Files
temp/scripts_decompiled/280001_battle.lua
T

119 lines
4.2 KiB
Lua

REGISTER_GOAL(GOAL_HusiCrystal_Bow280001_Battle, "HusiCrystal_Bow280001Battle")
REGISTER_GOAL_NO_UPDATE(GOAL_HusiCrystal_Bow280001_Battle, 1)
function HusiCrystal_Bow280001Battle_Activate(ai, goal)
local role = ai:GetTeamOrder(ORDER_TYPE_Role)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local fate3 = ai:GetRandam_Int(1, 100)
local GetWellSpace_Odds = 0
local Act01Per = 0
local Act02Per = 0
local Act03Per = 0
if 20 <= targetDist then
Act01Per = 100
Act02Per = 0
Act03Per = 0
elseif 10 <= targetDist then
Act01Per = 70
Act02Per = 30
Act03Per = 0
elseif 5 <= targetDist then
Act01Per = 0
Act02Per = 60
Act03Per = 40
elseif 1 <= targetDist then
Act01Per = 0
Act02Per = 20
Act03Per = 80
else
Act01Per = 0
Act02Per = 0
Act03Per = 100
end
local doAdmirer = ai:GetExcelParam(AI_EXCEL_THINK_PARAM_TYPE__thinkAttr_doAdmirer)
local role = ai:GetTeamOrder(ORDER_TYPE_Role)
local Odds_Guard = 0
if doAdmirer == 1 and role == ROLE_TYPE_Torimaki then
Torimaki_Act(ai, goal, Odds_Guard)
elseif doAdmirer == 1 and role == ROLE_TYPE_Kankyaku then
Kankyaku_Act(ai, goal, Odds_Guard)
else
local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per)
if fateAct <= Act01Per then
local FirstAttID = 3000
local ComAttID = 3001
local ShootNum = ai:GetRandam_Int(2, 5)
Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
elseif fateAct <= Act01Per + Act02Per then
local FirstAttID = 3000
local ComAttID = 3001
local ShootNum = ai:GetRandam_Int(2, 4)
Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 20, TARGET_ENE_0, true, -1)
else
local FirstAttID = 3000
local ComAttID = 3001
local ShootNum = ai:GetRandam_Int(1, 3)
Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 20, TARGET_SELF, false, -1)
end
end
return
end
function HusiCrystal_Bow280001Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function HusiCrystal_Bow280001Battle_Terminate(ai, goal)
return
end
function HusiCrystal_Bow280001Battle_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 distDamagedStep = 3
local oddsDamagedStep = 15
local bkStepPer = 20
local leftStepPer = 40
local rightStepPer = 40
local safetyDist = 3.5
if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
local distUseItem_Act = 15
local oddsUseItem_Act = 10
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
return true
else
local distResNear = 8.5
local distResFar = 18
local oddsResNear = 0
local oddsResFar = 15
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local targetDist = ai:GetDist(TARGET_ENE_0)
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 then
goal:AddSubGoal(GOAL_COMMON_Guard, 2, 9910, TARGET_ENE_0, false, 0)
return true
elseif ResBehavID == 2 then
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
return true
else
return false
end
end
end
end
return