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395 lines
16 KiB
Lua

REGISTER_GOAL(GOAL_Witch6520_Battle, "Witch6520Battle")
local LargeR_min = 0
local LargeR_max = 1.5
local PushR_min = 0
local PushR_max = 1
local Magic_min = 7
local Magic_max = 15
local Magic2_min = 7
local Magic2_max = 15
local Magic3_min = 8
local Magic3_max = 16
local Magic4_min = 10
local Magic4_max = 18
REGISTER_GOAL_NO_UPDATE(GOAL_Witch6520_Battle, 1)
function Witch6520Battle_Activate(ai, goal)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
local playerDist = ai:GetDist(TARGET_LOCALPLAYER)
local isFindTarget = ai:IsSearchTarget(TARGET_ENE_0)
local eventNo = ai:GetEventRequest(0)
local myThinkId = ai:GetNpcThinkParamID()
local selfmp = ai:GetMp(TARGET_SELF)
local PointFrontWall = 0
local MoveArea1 = 0
local MoveArea2 = 0
if myThinkId == 6520 then
PointFrontOfWall = 1602010
elseif myThinkId == 6521 then
PointFrontOfWall = 1202894
MoveArea1 = 1202891
MoveArea2 = 1202892
end
if eventNo == 10 then
ai:SetEventMoveTarget(PointFrontOfWall)
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 1, POINT_EVENT, 3, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 1, POINT_EVENT, 0.1, TARGET_SELF, true, -1)
elseif playerDist <= 0.1 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_LOCALPLAYER, 1, TARGET_LOCALPLAYER, true, -1)
elseif fate <= 85 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 1.5, TARGET_LOCALPLAYER, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(20, 25), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_Wait, 2, TARGET_LOCALPLAYER, 0, 0, 0)
end
elseif playerDist <= 0.4 then
if fate <= 20 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_LOCALPLAYER, 1, TARGET_LOCALPLAYER, true, -1)
elseif fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 1.5, TARGET_LOCALPLAYER, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(20, 25), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_Wait, 2, TARGET_LOCALPLAYER, 0, 0, 0)
end
elseif MoveArea1 ~= 0 and not ai:IsInsideTargetRegion(TARGET_LOCALPLAYER, MoveArea1) and not ai:IsInsideTargetRegion(TARGET_LOCALPLAYER, MoveArea2) then
if 10 <= targetDist or isFindTarget == false then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, POINT_INITIAL, 1, TARGET_SELF, true, 4)
goal:AddSubGoal(GOAL_COMMON_Wait, 2, TARGET_SELF, 0, 0, 0)
else
Witch6520_Battle(ai, goal)
end
elseif 20 <= playerDist or 10 <= targetDist or isFindTarget == false then
local walk = true
if 2.2 <= playerDist then
walk = false
end
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, TARGET_LOCALPLAYER, 1.2, TARGET_SELF, walk, -1)
else
Witch6520_Battle(ai, goal)
end
return
end
function Witch6520_Battle(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local BothHandOff = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
local RYOUTE_odds = 1
local KATATE_odds = 1
local MagicValue1 = 100
local Magic1Limit = ai:GetNumber(0)
if 20 <= Magic1Limit then
MagicValue1 = 1
end
local MagicValue2 = 100
local Magic2Limit = ai:GetNumber(1)
if 20 <= Magic2Limit then
MagicValue2 = 1
end
local MagicValue3 = 100
local Magic3Limit = ai:GetNumber(2)
if 10 <= Magic3Limit then
MagicValue3 = 1
end
local MagicValue4 = 0
local Magic4Limit = ai:GetNumber(3)
if MagicValue1 == 1 and MagicValue1 == 2 and MagicValue1 == 3 then
local MagicValue4 = 1
end
if 5 <= Magic4Limit then
MagicValue4 = 0
end
local GuardTaiou = 0
if ai:IsTargetGuard(TARGET_ENE_0) == true then
GuardTaiou = 1
end
local Buturi = 0
if ai:HasSpecialEffectId(TARGET_ENE_0, 5444) then
Buturi = 10000
end
if ai:HasSpecialEffectId(TARGET_SELF, 1500) then
actPerArr[1] = 85
actPerArr[18] = 5
actPerArr[19] = 5
actPerArr[20] = 5
elseif 1.5 <= targetDist then
actPerArr[2] = 0 + Buturi
actPerArr[15] = 30
actPerArr[16] = 10 * MagicValue4
actPerArr[18] = 10 * MagicValue1
actPerArr[19] = 10 * MagicValue2
actPerArr[20] = 10 * MagicValue3
else
actPerArr[2] = 30
actPerArr[15] = 30
actPerArr[16] = 10 * MagicValue4
actPerArr[17] = 5 * GuardTaiou
actPerArr[18] = 10 * MagicValue1
actPerArr[19] = 10 * MagicValue2
actPerArr[20] = 10 * MagicValue3
end
actFuncArr[1] = REGIST_FUNC(ai, goal, Witch6520_Act01)
actFuncArr[2] = REGIST_FUNC(ai, goal, Witch6520_Act02)
actFuncArr[15] = REGIST_FUNC(ai, goal, Witch6520_Act15)
actFuncArr[16] = REGIST_FUNC(ai, goal, Witch6520_Act16)
actFuncArr[17] = REGIST_FUNC(ai, goal, Witch6520_Act17)
actFuncArr[18] = REGIST_FUNC(ai, goal, Witch6520_Act18)
actFuncArr[19] = REGIST_FUNC(ai, goal, Witch6520_Act19)
actFuncArr[20] = REGIST_FUNC(ai, goal, Witch6520_Act20)
local atkAfterFunc = REGIST_FUNC(ai, goal, Witch6520_ActAfter_AdjustSpace, atkAfterOddsTbl)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
function Witch6520_Act01(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_Wait, 10, TARGET_ENE_0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
LargeR_min = LargeR_max
function Witch6520_Act02(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
NPC_KATATE_Switch(ai, goal)
CommonNPC_ChangeWepR1(ai, goal)
local AppDist = LargeR_max
local DashDist = LargeR_max + 5
