Files
temp/scripts_decompiled/291000_battle.lua
T

253 lines
11 KiB
Lua

REGISTER_GOAL(GOAL_BigSk_Sword291000_Battle, "BigSk_Sword291000Battle")
local Att3000_Dist_min = 2.7
local Att3000_Dist_max = 5.2
local Att3002_Dist_min = 4.1
local Att3002_Dist_max = 6
local Att3003_Dist_min = 3.2
local Att3003_Dist_max = 5.1
local Att3005_Dist_min = 0
local Att3005_Dist_max = 1.5
local Att3006_Dist_min = 0
local Att3006_Dist_max = 2.2
REGISTER_GOAL_NO_UPDATE(GOAL_BigSk_Sword291000_Battle, 1)
Att3000_Dist_min = Att3002_Dist_max
function BigSk_Sword291000Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
if 6 <= targetDist then
actPerArr[2] = 25
actPerArr[3] = 35
actPerArr[4] = 25
actPerArr[5] = 10
actPerArr[6] = 5
elseif 4.1 <= targetDist then
actPerArr[2] = 25
actPerArr[3] = 25
actPerArr[4] = 25
actPerArr[5] = 15
actPerArr[6] = 10
elseif 3.1 <= targetDist then
actPerArr[2] = 20
actPerArr[3] = 30
actPerArr[4] = 20
actPerArr[5] = 10
actPerArr[6] = 20
elseif 2.7 <= targetDist then
actPerArr[2] = 15
actPerArr[3] = 25
actPerArr[4] = 15
actPerArr[5] = 20
actPerArr[6] = 25
else
actPerArr[2] = 0
actPerArr[3] = 0
actPerArr[4] = 0
actPerArr[5] = 50
actPerArr[6] = 50
end
actFuncArr[2] = REGIST_FUNC(ai, goal, BigSk_Sword291000_Act02)
local local0 = {Att3002_Dist_max, 75, 3002, DIST_Middle}
defFuncParamTbl[3] = local0
actFuncArr[4] = REGIST_FUNC(ai, goal, BigSk_Sword291000_Act04)
actFuncArr[5] = REGIST_FUNC(ai, goal, BigSk_Sword291000_Act05)
actFuncArr[6] = REGIST_FUNC(ai, goal, BigSk_Sword291000_Act06)
local atkAfterFunc = REGIST_FUNC(ai, goal, BigSkSword291000_ActAfter_AdjustSpace, atkAfterOddsTbl)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
Att3000_Dist_min = Att3000_Dist_max
function BigSk_Sword291000_Act02(ai, goal, paramTbl)
local AppDist = Att3000_Dist_max
local DashDist = Att3000_Dist_max + 2
local Odds_Guard = 70
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if 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)
elseif fate <= 75 then
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, 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, 3005, TARGET_ENE_0, DIST_Middle, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3003_Dist_max
function BigSk_Sword291000_Act04(ai, goal, paramTbl)
local AppDist = Att3003_Dist_max
local DashDist = Att3003_Dist_max + 2
local Odds_Guard = 70
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate <= 10 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
elseif fate <= 40 then
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)
elseif fate <= 70 then
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
elseif fate <= 85 then
goal:AddSubGoal(GOAL_COMMON_ComboAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3003, 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, 3003, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
end
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3005_Dist_max
function BigSk_Sword291000_Act05(ai, goal, paramTbl)
local AppDist = Att3005_Dist_max
local DashDist = Att3005_Dist_max + 2
local Odds_Guard = 70
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
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 = Att3006_Dist_max
function BigSk_Sword291000_Act06(ai, goal, paramTbl)
local AppDist = Att3006_Dist_max
local DashDist = Att3006_Dist_max + 2
local Odds_Guard = 70
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
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 BigSkSword291000_ActAfter_AdjustSpace(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local KN_fate = ai:GetRandam_Int(1, 100)
if KN_fate > 40 then
if KN_fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 0)
return true
elseif KN_fate <= 60 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 0)
return true
elseif KN_fate <= 70 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 KN_fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 10, TARGET_ENE_0, 4, TARGET_ENE_0, true, 9910)
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 BigSk_Sword291000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function BigSk_Sword291000Battle_Terminate(ai, goal)
return
end
Att3000_Dist_min = Att3005_Dist_max
Att3000_Dist_min = Att3002_Dist_max
function BigSk_Sword291000Battle_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 = 25
local oddsStep = 20
local bkStepPer = 40
local leftStepPer = 30
local rightStepPer = 30
local safetyDist = 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 distGuardBreak_Act = 8
local oddsGuardBreak_Act = 50
if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
if targetDist <= 3.5 then
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)
elseif targetDist <= 5.4 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, false, 9910)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distUseItem_Act = 8
local oddsUseItem_Act = 15
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
if targetDist <= 1.8 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
elseif targetDist <= 5.4 then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, Att3002_Dist_max, TARGET_SELF, false, 9910)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0)
end
return true
else
local distResNear = 8
local distResFar = 20
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_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)
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
return false
end
end
end
end
end
return