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
+790
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@@ -0,0 +1,790 @@
REGISTER_GOAL(GOAL_TheAbyss450000_Battle, "TheAbyss450000Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 5
local Att3002_Dist_min = 0
local Att3002_Dist_max = 4
local Att3003_Dist_min = 0
local Att3003_Dist_max = 7
local Att3006_Dist_min = 6
local Att3006_Dist_max = 12
local Att3020_Dist_min = 8
local Att3020_Dist_max = 10
local Att3009_Dist_min = 0
local Att3009_Dist_max = 3
local Att3010_Dist_min = 0
local Att3010_Dist_max = 100
local Att3012_Dist_min = 0
local Att3012_Dist_max = 15
local Att3013_Dist_min = 7
local Att3013_Dist_max = 13
local Att3014_Dist_min = 10
local Att3014_Dist_max = 20
local Att3015_Dist_min = 0
local Att3015_Dist_max = 5
local Att3018_Dist_min = 0
local Att3018_Dist_max = 5
local Att3019_Dist_min = 0
local Att3019_Dist_max = 6.5
local Att3022_Dist_min = 0
local Att3022_Dist_max = 2.5
local Att3023_Dist_min = 8
local Att3023_Dist_max = 12
REGISTER_GOAL_NO_UPDATE(GOAL_TheAbyss450000_Battle, 1)
function OnIf_450000(ai, goal, codeNo)
if codeNo == 2 then
TheAbyss450000_ActAfter(ai, goal)
end
return
end
function TheAbyss450000Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
ai:SetNumber(0, 0)
ai:SetNumber(4, 0)
local hprate = ai:GetHpRate(TARGET_SELF)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local fate3 = 1
local fate4 = 1
local fate5 = 1
local fate6 = 1
if ai:GetNumber(1) <= 10 then
fate3 = 1
elseif ai:GetNumber(1) <= 20 then
fate3 = 2
elseif ai:GetNumber(1) <= 40 then
fate3 = 4
elseif ai:GetNumber(1) <= 50 then
fate3 = 6
else
fate3 = 10
end
if ai:GetNumber(2) <= 10 then
fate4 = 1
elseif ai:GetNumber(2) <= 20 then
fate4 = 1.5
elseif ai:GetNumber(2) <= 40 then
fate4 = 2
elseif ai:GetNumber(2) <= 50 then
fate4 = 2.5
else
fate4 = 3
end
if ai:IsFinishTimer(0) == true then
fate5 = 1
else
fate5 = 0
end
if hprate <= 0.6 then
fate6 = 1
else
fate6 = 0
end
if hprate == 1 and ai:GetNumber(3) == 0 then
actPerArr[14] = 100
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) and fate <= 70 then
if targetDist <= 3 then
actPerArr[6] = 80
actPerArr[20] = 20
else
actPerArr[6] = 0
actPerArr[20] = 100
end
elseif hprate <= 0.6 and ai:GetNumber(5) == 0 then
if targetDist <= 5 then
actPerArr[15] = 100
elseif targetDist <= 9 then
actPerArr[16] = 100
else
actPerArr[17] = 100
end
elseif 16 <= targetDist then
actPerArr[1] = 0
actPerArr[2] = 0 * fate5
actPerArr[3] = 0
actPerArr[4] = 15
actPerArr[5] = 15
actPerArr[7] = 0
actPerArr[8] = 0
actPerArr[9] = 20
actPerArr[10] = 0
actPerArr[11] = 15
actPerArr[14] = 0
actPerArr[15] = 15 * fate6
actPerArr[16] = 0 * fate6
actPerArr[17] = 20 * fate6
elseif 12 <= targetDist then
actPerArr[1] = 0
actPerArr[2] = 0 * fate5
actPerArr[3] = 0
actPerArr[4] = 15
actPerArr[5] = 15
actPerArr[7] = 0
actPerArr[8] = 0
actPerArr[9] = 20
actPerArr[10] = 0
actPerArr[11] = 15
actPerArr[14] = 0
actPerArr[15] = 10 * fate6
actPerArr[16] = 10 * fate6
actPerArr[17] = 15 * fate6
elseif 8 <= targetDist then
actPerArr[1] = 0
actPerArr[2] = 0 * fate5
actPerArr[3] = 10
actPerArr[4] = 15
actPerArr[5] = 15
actPerArr[7] = 0
actPerArr[8] = 10
actPerArr[9] = 10
actPerArr[10] = 0
actPerArr[11] = 10
actPerArr[14] = 0
actPerArr[15] = 5 * fate6
actPerArr[16] = 15 * fate6
actPerArr[17] = 10 * fate6
elseif 5 <= targetDist then
actPerArr[1] = 10
actPerArr[2] = 0 * fate5
actPerArr[3] = 15
actPerArr[4] = 10
actPerArr[5] = 10
actPerArr[7] = 5
actPerArr[8] = 10
actPerArr[9] = 10
actPerArr[10] = 5 * fate3
actPerArr[11] = 0
actPerArr[14] = 0
actPerArr[15] = 10 * fate6
actPerArr[16] = 15 * fate6
actPerArr[17] = 0 * fate6
elseif 3 <= targetDist then
actPerArr[1] = 20
actPerArr[2] = 10 * fate5
actPerArr[3] = 10
actPerArr[4] = 0
actPerArr[5] = 0
actPerArr[7] = 15
actPerArr[8] = 15
actPerArr[9] = 10
actPerArr[10] = 10 * fate3
actPerArr[11] = 0
actPerArr[14] = 0
actPerArr[15] = 10 * fate4 * fate6
actPerArr[16] = 0 * fate6
actPerArr[17] = 0 * fate6
else
actPerArr[1] = 20
actPerArr[2] = 10 * fate5
actPerArr[3] = 10
actPerArr[4] = 0
actPerArr[5] = 0
actPerArr[7] = 25
actPerArr[8] = 15
actPerArr[9] = 0
actPerArr[10] = 10 * fate3
actPerArr[11] = 0
actPerArr[14] = 0
actPerArr[15] = 10 * fate4 * fate6
actPerArr[16] = 0 * fate6
actPerArr[17] = 0 * fate6
end
actFuncArr[1] = REGIST_FUNC(ai, goal, TheAbyss450000_Act01)
actFuncArr[2] = REGIST_FUNC(ai, goal, TheAbyss450000_Act02)
actFuncArr[3] = REGIST_FUNC(ai, goal, TheAbyss450000_Act03)
actFuncArr[4] = REGIST_FUNC(ai, goal, TheAbyss450000_Act04)
actFuncArr[5] = REGIST_FUNC(ai, goal, TheAbyss450000_Act05)
actFuncArr[6] = REGIST_FUNC(ai, goal, TheAbyss450000_Act06)
actFuncArr[7] = REGIST_FUNC(ai, goal, TheAbyss450000_Act07)
actFuncArr[8] = REGIST_FUNC(ai, goal, TheAbyss450000_Act08)
actFuncArr[9] = REGIST_FUNC(ai, goal, TheAbyss450000_Act09)
actFuncArr[10] = REGIST_FUNC(ai, goal, TheAbyss450000_Act10)
actFuncArr[11] = REGIST_FUNC(ai, goal, TheAbyss450000_Act11)
actFuncArr[14] = REGIST_FUNC(ai, goal, TheAbyss450000_Act14)
actFuncArr[15] = REGIST_FUNC(ai, goal, TheAbyss450000_Act15)
actFuncArr[16] = REGIST_FUNC(ai, goal, TheAbyss450000_Act16)
