Files

420 lines
16 KiB
Lua

REGISTER_GOAL(GOAL_Griffith527000_Battle, "Griffith527000Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 4.5
local Att3004_Dist_min = 5.3
local Att3004_Dist_max = 6.2
local Att3005_Dist_min = 9.1
local Att3005_Dist_max = 10.8
local Att3006_Dist_min = 0
local Att3006_Dist_max = 2.4
local Att3007_Dist_min = 10.4
local Att3007_Dist_max = 12.3
local Att3008_Dist_min = 0
local Att3008_Dist_max = 4.5
local Att3011_Dist_min = 3
local Att3011_Dist_max = 6
local Att3012_Dist_min = 10.3
local Att3012_Dist_max = 11.4
local Att3013_Dist_min = 0
local Att3013_Dist_max = 2.5
local Att3016_Dist_min = 0
local Att3016_Dist_max = 8
local Att3017_Dist_min = 0
local Att3017_Dist_max = 4.9
REGISTER_GOAL_NO_UPDATE(GOAL_Griffith527000_Battle, 1)
function OnIf_527000(ai, goal, codeNo)
local targetDist = ai:GetDist(TARGET_ENE_0)
local OddsLR = ai:GetRandam_Int(1, 100)
if codeNo == 0 then
if ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_R, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_FRI_0, 0, AI_DIR_TYPE_L, 4)
elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_L, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_FRI_0, 0, AI_DIR_TYPE_R, 4)
elseif ai:IsInsideTarget(TARGET_FRI_0, AI_DIR_TYPE_F, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_FRI_0, 0, AI_DIR_TYPE_B, 4)
elseif OddsLR <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_FRI_0, 0, AI_DIR_TYPE_L, 4)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_FRI_0, 0, AI_DIR_TYPE_R, 4)
end
end
return
end
function Griffith527000Battle_Activate(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
ai:AddObserveArea(0, TARGET_FRI_0, TARGET_SELF, AI_DIR_TYPE_F, 360, 13)
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 GetWellSpace_Odds = 0
if 12.3 <= targetDist then
Act01Per = 0
Act02Per = 0
Act03Per = 0
Act04Per = 10
Act05Per = 10
Act06Per = 10
Act07Per = 10
Act08Per = 60
Act09Per = 0
Act10Per = 0
Act11Per = 0
elseif 10.8 <= targetDist then
Act01Per = 0
Act02Per = 0
Act03Per = 0
Act04Per = 20
Act05Per = 20
Act06Per = 20
Act07Per = 20
Act08Per = 20
Act09Per = 0
Act10Per = 0
Act11Per = 0
elseif 6.2 <= targetDist then
Act01Per = 10
Act02Per = 10
Act03Per = 35
Act04Per = 0
Act05Per = 15
Act06Per = 0
Act07Per = 10
Act08Per = 0
Act09Per = 0
Act10Per = 10
Act11Per = 10
elseif 2.5 <= targetDist then
Act01Per = 25
Act02Per = 25
Act03Per = 0
Act04Per = 0
Act05Per = 20
Act06Per = 0
Act07Per = 0
Act08Per = 0
Act09Per = 0
Act10Per = 10
Act11Per = 20
else
Act01Per = 13
Act02Per = 12
Act03Per = 0
Act04Per = 0
Act05Per = 0
Act06Per = 0
Act07Per = 0
Act08Per = 0
Act09Per = 60
Act10Per = 5
Act11Per = 10
end
local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per)
if fateAct <= Act01Per then
Griffith527000_Act01(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per then
Griffith527000_Act02(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per then
Griffith527000_Act03(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
Griffith527000_Act04(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
Griffith527000_Act05(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
Griffith527000_Act06(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
Griffith527000_Act07(ai, goal)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then
Griffith527000_Act08(ai, goal)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then
Griffith527000_Act09(ai, goal)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per then
Griffith527000_Act10(ai, goal)
GetWellSpace_Odds = 0
else
Griffith527000_Act11(ai, goal)
GetWellSpace_Odds = 100
end
local fateGWS = ai:GetRandam_Int(1, 100)
if fateGWS <= GetWellSpace_Odds then
Griffith527000_ActAfter_AdjustSpace(ai, goal, paramTbl)
end
return
end
Att3000_Dist_min = Att3000_Dist_max
function Griffith527000_Act01(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3000_Dist_max
local DashDist = Att3000_Dist_max + 2
local Odds_Guard = 0
local fate = ai:GetRandam_Int(1, 100)
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 5 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
elseif fate <= 15 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 <= 60 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)
else
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_ComboRepeat, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
end
return
end
Att3000_Dist_min = Att3008_Dist_max
function Griffith527000_Act02(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3008_Dist_max
local DashDist = Att3008_Dist_max + 2
local Odds_Guard = 0
local fate = ai:GetRandam_Int(1, 100)
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 10 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0)
elseif fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3010, TARGET_ENE_0, DIST_Middle, 0)
end
return
end
Att3000_Dist_min = Att3004_Dist_max
