Files

218 lines
7.3 KiB
Lua

REGISTER_GOAL(GOAL_Ghoul_Human206002_Battle, "Ghoul_Human206002Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 2.2
local Att3001_Dist_min = 0
local Att3001_Dist_max = 2.6
local Att3002_Dist_min = 0
local Att3002_Dist_max = 3.1
local Att3003_Dist_min = 0
local Att3003_Dist_max = 3.8
local Att3004_Dist_min = 0
local Att3004_Dist_max = 1.8
local Att3005_Dist_min = 4
local Att3005_Dist_max = 6
local Att3006_Dist_min = 0
local Att3006_Dist_max = 3
REGISTER_GOAL_NO_UPDATE(GOAL_Ghoul_Human206002_Battle, 1)
Att3000_Dist_min = Att3001_Dist_max
Att3000_Dist_min = Att3000_Dist_max
Att3000_Dist_min = Att3002_Dist_max
Att3000_Dist_min = Att3004_Dist_max
function Ghoul_Human206002Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local eventNo = ai:GetEventRequest()
if eventNo == 10 then
actPerArr[8] = 100
elseif ai:IsLadderAct(TARGET_SELF) then
actPerArr[10] = 100
elseif 8 <= targetDist then
actPerArr[1] = 10
actPerArr[2] = 10
actPerArr[3] = 10
actPerArr[4] = 10
actPerArr[5] = 50
actPerArr[6] = 10
elseif 4 <= targetDist then
actPerArr[1] = 10
actPerArr[2] = 10
actPerArr[3] = 10
actPerArr[4] = 20
actPerArr[5] = 30
actPerArr[6] = 20
elseif 3 <= targetDist then
actPerArr[1] = 10
actPerArr[2] = 20
actPerArr[3] = 20
actPerArr[4] = 30
actPerArr[5] = 10
actPerArr[6] = 10
else
actPerArr[1] = 0
actPerArr[2] = 40
actPerArr[3] = 20
actPerArr[4] = 10
actPerArr[5] = 0
actPerArr[6] = 30
end
local local0 = {Att3001_Dist_max, 0, 3001, DIST_Middle}
defFuncParamTbl[1] = local0
local0 = {}
local local1, local2, local3, local4 = nil
local0[1] = Att3000_Dist_max
local0[2] = 0
local0[3] = 40
local0[4] = 100
local0[5] = local1
local0[6] = local2
local0[7] = local3
local0[8] = local4
defFuncParamTbl[2] = local0
local0 = {Att3002_Dist_max, 0, 3002, DIST_Middle}
defFuncParamTbl[3] = local0
local0 = {Att3004_Dist_max, 0, 3004, DIST_Near, 3002, DIST_Middle, nil}
defFuncParamTbl[4] = local0
actFuncArr[5] = REGIST_FUNC(ai, goal, Ghoul_Human206002_Act05)
actFuncArr[6] = REGIST_FUNC(ai, goal, Ghoul_Human206002_Act06)
actFuncArr[8] = REGIST_FUNC(ai, goal, Ghoul_Human206002_Act08)
actFuncArr[10] = REGIST_FUNC(ai, goal, Ghoul_Human206002_Act10)
local0 = {0, 60, 10, 10, 10, 6, 4}
local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace_IncludeSidestep, local0)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
Att3000_Dist_min = Att3003_Dist_max
function Ghoul_Human206002_Act05(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
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_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3006_Dist_max
function Ghoul_Human206002_Act06(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
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_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function Ghoul_Human206002_Act08(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_Wait, ai:GetRandam_Float(0.5, 1), 0, 0, 0, 0)
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 30, POINT_INITIAL, 2, TARGET_SELF, false, -1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3002_Dist_max
function Ghoul_Human206002_Act10(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local AppDist = Att3002_Dist_max
local DashDist = Att3002_Dist_max + 2
local Odds_Guard = 0
local AttID = 3002
local AttDist = DIST_Middle
Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function Ghoul_Human206002Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function Ghoul_Human206002Battle_Terminate(ai, goal)
return
end
function Ghoul_Human206002Battle_Interupt(ai, goal)
if ai:IsLadderAct(TARGET_SELF) then
return false
end
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)
if ai:IsFinishTimer(0) == true then
ai:SetTimer(0, 2)
local intodds = ai:GetRandam_Int(1, 100)
end
local superStepDist = 3
local superStepPer = 15
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer) then
return true
end
local distDamagedStep = 3
local oddsDamagedStep = 15
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
local safetyDist = 4
if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
end
local distGuardBreak_Act = 3.8
local oddsGuardBreak_Act = 40
local fate = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
if 2.2 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
end
return true
end
local distResNear = 8
local distResFar = 20
local oddsResNear = 0
local oddsResFar = 20
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
elseif ResBehavID == 2 then
if fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
end
return true
end
local oddsResponse = 15
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
local safetyDist = 4
if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
return false
end
end
return