141 lines
5.7 KiB
Lua
141 lines
5.7 KiB
Lua
REGISTER_GOAL(GOAL_Stateless_princess6050_Battle, "Stateless_princess6050Battle")
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REGISTER_GOAL_NO_UPDATE(GOAL_Stateless_princess6050_Battle, 1)
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function Stateless_princess6050Battle_Activate(ai, goal)
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local hprate = ai:GetHpRate(TARGET_SELF)
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local selfmp = ai:GetMp(TARGET_SELF)
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if 0.5 <= hprate then
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Stateless_princess6050_Battle_Sword(ai, goal)
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Stateless_princess6050_Battle_Kougeki_Noato(ai, goal)
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elseif 15 <= selfmp then
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Stateless_princess6050_Battle_Magic(ai, goal)
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Stateless_princess6050_Battle_Kougeki_Noato(ai, goal)
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else
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Stateless_princess6050_Battle_Sword(ai, goal)
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Stateless_princess6050_Battle_Kougeki_Noato(ai, goal)
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end
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return
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end
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function Stateless_princess6050_Battle_Sword(ai, goal)
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local fate = ai:GetRandam_Int(1, 100)
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local NormalR_Dist = 2.5
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CommonNPC_ChangeWepR1(ai, goal)
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CommonNPC_ChangeWepR1(ai, goal)
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CommonNPC_ChangeWepL1(ai, goal)
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if fate <= 40 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 4, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, true, -1)
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Stateless_princess6050_Battle_NormalR_Comb(ai, goal)
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elseif fate <= 70 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 4, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, false, -1)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(90, 120), false, true, -1)
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Stateless_princess6050_Battle_NormalR_Comb(ai, goal)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 7, TARGET_ENE_0, false, -1)
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end
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return
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end
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function Stateless_princess6050_Battle_Magic(ai, goal)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local BackDist = 8
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if targetDist <= BackDist then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(2, 4), TARGET_ENE_0, BackDist, TARGET_ENE_0, false, -1)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 0, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 0, -1)
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end
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return
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end
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function Stateless_princess6050_Battle_NormalR_Comb(ai, goal)
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local NR_fate = ai:GetRandam_Int(1, 100)
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local NR_fate2 = ai:GetRandam_Int(1, 100)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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if NR_fate <= 60 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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end
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if NR_fate2 <= 10 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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end
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return
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end
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function Stateless_princess6050_Battle_Kougeki_Noato(ai, goal)
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local MoveDist = 3
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CommonNPC_ChangeWepL1(ai, goal)
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if fate <= 50 then
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if fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
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elseif fate2 <= 75 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepL, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepR, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
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end
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elseif fate <= 50 then
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if fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 6), TARGET_ENE_0, MoveDist, TARGET_ENE_0, false, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 6), TARGET_ENE_0, MoveDist, TARGET_ENE_0, false, -1)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Int(4, 6), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(25, 50), false, true, -1)
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end
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end
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return
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end
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function Stateless_princess6050Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Stateless_princess6050Battle_Terminate(ai, goal)
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return
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end
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function Stateless_princess6050Battle_Interupt(ai, goal)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local fate3 = ai:GetRandam_Int(1, 100)
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local fate4 = ai:GetRandam_Int(1, 100)
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if ai:IsInterupt(INTERUPT_MissSwing) then
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local MissSwingDist = 1
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local MissSwingAttPer = 50
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if targetDist <= MissSwingDist and fate <= MissSwingAttPer then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 10, TARGET_ENE_0, false, -1)
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_Damaged) then
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local combRunDist = 2
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local combRunPer = 40
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if targetDist < combRunDist and fate <= combRunPer then
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goal:ClearSubGoal()
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if fate2 <= 60 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepB, TARGET_ENE_0, DIST_None, 0)
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elseif fate2 <= 80 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepL, TARGET_ENE_0, DIST_None, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepR, TARGET_ENE_0, DIST_None, 0)
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end
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_Shoot) then
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local shootIntPer = 50
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if fate <= shootIntPer then
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goal:ClearSubGoal()
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if fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepL, TARGET_ENE_0, DIST_None, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepR, TARGET_ENE_0, DIST_None, 0)
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end
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return true
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end
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end
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return false
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end
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return
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