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141 lines
5.7 KiB
Lua

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