function Griffith527000_Act03(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3004_Dist_max
local DashDist = Att3004_Dist_max + 2
local Odds_Guard = 0
local fate = ai:GetRandam_Int(1, 100)
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
return
end
Att3000_Dist_min = Att3005_Dist_max
function Griffith527000_Act04(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3005_Dist_max
local DashDist = Att3005_Dist_max + 2
local Odds_Guard = 0
local fate = ai:GetRandam_Int(1, 100)
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
return
end
Att3000_Dist_min = Att3007_Dist_max
function Griffith527000_Act05(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3007_Dist_max
local DashDist = Att3007_Dist_max + 2
local Odds_Guard = 0
local fate = ai:GetRandam_Int(1, 100)
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
return
end
Att3000_Dist_min = Att3012_Dist_max
function Griffith527000_Act06(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3012_Dist_max
local DashDist = Att3012_Dist_max + 2
local Odds_Guard = 0
local fate = ai:GetRandam_Int(1, 100)
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3012, TARGET_ENE_0, DIST_Middle, 0)
return
end
function Griffith527000_Act07(ai, goal)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3011, TARGET_ENE_0, DIST_None, 0)
return
end
function Griffith527000_Act08(ai, goal)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3013, TARGET_ENE_0, DIST_None, 0)
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 20, TARGET_ENE_0, 5.5, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3014, TARGET_ENE_0, DIST_None, 0, -1)
return
end
Att3000_Dist_min = Att3006_Dist_max
function Griffith527000_Act09(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3006_Dist_max
local DashDist = Att3006_Dist_max + 2
local Odds_Guard = 0
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
return
end
function Griffith527000_Act10(ai, goal)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3016, TARGET_ENE_0, DIST_None, 0)
return
end
Att3000_Dist_min = Att3017_Dist_max
function Griffith527000_Act11(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3017_Dist_max
local DashDist = Att3017_Dist_max + 2
local Odds_Guard = 0
local fate = ai:GetRandam_Int(1, 100)
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3017, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3017, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3018, TARGET_ENE_0, DIST_Middle, 0)
end
return
end
function Griffith527000_ActAfter_AdjustSpace(ai, goal, paramTbl)
local GW_fate = ai:GetRandam_Int(0, 100)
local bRight = ai:GetRandam_Int(0, 1)
local friendNum = ai:GetTeamRecordCount(COORDINATE_TYPE_SideWalk_L + bRight, TARGET_ENE_0, 2)
if GW_fate <= 30 and friendNum < 2 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 2, TARGET_ENE_0, true, -1)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1)
elseif GW_fate <= 60 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1)
elseif GW_fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
else
local fate = ai:GetRandam_Int(1, 100)
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
end
end
return
end
function Griffith527000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function Griffith527000Battle_Terminate(ai, goal)
return
end
function Griffith527000Battle_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)
if ai:IsInterupt(INTERUPT_Inside_ObserveArea) and ai:IsFinishTimer(0) == true then
ai:SetTimer(0, 5)
goal:AddSubGoal(GOAL_COMMON_If, 30, 0)
return true
else
local distDamagedStep = 3
local oddsDamagedStep = 25
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
local safetyDist = 4
if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
local distGuardBreak_Act = 6.2
local oddsGuardBreak_Act = 70
local fate = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
if 4.5 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distMissSwing_Int = 6.2
local oddsMissSwing_Int = 50
local targetDist = ai:GetDist(TARGET_ENE_0)
if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
if 4.5 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distUseItem_Act = 12.3
local oddsUseItem_Act = 30
local targetDist = ai:GetDist(TARGET_ENE_0)
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3011, TARGET_ENE_0, DIST_Middle, 0)
return true
else
local oddsResponse = 35
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
local safetyDist = 4
if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
local distResNear = 3
local distResFar = 18
local oddsResNear = 0
local oddsResFar = 60
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_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
return true
elseif ResBehavID == 2 then
if fate <= 75 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
end
return true
else
return false
end
end
end
end
end
end
end
end
return