actFuncArr[17] = REGIST_FUNC(ai, goal, TheAbyss450000_Act17)
actFuncArr[20] = REGIST_FUNC(ai, goal, TheAbyss450000_Act20)
local atkAfterFunc = REGIST_FUNC(ai, goal, TheAbyss450000_ActAfter_AdjustSpace)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
Att3000_Dist_min = Att3000_Dist_max
function TheAbyss450000_Act01(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3000_Dist_max - 1
local DashDist = Att3000_Dist_max + 2
local Odds_Guard = 0
local AttDist = Att3000_Dist_max
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local fate3 = ai:GetRandam_Int(1, 100)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
if fate <= 20 then
if fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90)
end
elseif fate <= 60 then
if fate2 <= 50 then
if fate3 <= 30 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, AttDist, 0)
elseif fate3 <= 55 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3016, TARGET_ENE_0, AttDist, 0)
elseif fate3 <= 80 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3019, TARGET_ENE_0, AttDist, 0)
end
elseif fate3 <= 30 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3000, TARGET_ENE_0, AttDist, 0)
elseif fate3 <= 55 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3015, TARGET_ENE_0, AttDist, 0)
elseif fate3 <= 80 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3018, TARGET_ENE_0, AttDist, 0)
end
elseif fate2 <= 50 then
if fate3 <= 25 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3000, TARGET_ENE_0, AttDist, 0)
elseif fate3 <= 40 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3015, TARGET_ENE_0, AttDist, 0)
elseif fate3 <= 55 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3016, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0)
elseif fate3 <= 70 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3017, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0)
elseif fate3 <= 85 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3019, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3017, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3019, TARGET_ENE_0, AttDist, 0)
end
elseif fate3 <= 25 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3000, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, AttDist, 0)
elseif fate3 <= 40 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3000, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3016, TARGET_ENE_0, AttDist, 0)
elseif fate3 <= 55 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3000, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0)
elseif fate3 <= 70 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3017, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0)
elseif fate3 <= 85 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3000, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3018, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3001, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3017, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3018, TARGET_ENE_0, AttDist, 0)
end
ai:SetNumber(1, ai:GetNumber(1) + 10)
ai:SetNumber(2, ai:GetNumber(2) + 10)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3002_Dist_max
function TheAbyss450000_Act02(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AttDist = Att3002_Dist_max
ai:SetTimer(0, 10)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 0, 90)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3003_Dist_max
function TheAbyss450000_Act03(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3003_Dist_max - 2
local DashDist = Att3003_Dist_max - 2
local Odds_Guard = 0
local AttDist = Att3003_Dist_max
local fate = ai:GetRandam_Int(1, 100)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3005, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3023, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3004, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3005, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3005, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3019, TARGET_ENE_0, AttDist, 0)
end
ai:SetNumber(1, ai:GetNumber(1) + 10)
ai:SetNumber(2, ai:GetNumber(2) + 10)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3006_Dist_max
function TheAbyss450000_Act04(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3006_Dist_max
local DashDist = Att3006_Dist_max
local Odds_Guard = 0
local AttDist = Att3006_Dist_max
local fate = ai:GetRandam_Int(1, 100)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, AttDist, 1.3, 20)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3020_Dist_max
function TheAbyss450000_Act05(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3020_Dist_max
local DashDist = Att3020_Dist_max
local Odds_Guard = 0
local AttDist = Att3020_Dist_max
local fate = ai:GetRandam_Int(1, 100)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
ai:SetNumber(4, 1)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3020, TARGET_ENE_0, DIST_None, 1.3, 20)
if targetDist <= 10 then
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3021, TARGET_ENE_0, DIST_None, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3007, TARGET_ENE_0, DIST_None, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3009_Dist_max
