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427 lines
17 KiB
Lua

REGISTER_GOAL(GOAL_SunKnight6540_Battle, "SunKnight6540Battle")
local NormalR_min = 0
local NormalR_max = 2
local Guard_NormalR_min = 0
local Guard_NormalR_max = 1.5
local LargeR_min = 0
local LargeR_max = 2.9
local Whand_jyaku_min = 0
local Whand_jyaku_max = 2.1
local Whand_kyou_min = 0
local Whand_kyou_max = 2.1
local PushR_min = 0
local PushR_max = 1.1
local Magic_min = 5
local Magic_max = 10
local Backstep_Atk_min = 0
local Backstep_Atk_max = 2.8
local Rolling_Atk_min = 4
local Rolling_Atk_max = 5
REGISTER_GOAL_NO_UPDATE(GOAL_SunKnight6540_Battle, 1)
function SunKnight6540Battle_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 PointFrontWall = 0
local MoveArea1 = 0
local MoveArea2 = 0
if myThinkId == 6540 then
PointFrontOfWall = 1012997
elseif myThinkId == 6541 then
PointFrontOfWall = 1002997
elseif myThinkId == 6542 then
PointFrontOfWall = 1412897
elseif myThinkId == 6543 then
PointFrontOfWall = 1512997
MoveArea1 = 1512995
MoveArea2 = 1512995
elseif myThinkId == 6544 then
PointFrontOfWall = 1802997
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 eventNo == 9 then
ai:SetEventMoveTarget(1512897)
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 eventNo == 8 then
ai:SetEventMoveTarget(1512770)
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 1, POINT_EVENT, 3, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_Wait, 2, TARGET_LOCALPLAYER, 0, 0, 0)
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
SunKnight6540_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
SunKnight6540_Battle(ai, goal)
end
return
end
function SunKnight6540_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 MagicValue = 1
local Magic1Limit = ai:GetNumber(0)
if 5 <= Magic1Limit then
MagicValue = 0
end
if ai:IsTargetGuard(TARGET_ENE_0) == false and ai:IsBothHandMode(TARGET_SELF) and BothHandOff <= 60 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_SwitchWep, TARGET_ENE_0, DIST_Middle, 1.5, 90)
end
if 8 <= targetDist then
actPerArr[1] = 5
actPerArr[3] = 5
actPerArr[5] = 45 * MagicValue
actPerArr[7] = 40
actPerArr[10] = 5
elseif 5 <= targetDist then
actPerArr[1] = 15
actPerArr[3] = 15
actPerArr[5] = 35 * MagicValue
actPerArr[7] = 30
actPerArr[10] = 5
elseif 2.9 <= targetDist then
if ai:IsTargetGuard(TARGET_ENE_0) == true then
actPerArr[1] = 25
actPerArr[3] = 25
actPerArr[5] = 50 * MagicValue
else
actPerArr[1] = 30
actPerArr[3] = 30
actPerArr[5] = 35 * MagicValue
actPerArr[10] = 5
end
elseif 1 <= targetDist then
if ai:IsTargetGuard(TARGET_ENE_0) == true then
actPerArr[1] = 28
actPerArr[3] = 27
actPerArr[4] = 10
actPerArr[6] = 25
actPerArr[9] = 10
else
actPerArr[1] = 30
actPerArr[3] = 30
actPerArr[6] = 25
actPerArr[9] = 10
actPerArr[10] = 5
end
elseif ai:IsTargetGuard(TARGET_ENE_0) == true then
actPerArr[1] = 25
actPerArr[3] = 25
actPerArr[4] = 20
actPerArr[6] = 20
actPerArr[9] = 10
else
actPerArr[1] = 30
actPerArr[3] = 30
actPerArr[6] = 25
actPerArr[9] = 10
actPerArr[10] = 5
end
actFuncArr[1] = REGIST_FUNC(ai, goal, SunKnight6540_Act01)
actFuncArr[3] = REGIST_FUNC(ai, goal, SunKnight6540_Act03)
actFuncArr[4] = REGIST_FUNC(ai, goal, SunKnight6540_Act04)
actFuncArr[5] = REGIST_FUNC(ai, goal, SunKnight6540_Act05)
actFuncArr[6] = REGIST_FUNC(ai, goal, SunKnight6540_Act06)
actFuncArr[7] = REGIST_FUNC(ai, goal, SunKnight6540_Act07)
actFuncArr[9] = REGIST_FUNC(ai, goal, SunKnight6540_Act09)
actFuncArr[10] = REGIST_FUNC(ai, goal, SunKnight6540_Act10)
local atkAfterFunc = REGIST_FUNC(ai, goal, SunKnight6540_ActAfter_AdjustSpace, atkAfterOddsTbl)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
NormalR_min = NormalR_max
function SunKnight6540_Act01(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
CommonNPC_ChangeWepR1(ai, goal)
if ai:IsTargetGuard(TARGET_ENE_0) == true and not ai:IsBothHandMode(TARGET_SELF) then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_SwitchWep, TARGET_ENE_0, DIST_Middle, 1.5, 90)
end
local AppDist = NormalR_max
local DashDist = NormalR_max + 5
local Odds_Guard = 50
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
NormalR_min = LargeR_max
