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_LightKnight_Bow256001_Battle, "LightKnight_Bow256001Battle")
REGISTER_GOAL_NO_UPDATE(GOAL_LightKnight_Bow256001_Battle, 1)
function OnIf_256001(ai, goal, codeNo)
if ai:HasSpecialEffectId(TARGET_SELF, 3151) then
ai:SetTimer(0, 120)
else
ai:SetTimer(0, 30)
end
return
end
function LightKnight_Bow256001Battle_Activate(ai, goal)
local role = ai:GetTeamOrder(ORDER_TYPE_Role)
local targetDist = ai:GetDist(TARGET_ENE_0)
local hprate = ai:GetHpRate(TARGET_SELF)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local fate3 = ai:GetRandam_Int(1, 100)
local GetWellSpace_Odds = 0
local Act01Per = 0
local Act02Per = 0
local Act03Per = 0
local Act04Per = 0
if hprate <= 0.4 and ai:IsFinishTimer(0) == true then
if 20 <= targetDist then
Act01Per = 25
Act02Per = 0
Act03Per = 0
Act04Per = 75
elseif 10 <= targetDist then
Act01Per = 20
Act02Per = 5
Act03Per = 0
Act04Per = 75
elseif 4.5 <= targetDist then
Act01Per = 0
Act02Per = 25
Act03Per = 0
Act04Per = 75
elseif 3 <= targetDist then
Act01Per = 0
Act02Per = 40
Act03Per = 10
Act04Per = 50
else
Act01Per = 0
Act02Per = 25
Act03Per = 40
Act04Per = 35
end
elseif 20 <= targetDist then
Act01Per = 100
Act02Per = 0
Act03Per = 0
elseif 10 <= targetDist then
Act01Per = 70
Act02Per = 30
Act03Per = 0
elseif 5 <= targetDist then
Act01Per = 0
Act02Per = 60
Act03Per = 40
else
Act01Per = 0
Act02Per = 0
Act03Per = 100
end
local doAdmirer = ai:GetExcelParam(AI_EXCEL_THINK_PARAM_TYPE__thinkAttr_doAdmirer)
local role = ai:GetTeamOrder(ORDER_TYPE_Role)
local Odds_Guard = 0
if doAdmirer == 1 and role == ROLE_TYPE_Torimaki then
Torimaki_Act(ai, goal, Odds_Guard)
elseif doAdmirer == 1 and role == ROLE_TYPE_Kankyaku then
Kankyaku_Act(ai, goal, Odds_Guard)
else
local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per)
if fateAct <= Act01Per then
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
elseif fateAct <= Act01Per + Act02Per then
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
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 20, TARGET_ENE_0, true, -1)
elseif fateAct <= Act01Per + Act02Per + Act03Per then
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_LeaveTarget, 5, TARGET_ENE_0, 20, TARGET_SELF, false, -1)
else
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)
goal:AddSubGoal(GOAL_COMMON_If, 15, 0)
end
end
return
end
function LightKnight_Bow256001Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function LightKnight_Bow256001Battle_Terminate(ai, goal)
return
end
function LightKnight_Bow256001Battle_Interupt(ai, goal)
if ai:IsLadderAct(TARGET_SELF) then
return false
else
local fate = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
local superStepDist = 3
local superStepPer = 15
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 = 25
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
local distUseItem_Act = 20
local oddsUseItem_Act = 15
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
if 8 <= targetDist then
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
return true
elseif 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
return true
else
return false
end
end
end
end
end
return