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_HeavyKnight_Sword257000_Battle, "HeavyKnight_Sword257000Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 3.3
local Att3001_Dist_min = 0
local Att3001_Dist_max = 3.9
local Att3003_Dist_min = 0
local Att3003_Dist_max = 3
local Att3005_Dist_min = 6
local Att3005_Dist_max = 7.8
local Att3007_Dist_min = 0
local Att3007_Dist_max = 1.2
REGISTER_GOAL_NO_UPDATE(GOAL_HeavyKnight_Sword257000_Battle, 1)
function OnIf_257000(ai, goal, codeNo)
if ai:HasSpecialEffectId(TARGET_SELF, 3151) then
ai:SetTimer(0, 120)
else
ai:SetTimer(0, 30)
end
return
end
function HeavyKnight_Sword257000Battle_Activate(ai, goal)
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 hprate <= 0.4 and ai:IsFinishTimer(0) == true then
if 6.5 <= targetDist then
actPerArr[5] = 200
elseif 3 <= targetDist then
actPerArr[5] = 100
else
actPerArr[5] = 50
end
end
if 12 <= targetDist then
if ai:IsTargetGuard(TARGET_ENE_0) == true then
actPerArr[1] = 0
actPerArr[2] = 0
actPerArr[3] = 5
actPerArr[4] = 20
actPerArr[6] = 0
actPerArr[7] = 75
else
actPerArr[1] = 10
actPerArr[2] = 10
actPerArr[3] = 10
actPerArr[4] = 0
actPerArr[6] = 0
actPerArr[7] = 70
end
elseif 6.5 <= targetDist then
if ai:IsTargetGuard(TARGET_ENE_0) == true then
actPerArr[1] = 5
actPerArr[2] = 5
actPerArr[3] = 10
actPerArr[4] = 50
actPerArr[6] = 0
actPerArr[7] = 30
else
actPerArr[1] = 20
actPerArr[2] = 20
actPerArr[3] = 20
actPerArr[4] = 0
actPerArr[6] = 0
actPerArr[7] = 40
end
elseif ai:IsTargetGuard(TARGET_ENE_0) == true then
actPerArr[1] = 20
actPerArr[2] = 20
actPerArr[3] = 10
actPerArr[4] = 50
actPerArr[6] = 0
actPerArr[7] = 0
else
actPerArr[1] = 40
actPerArr[2] = 40
actPerArr[3] = 20
actPerArr[4] = 0
actPerArr[6] = 0
actPerArr[7] = 0
end
actFuncArr[1] = REGIST_FUNC(ai, goal, HeavyKnight_Sword257000_Act01)
actFuncArr[2] = REGIST_FUNC(ai, goal, HeavyKnight_Sword257000_Act02)
actFuncArr[3] = REGIST_FUNC(ai, goal, HeavyKnight_Sword257000_Act03)
actFuncArr[4] = REGIST_FUNC(ai, goal, HeavyKnight_Sword257000_Act04)
actFuncArr[5] = REGIST_FUNC(ai, goal, HeavyKnight_Sword257000_Act05)
actFuncArr[6] = REGIST_FUNC(ai, goal, HeavyKnight_Sword257000_Act06)
actFuncArr[7] = REGIST_FUNC(ai, goal, HeavyKnight_Sword257000_Act07)
local local0 = {100, 80, 10, 10, 0, 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 = Att3000_Dist_max
function HeavyKnight_Sword257000_Act01(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 <= 40 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 90)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3003_Dist_max
function HeavyKnight_Sword257000_Act02(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)
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 90)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3001_Dist_max
function HeavyKnight_Sword257000_Act03(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3001_Dist_max
local DashDist = Att3001_Dist_max + 2
local Odds_Guard = 100
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_Middle, -1, 40)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3007_Dist_max
function HeavyKnight_Sword257000_Act04(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3007_Dist_max
local DashDist = Att3007_Dist_max + 2
local Odds_Guard = 100
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_GuardBreakTunable, 10, 3007, TARGET_ENE_0, DIST_Middle, -1, 40)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function HeavyKnight_Sword257000_Act05(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
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)
goal:AddSubGoal(GOAL_COMMON_If, 15, 0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3007_Dist_max
function HeavyKnight_Sword257000_Act06(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3007_Dist_max
local DashDist = Att3007_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3005_Dist_max
function HeavyKnight_Sword257000_Act07(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
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_Middle, -1, 60)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function HeavyKnight_Sword257000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function HeavyKnight_Sword257000Battle_Terminate(ai, goal)
return
end
Att3000_Dist_min = Att3003_Dist_max
Att3000_Dist_min = Att3005_Dist_max
function HeavyKnight_Sword257000Battle_Interupt(ai, goal)
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 distGuard = 3
local oddsGuard = 5
local oddsLeaveAndSide = 50
local timeSide = 4.5
local distLeave = 2.5
if Damaged_Guard(ai, goal, distGuard, oddsGuard, oddsLeaveAndSide, timeSide, distLeave) then
end
local distUseItem_Act = 10
local oddsUseItem_Act = 60
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
if targetDist <= 5.9 then
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)
else
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3005_Dist_max, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
end
return true
end
local distResNear = 7.8
local distResFar = 14
local oddsResNear = 0
local oddsResFar = 60
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)
elseif ResBehavID == 2 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
end
local distSuccessGuard_Act = 3
local oddsSuccessGuard_Act = 50
if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
return false
end
end
return