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
+716
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REGISTER_GOAL(GOAL_Gargoyle535000_Battle, "Gargoyle535000Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 7
local Att3003_Dist_min = 0
local Att3003_Dist_max = 10.3
local Att3004_Dist_min = 0
local Att3004_Dist_max = 4.1
local Att3006_Dist_min = 0
local Att3006_Dist_max = 8
local Att3009_Dist_min = 6.5
local Att3009_Dist_max = 11
local Att3010_Dist_min = 3
local Att3010_Dist_max = 6
local Att3011_Dist_min = 2.5
local Att3011_Dist_max = 9
local Att3012_Dist_min = 0
local Att3012_Dist_max = 6
local Att3014_Dist_min = 0
local Att3014_Dist_max = 1.6
local Att3016_Dist_min = 0
local Att3016_Dist_max = 3.5
local Att3017_Dist_min = 0
local Att3017_Dist_max = 2.5
local Att3018_Dist_min = 12
local Att3018_Dist_max = 15
local Att3020_Dist_min = 17
local Att3020_Dist_max = 20
local Att3022_Dist_min = 0
local Att3022_Dist_max = 4.5
local Att3026_Dist_min = 2.5
local Att3026_Dist_max = 9
local Att3027_Dist_min = 0
local Att3027_Dist_max = 4
REGISTER_GOAL_NO_UPDATE(GOAL_Gargoyle535000_Battle, 1)
function Gargoyle535000Battle_Activate(ai, goal)
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 PARTS_IDX_TAIL = 0
local tailDmgLv = ai:GetPartsDmg(PARTS_IDX_TAIL)
local myThinkId = ai:GetNpcThinkParamID()
local Act01Per = 0
local Act02Per = 0
local Act03Per = 0
local Act04Per = 0
local Act05Per = 0
local Act06Per = 0
local Act07Per = 0
local Act08Per = 0
local Act09Per = 0
local Act10Per = 0
local Act11Per = 0
local Act12Per = 0
local Act13Per = 0
local Act14Per = 0
local Act15Per = 0
local Act16Per = 0
local Act17Per = 0
local Act18Per = 0
local Act19Per = 0
local GetWellSpace_Odds = 100
if myThinkId == 535000 then
if tailDmgLv == PARTS_DMG_FINAL then
if ai:IsInsideTargetRegion(TARGET_ENE_0, 1012793) then
if 5 <= targetDist then
Act13Per = 100
else
Act02Per = 30
Act04Per = 30
Act06Per = 30
Act13Per = 10
end
elseif targetDist <= 4.1 and fate <= 75 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 90) then
Act03Per = 100
elseif targetDist <= 1.5 and fate <= 75 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 180) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 170) then
Act07Per = 100
else
local Flag_Firebreath = 0
if hprate <= 0.5 then
Flag_Firebreath = 1
end
if 18 <= targetDist then
Act01Per = 0
Act02Per = 0
Act04Per = 0
Act06Per = 0
Act10Per = 15
Act11Per = 45
Act12Per = 0
Act13Per = 0
Act15Per = 15
Act16Per = 25 * Flag_Firebreath
elseif 13 <= targetDist then
Act01Per = 10
Act02Per = 10
Act04Per = 10
Act06Per = 10
Act10Per = 25
Act11Per = 0
Act12Per = 0
Act13Per = 10 * Flag_Firebreath
Act15Per = 15
Act16Per = 10 * Flag_Firebreath
elseif 9 <= targetDist then
Act01Per = 10
Act02Per = 10
Act04Per = 10
Act06Per = 10
Act10Per = 0
Act11Per = 0
Act12Per = 0
Act13Per = 25 * Flag_Firebreath
Act15Per = 15
Act16Per = 20 * Flag_Firebreath
elseif 6.8 <= targetDist then
Act01Per = 15
Act02Per = 15
Act04Per = 10
Act06Per = 10
Act10Per = 0
Act11Per = 0
Act12Per = 0
Act13Per = 35 * Flag_Firebreath
Act15Per = 5
Act16Per = 10 * Flag_Firebreath
elseif 3 <= targetDist then
Act01Per = 20
Act02Per = 15
Act04Per = 20
Act06Per = 15
Act10Per = 0
Act11Per = 0
Act12Per = 10
Act13Per = 15 * Flag_Firebreath
Act15Per = 0
Act16Per = 5 * Flag_Firebreath
else
Act01Per = 15
Act02Per = 10
Act04Per = 10
Act06Per = 10
Act09Per = 0
Act10Per = 0
Act11Per = 0
Act12Per = 5
Act13Per = 0
Act15Per = 0
Act16Per = 0
Act19Per = 50
end
end
elseif ai:IsInsideTargetRegion(TARGET_ENE_0, 1012793) then
if 5 <= targetDist then
Act13Per = 100
else
Act02Per = 30
Act04Per = 30
Act06Per = 30
Act13Per = 10
end
elseif targetDist <= 4 and fate <= 95 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 30) then
Act14Per = 100
elseif targetDist <= 3.5 and fate <= 60 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 130) then
Act08Per = 100
elseif targetDist <= 4.1 and fate <= 75 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 90) then
Act03Per = 100
elseif targetDist <= 1.5 and fate <= 75 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 180) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 170) then
Act07Per = 100
else
local Flag_Firebreath = 0
if hprate <= 0.5 then
Flag_Firebreath = 1
end
if 18 <= targetDist then
Act01Per = 0
Act02Per = 0
Act04Per = 0
Act06Per = 0
Act10Per = 15
Act11Per = 45
Act12Per = 0
Act13Per = 0
Act15Per = 15
Act16Per = 25 * Flag_Firebreath
Act17Per = 0
elseif 13 <= targetDist then
Act01Per = 10
Act02Per = 10
Act04Per = 10
Act06Per = 10
Act10Per = 25
