Files
temp/scripts_decompiled/346100_battle.lua
T

170 lines
7.3 KiB
Lua

REGISTER_GOAL(GOAL_ArmoredTask_BackGuard346100_Battle, "ArmoredTask_BackGuard346100Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 2
local Att3001_Dist_min = 0
local Att3001_Dist_max = 10
local Att3002_Dist_min = 0
local Att3002_Dist_max = 1.4
local Att3004_Dist_min = 0
local Att3004_Dist_max = 1.6
local Att3005_Dist_min = 0
local Att3005_Dist_max = 1.6
local Att3006_Dist_min = 0
local Att3006_Dist_max = 1.1
local Att3007_Dist_min = 0
local Att3007_Dist_max = 3.5
local Att3008_Dist_min = 0
local Att3008_Dist_max = 8
local Att3009_Dist_min = 2.5
local Att3009_Dist_max = 4
REGISTER_GOAL_NO_UPDATE(GOAL_ArmoredTask_BackGuard346100_Battle, 1)
Att3000_Dist_min = Att3009_Dist_max
Att3000_Dist_min = Att3009_Dist_min
Att3000_Dist_min = Att3000_Dist_max
Att3000_Dist_min = Att3008_Dist_max
Att3000_Dist_min = Att3001_Dist_max
Att3000_Dist_min = Att3002_Dist_max
Att3000_Dist_min = Att3007_Dist_max
function ArmoredTask_BackGuard346100Battle_Activate(ai, goal)
local targetDist = ai:GetDist(TARGET_ENE_0)
local kakutimer = ai:GetRandam_Int(120, 180)
local eventNo = ai:GetEventRequest(0)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local fate3 = ai:GetRandam_Int(1, 100)
local fate4 = ai:GetRandam_Int(1, 100)
local GetWellSpace_Odds = 0
local Act01Per = 0
local Act02Per = 0
local Act03Per = 0
local Act04Per = 0
local Act05Per = 0
local Act06Per = 0
local Act07Per = 0
local Act08Per = 0
local Act09Per = 0
ai:SetEventMoveTarget(1702751)
local Sumade = ai:GetDistAtoB(POINT_EVENT, TARGET_SELF)
if not not ai:IsInsideTargetRegion(TARGET_ENE_0, 1702750) or ai:IsInsideTargetRegion(TARGET_ENE_0, 1702752) then
Act09Per = 100
elseif ai:IsFinishTimer(0) == true and 12 <= targetDist then
ai:SetTimer(0, kakutimer)
Act04Per = 100
elseif targetDist <= 1.1 and fate <= 80 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 45) then
Act07Per = 100
elseif targetDist <= 2 and fate <= 80 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 90) then
Act05Per = 100
elseif targetDist <= 2 and fate <= 80 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 90) then
Act06Per = 100
elseif 12 <= targetDist then
Act01Per = 25
Act02Per = 55
Act03Per = 20
Act08Per = 0
elseif 4 <= targetDist then
Act01Per = 40
Act02Per = 35
Act03Per = 20
Act08Per = 5
else
Act01Per = 35
Act02Per = 10
Act03Per = 35
Act08Per = 20
end
local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per)
if fateAct <= Act01Per then
if 6 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3009_Dist_max, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, 1.5, 30)
elseif 4.5 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3009_Dist_min, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, 1.5, 30)
else
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3000_Dist_max, TARGET_SELF, true, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, 1.5, -1)
end
goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_NONE, 0, 0, 0)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per then
if 10 <= targetDist then
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3008_Dist_max, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, DIST_Middle, 1.5, 30)
else
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 2, TARGET_ENE_0, Att3001_Dist_max, TARGET_SELF, true, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, DIST_Middle, 1.5, 30)
end
goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_NONE, 0, 0, 0)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per then
local AppDist = Att3002_Dist_max
local DashDist = Att3002_Dist_max + 2
local Odds_Guard = 0
BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_Middle, 1, 20)
goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_NONE, 0, 0, 0)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3003, TARGET_ENE_0, DIST_None)
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, TARGET_ENE_0, Att3008_Dist_max, TARGET_SELF, false, -1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, DIST_Middle, 1.5, 30)
goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_NONE, 0, 0, 0)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3005, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 100
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3006, TARGET_ENE_0, DIST_Middle, 0)
GetWellSpace_Odds = 0
elseif fateAct <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then
local AppDist = Att3007_Dist_max
local DashDist = Att3007_Dist_max + 2
local Odds_Guard = 0
BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, DIST_Middle, 1.5, 10)
goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_NONE, 0, 0, 0)
GetWellSpace_Odds = 100
else
if 2 <= Sumade then
ai:SetEventMoveTarget(1702751)
goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 5, POINT_EVENT, 2.5, TARGET_SELF, true, -1)
end
goal:AddSubGoal(GOAL_COMMON_Wait, 1, TARGET_SELF)
goal:AddSubGoal(GOAL_COMMON_Turn, 2, TARGET_ENE_0, 0, 0, 0)
end
local fateGWS = ai:GetRandam_Int(1, 100)
if fateGWS <= GetWellSpace_Odds then
ArmoredTask_BackGuard346100_ActAfter_AdjustSpace(ai, goal)
end
return
end
function ArmoredTask_BackGuard346100_ActAfter_AdjustSpace(ai, goal)
local KN_fate = ai:GetRandam_Int(1, 100)
if KN_fate > 80 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 3)
end
return
end
function ArmoredTask_BackGuard346100Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function ArmoredTask_BackGuard346100Battle_Terminate(ai, goal)
return
end
function ArmoredTask_BackGuard346100Battle_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)
return false
end
return