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431 lines
18 KiB
Lua

REGISTER_GOAL(GOAL_Mukade520000_Battle, "mukade520000Battle")
REGISTER_GOAL_NO_UPDATE(GOAL_Mukade520000_Battle, 1)
local A = false
local B = false
function OnIf_520000(ai, goal, codeNo)
if codeNo == 0 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 90) then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_None, 0, -1)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_None, -1, -1)
end
elseif codeNo == 1 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 90) then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3011, TARGET_ENE_0, DIST_None, 0, -1)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3011, TARGET_ENE_0, DIST_None, -1, -1)
end
end
return
end
A = B
function mukade520000Battle_Activate(ai, goal)
local hprate = ai:GetHpRate(TARGET_SELF)
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)
local fate4 = ai:GetRandam_Int(1, 100)
local fate5 = ai:GetRandam_Int(1, 100)
local fate6 = ai:GetRandam_Int(1, 100)
local fate7 = ai:GetRandam_Int(1, 100)
local fate8 = ai:GetRandam_Int(1, 100)
local fate9 = ai:GetRandam_Int(1, 100)
local fate10 = ai:GetRandam_Int(1, 100)
local fate11 = ai:GetRandam_Int(1, 100)
local PARTS_IDX_ARM1 = 0
local PARTS_IDX_TAIL = 1
local arm1DmgLv = ai:GetPartsDmg(PARTS_IDX_ARM1)
local tailDmgLv = ai:GetPartsDmg(PARTS_IDX_TAIL)
local Att3000_Dist_min = 3
local Att3000_Dist_max = 9
local Att3001_Dist_min = 0
local Att3001_Dist_max = 8
local Att3002_Dist_min = 3
local Att3002_Dist_max = 17.5
local Att3003_Dist_min = 6
local Att3003_Dist_max = 13
local Att3004_Dist_min = -4
local Att3004_Dist_max = 7.5
local Att3005_Dist_min = 16
local Att3005_Dist_max = 25
local Att3006_Dist_min = 4
local Att3006_Dist_max = 10
local Att3007_Dist_min = 2.4
local Att3007_Dist_max = 7
local Att3008_Dist_min = -4
local Att3008_Dist_max = 0
local Att3009_Dist_min = -4
local Att3009_Dist_max = 0
local Att3010_Dist_min = 3
local Att3010_Dist_max = 9
local Att3011_Dist_min = 0
local Att3011_Dist_max = 8
local Att3012_Dist_min = 6
local Att3012_Dist_max = 13
local Att3017_Dist_min = 16
local Att3017_Dist_max = 25
local RegenerateArm1Per = 0
local RegenerateTailPer = 0
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
local Act10Per = 0
local Act11Per = 0
local Act12Per = 0
local Act13Per = 0
local Act14Per = 0
local Act15Per = 0
if arm1DmgLv == PARTS_DMG_LV1 then
if A == false then
local local0 = true
SETUPVAL 64 0 0
ai:SetTimer(0, 40)
elseif ai:GetTimer(0) <= 0 then
RegenerateArm1Per = 100
local local0 = false
SETUPVAL 64 0 0
end
elseif tailDmgLv == PARTS_DMG_LV1 then
if B == false then
local local0 = true
SETUPVAL 64 1 0
ai:SetTimer(1, 40)
elseif ai:GetTimer(1) <= 0 then
RegenerateTailPer = 100
local local0 = false
SETUPVAL 64 1 0
end
end
if arm1DmgLv == PARTS_DMG_NONE then
if hprate <= 0.5 and -5 <= targetDist and targetDist <= 2 and fate2 <= 60 then
Act05Per = 100
elseif hprate <= 0.5 and 16 <= targetDist and targetDist <= 25 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 240) and fate3 <= 60 then
Act07Per = 100
elseif 2.4 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 30) and fate4 <= 60 then
Act10Per = 100
elseif -2 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 20) and fate5 <= 80 then
Act04Per = 100
elseif -2 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 120) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 90) and fate5 <= 80 then
Act04Per = 100
elseif targetDist <= 0 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 60) and fate6 <= 80 then
Act08Per = 100
elseif targetDist <= 0 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) and fate6 <= 80 then
Act08Per = 100
elseif targetDist <= 1 and fate7 <= 50 then
Act11Per = 100
elseif 4.5 <= targetDist and targetDist <= 8 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 40) and fate8 <= 50 then