Act11Per = 0
Act12Per = 0
Act13Per = 10 * Flag_Firebreath
Act15Per = 15
Act16Per = 10 * Flag_Firebreath
Act17Per = 0
elseif 9 <= targetDist then
Act01Per = 10
Act02Per = 10
Act04Per = 10
Act06Per = 10
Act10Per = 0
Act11Per = 0
Act12Per = 0
Act13Per = 25 * Flag_Firebreath
Act15Per = 15
Act16Per = 20 * Flag_Firebreath
Act17Per = 0
elseif 6.8 <= targetDist then
Act01Per = 10
Act02Per = 10
Act04Per = 10
Act06Per = 10
Act10Per = 0
Act11Per = 0
Act12Per = 0
Act13Per = 35 * Flag_Firebreath
Act15Per = 5
Act16Per = 15 * Flag_Firebreath
Act17Per = 10
elseif 3 <= targetDist then
Act01Per = 20
Act02Per = 15
Act04Per = 15
Act06Per = 20
Act10Per = 0
Act11Per = 0
Act12Per = 10
Act13Per = 15 * Flag_Firebreath
Act15Per = 0
Act16Per = 5 * Flag_Firebreath
Act17Per = 5
else
Act01Per = 15
Act02Per = 10
Act04Per = 10
Act06Per = 10
Act09Per = 0
Act10Per = 0
Act11Per = 0
Act12Per = 5
Act13Per = 0
Act15Per = 0
Act16Per = 0
Act17Per = 0
Act19Per = 50
end
end
elseif ai:IsInsideTargetRegion(TARGET_ENE_0, 1012793) then
if 5 <= targetDist then
Act13Per = 100
else
Act02Per = 30
Act04Per = 30
Act06Per = 30
Act13Per = 10
end
elseif targetDist <= 4.1 and fate <= 75 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 90) then
Act03Per = 100
elseif targetDist <= 1.5 and fate <= 75 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 180) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 170) then
Act07Per = 100
elseif 18 <= targetDist then
Act01Per = 5
Act02Per = 5
Act04Per = 5
Act06Per = 5
Act13Per = 80
elseif 13 <= targetDist then
Act01Per = 7
Act02Per = 8
Act04Per = 7
Act06Per = 8
Act13Per = 70
elseif 9 <= targetDist then
Act01Per = 7
Act02Per = 8
Act04Per = 7
Act06Per = 8
Act13Per = 70
elseif 6.8 <= targetDist then
Act01Per = 7
Act02Per = 8
Act04Per = 7
Act06Per = 8
Act13Per = 70
elseif 3 <= targetDist then
Act01Per = 10
Act02Per = 10
Act04Per = 10
Act06Per = 10
Act13Per = 60
else
Act01Per = 10
Act02Per = 10
Act04Per = 10
Act06Per = 10
Act18Per = 60
end
local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per + Act15Per + Act16Per + Act17Per + Act18Per + Act19Per)
if fateAct <= Act01Per then
Gargoyle535000_Act01(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per then
Gargoyle535000_Act02(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per then
Gargoyle535000_Act03(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
Gargoyle535000_Act04(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
Gargoyle535000_Act05(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
Gargoyle535000_Act06(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
Gargoyle535000_Act07(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then
Gargoyle535000_Act08(ai, goal)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then
Gargoyle535000_Act09(ai, goal)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per then
Gargoyle535000_Act10(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per then
Gargoyle535000_Act11(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per then
Gargoyle535000_Act12(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per then
Gargoyle535000_Act13(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per then
Gargoyle535000_Act14(ai, goal)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per + Act15Per then
Gargoyle535000_Act15(ai, goal)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per + Act15Per + Act16Per then
Gargoyle535000_Act16(ai, goal)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per + Act15Per + Act16Per + Act17Per then
Gargoyle535000_Act17(ai, goal)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per + Act15Per + Act16Per + Act17Per + Act18Per then
Gargoyle535000_Act18(ai, goal)
GetWellSpace_Odds = 100
else
Gargoyle535000_Act19(ai, goal)
GetWellSpace_Odds = 0
end
local fateGWS = ai:GetRandam_Int(1, 100)
if fateGWS <= GetWellSpace_Odds then
Gargoyle535000_GetWellSpace_Act(ai, goal)
end
return
end
Att3000_Dist_min = Att3000_Dist_max
function Gargoyle535000_Act01(ai, goal)
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 = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 10 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 35, 9, 8)
elseif fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 35, 9, 8)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 9, 8)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 35, 9, 8)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 9, 8)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3015, TARGET_ENE_0, DIST_Middle, 9, 8)
end
return
end
Att3000_Dist_min = Att3003_Dist_max
