252 lines
9.7 KiB
Lua
252 lines
9.7 KiB
Lua
REGISTER_GOAL(GOAL_HebibitoA269000_Battle, "HebibitoA269000Battle")
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local Att3000_Dist_min = 0
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local Att3000_Dist_max = 3.2
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local Att3003_Dist_min = 0
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local Att3003_Dist_max = 3.6
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local Att3005_Dist_min = 0
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local Att3005_Dist_max = 3.5
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local Att3006_Dist_min = 10
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local Att3006_Dist_max = 11.4
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local Att3007_Dist_min = 0
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local Att3007_Dist_max = 2.5
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local Att3008_Dist_min = 0
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local Att3008_Dist_max = 20
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REGISTER_GOAL_NO_UPDATE(GOAL_HebibitoA269000_Battle, 1)
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function HebibitoA269000Battle_Activate(ai, goal)
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local actPerArr = {}
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local actFuncArr = {}
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local defFuncParamTbl = {}
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Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local eventNo = ai:GetEventRequest()
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local fate = ai:GetRandam_Int(30, 60)
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if ai:IsLadderAct(TARGET_SELF) then
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actPerArr[3] = 100
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elseif 12 <= targetDist then
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if ai:IsFinishTimer(0) == true then
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ai:SetTimer(0, fate)
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actPerArr[1] = 0
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actPerArr[2] = 0
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actPerArr[3] = 0
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actPerArr[4] = 100
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actPerArr[9] = 0
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actPerArr[7] = 0
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else
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actPerArr[1] = 0
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actPerArr[2] = 10
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actPerArr[3] = 20
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actPerArr[4] = 0
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actPerArr[9] = 20
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actPerArr[7] = 50
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end
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elseif 10 <= targetDist then
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actPerArr[1] = 0
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actPerArr[2] = 25
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actPerArr[3] = 20
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actPerArr[4] = 0
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actPerArr[9] = 30
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actPerArr[7] = 25
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elseif 3.5 <= targetDist then
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actPerArr[1] = 15
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actPerArr[2] = 25
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actPerArr[3] = 30
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actPerArr[4] = 0
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actPerArr[9] = 30
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actPerArr[7] = 0
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else
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actPerArr[1] = 20
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actPerArr[2] = 20
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actPerArr[3] = 20
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actPerArr[4] = 0
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actPerArr[9] = 30
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actPerArr[7] = 0
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end
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actFuncArr[1] = REGIST_FUNC(ai, goal, HebibitoA269000_Act01)
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actFuncArr[2] = REGIST_FUNC(ai, goal, HebibitoA269000_Act02)
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actFuncArr[3] = REGIST_FUNC(ai, goal, HebibitoA269000_Act03)
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actFuncArr[4] = REGIST_FUNC(ai, goal, HebibitoA269000_Act04)
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actFuncArr[7] = REGIST_FUNC(ai, goal, HebibitoA269000_Act07)
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actFuncArr[9] = REGIST_FUNC(ai, goal, HebibitoA269000_Act09)
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local local0 = {100, 50, 10, 10, 0, 15, 15}
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local atkAfterFunc = REGIST_FUNC(ai, goal, HumanCommon_ActAfter_AdjustSpace_IncludeSidestep, local0)
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Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
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return
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end
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Att3000_Dist_min = Att3007_Dist_max
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function HebibitoA269000_Act01(ai, goal, paramTbl)
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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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local AppDist = Att3007_Dist_max
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local DashDist = Att3007_Dist_max + 2
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local Odds_Guard = 100
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if fate <= 20 then
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 3, 3007, TARGET_ENE_0, DIST_Near, 40)
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else
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 3, 3007, TARGET_ENE_0, DIST_Middle, 40)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 3, 3009, TARGET_ENE_0, DIST_Middle, 0)
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end
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3000_Dist_max
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function HebibitoA269000_Act02(ai, goal, paramTbl)
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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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local AppDist = Att3000_Dist_max
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local DashDist = Att3000_Dist_max + 2
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local Odds_Guard = 100
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if fate <= 20 then
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 3, 3000, TARGET_ENE_0, DIST_Near, 0, 30)
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elseif fate <= 60 then
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 3, 3000, TARGET_ENE_0, DIST_Middle, 0, 30)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 3, 3001, TARGET_ENE_0, DIST_Middle, 0, 30)
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else
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_ComboAttack, 3, 3000, TARGET_ENE_0, DIST_Middle, 0, 30)
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goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 3, 3001, TARGET_ENE_0, DIST_Middle, 0, 30)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 3, 3002, TARGET_ENE_0, DIST_Middle, 0)
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end
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3005_Dist_max
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function HebibitoA269000_Act03(ai, goal, paramTbl)
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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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local AppDist = Att3005_Dist_max
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local DashDist = Att3005_Dist_max + 2
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local Odds_Guard = 100
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 3, 3005, TARGET_ENE_0, DIST_Middle, 0, 10)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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function HebibitoA269000_Act04(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3008, TARGET_ENE_0, DIST_None, 0)
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GetWellSpace_Odds = 0
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3006_Dist_max
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function HebibitoA269000_Act07(ai, goal, paramTbl)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local AppDist = Att3006_Dist_max
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local DashDist = Att3006_Dist_max + 2
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local Odds_Guard = 100
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3006, TARGET_ENE_0, DIST_None, 0)
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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Att3000_Dist_min = Att3003_Dist_max
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function HebibitoA269000_Act09(ai, goal, paramTbl)
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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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local AppDist = Att3003_Dist_max
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local DashDist = Att3003_Dist_max + 2
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local Odds_Guard = 100
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Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
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if fate <= 20 then
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goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 30, 0, 10)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 30, 0, 10)
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goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
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end
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GetWellSpace_Odds = 100
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return GetWellSpace_Odds
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end
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function HebibitoA269000Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function HebibitoA269000Battle_Terminate(ai, goal)
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return
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end
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function HebibitoA269000Battle_Interupt(ai, goal)
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if ai:IsLadderAct(TARGET_SELF) then
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return false
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else
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local distResponse = 3.5
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local oddsResponse = 15
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local oddsStep = 50
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local bkStepPer = 40
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local leftStepPer = 30
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local rightStepPer = 30
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local safetyDist = 3.5
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local oddsLeaveAndSide = 50
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local timeSide = 4
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local distLeave = 3.5
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if FindAttack_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
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return true
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else
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local distResponse = 3.5
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local oddsResponse = 15
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local oddsStep = 50
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local bkStepPer = 40
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local leftStepPer = 30
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local rightStepPer = 30
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local safetyDist = 3.5
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local oddsLeaveAndSide = 50
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local timeSide = 4.5
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local distLeave = 3.5
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if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
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return true
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else
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local distResNear = 6.5
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local distResFar = 18
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local oddsResNear = 0
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local oddsResFar = 25
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
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if ResBehavID == 1 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
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return true
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elseif ResBehavID == 2 then
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
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return true
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else
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local oddsResponse = 20
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local bkStepPer = 40
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local leftStepPer = 30
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local rightStepPer = 30
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local safetyDist = 3.5
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if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
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return true
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else
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local distSuccessGuard_Act = 3.5
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local oddsSuccessGuard_Act = 100
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local fate = ai:GetRandam_Int(1, 100)
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if SuccessGuard_Act(ai, goal, distSuccessGuard_Act, oddsSuccessGuard_Act) then
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if fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
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end
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return true
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else
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return false
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end
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end
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end
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end
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end
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end
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end
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return
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