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_HusiHeavy_Bow255002_Battle, "HusiHeavy_Bow255002Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 2.2
local Att3003_Dist_min = 0
local Att3003_Dist_max = 2.4
local Att3004_Dist_min = 0
local Att3004_Dist_max = 2.3
local Att3005_Dist_min = 2.5
local Att3005_Dist_max = 4.5
REGISTER_GOAL_NO_UPDATE(GOAL_HusiHeavy_Bow255002_Battle, 1)
function OnIf_255002(ai, goal, codeNo)
if ai:HasSpecialEffectId(TARGET_SELF, 3151) then
ai:SetTimer(0, 120)
else
ai:SetTimer(0, 30)
end
return
end
function HusiHeavy_Bow255002Battle_Activate(ai, goal)
ai:AddObserveArea(0, TARGET_ENE_0, TARGET_SELF, AI_DIR_TYPE_F, 180, 3)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local chan_to_bow1 = 10
local chan_to_bow2 = 8
local hprate = ai:GetHpRate(TARGET_SELF)
if ai:HasSpecialEffectId(TARGET_SELF, 5401) then
if hprate <= 0.4 and ai:IsFinishTimer(0) == true then
if chan_to_bow1 <= targetDist then
actPerArr[4] = 25
actPerArr[6] = 0
actPerArr[7] = 0
actPerArr[8] = 0
actPerArr[9] = 0
actPerArr[10] = 75
elseif 4.5 <= targetDist then
actPerArr[4] = 5
actPerArr[6] = 5
actPerArr[7] = 5
actPerArr[8] = 5
actPerArr[9] = 5
actPerArr[10] = 75
elseif 3 <= targetDist then
actPerArr[6] = 15
actPerArr[7] = 15
actPerArr[8] = 10
actPerArr[9] = 10
actPerArr[10] = 50
else
actPerArr[6] = 25
actPerArr[7] = 20
actPerArr[8] = 20
actPerArr[9] = 0
actPerArr[10] = 35
end
elseif chan_to_bow1 <= targetDist then
actPerArr[4] = 100
elseif chan_to_bow2 <= targetDist then
actPerArr[4] = 70
actPerArr[6] = 5
actPerArr[7] = 5
actPerArr[8] = 5
actPerArr[9] = 15
else
actPerArr[6] = 40
actPerArr[7] = 30
actPerArr[8] = 30
actPerArr[9] = 0
end
elseif hprate <= 0.4 and ai:IsFinishTimer(0) == true then
if 12 <= targetDist then
actPerArr[1] = 25
actPerArr[2] = 0
actPerArr[10] = 75
elseif 4.5 <= targetDist then
actPerArr[1] = 15
actPerArr[2] = 10
actPerArr[10] = 75
elseif 3 <= targetDist then
actPerArr[1] = 20
actPerArr[2] = 10
actPerArr[5] = 20
actPerArr[10] = 50
else
actPerArr[5] = 65
actPerArr[10] = 35
end
elseif 12 <= targetDist then
actPerArr[1] = 100
elseif 5 <= targetDist then
actPerArr[1] = 70
actPerArr[2] = 30
elseif 3 <= targetDist then
actPerArr[1] = 30
actPerArr[2] = 40
actPerArr[5] = 30
else
actPerArr[5] = 100
end
actFuncArr[1] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act01)
actFuncArr[2] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act02)
actFuncArr[3] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act03)
actFuncArr[4] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act04)
actFuncArr[5] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act05)
actFuncArr[6] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act06)
actFuncArr[7] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act07)
actFuncArr[8] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act08)
actFuncArr[9] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act09)
actFuncArr[10] = REGIST_FUNC(ai, goal, HusiHeavy_Bow255002_Act10)
local local0 = {0, 60, 0, 0, 0, 20, 20}
local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace_IncludeSidestep, local0)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
function HusiHeavy_Bow255002_Act01(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
if fate <= 50 then
local FirstAttID = 3000
local ComAttID = 3001
local ShootNum = ai:GetRandam_Int(1, 3)
Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
else
local FirstAttID = 3002
local ComAttID = 3003
local ShootNum = ai:GetRandam_Int(1, 3)
Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
end
goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(1, 2), 0, 0, 0, 0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function HusiHeavy_Bow255002_Act02(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
if fate <= 50 then
local FirstAttID = 3000
local ComAttID = 3001
local ShootNum = ai:GetRandam_Int(1, 3)
Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
else
local FirstAttID = 3002
local ComAttID = 3003
local ShootNum = ai:GetRandam_Int(1, 3)
Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
end
goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(1, 2), 0, 0, 0, 0)
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 20, TARGET_ENE_0, true, -1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function HusiHeavy_Bow255002_Act03(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
if fate <= 50 then
local FirstAttID = 3000
local ComAttID = 3001
local ShootNum = ai:GetRandam_Int(1, 3)
Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
else
local FirstAttID = 3002
local ComAttID = 3003
local ShootNum = ai:GetRandam_Int(1, 3)
Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
end
goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(1, 2), 0, 0, 0, 0)
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 20, TARGET_SELF, false, -1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function HusiHeavy_Bow255002_Act04(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3010, TARGET_SELF, DIST_Middle, 0)
if fate <= 50 then
local FirstAttID = 3000
local ComAttID = 3001
local ShootNum = ai:GetRandam_Int(2, 5)
Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
else
local FirstAttID = 3002
local ComAttID = 3003
local ShootNum = ai:GetRandam_Int(2, 5)
Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function HusiHeavy_Bow255002_Act05(ai, goal, paramTbl)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3011, TARGET_SELF, DIST_None)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3000_Dist_max
function HusiHeavy_Bow255002_Act06(ai, goal, paramTbl)
local AppDist = Att3000_Dist_max
local DashDist = Att3000_Dist_max + 2
local Odds_Guard = 0
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 10 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
elseif 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 <= 85 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)
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, 3004, TARGET_ENE_0, DIST_Middle, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3003_Dist_max
function HusiHeavy_Bow255002_Act07(ai, goal, paramTbl)
local AppDist = Att3003_Dist_max
local DashDist = Att3003_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3004_Dist_max
function HusiHeavy_Bow255002_Act08(ai, goal, paramTbl)
local AppDist = Att3004_Dist_max
local DashDist = Att3004_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3005_Dist_max
function HusiHeavy_Bow255002_Act09(ai, goal, paramTbl)
local AppDist = Att3005_Dist_max
local DashDist = Att3005_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function HusiHeavy_Bow255002_Act10(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, -1)
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, 3.6)
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
function HusiHeavy_Bow255002Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function HusiHeavy_Bow255002Battle_Terminate(ai, goal)
return
end
Att3000_Dist_min = Att3000_Dist_max
function HusiHeavy_Bow255002Battle_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)
if ai:IsInterupt(INTERUPT_Inside_ObserveArea) and ai:HasSpecialEffectId(TARGET_SELF, 5401) == false and ai:IsFinishTimer(0) == true and ai:HasSpecialEffectId(TARGET_SELF, 5401) == false then
ai:SetTimer(0, 5)
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3011, TARGET_SELF, DIST_None)
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)
if fate <= 75 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
end
return true
else
local superStepDist = 3
local superStepPer = 10
local bkStepPer = 50
local leftStepPer = 25
local rightStepPer = 25
if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer) then
return true
else
local distDamagedStep = 3
local oddsDamagedStep = 10
local bkStepPer = 50
local leftStepPer = 25
local rightStepPer = 25
local safetyDist = 4
if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
return false
end
end
end
end
end
return