Files
temp/scripts_decompiled/010100_battle.lua
T

150 lines
5.8 KiB
Lua

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