Files
temp/scripts_decompiled/006804_battle.lua
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322 lines
12 KiB
Lua

REGISTER_GOAL(GOAL_BanditD6804_Battle, "BanditD6804Battle")
local PushR_min = 0
local PushR_max = 1
local NormalR2_min = 0
local NormalR2_max = 1.7
local LargeR2_min = 0
local LargeR2_max = 2.6
local Backstep_Atk2_min = 0
local Backstep_Atk2_max = 1
local Guard_NormalR_min = 0
local Guard_NormalR_max = 0.9
local Magic_min = 5
local Magic_max = 15
local Magic2_min = 5
local Magic2_max = 15
REGISTER_GOAL_NO_UPDATE(GOAL_BanditD6804_Battle, 1)
function BanditD6804Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local BothHandOff = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
local RYOUTE_odds = 1
local KATATE_odds = 1
if ai:IsTargetGuard(TARGET_ENE_0) == true then
RYOUTE_odds = 10
end
local MagicValue1 = 1
local Magic1Limit = ai:GetNumber(0)
if 20 <= Magic1Limit then
MagicValue1 = 0
end
local MagicValue2 = 1
local Magic2Limit = ai:GetNumber(1)
if 20 <= Magic2Limit then
MagicValue2 = 0
end
local GuardTaiou = 0
if ai:IsTargetGuard(TARGET_ENE_0) == true then
GuardTaiou = 1
end
if 8 <= targetDist then
actPerArr[3] = 5
actPerArr[4] = 5
actPerArr[6] = 0
actPerArr[17] = 0 * GuardTaiou
actPerArr[18] = 45 * MagicValue1
actPerArr[19] = 45 * MagicValue2
actPerArr[20] = 0
elseif 4 <= targetDist then
actPerArr[3] = 10
actPerArr[4] = 10
actPerArr[6] = 0
actPerArr[17] = 0 * GuardTaiou
actPerArr[18] = 35 * MagicValue1
actPerArr[19] = 35 * MagicValue2
actPerArr[20] = 20 * GuardTaiou
elseif 2.6 <= targetDist then
actPerArr[3] = 15
actPerArr[4] = 15
actPerArr[6] = 0
actPerArr[17] = 10 * GuardTaiou
actPerArr[18] = 25 * MagicValue1
actPerArr[19] = 25 * MagicValue2
actPerArr[20] = 10 * GuardTaiou
elseif 1 <= targetDist then
actPerArr[3] = 15
actPerArr[4] = 15
actPerArr[6] = 0
actPerArr[17] = 15 * GuardTaiou
actPerArr[18] = 20 * MagicValue1
actPerArr[19] = 20 * MagicValue2
actPerArr[20] = 15 * GuardTaiou
else
actPerArr[3] = 25
actPerArr[4] = 25
actPerArr[6] = 0
actPerArr[17] = 15 * GuardTaiou
actPerArr[18] = 10 * MagicValue1
actPerArr[19] = 10 * MagicValue2
actPerArr[20] = 15 * GuardTaiou
end
actFuncArr[3] = REGIST_FUNC(ai, goal, BanditD6804_Act03)
actFuncArr[4] = REGIST_FUNC(ai, goal, BanditD6804_Act04)
actFuncArr[6] = REGIST_FUNC(ai, goal, BanditD6804_Act06)
actFuncArr[17] = REGIST_FUNC(ai, goal, BanditD6804_Act17)
actFuncArr[18] = REGIST_FUNC(ai, goal, BanditD6804_Act18)
actFuncArr[19] = REGIST_FUNC(ai, goal, BanditD6804_Act19)
actFuncArr[20] = REGIST_FUNC(ai, goal, BanditD6804_Act20)
local atkAfterFunc = REGIST_FUNC(ai, goal, BanditD6804_ActAfter_AdjustSpace, atkAfterOddsTbl)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
PushR_min = NormalR2_max
function BanditD6804_Act03(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
NPC_KATATE_Switch(ai, goal)
CommonNPC_ChangeWepR2(ai, goal)
local AppDist = NormalR2_max
local DashDist = NormalR2_max + 5
local Odds_Guard = 100
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
elseif fate <= 60 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
PushR_min = LargeR2_max
function BanditD6804_Act04(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
NPC_KATATE_Switch(ai, goal)
CommonNPC_ChangeWepR2(ai, goal)
local AppDist = LargeR2_max
local DashDist = LargeR2_max + 5
local Odds_Guard = 100
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
GetWellSpace_Odds = 100
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 0, -1)
GetWellSpace_Odds = 100
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
PushR_min = Backstep_Atk2_max
function BanditD6804_Act06(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
NPC_KATATE_Switch(ai, goal)
CommonNPC_ChangeWepR2(ai, goal)
local AppDist = Backstep_Atk2_max
local DashDist = Backstep_Atk2_max + 5
local Odds_Guard = 100
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 6, 1.5, 90)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 0, -1)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
