Files
temp/scripts_decompiled/290000_battle.lua
T

286 lines
12 KiB
Lua

REGISTER_GOAL(GOAL_Skeleton_Falchion290000_Battle, "Skeleton_Falchion290000Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 2.2
local Att3003_Dist_min = 0
local Att3003_Dist_max = 2.2
local Att3004_Dist_min = 0
local Att3004_Dist_max = 3.1
local Att3005_Dist_min = 0
local Att3005_Dist_max = 2.5
local Att3006_Dist_min = 3
local Att3006_Dist_max = 6
local Att3007_Dist_min = 4
local Att3007_Dist_max = 9
local Att3008_Dist_min = 3.5
local Att3008_Dist_max = 6.5
REGISTER_GOAL_NO_UPDATE(GOAL_Skeleton_Falchion290000_Battle, 1)
Att3000_Dist_min = Att3008_Dist_max
function Skeleton_Falchion290000Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
if ai:IsLadderAct(TARGET_SELF) then
actPerArr[3] = 100
elseif 8 <= targetDist then
actPerArr[1] = 25
actPerArr[2] = 25
actPerArr[3] = 5
actPerArr[4] = 0
actPerArr[6] = 30
actPerArr[7] = 15
actPerArr[8] = 0
elseif 3.5 <= targetDist then
actPerArr[1] = 15
actPerArr[2] = 20
actPerArr[3] = 15
actPerArr[4] = 0
actPerArr[6] = 15
actPerArr[7] = 15
actPerArr[8] = 20
elseif 1.5 <= targetDist then
actPerArr[1] = 20
actPerArr[2] = 35
actPerArr[3] = 20
actPerArr[4] = 0
actPerArr[6] = 0
actPerArr[7] = 0
actPerArr[8] = 25
else
actPerArr[1] = 10
actPerArr[2] = 30
actPerArr[3] = 30
actPerArr[4] = 30
actPerArr[6] = 0
actPerArr[7] = 0
actPerArr[8] = 0
end
actFuncArr[1] = REGIST_FUNC(ai, goal, Skeleton_Falchion290000_Act01)
actFuncArr[2] = REGIST_FUNC(ai, goal, Skeleton_Falchion290000_Act02)
actFuncArr[3] = REGIST_FUNC(ai, goal, Skeleton_Falchion290000_Act03)
actFuncArr[4] = REGIST_FUNC(ai, goal, Skeleton_Falchion290000_Act04)
actFuncArr[6] = REGIST_FUNC(ai, goal, Skeleton_Falchion290000_Act06)
local local0 = {Att3008_Dist_max, 75, 3008, DIST_Middle}
defFuncParamTbl[7] = local0
local atkAfterFunc = REGIST_FUNC(ai, goal, Skeleton_Falchion290000_ActAfter_AdjustSpace, atkAfterOddsTbl)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
Att3000_Dist_min = Att3004_Dist_max
function Skeleton_Falchion290000_Act01(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_ApproachStep, 5, 700, TARGET_ENE_0, Att3004_Dist_max, 0)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3000_Dist_max
function Skeleton_Falchion290000_Act02(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_ApproachStep, 5, 700, TARGET_ENE_0, Att3000_Dist_max, 0)
if fate <= 10 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
elseif fate <= 40 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)
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, 3002, TARGET_ENE_0, DIST_Middle, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3003_Dist_max
function Skeleton_Falchion290000_Act03(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_ApproachStep, 5, 700, TARGET_ENE_0, Att3003_Dist_max, 0)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3005_Dist_max
function Skeleton_Falchion290000_Act04(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 + 2
local Odds_Guard = 0
local AttID = 3005
local AttDist = DIST_Middle
Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3007_Dist_min
Att3000_Dist_min = Att3007_Dist_max
Att3000_Dist_min = Att3006_Dist_max
function Skeleton_Falchion290000_Act06(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
if Att3007_Dist_min <= targetDist and fate <= 40 then
local AppDist = Att3007_Dist_max
local DashDist = Att3007_Dist_max + 2
local Odds_Guard = 75
local AttID = 3007
local AttDist = DIST_Middle
Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
else
local AppDist = Att3006_Dist_max
local DashDist = Att3006_Dist_max + 2
local Odds_Guard = 75
local AttID = 3006
local AttDist = DIST_Middle
Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function Skeleton_Falchion290000_ActAfter_AdjustSpace(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local KN_fate = ai:GetRandam_Int(1, 100)
if KN_fate > 25 then
if KN_fate <= 35 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0)
return true
elseif KN_fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0)
return true
elseif KN_fate <= 90 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_SELF, 0, AI_DIR_TYPE_F, 4)
return true
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0)
return true
end
else
return false
end
end
function Skeleton_Falchion290000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function Skeleton_Falchion290000Battle_Terminate(ai, goal)
return
end
function Skeleton_Falchion290000Battle_Interupt(ai, goal)
if ai:IsLadderAct(TARGET_SELF) then
return false
else
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 ParryDist = 3
local ParryAng = 60
local ParryThrowDist = 4
local ParryThrowAng = 60
if Parry_Act(ai, goal, ParryDist, ParryAng, ParryThrowDist, ParryThrowAng) then
return true
else
local distResponse = 3
local oddsResponse = 25
local oddsStep = 50
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
local safetyDist = 3.5
local oddsLeaveAndSide = 50
local timeSide = 4.5
local distLeave = 2.5
if FindAttack_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
return true
else
local distResponse = 3
local oddsResponse = 25
local oddsStep = 50
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
local safetyDist = 3.5
local oddsLeaveAndSide = 50
local timeSide = 4.5
local distLeave = 2.5
if Damaged_Step_or_Guard(ai, goal, distResponse, oddsResponse, oddsStep, bkStepPer, leftStepPer, rightStepPer, safetyDist, oddsLeaveAndSide, timeSide, distLeave) then
return true
else
local distMissSwing_Int = 3.1
local oddsMissSwing_Int = 50
if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
if targetDist <= 2.2 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, 3003, TARGET_ENE_0, DIST_Middle, 0)
end
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distUseItem_Act = 6
local oddsUseItem_Act = 5
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
if targetDist <= 3 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distResNear = 6
local distResFar = 18
local oddsResNear = 20
local oddsResFar = 30
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)
return true
elseif ResBehavID == 2 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, 9910)
return true
elseif fate <= 75 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
local oddsResponse = 20
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
local safetyDist = 3.5
if RebByOpGuard_Step(ai, goal, oddsResponse, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
return false
end
end
end
end
end
end
end
end
end
return