function SunKnight6540_Act03(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
CommonNPC_ChangeWepR1(ai, goal)
if ai:IsTargetGuard(TARGET_ENE_0) == true and not ai:IsBothHandMode(TARGET_SELF) then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_SwitchWep, TARGET_ENE_0, DIST_Middle, 1.5, 90)
end
local AppDist = LargeR_max
local DashDist = LargeR_max + 5
local Odds_Guard = 100
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
return GetWellSpace_Odds
end
NormalR_min = PushR_max
function SunKnight6540_Act04(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
NormalR_min = Magic_max
NormalR_min = Magic_min
function SunKnight6540_Act05(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_ChangeWepR2(ai, goal)
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_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Middle, 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_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
end
ai:SetNumber(0, Magic1Limit + 1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
NormalR_min = Backstep_Atk_max
function SunKnight6540_Act06(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
CommonNPC_ChangeWepR1(ai, goal)
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
if ai:IsTargetGuard(TARGET_ENE_0) == true and not ai:IsBothHandMode(TARGET_SELF) then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_SwitchWep, TARGET_ENE_0, DIST_Middle, 1.5, 90)
end
local AppDist = Backstep_Atk_max
local DashDist = Backstep_Atk_max + 5
local Odds_Guard = 100
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 6, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
NormalR_min = Rolling_Atk_max
function SunKnight6540_Act07(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
CommonNPC_ChangeWepR1(ai, goal)
if ai:IsTargetGuard(TARGET_ENE_0) == true and not ai:IsBothHandMode(TARGET_SELF) then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_SwitchWep, TARGET_ENE_0, DIST_Middle, 1.5, 90)
end
local AppDist = Rolling_Atk_max
local DashDist = Rolling_Atk_max + 5
local Odds_Guard = 100
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_StepF, TARGET_ENE_0, 3, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function SunKnight6540_Act09(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function SunKnight6540_Act10(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_SwitchWep, TARGET_ENE_0, DIST_Middle, 1.5, 90)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function SunKnight6540_ActAfter_AdjustSpace(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local MoveDist = 3
if fate <= 5 then
if fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2)
elseif fate2 <= 75 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepL, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepR, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2)
end
elseif fate2 <= 70 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, ai:GetRandam_Float(2.5, 3.5), TARGET_ENE_0, true, 4)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 6, TARGET_ENE_0, ai:GetRandam_Float(1.5, 3), TARGET_ENE_0, true, 4)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 4)
end
return
end
function SunKnight6540Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function SunKnight6540Battle_Terminate(ai, goal)
return
end
NormalR_min = LargeR_max
function SunKnight6540Battle_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_SuccessGuard) then
local Suc_GuardDist = 3
local Suc_GuardPer = 80
if targetDist <= Suc_GuardDist and fate <= Suc_GuardPer then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_None, 0, -1)
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_GuardBreak) then
local distGuardBreak_Act = 2
local oddsGuardBreak_Act = 100
if targetDist <= distGuardBreak_Act and fate <= oddsGuardBreak_Act then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
return true
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()
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
else
local AppDist = LargeR_max
local DashDist = LargeR_max + 5
local Odds_Guard = 100
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
end
return true
end
end
return false
end
return