function Gargoyle535000_Act02(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
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_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 15, 8, 7)
return
end
function Gargoyle535000_Act03(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
if fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3004, TARGET_ENE_0, DIST_Middle, 9, 8)
else
goal:AddSubGoal(GOAL_COMMON_NonspinningComboAttack, 10, 3004, TARGET_ENE_0, DIST_Middle, 9, 8)
goal:AddSubGoal(GOAL_COMMON_NonspinningComboFinal, 10, 3005, TARGET_ENE_0, DIST_Middle, 9, 8)
end
return
end
Att3000_Dist_min = Att3006_Dist_max
function Gargoyle535000_Act04(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3006_Dist_max
local DashDist = Att3006_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, DIST_Middle, -1, 15, 8, 0)
return
end
function Gargoyle535000_Act05(ai, goal)
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0, 0)
return
end
Att3000_Dist_min = Att3012_Dist_max
function Gargoyle535000_Act06(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3012_Dist_max
local DashDist = Att3012_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3012, TARGET_ENE_0, DIST_Middle, -1, 15, 8, 0)
return
end
function Gargoyle535000_Act07(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3014, TARGET_ENE_0, DIST_Middle, 9, 8)
return
end
function Gargoyle535000_Act08(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
if targetDist <= 1.5 then
goal:AddSubGoal(GOAL_COMMON_ComboTunable_SuccessAngle180, 10, 3016, TARGET_ENE_0, DIST_Middle, 0, -1, 9, 8)
goal:AddSubGoal(GOAL_COMMON_NonspinningComboFinal, 10, 3029, TARGET_ENE_0, DIST_Middle, 9, 8)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3016, TARGET_ENE_0, DIST_Middle, 0, -1, 9, 8)
end
return
end
function Gargoyle535000_Act09(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3017, TARGET_ENE_0, DIST_Middle, -1, 60, 9, 8)
return
end
Att3000_Dist_min = Att3018_Dist_max
function Gargoyle535000_Act10(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3018_Dist_max
local DashDist = Att3018_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3018, TARGET_ENE_0, DIST_Middle, -1, 30)
return
end
Att3000_Dist_min = Att3020_Dist_max
function Gargoyle535000_Act11(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3020_Dist_max
local DashDist = Att3020_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3020, TARGET_ENE_0, DIST_Middle, -1, 45)
return
end
Att3000_Dist_min = Att3022_Dist_max
function Gargoyle535000_Act12(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3022_Dist_max
local DashDist = Att3022_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3022, TARGET_ENE_0, DIST_Middle, -1, 30)
return
end
Att3000_Dist_min = Att3026_Dist_max
function Gargoyle535000_Act13(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3026_Dist_max
local DashDist = Att3026_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3026, TARGET_ENE_0, DIST_Middle, -1, 25, 0, 8)
return
end
function Gargoyle535000_Act14(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3027, TARGET_ENE_0, DIST_Middle, 0, -1, 9, 0)
return
end
Att3000_Dist_min = Att3009_Dist_max
function Gargoyle535000_Act15(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3009_Dist_max
local DashDist = Att3009_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, -1, 30)
return
end
Att3000_Dist_min = Att3011_Dist_max
function Gargoyle535000_Act16(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3011_Dist_max
local DashDist = Att3011_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3011, TARGET_ENE_0, DIST_Middle, -1, 30)
return
end
Att3000_Dist_min = Att3010_Dist_max
function Gargoyle535000_Act17(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3010_Dist_max
local DashDist = Att3010_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3010, TARGET_ENE_0, DIST_Middle, -1, 30)
return
end
Att3000_Dist_min = Att3026_Dist_max
function Gargoyle535000_Act18(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3026_Dist_max
local DashDist = Att3026_Dist_max + 2
local Odds_Guard = 0
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 3.5)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3026, TARGET_ENE_0, DIST_Middle, -1, 25, 0, 8)
return
end
function Gargoyle535000_Act19(ai, goal)
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 3.5)
return
end
function Gargoyle535000_GetWellSpace_Act(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local waittime = ai:GetRandam_Int(1, 3)
if fate > 45 then
if fate <= 95 then
