Files
temp/scripts_decompiled/238000_battle.lua
T

197 lines
7.7 KiB
Lua

REGISTER_GOAL(GOAL_ClayDoll238000_Battle, "ClayDoll238000Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 3.4
local Att3003_Dist_min = 0
local Att3003_Dist_max = 3.3
local Att3005_Dist_min = 5.5
local Att3005_Dist_max = 8.3
local Att3006_Dist_min = 5.6
local Att3006_Dist_max = 8
local Att3007_Dist_min = 0
local Att3007_Dist_max = 10
REGISTER_GOAL_NO_UPDATE(GOAL_ClayDoll238000_Battle, 1)
function ClayDoll238000Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local Act05_Odds = 0
if ai:IsFinishTimer(0) == true then
Act05_Odds = 1
end
if 8 <= targetDist then
actPerArr[1] = 40
actPerArr[2] = 10
actPerArr[3] = 45
actPerArr[5] = 0 * Act05_Odds
actPerArr[9] = 5
elseif 4 <= targetDist then
actPerArr[1] = 25
actPerArr[2] = 20
actPerArr[3] = 25
actPerArr[5] = 10 * Act05_Odds
actPerArr[9] = 20
elseif 2.5 <= targetDist then
actPerArr[1] = 0
actPerArr[2] = 30
actPerArr[3] = 0
actPerArr[5] = 40 * Act05_Odds
actPerArr[9] = 30
else
actPerArr[1] = 0
actPerArr[2] = 30
actPerArr[3] = 0
actPerArr[5] = 50 * Act05_Odds
actPerArr[9] = 20
end
actFuncArr[1] = REGIST_FUNC(ai, goal, ClayDoll238000_Act01)
actFuncArr[2] = REGIST_FUNC(ai, goal, ClayDoll238000_Act02)
actFuncArr[3] = REGIST_FUNC(ai, goal, ClayDoll238000_Act03)
actFuncArr[5] = REGIST_FUNC(ai, goal, ClayDoll238000_Act05)
actFuncArr[9] = REGIST_FUNC(ai, goal, ClayDoll238000_Act09)
local local0 = {100, 10, 30, 25, 20, 8, 7}
local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace_IncludeSidestep, local0)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
Att3000_Dist_min = Att3005_Dist_max
function ClayDoll238000_Act01(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3005_Dist_max
local DashDist = Att3005_Dist_max + 30
local Odds_Guard = 30
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3000_Dist_max
function ClayDoll238000_Act02(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3000_Dist_max
local DashDist = Att3000_Dist_max + 30
local Odds_Guard = 30
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 10 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
elseif fate <= 30 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)
elseif fate <= 80 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_ComboRepeat, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, 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_ComboFinal, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3006_Dist_max
function ClayDoll238000_Act03(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3006_Dist_max
local DashDist = Att3006_Dist_max + 30
local Odds_Guard = 30
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function ClayDoll238000_Act05(ai, goal, paramTbl)
ai:SetTimer(0, 75)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3007, TARGET_ENE_0, DIST_Middle)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3003_Dist_max
function ClayDoll238000_Act09(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3003_Dist_max
local DashDist = Att3003_Dist_max + 30
local Odds_Guard = 30
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function ClayDoll238000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function ClayDoll238000Battle_Terminate(ai, goal)
return
end
Att3000_Dist_min = Att3000_Dist_max
Att3000_Dist_min = Att3003_Dist_max
function ClayDoll238000Battle_Interupt(ai, goal)
local distGuardBreak_Act = 8
local oddsGuardBreak_Act = 35
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
if 5.5 <= targetDist then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
end
elseif fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3003_Dist_max, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
end
return true
end
local distResNear = 8.3
local distResFar = 20
local oddsResNear = 0
local oddsResFar = 100
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
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)
elseif ResBehavID == 2 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
end
local distSuccessGuard_Act = 3.4
local oddsSuccessGuard_Act = 40
if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
return true
else
return false
end
end
return