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177 lines
5.7 KiB
Lua

REGISTER_GOAL(GOAL_Jujin233000_Battle, "Jujin233000Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 3.8
local Att3002_Dist_min = 2.5
local Att3002_Dist_max = 6.5
local Att3004_Dist_min = 0
local Att3004_Dist_max = 1.8
local Att3005_Dist_min = 0
local Att3005_Dist_max = 3.8
local Att3006_Dist_min = 0
local Att3006_Dist_max = 4
REGISTER_GOAL_NO_UPDATE(GOAL_Jujin233000_Battle, 1)
Att3000_Dist_min = Att3005_Dist_max
Att3000_Dist_min = Att3000_Dist_max
Att3000_Dist_min = Att3006_Dist_max
Att3000_Dist_min = Att3002_Dist_max
function Jujin233000Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
if 8 <= targetDist then
actPerArr[1] = 20
actPerArr[2] = 20
actPerArr[3] = 15
actPerArr[4] = 5
actPerArr[9] = 40
elseif 2.5 <= targetDist then
actPerArr[1] = 20
actPerArr[2] = 20
actPerArr[3] = 15
actPerArr[4] = 15
actPerArr[9] = 30
else
actPerArr[1] = 30
actPerArr[2] = 20
actPerArr[3] = 20
actPerArr[4] = 30
actPerArr[9] = 0
end
local local0 = {Att3005_Dist_max, 0, 3005, DIST_Middle}
defFuncParamTbl[1] = local0
local0 = {}
local local1, local2, local3, local4 = nil
local0[1] = Att3000_Dist_max
local0[2] = 0
local0[3] = 30
local0[4] = 70
local0[5] = local1
local0[6] = local2
local0[7] = local3
local0[8] = local4
defFuncParamTbl[2] = local0
local0 = {Att3006_Dist_max, 0, 3006, DIST_Middle}
defFuncParamTbl[3] = local0
actFuncArr[4] = REGIST_FUNC(ai, goal, Jujin233000_Act04)
local0 = {}
local3, local4 = nil
local0[1] = Att3002_Dist_max
local0[2] = 0
local0[3] = 30
local0[4] = 70
local0[5] = 3002
local0[6] = 3003
local0[7] = local3
local0[8] = local4
defFuncParamTbl[9] = local0
local0 = {0, 50, 0, 5, 20, 15, 10}
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 = Att3004_Dist_max
function Jujin233000_Act04(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3004_Dist_max
local DashDist = Att3004_Dist_max + 2
local Odds_Guard = 0
local AttID = 3004
local AttDist = DIST_Middle
Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 2)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function Jujin233000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function Jujin233000Battle_Terminate(ai, goal)
return
end
function Jujin233000Battle_Interupt(ai, goal)
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)
local superStepDist = 3
local superStepPer = 15
local bkStepPer = 30
local leftStepPer = 35
local rightStepPer = 35
local safetyDist = 3.5
if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
end
local distDamagedStep = 3
local oddsDamagedStep = 25
local bkStepPer = 30
local leftStepPer = 35
local rightStepPer = 35
local safetyDist = 3.5
if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
end
local distGuardBreak_Act = 6.5
local oddsGuardBreak_Act = 30
if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
if targetDist <= 3.8 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
end
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
end
return true
end
local distMissSwing_Int = 6.5
local oddsMissSwing_Int = 30
if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
if targetDist <= 3.8 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
end
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
end
return true
end
local distResNear = 7
local distResFar = 18
local oddsResNear = 0
local oddsResFar = 40
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
elseif ResBehavID == 2 then
if fate <= 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 = 30
local bkStepPer = 30
local leftStepPer = 35
local rightStepPer = 35
local safetyDist = 3.5
if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
return false
end
end
return