REGIST_FUNC(ai, goal, Husi_robber252000_Act05)
actFuncArr[7] = REGIST_FUNC(ai, goal, Husi_robber252000_Act07)
actFuncArr[9] = REGIST_FUNC(ai, goal, Husi_robber252000_Act09)
local0 = {0, 60, 10, 10, 20, 0}
local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace, local0)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
Att3000_Dist_min = Att3005_Dist_max
function Husi_robber252000_Act01(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3005_Dist_max
local DashDist = Att3005_Dist_max + 2
local Odds_Guard = 100
local AttID = 3005
local AttDist = DIST_Middle
Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
if fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
GetWellSpace_Odds = 0
else
GetWellSpace_Odds = 100
end
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3000_Dist_max
function Husi_robber252000_Act02(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3000_Dist_max
local DashDist = Att3000_Dist_max + 2
local Odds_Guard = 100
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
elseif fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
elseif fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
end
GetWellSpace_Odds = 50
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3006_Dist_min
Att3000_Dist_min = Att3006_Dist_max
function Husi_robber252000_Act05(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local LeaveDist = Att3006_Dist_min
local AppDist = Att3006_Dist_max
local DashDist = Att3006_Dist_max + 2
local Odds_Guard = 100
Approach_or_Leave_Act(ai, goal, LeaveDist, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3006, TARGET_ENE_0, DIST_None)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function Husi_robber252000_Act07(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 4.5, TARGET_ENE_0, true, 9910)
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 3)
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
end
goal:AddSubGoal(GOAL_COMMON_If, 15, 0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3003_Dist_max
function Husi_robber252000_Act09(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3003_Dist_max
local DashDist = Att3003_Dist_max + 2
local Odds_Guard = 100
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 80
return GetWellSpace_Odds
end
function Husi_robber252000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function Husi_robber252000Battle_Terminate(ai, goal)
return
end
Att3000_Dist_min = Att3000_Dist_max
Att3000_Dist_min = Att3003_Dist_max
function Husi_robber252000Battle_Interupt(ai, goal)
if ai:IsLadderAct(TARGET_SELF) then
return false
else
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local fate3 = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
local superStepDist = 3
local superStepPer = 25
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer) then
return true
else
local distDamagedStep = 3
local oddsDamagedStep = 35
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
local safetyDist = 4
if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
local distGuardBreak_Act = 3.9
local oddsGuardBreak_Act = 70
local fate = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
if 3 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distMissSwing_Int = 3.9
local oddsMissSwing_Int = 50
local targetDist = ai:GetDist(TARGET_ENE_0)
if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
if 3 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distUseItem_Act = 3.9
local oddsUseItem_Act = 30
local targetDist = ai:GetDist(TARGET_ENE_0)
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
if 3 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local oddsResponse = 35
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
local safetyDist = 4
if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
local distResNear = 5
local distResFar = 18
local oddsResNear = 0
local oddsResFar = 50
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
return true
elseif ResBehavID == 2 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
return true
elseif fate <= 75 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
end
return true
else
local distSuccessGuard_Act = 3
local oddsSuccessGuard_Act = 60
if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then
if targetDist <= 1.5 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local ParryDist = 3
local ParryAng = 60
local ParryThrowDist = 4
local ParryThrowAng = 60
if Parry_Act(ai, goal, ParryDist, ParryAng, ParryThrowDist, ParryThrowAng) then
return true
else
local ObserveNo = 0
local ApproachDist = 1
local TimerIndex = 0
local Time = 20
if Backstab_Act(ai, goal, ObserveNo, ApproachDist, TimerIndex, Time) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
return true
else
return false
end
end
end
end
end
end
end
end
end
end
end
end
return