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249 lines
9.8 KiB
Lua

REGISTER_GOAL(GOAL_Kinobori337000_Battle, "Kinobori337000Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 3.3
local Att3001_Dist_min = 0
local Att3001_Dist_max = 3.35
local Att3002_Dist_min = 1.9
local Att3002_Dist_max = 4.7
local Att3003_Dist_min = 1.9
local Att3003_Dist_max = 5.55
local Att13000_Dist_min = 0
local Att13000_Dist_max = 10
local Att13001_Dist_min = 0
local Att13001_Dist_max = 10
local Att13002_Dist_min = 0
local Att13002_Dist_max = 10
local Att13003_Dist_min = 0
local Att13003_Dist_max = 10
REGISTER_GOAL_NO_UPDATE(GOAL_Kinobori337000_Battle, 1)
Att3000_Dist_min = Att3000_Dist_max
Att3000_Dist_min = Att3001_Dist_max
Att3000_Dist_min = Att3002_Dist_max
Att3000_Dist_min = Att3003_Dist_max
function Kinobori337000Battle_Activate(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local targetDistY = ai:GetDistYSigned(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local fate3 = ai:GetRandam_Int(1, 100)
ai:AddObserveArea(0, TARGET_SELF, TARGET_ENE_0, AI_DIR_TYPE_B, 95, 2)
if ai:HasSpecialEffectId(TARGET_SELF, 5111) then
if targetDist <= 7.5 and targetDistY <= -2.5 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3002, TARGET_ENE_0, DIST_None, 0, -1)
elseif targetDist <= 2.5 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3000, TARGET_ENE_0, DIST_None, 0, -1)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3001, TARGET_ENE_0, DIST_None, 0, -1)
end
else
goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_SELF, 0, 0, 0)
end
else
local Act01Per = 0
local Act02Per = 0
local Act03Per = 0
local Act04Per = 0
local Act05Per = 0
local Act06Per = 0
local Act07Per = 0
local Act08Per = 0
local Act09Per = 0
if 4.7 <= targetDist then
Act01Per = 5
Act02Per = 5
Act03Per = 45
Act04Per = 45
elseif 3.3 <= targetDist then
Act01Per = 35
Act02Per = 35
Act03Per = 15
Act04Per = 15
elseif 1.9 <= targetDist then
Act01Per = 45
Act02Per = 45
Act03Per = 5
Act04Per = 5
elseif 1 <= targetDist then
if ai:IsFinishTimer(1) == true then
Act01Per = 45
Act02Per = 46
Act05Per = 3
Act08Per = 3
Act09Per = 3
else
Act01Per = 50
Act02Per = 50
end
elseif 0.6 <= targetDist then
if ai:IsFinishTimer(1) == true then
Act01Per = 20
Act02Per = 20
Act05Per = 20
Act08Per = 20
Act09Per = 20
else
Act01Per = 50
Act02Per = 50
end
elseif ai:IsFinishTimer(1) == true then
Act01Per = 15
Act02Per = 15
Act05Per = 20
Act07Per = 30
Act08Per = 10
Act09Per = 10
else
Act01Per = 25
Act02Per = 25
Act07Per = 50
end
local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per)
if fateAct <= Act01Per then
local AppDist = Att3000_Dist_max
local DashDist = Att3000_Dist_max + 3
local Odds_Guard = 0
local AttID = 3000
local AttDist = DIST_Middle
Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per then
local AppDist = Att3001_Dist_max
local DashDist = Att3001_Dist_max + 3
local Odds_Guard = 0
local AttID = 3001
local AttDist = DIST_Middle
Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per then
local AppDist = Att3002_Dist_max
local DashDist = Att3002_Dist_max + 3
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 = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
local AppDist = Att3003_Dist_max
local DashDist = Att3003_Dist_max + 3
local Odds_Guard = 0
local AttID = 3003
local AttDist = DIST_Middle
Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
ai:SetTimer(1, 3)
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2.5)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
ai:SetTimer(1, 3)
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 2.5)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3004, TARGET_ENE_0, DIST_Middle)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then
ai:SetTimer(1, 3)
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2.5)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then
ai:SetTimer(1, 3)
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2.5)
GetWellSpace_Odds = 0
end
local fateGWS = ai:GetRandam_Int(1, 100)
if fateGWS <= GetWellSpace_Odds and fate2 > 60 then
if fate2 <= 65 then
goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_SELF, 0, 0, 0)
elseif fate2 <= 85 then
if fate3 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2.5)
elseif fate3 <= 75 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2.5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2.5)
end
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1)
end
end
end
return
end
function Kinobori337000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function Kinobori337000Battle_Terminate(ai, goal)
return
end
function Kinobori337000Battle_Interupt(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
if ai:IsInterupt(INTERUPT_Inside_ObserveArea) then
if ai:IsFinishTimer(0) == true then
ai:SetTimer(0, 6)
if fate <= 15 then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2.5)
elseif fate <= 30 then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 2.5)
elseif fate <= 45 then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2.5)
elseif fate <= 60 then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2.5)
else
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 5, 3004, TARGET_ENE_0, DIST_None)
end
end
return true
else
local distDamagedStep = 5
local oddsDamagedStep = 25
local bkStepPer = 30
local leftStepPer = 35
local rightStepPer = 35
local safetyDist = 2.5
if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
local distResNear = 6
local distResFar = 15
local oddsResNear = 0
local oddsResFar = 15
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
return true
elseif ResBehavID == 2 then
if fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 2.5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 2.5)
end
return true
else
local oddsResponse = 35
local bkStepPer = 50
local leftStepPer = 25
local rightStepPer = 25
local safetyDist = 2.5
if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
return false
end
end
end
end
end
return