414 lines
17 KiB
Lua
414 lines
17 KiB
Lua
REGISTER_GOAL(GOAL_Assassin_shot240001_Battle, "Assassin_shot240001Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 1.7
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local Att3002_Dist_min = 0
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local Att3002_Dist_max = 2.5
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local Att3004_Dist_min = 0
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local Att3004_Dist_max = 0.8
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local Att3005_Dist_min = 2
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local Att3005_Dist_max = 4.1
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local Att3006_Dist_min = 1
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local Att3006_Dist_max = 2.1
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local Att3007_Dist_min = 4
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local Att3007_Dist_max = 5.1
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local Att3008_Dist_min = 0
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local Att3008_Dist_max = 1.7
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local Att3011_Dist_min = 5
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local Att3011_Dist_max = 15
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REGISTER_GOAL_NO_UPDATE(GOAL_Assassin_shot240001_Battle, 1)
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function OnIf_240001(ai, goal, codeNo)
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if ai:HasSpecialEffectId(TARGET_SELF, 3151) then
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ai:SetTimer(0, 120)
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else
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ai:SetTimer(0, 30)
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end
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return
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end
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Att3000_Dist_min = Att3004_Dist_max
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function Assassin_shot240001Battle_Activate(ai, goal)
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local ObserveNo = 0
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local BackstabDist = 5
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local BackstabAng = 30
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ObserveAreaForBackstab(ai, goal, ObserveNo, BackstabDist, BackstabAng)
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local actPerArr = {}
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local actFuncArr = {}
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local defFuncParamTbl = {}
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Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local hprate = ai:GetHpRate(TARGET_SELF)
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if hprate <= 0.4 and ai:IsFinishTimer(0) == true then
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if 4.5 <= targetDist then
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actPerArr[7] = 300
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elseif 3 <= targetDist then
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actPerArr[7] = 100
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else
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actPerArr[7] = 50
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end
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end
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if ai:HasSpecialEffectId(TARGET_SELF, 5401) and hprate <= 0.5 and ai:IsFinishTimer(1) == true then
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actPerArr[11] = 100
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elseif ai:HasSpecialEffectId(TARGET_SELF, 5400) and 0.5 <= hprate and ai:IsFinishTimer(1) == true then
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actPerArr[12] = 100
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elseif 2.5 <= targetDist then
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actPerArr[1] = 0
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actPerArr[2] = 0
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actPerArr[3] = 0
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actPerArr[4] = 0
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actPerArr[5] = 0
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actPerArr[6] = 100
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actPerArr[8] = 0
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actPerArr[9] = 0
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actPerArr[10] = 0
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else
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if ai:HasSpecialEffectId(TARGET_SELF, 5401) then
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actPerArr[4] = 15
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end
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actPerArr[1] = 0
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actPerArr[2] = 40
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actPerArr[3] = 20
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actPerArr[5] = 20
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actPerArr[6] = 0
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actPerArr[8] = 0
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actPerArr[9] = 20
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actPerArr[10] = 0
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act02)
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local local0 = {Att3004_Dist_max, 0, 3004, DIST_Middle}
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defFuncParamTbl[3] = local0
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actFuncArr[4] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act04)
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actFuncArr[5] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act05)
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local0 = {3011, DIST_Far, nil}
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defFuncParamTbl[6] = local0
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actFuncArr[7] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act07)
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actFuncArr[9] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act09)
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actFuncArr[10] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act10)
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actFuncArr[11] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act11)
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actFuncArr[12] = REGIST_FUNC(ai, goal, Assassin_shot240001_Act12)
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local atkAfterFunc = REGIST_FUNC(ai, goal, Assassin_shot240001_ActAfter_AdjustSpace, atkAfterOddsTbl)
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Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
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return
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end
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Att3000_Dist_min = Att3005_Dist_max
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function Assassin_shot240001_Act01(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local AppDist = Att3005_Dist_max
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local DashDist = Att3005_Dist_max + 2
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local Odds_Guard = 100
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local AttID = 3005
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local AttDist = DIST_Middle
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if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
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Odds_Guard = 100
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else
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Odds_Guard = 0
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end
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Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3000_Dist_max
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function Assassin_shot240001_Act02(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local AppDist = Att3000_Dist_max
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local DashDist = Att3000_Dist_max + 2
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local Odds_Guard = 100
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if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
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Odds_Guard = 100
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else
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Odds_Guard = 0
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end
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 30 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3000, TARGET_ENE_0, DIST_Middle)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
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end
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3008_Dist_max
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function Assassin_shot240001_Act04(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3008_Dist_max
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local DashDist = Att3008_Dist_max + 2
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local Odds_Guard = 0
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local AttID = 3008
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local AttDist = DIST_Middle
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Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3006_Dist_max
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function Assassin_shot240001_Act05(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local AppDist = Att3006_Dist_max
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local DashDist = Att3006_Dist_max + 2
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local Odds_Guard = 100
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if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
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Odds_Guard = 100
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else
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Odds_Guard = 0
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end
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 711, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
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goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3006, TARGET_ENE_0, DIST_Middle)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Assassin_shot240001_Act07(ai, goal, paramTbl)
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local fate = ai:GetRandam_Int(1, 100)
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if fate <= 40 then
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if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 4.5, TARGET_ENE_0, true, 9910)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 4.5, TARGET_ENE_0, true, -1)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
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end
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elseif fate <= 80 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 711, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 2.5)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 4)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
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end
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goal:AddSubGoal(GOAL_COMMON_If, 15, 0)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3002_Dist_max
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function Assassin_shot240001_Act09(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local AppDist = Att3002_Dist_max
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local DashDist = Att3002_Dist_max + 2