function TheAbyss450000_Act06(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AttDist = Att3009_Dist_max
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 3, 3009, TARGET_ENE_0, AttDist, 0, 0)
ai:SetNumber(0, 1)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3015_Dist_max
function TheAbyss450000_Act07(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3015_Dist_max - 1.5
local DashDist = Att3015_Dist_max + 2
local Odds_Guard = 0
local AttDist = Att3015_Dist_max
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local fate3 = ai:GetRandam_Int(1, 100)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
if fate <= 20 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90)
elseif fate <= 60 then
if fate2 <= 35 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3016, TARGET_ENE_0, AttDist, 0)
elseif fate2 <= 70 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3000, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, AttDist, 0)
end
elseif fate2 <= 15 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3016, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3015, TARGET_ENE_0, AttDist, 0)
elseif fate2 <= 25 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3015, TARGET_ENE_0, AttDist, 0)
elseif fate2 <= 35 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3016, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3000, TARGET_ENE_0, AttDist, 0)
elseif fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3016, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0)
elseif fate2 <= 60 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3000, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0)
elseif fate2 <= 70 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3017, TARGET_ENE_0, AttDist, 0)
elseif fate2 <= 85 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3016, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3018, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3015, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3016, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3019, TARGET_ENE_0, AttDist, 0)
end
ai:SetNumber(1, ai:GetNumber(1) + 10)
ai:SetNumber(2, ai:GetNumber(2) + 10)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3018_Dist_max
function TheAbyss450000_Act08(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3018_Dist_max - 2
local DashDist = Att3018_Dist_max + 1
local Odds_Guard = 0
local AttDist = Att3018_Dist_max
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3018, TARGET_ENE_0, AttDist, 0, 90)
ai:SetNumber(1, ai:GetNumber(1) + 10)
ai:SetNumber(2, ai:GetNumber(2) + 10)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3019_Dist_max
function TheAbyss450000_Act09(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3019_Dist_max
local DashDist = Att3019_Dist_max + 1
local Odds_Guard = 0
local AttDist = Att3019_Dist_max
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3019, TARGET_ENE_0, AttDist, 0, 90)
ai:SetNumber(1, ai:GetNumber(1) + 10)
ai:SetNumber(2, ai:GetNumber(2) + 10)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3022_Dist_max
function TheAbyss450000_Act10(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3022_Dist_max
local DashDist = Att3022_Dist_max + 0
local Odds_Guard = 0
local AttDist = Att3022_Dist_max
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
ai:SetNumber(1, 0)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3022, TARGET_ENE_0, AttDist, 0, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3010, TARGET_ENE_0, AttDist, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3023_Dist_max
function TheAbyss450000_Act11(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3023_Dist_max + 0
local DashDist = Att3023_Dist_max + 0
local Odds_Guard = 0
local AttDist = Att3023_Dist_max
local fate = ai:GetRandam_Int(1, 100)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3023, TARGET_ENE_0, AttDist, 1.3, 20)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3010_Dist_max
function TheAbyss450000_Act14(ai, goal, paramTbl)
local AppDist = Att3010_Dist_max
ai:SetNumber(3, 1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3010, TARGET_ENE_0, AppDist, 0, 0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3012_Dist_max
function TheAbyss450000_Act15(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3012_Dist_max + 0
local DashDist = Att3012_Dist_max + 0
local Odds_Guard = 0
local AttDist = Att3012_Dist_max + 5
local fate = ai:GetRandam_Int(1, 100)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
ai:SetNumber(2, 0)
ai:SetNumber(5, 1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3012, TARGET_ENE_0, AttDist, 0, 90)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3013_Dist_max
function TheAbyss450000_Act16(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3013_Dist_max + 0
local DashDist = Att3013_Dist_max + 0
local Odds_Guard = 0
local AttDist = Att3013_Dist_max + 5
local fate = ai:GetRandam_Int(1, 100)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
