Files
temp/scripts_decompiled/241000_battle.lua
T

313 lines
14 KiB
Lua

REGISTER_GOAL(GOAL_WhiteKnight_Sword241000_Battle, "WhiteKnight_Sword241000Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 3.1
local Att3004_Dist_min = 3.5
local Att3004_Dist_max = 5.6
local Att3005_Dist_min = 0
local Att3005_Dist_max = 2.2
local Att3006_Dist_min = 0
local Att3006_Dist_max = 3.1
local Att3007_Dist_min = 0
local Att3007_Dist_max = 2.6
local Att3008_Dist_min = 0
local Att3008_Dist_max = 3.1
local Att3009_Dist_min = 5
local Att3009_Dist_max = 6.5
REGISTER_GOAL_NO_UPDATE(GOAL_WhiteKnight_Sword241000_Battle, 1)
Att3000_Dist_min = Att3005_Dist_max
function WhiteKnight_Sword241000Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local eventNo = ai:GetEventRequest()
ai:AddObserveArea(0, TARGET_ENE_0, TARGET_SELF, AI_DIR_TYPE_B, 80, 8)
if ai:IsTargetGuard(TARGET_ENE_0) == true then
if 5.5 <= targetDist then
actPerArr[4] = 20
elseif 3.2 <= targetDist then
actPerArr[4] = 80
else
actPerArr[4] = 150
end
end
if 8 <= targetDist then
actPerArr[1] = 70
actPerArr[2] = 15
actPerArr[3] = 0
actPerArr[5] = 15
elseif 5.5 <= targetDist then
actPerArr[1] = 55
actPerArr[2] = 10
actPerArr[3] = 10
actPerArr[5] = 25
elseif 3.2 <= targetDist then
actPerArr[1] = 15
actPerArr[2] = 35
actPerArr[3] = 20
actPerArr[5] = 20
else
actPerArr[1] = 0
actPerArr[2] = 50
actPerArr[3] = 25
actPerArr[5] = 25
end
actFuncArr[1] = REGIST_FUNC(ai, goal, WhiteKnight_Sword241000_Act01)
actFuncArr[2] = REGIST_FUNC(ai, goal, WhiteKnight_Sword241000_Act02)
local local0 = {Att3005_Dist_max, 0, 3005, DIST_Middle}
defFuncParamTbl[3] = local0
actFuncArr[4] = REGIST_FUNC(ai, goal, WhiteKnight_Sword241000_Act04)
actFuncArr[5] = REGIST_FUNC(ai, goal, WhiteKnight_Sword241000_Act05)
actFuncArr[6] = REGIST_FUNC(ai, goal, WhiteKnight_Sword241000_Act06)
actFuncArr[7] = REGIST_FUNC(ai, goal, WhiteKnight_Sword241000_Act07)
local atkAfterFunc = REGIST_FUNC(ai, goal, WhiteKnight_Sword241000_ActAfter_AdjustSpace)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
Att3000_Dist_min = Att3004_Dist_max
function WhiteKnight_Sword241000_Act01(ai, goal, paramTbl)
local AppDist = Att3004_Dist_max
local DashDist = Att3004_Dist_max + 2
local Odds_Guard = 75
local fate = ai:GetRandam_Int(1, 100)
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, DIST_Middle, -1, 25)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3000_Dist_max
function WhiteKnight_Sword241000_Act02(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3000_Dist_max
local DashDist = Att3000_Dist_max + 2
local Odds_Guard = 75
local fate = ai:GetRandam_Int(1, 100)
if fate <= 20 then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 25)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
elseif fate <= 60 then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 25)
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
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 25)
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 = Att3007_Dist_max
function WhiteKnight_Sword241000_Act04(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local AppDist = Att3007_Dist_max
local DashDist = Att3007_Dist_max + 2
local Odds_Guard = 75
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_GuardBreakTunable, 10, 3007, TARGET_ENE_0, DIST_Middle, -1, 25)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3006_Dist_max
function WhiteKnight_Sword241000_Act05(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3006_Dist_max
local DashDist = Att3006_Dist_max + 2
local Odds_Guard = 75
local AttID = 3006
local AttDist = DIST_Middle
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
Att3000_Dist_min = Att3008_Dist_max
function WhiteKnight_Sword241000_Act06(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3008_Dist_max
local DashDist = Att3008_Dist_max + 2
local Odds_Guard = 75
local AttID = 3008
local AttDist = DIST_Middle
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3009_Dist_max
function WhiteKnight_Sword241000_Act07(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3009_Dist_max
local DashDist = Att3009_Dist_max + 2
local Odds_Guard = 75
local AttID = 3009
local AttDist = DIST_Middle
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function WhiteKnight_Sword241000_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 <= 20 and friendNum < 2 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 2, TARGET_ENE_0, true, 9910)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, 9910)
elseif GW_fate <= 30 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 3, TARGET_ENE_0, true, 9910)
elseif GW_fate <= 37 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 4)
elseif GW_fate <= 45 then
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 WhiteKnight_Sword241000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function WhiteKnight_Sword241000Battle_Terminate(ai, goal)
return
end
Att3000_Dist_min = Att3000_Dist_max
Att3000_Dist_min = Att3005_Dist_max
Att3000_Dist_min = Att3007_Dist_max
Att3000_Dist_min = Att3009_Dist_max
Att3000_Dist_min = Att3008_Dist_max
function WhiteKnight_Sword241000Battle_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)
local distResponse = 3
local oddsResponse = 10
local oddsStep = 30
local bkStepPer = 60
local leftStepPer = 20
local rightStepPer = 20
local safetyDist = 3.5
local oddsLeaveAndSide = 50
local oddsSideAndLeave = 25
local timeSide = 4.5
local distLeave = 2.5
if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, oddsSide, oddsSideAndLeave, timeSide, distLeave) then
return true
else
local distMissSwing_Int = 2.7
local oddsMissSwing_Int = 30
if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distUseItem_Act = 6.2
local oddsUseItem_Act = 60
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
if targetDist <= 4 then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, false, 9910)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distResNear = 4
local distResFar = 18
local oddsResNear = 40
local oddsResFar = 50
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
if fate <= 80 then
if fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, false, 9910)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3005_Dist_max, TARGET_SELF, false, 9910)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
end
elseif fate2 <= 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
return true
elseif ResBehavID == 2 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3007_Dist_max, TARGET_SELF, false, 9910)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
return true
elseif fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3007_Dist_max, TARGET_SELF, false, 9910)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3007_Dist_max, TARGET_SELF, false, 9910)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local oddsResponse = 35
local bkStepPer = 60
local leftStepPer = 20
local rightStepPer = 20
local safetyDist = 3.5
if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
local distSuccessGuard_Act = 2.7
local oddsSuccessGuard_Act = 70
if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
end
return true
elseif ai:IsInsideObserve(0) and ai:IsFinishTimer(0) == true and targetDist <= 6.5 then
goal:ClearSubGoal()
ai:SetTimer(0, 18)
if 3.1 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3009_Dist_max, TARGET_SELF, false, 9910)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3009, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3008_Dist_max, TARGET_SELF, false, 9910)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
return false
end
end
end
end
end
end
end
return