Files

493 lines
18 KiB
Lua

REGISTER_GOAL(GOAL_ShinenBito415000_Battle, "ShinenBito415000Battle")
local Att3002_Dist_min = 0
local Att3002_Dist_max = 1.5
local Att3005_Dist_min = 0
local Att3005_Dist_max = 1.5
local Att3007_Dist_min = 3
local Att3007_Dist_max = 5
local Att3008_Dist_min = 3
local Att3008_Dist_max = 5
local Att3009_Dist_min = 0
local Att3009_Dist_max = 1
REGISTER_GOAL_NO_UPDATE(GOAL_ShinenBito415000_Battle, 1)
function OnIf_415000(ai, goal, codeNo)
if codeNo == 0 then
ShinenBito415000_ActAfter_RealTime(ai, goal)
end
return
end
function ShinenBito415000Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
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 Act10Per = 0
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local insane = 1
if ai:GetNpcThinkParamID() <= 415019 then
insane = 0.5
end
if ai:GetNumber(2) == 0 then
ai:SetTimer(2, ai:GetRandam_Int(10, 20))
ai:SetNumber(2, 1)
end
if ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then
if fate <= 50 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 90) then
Act08Per = 100
elseif 6 <= targetDist then
Act01Per = 10
Act02Per = 10
Act03Per = 50
Act04Per = 30
Act05Per = 0
if ai:GetNumber(3) == 1 then
Act03Per = 80 * insane
Act04Per = 0
else
Act03Per = 0
Act04Per = 80 * insane
end
elseif 4 <= targetDist then
Act01Per = 25
Act02Per = 25
Act03Per = 30
Act04Per = 20
Act05Per = 0
if ai:GetNumber(3) == 1 then
Act03Per = 50 * insane
Act04Per = 0
else
Act03Per = 0
Act04Per = 50 * insane
end
elseif 3 <= targetDist then
Act01Per = 25
Act02Per = 25
Act03Per = 20
Act04Per = 20
Act05Per = 10 * insane
if ai:GetNumber(3) == 1 then
Act03Per = 40 * insane
Act04Per = 0
else
Act03Per = 0
Act04Per = 40 * insane
end
elseif 2 <= targetDist then
Act01Per = 30
Act02Per = 30
Act03Per = 10
Act04Per = 10
Act05Per = 20 * insane
if ai:GetNumber(3) == 1 then
Act03Per = 20 * insane
Act04Per = 0
else
Act03Per = 0
Act04Per = 20 * insane
end
else
Act01Per = 40
Act02Per = 40
Act03Per = 0
Act04Per = 0
Act05Per = 20 * insane
end
elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then
Act01Per = 5
Act02Per = 5
Act03Per = 5
Act04Per = 7
Act05Per = 8
Act06Per = 35
Act07Per = 35
elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku then
Act06Per = 50
Act07Per = 50
end
local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act10Per)
if fateAct <= Act01Per then
ShinenBito415000_Act01(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per then
ShinenBito415000_Act02(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per then
ShinenBito415000_Act03(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
ShinenBito415000_Act04(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
ShinenBito415000_Act05(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
ShinenBito415000_Act06(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
ShinenBito415000_Act07(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then
ShinenBito415000_Act08(ai, goal)
GetWellSpace_Odds = 0
else
ShinenBito415000_Act10(ai, goal)
GetWellSpace_Odds = 0
end
local fateGWS = ai:GetRandam_Int(1, 100)
if fateGWS <= GetWellSpace_Odds then
ShinenBito415000_ActAfter_AdjustSpace(ai, goal)
end
return
end
Att3002_Dist_min = Att3002_Dist_max
function ShinenBito415000_Act01(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local AppDist = Att3002_Dist_max
local DashDist = 0
local Odds_Guard = 0
local AttDist = Att3002_Dist_max
local targetDist = ai:GetDist(TARGET_ENE_0)
if ai:GetNpcThinkParamID() <= 415019 and fate <= 60 then
DashDist = Att3002_Dist_max + 2.5
end
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
if fate2 <= 33 then
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, AttDist, 0)
elseif fate2 <= 66 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 1, 30, 0, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, AttDist, 1, 30, 0, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3003, TARGET_ENE_0, AttDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, AttDist, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3002_Dist_min = Att3005_Dist_max
function ShinenBito415000_Act02(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local AppDist = Att3005_Dist_max
local DashDist = 0
local Odds_Guard = 0
local AttDist = Att3005_Dist_max
local targetDist = ai:GetDist(TARGET_ENE_0)
if ai:GetNpcThinkParamID() <= 415019 and fate <= 60 then
DashDist = Att3005_Dist_max + 2.5
end
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
if fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3005, TARGET_ENE_0, AttDist, 1, 30, 0, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, AttDist, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3002_Dist_min = Att3007_Dist_max
function ShinenBito415000_Act03(ai, goal, paramTbl)
local AppDist = Att3007_Dist_max
local DashDist = 0
local Odds_Guard = 0
local AttDist = Att3007_Dist_max
local targetDist = ai:GetDist(TARGET_ENE_0)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, AttDist, 1, 90)
ai:SetNumber(3, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3002_Dist_min = Att3008_Dist_max
function ShinenBito415000_Act04(ai, goal, paramTbl)
local AppDist = Att3008_Dist_max
local DashDist = 0
local Odds_Guard = 0
local AttDist = Att3008_Dist_max
local targetDist = ai:GetDist(TARGET_ENE_0)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, AttDist, 1, 90)
ai:SetNumber(3, 1)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3002_Dist_min = Att3009_Dist_max
function ShinenBito415000_Act05(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3009_Dist_max
local DashDist = 0
local Odds_Guard = 0
