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282 lines
11 KiB
Lua

REGISTER_GOAL(GOAL_HusiHeavy_Long255001_Battle, "HusiHeavy_Long255001Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 2.1
local Att3003_Dist_min = 0
local Att3003_Dist_max = 2
local Att3004_Dist_min = 0
local Att3004_Dist_max = 2
local Att3005_Dist_min = 2.5
local Att3005_Dist_max = 4.1
local Att3009_Dist_min = 0
local Att3009_Dist_max = 1.8
REGISTER_GOAL_NO_UPDATE(GOAL_HusiHeavy_Long255001_Battle, 1)
function OnIf_255001(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 = Att3003_Dist_max
Att3000_Dist_min = Att3004_Dist_max
Att3000_Dist_min = Att3009_Dist_max
function HusiHeavy_Long255001Battle_Activate(ai, goal)
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)
local eventNo = ai:GetEventRequest(3)
if eventNo == 1 then
actPerArr[8] = 100
elseif hprate <= 0.4 and ai:IsFinishTimer(0) == true then
if 4.5 <= targetDist then
actPerArr[7] = 10
actPerArr[2] = 5
actPerArr[1] = 5
actPerArr[3] = 5
actPerArr[4] = 0
actPerArr[5] = 75
elseif 3 <= targetDist then
actPerArr[7] = 10
actPerArr[2] = 15
actPerArr[1] = 15
actPerArr[3] = 10
actPerArr[4] = 0
actPerArr[5] = 50
else
actPerArr[7] = 0
actPerArr[2] = 20
actPerArr[1] = 15
actPerArr[3] = 20
actPerArr[4] = 10
actPerArr[5] = 35
end
elseif 8 <= targetDist then
actPerArr[7] = 80
actPerArr[2] = 10
actPerArr[1] = 10
actPerArr[3] = 0
actPerArr[4] = 0
elseif 4 <= targetDist then
actPerArr[7] = 50
actPerArr[2] = 20
actPerArr[1] = 20
actPerArr[3] = 10
actPerArr[4] = 0
elseif 2.5 <= targetDist then
if ai:IsTargetGuard(TARGET_ENE_0) == true then
actPerArr[7] = 15
actPerArr[2] = 10
actPerArr[1] = 10
actPerArr[3] = 15
actPerArr[4] = 50
else
actPerArr[7] = 30
actPerArr[2] = 30
actPerArr[1] = 30
actPerArr[3] = 10
actPerArr[4] = 0
end
elseif ai:IsTargetGuard(TARGET_ENE_0) == true then
actPerArr[7] = 0
actPerArr[2] = 10
actPerArr[1] = 10
actPerArr[3] = 10
actPerArr[4] = 70
else
actPerArr[7] = 0
actPerArr[2] = 40
actPerArr[1] = 20
actPerArr[3] = 40
actPerArr[4] = 0
end
local local0 = {Att3003_Dist_max, 75, 3003, DIST_Middle, nil}
defFuncParamTbl[1] = local0
actFuncArr[2] = REGIST_FUNC(ai, goal, HusiHeavy_Long255001_Act02)
local0 = {Att3004_Dist_max, 75, 3004, DIST_Middle, nil}
defFuncParamTbl[3] = local0
local0 = {Att3009_Dist_max, 75, 3009, DIST_Middle, 3004, DIST_Middle, nil}
defFuncParamTbl[4] = local0
actFuncArr[5] = REGIST_FUNC(ai, goal, HusiHeavy_Long255001_Act05)
actFuncArr[7] = REGIST_FUNC(ai, goal, HusiHeavy_Long255001_Act07)
actFuncArr[8] = REGIST_FUNC(ai, goal, HusiHeavy_Long255001_Act08)
local0 = {100, 60, 10, 10, 0, 10, 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 = Att3000_Dist_max
function HusiHeavy_Long255001_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 = 75
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 10 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
elseif fate <= 30 then
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)
elseif fate <= 85 then
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
elseif fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function HusiHeavy_Long255001_Act05(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
if fate <= 40 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_SpinStep, 5, 701, TARGET_ENE_0, -1, AI_DIR_TYPE_B, 3.6)
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 = Att3005_Dist_max
function HusiHeavy_Long255001_Act07(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 = 75
local AttID = 3005
local AttDist = DIST_Middle
Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function HusiHeavy_Long255001_Act08(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 fate3 = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_ENE_0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function HusiHeavy_Long255001Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function HusiHeavy_Long255001Battle_Terminate(ai, goal)
return
end
function HusiHeavy_Long255001Battle_Interupt(ai, goal)
if ai:IsLadderAct(TARGET_SELF) then
return false
else
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 eventNo = ai:GetEventRequest(3)
local distResponse = 3
local oddsResponse = 15
local oddsStep = 30
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
local safetyDist = 3.5
local oddsLeaveAndSide = 50
local timeSide = 3.5
local distLeave = 2.5
if FindAttack_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
return true
else
local distResponse = 3
local oddsResponse = 15
local oddsStep = 30
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
local safetyDist = 3.5
local oddsLeaveAndSide = 50
local timeSide = 3.5
local distLeave = 2.5
if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
return true
else
local distGuardBreak_Act = 2
local oddsGuardBreak_Act = 30
if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distResNear = 10.5
local distResFar = 18
local oddsResNear = 10
local oddsResFar = 15
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
return true
elseif ResBehavID == 2 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
return true
else
local distMissSwing_Int = 4.1
local oddsMissSwing_Int = 50
if not eventNo == 1 and MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
if targetDist <= 2 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local oddsResponse = 20
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
local safetyDist = 3.5
if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
local distSuccessGuard_Act = 2
local oddsSuccessGuard_Act = 30
if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
return false
end
end
end
end
end
end
end
end
end
return