Files

414 lines
17 KiB
Lua

REGISTER_GOAL(GOAL_Assassin_shot240001_Battle, "Assassin_shot240001Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 1.7
local Att3002_Dist_min = 0
local Att3002_Dist_max = 2.5
local Att3004_Dist_min = 0
local Att3004_Dist_max = 0.8
local Att3005_Dist_min = 2
local Att3005_Dist_max = 4.1
local Att3006_Dist_min = 1
local Att3006_Dist_max = 2.1
local Att3007_Dist_min = 4
local Att3007_Dist_max = 5.1
local Att3008_Dist_min = 0
local Att3008_Dist_max = 1.7
local Att3011_Dist_min = 5
local Att3011_Dist_max = 15
REGISTER_GOAL_NO_UPDATE(GOAL_Assassin_shot240001_Battle, 1)
function OnIf_240001(ai, goal, codeNo)
if ai:HasSpecialEffectId(TARGET_SELF, 3151) then
ai:SetTimer(0, 120)
else
ai:SetTimer(0, 30)
end
return
end
Att3000_Dist_min = Att3004_Dist_max
function Assassin_shot240001Battle_Activate(ai, goal)
local ObserveNo = 0
local BackstabDist = 5
local BackstabAng = 30
ObserveAreaForBackstab(ai, goal, ObserveNo, BackstabDist, BackstabAng)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local hprate = ai:GetHpRate(TARGET_SELF)
if hprate <= 0.4 and ai:IsFinishTimer(0) == true then
if 4.5 <= targetDist then
actPerArr[7] = 300
elseif 3 <= targetDist then
actPerArr[7] = 100
else
actPerArr[7] = 50
end
end
if ai:HasSpecialEffectId(TARGET_SELF, 5401) and hprate <= 0.5 and ai:IsFinishTimer(1) == true then
actPerArr[11] = 100
elseif ai:HasSpecialEffectId(TARGET_SELF, 5400) and 0.5 <= hprate and ai:IsFinishTimer(1) == true then
actPerArr[12] = 100
elseif 2.5 <= targetDist then
actPerArr[1] = 0
actPerArr[2] = 0
actPerArr[3] = 0
actPerArr[4] = 0
actPerArr[5] = 0
actPerArr[6] = 100
actPerArr[8] = 0
actPerArr[9] = 0
actPerArr[10] = 0
else
if ai:HasSpecialEffectId(TARGET_SELF, 5401) then
actPerArr[4] = 15
end
actPerArr[1] = 0
actPerArr[2] = 40
actPerArr[3] = 20
actPerArr[5] = 20
actPerArr[6] = 0
actPerArr[8] = 0
actPerArr[9] = 20
actPerArr[10] = 0
end
actFuncArr[1] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act01)
actFuncArr[2] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act02)
local local0 = {Att3004_Dist_max, 0, 3004, DIST_Middle}
defFuncParamTbl[3] = local0
actFuncArr[4] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act04)
actFuncArr[5] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act05)
local0 = {3011, DIST_Far, nil}
defFuncParamTbl[6] = local0
actFuncArr[7] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act07)
actFuncArr[9] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act09)
actFuncArr[10] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act10)
actFuncArr[11] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act11)
actFuncArr[12] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act12)
local atkAfterFunc = REGIST_FUNC(ai, goal, Assassin_shot240001_ActAfter_AdjustSpace, atkAfterOddsTbl)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
Att3000_Dist_min = Att3005_Dist_max
function Assassin_shot240001_Act01(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3005_Dist_max
local DashDist = Att3005_Dist_max + 2
local Odds_Guard = 100
local AttID = 3005
local AttDist = DIST_Middle
if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
Odds_Guard = 100
else
Odds_Guard = 0
end
Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3000_Dist_max
function Assassin_shot240001_Act02(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3000_Dist_max
local DashDist = Att3000_Dist_max + 2
local Odds_Guard = 100
if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
Odds_Guard = 100
else
Odds_Guard = 0
end
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3000, TARGET_ENE_0, DIST_Middle)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3008_Dist_max
function Assassin_shot240001_Act04(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3008_Dist_max
local DashDist = Att3008_Dist_max + 2
local Odds_Guard = 0
local AttID = 3008
local AttDist = DIST_Middle
Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3006_Dist_max
function Assassin_shot240001_Act05(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 = 100
if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
Odds_Guard = 100
else
Odds_Guard = 0
end
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3006, TARGET_ENE_0, DIST_Middle)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function Assassin_shot240001_Act07(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
if fate <= 40 then
if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 4.5, TARGET_ENE_0, true, 9910)
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 4.5, TARGET_ENE_0, true, -1)
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
end
elseif fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 711, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 2.5)