PushR_min = PushR_max
function BanditD6804_Act17(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = PushR_max
local DashDist = PushR_max + 5
local Odds_Guard = 100
NPC_Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_PushR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
PushR_min = Magic_max
PushR_min = Magic_min
function BanditD6804_Act18(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
local Magic1Limit = ai:GetNumber(0)
CommonNPC_ChangeWepR1(ai, goal)
ai:ChangeEquipMagic(0)
if Magic_max <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic_max, TARGET_SELF, false, 4)
elseif targetDist <= Magic_min then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic_min, TARGET_ENE_0, false, 4)
end
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90)
ai:SetNumber(0, Magic1Limit + 1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
PushR_min = Magic_max
PushR_min = Magic2_max
PushR_min = Magic_min
PushR_min = Magic2_min
function BanditD6804_Act19(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local R_Wep = ai:GetWepCateRight(TARGET_SELF)
local Magic2Limit = ai:GetNumber(1)
CommonNPC_ChangeWepR1(ai, goal)
ai:ChangeEquipMagic(1)
if Magic_max <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2.5, TARGET_ENE_0, Magic2_max, TARGET_SELF, false, 4)
elseif targetDist <= Magic_min then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, Magic2_min, TARGET_ENE_0, false, 4)
end
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_MagicR, TARGET_ENE_0, DIST_None, 1.5, 90)
ai:SetNumber(1, Magic2Limit + 1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function BanditD6804_Act20(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
if 3 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(2, 2.5), TARGET_SELF, true, 4)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, ai:GetRandam_Float(1.5, 2), TARGET_ENE_0, true, 4)
end
goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Float(3, 4), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Float(30, 50), true, true, 4)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function BanditD6804_ActAfter_AdjustSpace(ai, goal, paramTbl)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local MoveDist = 3
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_BackstepB, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 2)
end
return
end
function BanditD6804Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function BanditD6804Battle_Terminate(ai, goal)
return
end
function BanditD6804Battle_Interupt(ai, goal)
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)
if ai:IsInterupt(INTERUPT_FindAttack) then
local FindATKDist = 3
local FindATKPer = 10
local MoveDist = 3
if targetDist <= FindATKDist and fate <= FindATKPer then
goal:ClearSubGoal()
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
end
return true
end
end
if ai:IsInterupt(INTERUPT_Damaged) then
local combRunDist = 3
local combRunPer = 10
if targetDist < combRunDist and fate <= combRunPer then
goal:ClearSubGoal()
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
end
end
end
if ai:IsInterupt(INTERUPT_ReboundByOpponentGuard) then
local ResDist = 3
local ResPer = 10
if targetDist < ResDist then
if fate <= ResPer then
goal:ClearSubGoal()
if fate2 <= ResPer then
if fate3 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
end
else
ai:Replaning()
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
return true
end
else
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
ai:Replaning()
return true
end
else
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_Wait, 0.1, TARGET_ENE_0)
ai:Replaning()
return true
end
end
if ai:IsInterupt(INTERUPT_Shoot) then
local shootIntPer = 50
if fate <= shootIntPer then
goal:ClearSubGoal()
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
return true
end
end
return false
end
return