local AttDist = Att3009_Dist_max
local targetDist = ai:GetDist(TARGET_ENE_0)
if ai:GetNpcThinkParamID() <= 415019 and fate <= 60 then
DashDist = Att3009_Dist_max + 2
end
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, AttDist, 1, 30)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function ShinenBito415000_Act06(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = 10
local DashDist = 12
local Odds_Guard = 0
local targetDist = ai:GetDist(TARGET_ENE_0)
if AppDist <= targetDist then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
end
goal:AddSubGoal(GOAL_COMMON_KeepDist, 3, TARGET_ENE_0, 8, 12, TARGET_ENE_0, true, -1)
return
end
function ShinenBito415000_Act07(ai, goal, paramTbl)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1)
return
end
function ShinenBito415000_Act08(ai, goal, paramTbl)
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3013, TARGET_ENE_0, DIST_None, 0, 90)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3012, TARGET_ENE_0, DIST_None, 0, 90)
end
return
end
function ShinenBito415000_Act10(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_NONE, 0, 0, 0)
return
end
function ShinenBito415000_ActAfter_AdjustSpace(ai, goal, paramTbl)
goal:AddSubGoal(GOAL_COMMON_If, 10, 0)
return
end
function ShinenBito415000_ActAfter_RealTime(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:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Attack then
if ai:IsFinishTimer(2) == true then
if targetDist <= 4 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
end
if fate > 33 then
if fate <= 66 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
end
end
if fate2 <= 33 then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3010, TARGET_ENE_0, DIST_None)
end
ai:SetNumber(2, 0)
elseif ai:GetNpcThinkParamID() <= 415019 then
if fate > 25 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
elseif fate <= 75 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
end
end
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1)
elseif fate > 33 then
if fate <= 58 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
elseif fate <= 66 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
elseif fate <= 75 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
elseif fate <= 87 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3, TARGET_ENE_0, 4, TARGET_ENE_0, true, -1)
elseif 4 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1)
end
end
elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then
if ai:IsFinishTimer(2) == true then
if targetDist <= 4 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
end
if fate > 33 then
if fate <= 66 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
end
end
if fate2 <= 66 then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3010, TARGET_ENE_0, DIST_None)
end
ai:SetNumber(2, 0)
end
elseif ai:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku and ai:IsFinishTimer(2) == true then
if targetDist <= 4 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
end
if fate > 33 then
if fate <= 66 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
end
end
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3010, TARGET_ENE_0, DIST_None)
ai:SetNumber(2, 0)
end
return
end
function ShinenBito415000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function ShinenBito415000Battle_Terminate(ai, goal)
return
end
Att3002_Dist_min = Att3007_Dist_max
Att3002_Dist_min = Att3005_Dist_max
function ShinenBito415000Battle_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 distResponse = 3
local oddsResponse = 15
local oddsStep = 100
local bkStepPer = 50
local leftStepPer = 25
local rightStepPer = 25
local safetyDist = 4
local oddsLeaveAndSide = 0
local timeSide = 0
local distLeave = 0
if FindAttack_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
return true
end
local distResponse = 3
local oddsResponse = 25
local oddsStep = 100
local bkStepPer = 50
local leftStepPer = 25
local rightStepPer = 25
local safetyDist = 4
local oddsLeaveAndSide = 0
local timeSide = 0
local distLeave = 0
if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
return true
end
local distGuardBreak_Act = 4
local oddsGuardBreak_Act = 33
if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
local AppDist = Att3007_Dist_max
local DashDist = Att3007_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
return true
end
local distMissSwing_Int = 2
local oddsMissSwing_Int = 50
if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
if 4 <= targetDist then
local AppDist = Att3007_Dist_max
local DashDist = Att3007_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
else
local AppDist = Att3005_Dist_max
local DashDist = Att3005_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
end
return true
end
local distUseItem_Act = 4
local oddsUseItem_Act = 30
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
if 4 <= targetDist then
local AppDist = Att3007_Dist_max
local DashDist = Att3007_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
else
local AppDist = Att3005_Dist_max
local DashDist = Att3005_Dist_max + 2
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 3)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
end
return true
end
local distResNear = 5
local distResFar = 10
local oddsResNear = 0
local oddsResFar = 50
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
elseif ResBehavID == 2 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
end
end
local oddsResponse = 10
local bkStepPer = 50
local leftStepPer = 25
local rightStepPer = 25
local safetyDist = 3
if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
return false
end
end
return