goal:AddSubGoal(GOAL_COMMON_If, 10, 0)
elseif fate <= 95 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 8, TARGET_ENE_0, true, -1)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1)
end
end
return
end
function OnIf_535000(ai, goal, codeNo)
local canStep713 = 0
local canStep712 = 0
local canStep711 = 0
local canStep701 = 0
local canStep702 = 0
local canStep703 = 0
local myThinkId = ai:GetNpcThinkParamID()
if not not ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_B, 7, 1012790) or not not ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_B, 7, 1012791) or ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_B, 7, 1012792) then
canStep711 = 1
end
if not not ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_R, 7, 1012790) or not not ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_R, 7, 1012791) or ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_R, 7, 1012792) then
canStep713 = 1
end
if not not ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_L, 7, 1012790) or not not ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_L, 7, 1012791) or ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_L, 7, 1012792) then
canStep712 = 1
end
if not not ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_B, 5, 1012790) or not not ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_B, 5, 1012791) or ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_B, 5, 1012792) then
canStep701 = 1
end
if not not ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_R, 5, 1012790) or not not ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_R, 5, 1012791) or ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_R, 5, 1012792) then
canStep703 = 1
end
if not not ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_L, 5, 1012790) or not not ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_L, 5, 1012791) or ai:IsInsideMsbRegion(TARGET_SELF, AI_DIR_TYPE_L, 5, 1012792) then
canStep702 = 1
end
local oddsBigJump = 40
local oddsBackJump = 60
if myThinkId == 535001 then
oddsBigJump = 0
oddsBackJump = 100
end
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local fate3 = ai:GetRandam_Int(1, 100)
if fate <= oddsBigJump and (canStep713 == 1 or canStep712 == 1 or canStep711 == 1) and myThinkId == 535000 then
if not (fate2 > oddsBackJump or canStep711 ~= 1) or canStep713 == 0 and canStep712 == 0 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 7)
elseif fate3 <= 50 or canStep712 == 0 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 713, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 7)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 712, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 7)
end
elseif not (fate2 > oddsBackJump or canStep701 ~= 1) or canStep702 == 0 and canStep703 == 0 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
elseif fate3 <= 50 or canStep702 == 0 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
end
return
end
function Gargoyle535000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function Gargoyle535000Battle_Terminate(ai, goal)
return
end
function Gargoyle535000Battle_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 superStepDist = 3
local superStepPer = 15
local bkStepPer = 50
local leftStepPer = 25
local rightStepPer = 25
local safetyDist = 5
if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
end
local distGuardBreak_Act = 10.3
local oddsGuardBreak_Act = 30
if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
if 50 <= fate then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
end
return true
end
local distMissSwing_Int = 10.3
local oddsMissSwing_Int = 30
if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
if 50 <= fate then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
end
return true
end
local distUseItem_Act = 10.3
local oddsUseItem_Act = 5
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
if 6 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_ENE_0, DIST_Middle, 0)
end
end
local distResNear = 13.5
local distResFar = 25
local oddsResNear = 0
local oddsResFar = 20
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 3)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 3)
end
return true
elseif ResBehavID == 2 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 3)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 3)
end
end
local oddsResponse = 30
local bkStepPer = 50
local leftStepPer = 25
local rightStepPer = 25
local safetyDist = 5
if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
return false
end
end
return