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 4)
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
end
goal:AddSubGoal(GOAL_COMMON_If, 15, 0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3002_Dist_max
function Assassin_shot240001_Act09(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3002_Dist_max
local DashDist = Att3002_Dist_max + 2
local Odds_Guard = 100
if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
Odds_Guard = 100
else
Odds_Guard = 0
end
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3002, TARGET_ENE_0, DIST_Middle)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3007_Dist_max
function Assassin_shot240001_Act10(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3007_Dist_max
local DashDist = Att3007_Dist_max + 2
local Odds_Guard = 100
if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
Odds_Guard = 100
else
Odds_Guard = 0
end
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 4)
goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3007, TARGET_ENE_0, DIST_Middle)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function Assassin_shot240001_Act11(ai, goal, paramTbl)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
ai:SetTimer(1, 30)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function Assassin_shot240001_Act12(ai, goal, paramTbl)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3013, TARGET_SELF, DIST_None)
ai:SetTimer(1, 30)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function Assassin_shot240001_ActAfter_AdjustSpace(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
if fate > 40 then
if fate <= 55 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 4)
else
if fate <= 70 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, -1, AI_DIR_TYPE_L, 4)
return true
elseif fate <= 85 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, -1, AI_DIR_TYPE_R, 4)
return true
elseif ai:HasSpecialEffectId(TARGET_SELF, 5400) then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 6, TARGET_ENE_0, 5, TARGET_ENE_0, true, 9910)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
end
return true
end
end
return false
end
function Assassin_shot240001Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function Assassin_shot240001Battle_Terminate(ai, goal)
return
end
Att3000_Dist_min = Att3002_Dist_max
function Assassin_shot240001Battle_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 = 25
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer) then
return true
else
local distDamagedStep = 3
local oddsDamagedStep = 35
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
else
local guardBreakConutDist = 1.7
local guardBreakConutPer = 25
if FindGuardBreak_Act(ai, goal, guardBreakConutDist, guardBreakConutPer) then
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)
return true
else
local distMissSwing_Int = 4.1
local oddsMissSwing_Int = 50
local targetDist = ai:GetDist(TARGET_ENE_0)
if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
if 2 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local ParryDist = 3
local ParryAng = 60
local ParryThrowDist = 4
local ParryThrowAng = 60
if Parry_Act(ai, goal, ParryDist, ParryAng, ParryThrowDist, ParryThrowAng) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
return true
else
local ObserveNo = 0
local ApproachDist = 1
local TimerIndex = 0
local Time = 20
if Backstab_Act(ai, goal, ObserveNo, ApproachDist, TimerIndex, Time) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
return true
else
local distResNear = 3
local distResFar = 30
local oddsResNear = 60
local oddsResFar = 70
if ai:IsFinishTimer(1) then
if ai:HasSpecialEffectId(TARGET_SELF, 5401) then
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
if fate <= 10 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
ai:SetTimer(1, 30)
elseif fate <= 55 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
ai:SetTimer(1, 30)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
ai:SetTimer(1, 30)
end
return true
elseif ResBehavID == 2 then
if fate <= 10 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
ai:SetTimer(1, 30)
elseif fate <= 55 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
ai:SetTimer(1, 30)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
ai:SetTimer(1, 30)
end
return true
else
return true
end
else
return true
end
else
local oddsResponse = 35
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
local distSuccessGuard_Act = 4.1
local oddsSuccessGuard_Act = 60
if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then
if 2 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
return false
end
end
end
end
end
end
end
end
end
end
return