local Odds_Guard = 100
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 1, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
GetWellSpace_Odds = 100
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 0, -1)
GetWellSpace_Odds = 100
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function Witch6520_Act15(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
if 7 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(2, 2.5), TARGET_SELF, true, 4)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(1.5, 2), TARGET_ENE_0, true, 4)
end
goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
LargeR_min = Magic4_min
function Witch6520_Act16(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
local Magic4Limit = ai:GetNumber(3)
CommonNPC_ChangeWepR1(ai, goal)
ai:ChangeEquipMagic(3)
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic4_min, TARGET_ENE_0, false, -1)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 30, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_Wait, 10, TARGET_ENE_0)
ai:SetNumber(1, Magic4Limit + 1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
LargeR_min = PushR_max
function Witch6520_Act17(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = PushR_max
local DashDist = PushR_max + 5
local Odds_Guard = 100
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_PushR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
LargeR_min = Magic_max
LargeR_min = Magic_min
function Witch6520_Act18(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
local Magic1Limit = ai:GetNumber(0)
CommonNPC_ChangeWepR1(ai, goal)
ai:ChangeEquipMagic(0)
if Magic_max <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic_max, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90)
elseif targetDist <= Magic_min then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic_min, TARGET_ENE_0, false, -1)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90)
else
goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90)
end
ai:SetNumber(0, Magic1Limit + 1)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
LargeR_min = Magic2_max
LargeR_min = Magic2_min
function Witch6520_Act19(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
local Magic2Limit = ai:GetNumber(1)
CommonNPC_ChangeWepR1(ai, goal)
ai:ChangeEquipMagic(1)
if Magic2_max <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic2_max, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90)
elseif targetDist <= Magic2_min then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic2_min, TARGET_ENE_0, false, -1)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90)
else
goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90)
end
ai:SetNumber(1, Magic2Limit + 1)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
LargeR_min = Magic3_max
LargeR_min = Magic3_min
function Witch6520_Act20(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
local Magic3Limit = ai:GetNumber(2)
CommonNPC_ChangeWepR1(ai, goal)
ai:ChangeEquipMagic(2)
if Magic3_max <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic3_max, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90)
elseif targetDist <= Magic3_min then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic3_min, TARGET_ENE_0, false, -1)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90)
end
ai:SetNumber(2, Magic3Limit + 1)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function Witch6520_ActAfter_AdjustSpace(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local MoveDist = 3
if fate <= 80 then
if fate2 <= 70 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
else
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 4)
end
end
return
end
function Witch6520Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function Witch6520Battle_Terminate(ai, goal)
return
end
function Witch6520Battle_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)
if ai:IsInterupt(INTERUPT_FindAttack) then
local FindATKDist = 3
local FindATKPer = 10
local MoveDist = 3
if targetDist <= FindATKDist and fate <= FindATKPer then
goal:ClearSubGoal()
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
end
return true
end
end
if ai:IsInterupt(INTERUPT_Damaged) then
local combRunDist = 3
local combRunPer = 10
if targetDist < combRunDist and fate <= combRunPer then
goal:ClearSubGoal()
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
end
end
end
if ai:IsInterupt(INTERUPT_ReboundByOpponentGuard) then
local ResDist = 3
local ResPer = 10
if targetDist < ResDist then
if fate <= ResPer then
goal:ClearSubGoal()
if fate2 <= ResPer then
if fate3 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
end
else
ai:Replaning()
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
return true
end
else
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
ai:Replaning()
return true
end
else
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
ai:Replaning()
return true
end
end
if ai:IsInterupt(INTERUPT_Shoot) then
local shootIntPer = 50
if fate <= shootIntPer then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
return true
end
end
return false
end
return