ai:SetNumber(5, 1)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3013, TARGET_ENE_0, AttDist, 1.3, 20)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3010, TARGET_ENE_0, DIST_None, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3014_Dist_max
function TheAbyss450000_Act17(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3014_Dist_max + 0
local DashDist = Att3014_Dist_max + 0
local Odds_Guard = 0
local AttDist = Att3014_Dist_max + 5
local fate = ai:GetRandam_Int(1, 100)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
ai:SetNumber(5, 1)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3014, TARGET_ENE_0, AttDist, 0, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3010, TARGET_ENE_0, DIST_None, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function TheAbyss450000_Act20(ai, goal, paramTbl)
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3026, TARGET_ENE_0, DIST_None, 0, 90)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 180) then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3025, TARGET_ENE_0, DIST_None, 0, 90)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3026, TARGET_ENE_0, DIST_None, 0, 90)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function TheAbyss450000_ActAfter(ai, goal)
local GW_fate = ai:GetRandam_Int(1, 100)
local fate = ai:GetRandam_Int(1, 100)
local bRight = ai:GetRandam_Int(0, 1)
local targetDist = ai:GetDist(TARGET_ENE_0)
if targetDist <= 3 then
if GW_fate <= 60 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 7)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif GW_fate <= 90 then
if fate <= 0 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1)
end
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_None, 0, 0)
end
elseif targetDist <= 5 then
if GW_fate <= 50 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 7)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif GW_fate <= 90 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2.5, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1)
end
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_None, 0, 0)
end
elseif targetDist <= 12 then
if GW_fate <= 20 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 7)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif GW_fate <= 80 then
if fate <= 60 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1)
end
end
elseif GW_fate <= 0 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 7)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif GW_fate <= 75 then
if fate <= 100 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 4, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 4, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1)
end
end
return
end
function TheAbyss450000_ActAfter_AdjustSpace(ai, goal, paramTbl)
goal:AddSubGoal(GOAL_COMMON_If, 10, 2)
return
end
function TheAbyss450000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function TheAbyss450000Battle_Terminate(ai, goal)
return
end
Att3000_Dist_min = Att3023_Dist_max
function TheAbyss450000Battle_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)
if ai:IsInterupt(INTERUPT_TargetIsGuard) and ai:GetNumber(0) == 1 then
ai:SetNumber(0, 0)
if fate <= 60 then
local AttDist = Att3023_Dist_max
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 3, 3023, TARGET_ENE_0, AttDist, 0)
end
return true
elseif ai:GetNumber(4) == 0 then
local distUseItem_Act = 20
local oddsUseItem_Act = 30
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
local AppDist = 20
local DashDist = 20
local Odds_Guard = 0
goal:ClearSubGoal()
if targetDist <= 5 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3002, TARGET_ENE_0, DIST_None, 0, 90)
elseif targetDist <= 8 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3019, TARGET_ENE_0, DIST_None, 0, 90)
elseif targetDist <= 12 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3006, TARGET_ENE_0, DIST_None, 1.3, 0)
elseif targetDist <= 15 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3023, TARGET_ENE_0, DIST_None, 0, 90)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3010, TARGET_ENE_0, DIST_None, 0, 0)
end
return true
end
end
if ai:GetNumber(4) == 0 then
local distResNear = 8
local distResFar = 30
local oddsResNear = 40
local oddsResFar = 70
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
if targetDist <= 6 then
if fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3018, TARGET_ENE_0, DIST_None, 0, 90)
elseif fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3019, TARGET_ENE_0, DIST_None, 0, 90)
elseif fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
return true
elseif ResBehavID == 2 then
if targetDist <= 12 then
if fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3006, TARGET_ENE_0, DIST_None, 1.3, 20)
elseif fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif targetDist <= 15 then
if fate <= 70 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3023, TARGET_ENE_0, DIST_None, 0, 90)
elseif fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
elseif fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
return true
end
end
return false
end
return