150 lines
5.8 KiB
Lua
150 lines
5.8 KiB
Lua
REGISTER_GOAL(GOAL_DS2pot10100_Battle, "DS2pot10100Battle")
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REGISTER_GOAL_NO_UPDATE(GOAL_DS2pot10100_Battle, 1)
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function DS2pot10100Battle_Activate(ai, goal)
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local hprate = ai:GetHpRate(TARGET_SELF)
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DS2pot10100_Battle_Sword(ai, goal)
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return
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end
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function DS2pot10100_Gitai_Move(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, 2, TARGET_ENE_0, false, -1)
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return
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end
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function DS2pot10100_Battle_Sword(ai, goal)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local NormalR_Dist = 2
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local NR_fate = ai:GetRandam_Int(1, 100)
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if NormalR_Dist <= targetDist then
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if NR_fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, NormalR_Dist, TARGET_ENE_0, false, 4)
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DS2pot10100_Battle_Kougeki_Noato(ai, goal)
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else
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, NormalR_Dist, TARGET_ENE_0, false, -1)
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DS2pot10100_Battle_Kougeki_Noato(ai, goal)
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end
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else
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DS2pot10100_Battle_NormalR_Comb(ai, goal)
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DS2pot10100_Battle_Kougeki_Noato(ai, goal)
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end
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return
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end
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function DS2pot10100_Battle_NormalR_Comb(ai, goal)
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local NR_fate = ai:GetRandam_Int(1, 100)
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local NR_fate2 = ai:GetRandam_Int(1, 100)
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local NR_fate3 = ai:GetRandam_Int(1, 100)
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if NR_fate <= 80 then
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CommonNPC_SwitchOneHandMode(ai, goal)
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Near, 0)
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if NR_fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Near, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Near, 0)
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end
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if NR_fate3 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Near, 0)
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end
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else
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CommonNPC_SwitchBothHandMode(ai, goal)
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if NR_fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Near, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Near, 0)
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end
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if NR_fate3 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Near, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Near, 0)
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end
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end
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return
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end
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function DS2pot10100_Battle_Kougeki_Noato(ai, goal)
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local KN_fate = ai:GetRandam_Int(1, 100)
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local MoveDist = 3
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if KN_fate <= 40 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Int(4, 6), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(25, 45), true, true, 4)
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, MoveDist, TARGET_ENE_0, true, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, MoveDist, TARGET_ENE_0, true, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Int(4, 6), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(25, 50), true, true, -1)
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end
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return
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end
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function DS2pot10100Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function DS2pot10100Battle_Terminate(ai, goal)
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return
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end
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function DS2pot10100Battle_Interupt(ai, goal)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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if ai:IsInterupt(INTERUPT_MissSwing) then
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local MissSwingDist = 3
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local MissSwingAttPer = 80
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if targetDist <= MissSwingDist and fate <= MissSwingAttPer then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_StepF, TARGET_ENE_0, DIST_None, 0)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Near, 0)
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_FindAttack) then
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local FindATKDist = 3
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local FindATKPer = 80
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if targetDist <= FindATKDist and fate <= FindATKPer then
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goal:ClearSubGoal()
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if ai:GetNumber(1) ~= 1 then
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ai:SetNumber(1, 1)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, 1, TARGET_ENE_0, true, 4)
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end
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_SuccessGuard) then
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local Suc_GuardDist = 3
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local Suc_GuardPer = 100
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if targetDist <= Suc_GuardDist and fate <= Suc_GuardPer then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_None, 0)
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_None, 0)
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_Damaged) then
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local combRunDist = 3
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local combRunPer = 100
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if targetDist < combRunDist and fate <= combRunPer then
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goal:ClearSubGoal()
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(3, 5), TARGET_ENE_0, 1, TARGET_ENE_0, true, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
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end
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_Shoot) then
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local shootIntPer = 70
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if fate <= shootIntPer then
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goal:ClearSubGoal()
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, NPC_ATK_StepB, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, ai:GetRandam_Int(11, 12), TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
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end
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return true
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end
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end
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return false
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end
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return
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