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local Odds_Guard = 100
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if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
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Odds_Guard = 100
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else
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Odds_Guard = 0
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end
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 30 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3002, TARGET_ENE_0, DIST_Middle)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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end
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3007_Dist_max
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function Assassin_shot240001_Act10(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local AppDist = Att3007_Dist_max
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local DashDist = Att3007_Dist_max + 2
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local Odds_Guard = 100
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if ai:HasSpecialEffectId(TARGET_SELF, 5400) then
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Odds_Guard = 100
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else
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Odds_Guard = 0
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end
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 4)
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goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3007, TARGET_ENE_0, DIST_Middle)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Assassin_shot240001_Act11(ai, goal, paramTbl)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
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ai:SetTimer(1, 30)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Assassin_shot240001_Act12(ai, goal, paramTbl)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3013, TARGET_SELF, DIST_None)
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ai:SetTimer(1, 30)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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function Assassin_shot240001_ActAfter_AdjustSpace(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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if fate > 40 then
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if fate <= 55 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 4)
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else
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if fate <= 70 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, -1, AI_DIR_TYPE_L, 4)
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return true
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elseif fate <= 85 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, -1, AI_DIR_TYPE_R, 4)
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return true
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elseif ai:HasSpecialEffectId(TARGET_SELF, 5400) then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 6, TARGET_ENE_0, 5, TARGET_ENE_0, true, 9910)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
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end
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return true
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end
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end
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return false
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end
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function Assassin_shot240001Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function Assassin_shot240001Battle_Terminate(ai, goal)
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return
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end
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Att3000_Dist_min = Att3002_Dist_max
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function Assassin_shot240001Battle_Interupt(ai, goal)
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local fate3 = ai:GetRandam_Int(1, 100)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local superStepDist = 3
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local superStepPer = 25
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local bkStepPer = 40
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local leftStepPer = 30
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local rightStepPer = 30
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if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer) then
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return true
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else
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local distDamagedStep = 3
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local oddsDamagedStep = 35
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local bkStepPer = 40
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local leftStepPer = 30
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local rightStepPer = 30
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local safetyDist = 4
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if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
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return true
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else
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local guardBreakConutDist = 1.7
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local guardBreakConutPer = 25
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if FindGuardBreak_Act(ai, goal, guardBreakConutDist, guardBreakConutPer) then
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local AppDist = Att3002_Dist_max
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local DashDist = Att3002_Dist_max + 2
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local Odds_Guard = 0
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local AttID = 3002
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local AttDist = DIST_Middle
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Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
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return true
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else
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local distMissSwing_Int = 4.1
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local oddsMissSwing_Int = 50
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local targetDist = ai:GetDist(TARGET_ENE_0)
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if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
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if 2 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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end
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return true
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else
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local ParryDist = 3
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local ParryAng = 60
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local ParryThrowDist = 4
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local ParryThrowAng = 60
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if Parry_Act(ai, goal, ParryDist, ParryAng, ParryThrowDist, ParryThrowAng) then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
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return true
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else
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local ObserveNo = 0
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local ApproachDist = 1
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local TimerIndex = 0
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local Time = 20
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if Backstab_Act(ai, goal, ObserveNo, ApproachDist, TimerIndex, Time) then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
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return true
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else
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local distResNear = 3
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local distResFar = 30
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local oddsResNear = 60
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local oddsResFar = 70
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if ai:IsFinishTimer(1) then
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if ai:HasSpecialEffectId(TARGET_SELF, 5401) then
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local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
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if ResBehavID == 1 then
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if fate <= 10 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
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ai:SetTimer(1, 30)
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elseif fate <= 55 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
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ai:SetTimer(1, 30)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
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ai:SetTimer(1, 30)
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end
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return true
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elseif ResBehavID == 2 then
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if fate <= 10 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
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ai:SetTimer(1, 30)
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elseif fate <= 55 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
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ai:SetTimer(1, 30)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_SELF, DIST_None)
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ai:SetTimer(1, 30)
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end
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return true
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else
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return true
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end
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else
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return true
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end
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else
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local oddsResponse = 35
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local bkStepPer = 40
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local leftStepPer = 30
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local rightStepPer = 30
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local safetyDist = 4
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if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
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return true
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else
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local distSuccessGuard_Act = 4.1
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local oddsSuccessGuard_Act = 60
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if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then
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if 2 <= targetDist then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
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end
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return true
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else
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return false
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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return
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