Act01Per = 100
elseif 10 <= targetDist and targetDist <= 16 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 40) and fate9 <= 50 then
Act02Per = 100
elseif 7 <= targetDist and targetDist <= 13 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) and fate10 <= 50 then
Act03Per = 100
elseif 4 <= targetDist and targetDist <= 6.5 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 40) and fate11 <= 35 then
Act06Per = 100
elseif 20 <= targetDist then
if 0.5 <= hprate then
Act02Per = 100
else
Act02Per = 25
Act07Per = 75
end
elseif 12 <= targetDist then
if 0.5 <= hprate then
Act02Per = 75
Act03Per = 25
else
Act02Per = 20
Act03Per = 5
Act07Per = 75
end
elseif 8 <= targetDist then
if 0.5 <= hprate then
Act01Per = 25
Act02Per = 5
Act03Per = 60
Act06Per = 10
else
Act01Per = 5
Act02Per = 5
Act03Per = 15
Act05Per = 75
end
elseif 4 <= targetDist then
if 0.5 <= hprate then
Act01Per = 50
Act03Per = 5
Act06Per = 30
Act11Per = 15
else
Act01Per = 15
Act05Per = 75
Act11Per = 10
end
elseif 0 <= targetDist then
if 0.5 <= hprate then
Act01Per = 15
Act06Per = 45
Act09Per = 25
Act11Per = 15
else
Act01Per = 15
Act06Per = 45
Act09Per = 25
Act11Per = 15
end
elseif 0.5 <= hprate then
Act01Per = 15
Act09Per = 35
Act11Per = 50
else
Act01Per = 15
Act09Per = 35
Act11Per = 50
end
elseif hprate <= 0.5 and 12 <= targetDist and targetDist <= 20 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 240) and fate2 <= 35 then
Act15Per = 100
elseif 2.4 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 30) and fate3 <= 35 then
Act10Per = 100
elseif -2 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 20) and fate4 <= 45 then
Act04Per = 100
elseif -2 <= targetDist and targetDist <= 7 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 120) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 90) and fate4 <= 45 then
Act04Per = 100
elseif targetDist <= 0 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 60) and fate5 <= 45 then
Act08Per = 100
elseif targetDist <= 0 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) and fate5 <= 45 then
Act08Per = 100
elseif targetDist <= 1 and fate6 <= 25 then
Act11Per = 100
elseif 20 <= targetDist then
if 0.5 <= hprate then
Act09Per = 0
Act10Per = 0
Act11Per = 0
Act12Per = 25
Act13Per = 25
Act14Per = 50
Act15Per = 0
else
Act09Per = 0
Act10Per = 0
Act11Per = 0
Act12Per = 5
Act13Per = 5
Act14Per = 10
Act15Per = 80
end
elseif 12 <= targetDist then
if 0.5 <= hprate then
Act09Per = 0
Act10Per = 0
Act11Per = 0
Act12Per = 25
Act13Per = 25
Act14Per = 50
Act15Per = 0
else
Act09Per = 0
Act10Per = 0
Act11Per = 0
Act12Per = 5
Act13Per = 5
Act14Per = 10
Act15Per = 80
end
elseif 8 <= targetDist then
if 0.5 <= hprate then
Act09Per = 15
Act10Per = 0
Act11Per = 0
Act12Per = 25
Act13Per = 15
Act14Per = 45
Act15Per = 0
else
Act09Per = 15
Act10Per = 0
Act11Per = 0
Act12Per = 25
Act13Per = 15
Act14Per = 45
Act15Per = 0
end
elseif 4 <= targetDist then
if 0.5 <= hprate then
Act09Per = 15
Act10Per = 0
Act11Per = 10
Act12Per = 30
Act13Per = 25
Act14Per = 20
Act15Per = 0
else
Act09Per = 15
Act10Per = 0
Act11Per = 10
Act12Per = 30
Act13Per = 25
Act14Per = 20
Act15Per = 0
end
elseif 0 <= targetDist then
if 0.5 <= hprate then
Act09Per = 25
Act10Per = 0
Act11Per = 20
Act12Per = 20
Act13Per = 35
Act14Per = 0
Act15Per = 0
else
Act09Per = 25
Act10Per = 0
Act11Per = 20
Act12Per = 20
Act13Per = 35
Act14Per = 0
Act15Per = 0
end
elseif 0.5 <= hprate then
Act09Per = 30
Act10Per = 0
Act11Per = 40
Act12Per = 15
Act13Per = 15
Act14Per = 0
Act15Per = 0
else
Act09Per = 30
Act10Per = 0
Act11Per = 40
Act12Per = 15
Act13Per = 15
Act14Per = 0
Act15Per = 0
end
local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per + Act15Per)
if RegenerateArm1Per == 100 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 8200, TARGET_NONE, DIST_None, 0, -1)
elseif RegenerateTailPer == 100 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 8210, TARGET_NONE, DIST_None, 0, -1)
elseif fateAct <= Act01Per then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, true, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_None, 1, -1)
elseif fateAct <= Act01Per + Act02Per then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, true, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_None, -1, -1)
elseif fateAct <= Act01Per + Act02Per + Act03Per then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, true, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_None, 1, -1)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
if tailDmgLv == PARTS_DMG_LV1 and arm1DmgLv == PARTS_DMG_LV1 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3015, TARGET_ENE_0, DIST_None, 0, -1)
elseif tailDmgLv == PARTS_DMG_LV1 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3014, TARGET_ENE_0, DIST_None, 0, -1)
elseif arm1DmgLv == PARTS_DMG_LV1 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3016, TARGET_ENE_0, DIST_None, 0, -1)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, DIST_None, 0, -1)
end
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3006_Dist_max, TARGET_SELF, true, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, DIST_None, 0, -1)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3001_Dist_max, TARGET_SELF, true, -1)
goal:AddSubGoal(GOAL_COMMON_If, 10, 0)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3005_Dist_max, TARGET_SELF, true, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_None, -1, -1)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, DIST_None, 0, -1)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_NONE, 0, AI_DIR_TYPE_B, 7)
elseif fate <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 3, TARGET_ENE_0, Att3007_Dist_max, TARGET_SELF, true, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, DIST_None, -1, -1)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_None, 0, -1)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3010_Dist_max, TARGET_SELF, true, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3010, TARGET_ENE_0, DIST_None, 1, -1)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3011_Dist_max, TARGET_SELF, true, -1)
goal:AddSubGoal(GOAL_COMMON_If, 10, 1)
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per + Act13Per + Act14Per then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3012_Dist_max, TARGET_SELF, true, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3012, TARGET_ENE_0, DIST_None, -1, -1)
else
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3017_Dist_max, TARGET_SELF, true, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3017, TARGET_ENE_0, DIST_None, -1, -1)
end
return
end
function mukade520000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function mukade520000Battle_Terminate(ai, goal)
return
end
function mukade520000Battle_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 distGuardBreak_Act = 13
local oddsGuardBreak_Act = 80
if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
if arm1DmgLv == PARTS_DMG_NONE then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distUseItem_Act = 13
local oddsUseItem_Act = 10
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
if arm1DmgLv == PARTS_DMG_NONE then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distResNear = 6
local distResFar = 13
local oddsResNear = 0
local oddsResFar = 15
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 3)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 3)
end
return true
elseif ResBehavID == 2 then
if arm1DmgLv == PARTS_DMG_NONE then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
return false
end
end
end
end
return