Files
temp/scripts_decompiled/417200_battle.lua
T

664 lines
28 KiB
Lua

REGISTER_GOAL(GOAL_HumanityL417200_Battle, "HumanityL417200Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 5
local Att3003_Dist_min = 7
local Att3003_Dist_max = 9
local Att3004_Dist_min = 4
local Att3004_Dist_max = 6
local Att3005_Dist_min = 10
local Att3005_Dist_max = 14
local Att3006_Dist_min = 0
local Att3006_Dist_max = 20
local Att3007_Dist_min = 4
local Att3007_Dist_max = 5.5
local Att3008_Dist_min = 0
local Att3008_Dist_max = 2
local Att3010_Dist_min = 0
local Att3010_Dist_max = 2
local Att3011_Dist_min = 0
local Att3011_Dist_max = 2
local Att3012_Dist_min = 0
local Att3012_Dist_max = 2
REGISTER_GOAL_NO_UPDATE(GOAL_HumanityL417200_Battle, 1)
function OnIf_417200(ai, goal, codeNo)
if codeNo == 0 then
ai:SetTimer(0, 25)
end
if codeNo == 1 then
ai:SetTimer(1, 10)
end
if codeNo == 2 then
HumanityL417200_ActAfter(ai, goal)
end
if codeNo == 3 then
ai:SetTimer(2, 7)
end
return
end
function HumanityL417200Battle_Activate(ai, goal)
local actPerArr = {}
local actFuncArr = {}
local defFuncParamTbl = {}
Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl)
ai:SetNumber(0, 0)
local hprate = ai:GetHpRate(TARGET_SELF)
local targetDist = ai:GetDist(TARGET_ENE_0)
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
local fate3 = 1
if ai:IsFinishTimer(1) == true then
fate3 = 1
else
fate3 = 2
end
if targetDist <= 3 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) and fate <= 70 then
actPerArr[10] = 100
elseif targetDist <= 2.8 and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 180) and fate <= 70 and ai:IsFinishTimer(2) == true then
actPerArr[11] = 100
elseif hprate <= 0.25 and 0.1 <= hprate and fate2 <= 10 and ai:IsFinishTimer(0) == true and 1 <= ai:GetNumber(1) then
actPerArr[12] = 100
elseif hprate <= 0.8 and 0.1 <= hprate and fate2 <= 10 and ai:IsFinishTimer(0) == true and 1 <= ai:GetNumber(1) then
actPerArr[12] = 100
elseif hprate <= 1 and 0.1 <= hprate and fate2 <= 0 and ai:IsFinishTimer(0) == true and 1 <= ai:GetNumber(1) then
actPerArr[12] = 100
elseif hprate <= 0.25 and fate2 <= 100 and ai:GetNumber(1) == 2 then
actPerArr[12] = 100
elseif hprate <= 0.5 and fate2 <= 80 and ai:GetNumber(1) == 1 then
actPerArr[12] = 100
elseif hprate <= 0.8 and fate2 <= 70 and ai:GetNumber(1) == 0 then
actPerArr[12] = 100
elseif hprate == 1 and ai:GetNumber(2) == 0 then
actPerArr[7] = 100
elseif hprate < 1 and fate2 <= 10 and 7 <= targetDist and ai:GetNumber(1) == 1 then
actPerArr[7] = 100
elseif hprate < 1 and fate2 <= 20 and 15 <= targetDist and ai:GetNumber(1) == 1 then
actPerArr[7] = 100
elseif 15 <= targetDist then
actPerArr[1] = 0
actPerArr[3] = 20
actPerArr[4] = 15
actPerArr[5] = 40
actPerArr[6] = 0
actPerArr[8] = 5
actPerArr[9] = 0
elseif 10 <= targetDist then
actPerArr[1] = 5
actPerArr[3] = 20
actPerArr[4] = 20
actPerArr[5] = 20 * fate3
actPerArr[6] = 0
actPerArr[8] = 35
actPerArr[9] = 0
elseif 7 <= targetDist then
actPerArr[1] = 5
actPerArr[3] = 30
actPerArr[4] = 30
actPerArr[5] = 15 * fate3
actPerArr[6] = 0
actPerArr[8] = 20 * fate3
actPerArr[9] = 0
elseif 5 <= targetDist then
actPerArr[1] = 45
actPerArr[3] = 20 * fate3
actPerArr[4] = 20 * fate3
actPerArr[5] = 0
actPerArr[6] = 0
actPerArr[8] = 15 * fate3
actPerArr[9] = 0
elseif 3 <= targetDist then
actPerArr[1] = 55
actPerArr[3] = 0
actPerArr[4] = 0
actPerArr[5] = 0
actPerArr[6] = 15
actPerArr[8] = 15 * fate3
actPerArr[9] = 15
else
actPerArr[1] = 55
actPerArr[3] = 0
actPerArr[4] = 0
actPerArr[5] = 0
actPerArr[6] = 25
actPerArr[8] = 0
actPerArr[9] = 20
end
actFuncArr[1] = REGIST_FUNC(ai, goal, HumanityL417200_Act01)
actFuncArr[3] = REGIST_FUNC(ai, goal, HumanityL417200_Act03)
actFuncArr[4] = REGIST_FUNC(ai, goal, HumanityL4172000_Act04)
actFuncArr[5] = REGIST_FUNC(ai, goal, HumanityL417200_Act05)
actFuncArr[6] = REGIST_FUNC(ai, goal, HumanityL417200_Act06)
actFuncArr[7] = REGIST_FUNC(ai, goal, HumanityL417200_Act07)
actFuncArr[8] = REGIST_FUNC(ai, goal, HumanityL417200_Act08)
actFuncArr[9] = REGIST_FUNC(ai, goal, HumanityL417200_Act09)
actFuncArr[10] = REGIST_FUNC(ai, goal, HumanityL417200_Act10)
actFuncArr[11] = REGIST_FUNC(ai, goal, HumanityL417200_Act11)
actFuncArr[12] = REGIST_FUNC(ai, goal, HumanityL417200_Act12)
local atkAfterFunc = REGIST_FUNC(ai, goal, HumanityL417200_ActAfter_AdjustSpace)
Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl)
return
end
Att3000_Dist_min = Att3000_Dist_max
function HumanityL417200_Act01(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3000_Dist_max
local DashDist = Att3000_Dist_max + 1
local Odds_Guard = 0
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
if fate2 <= 10 then
if fate <= 70 then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, AppDist, -1, 50)
else
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, -1, 50)
end
elseif fate2 <= 50 then
if fate <= 50 then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AppDist, -1, 50)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, AppDist, 0)
elseif fate <= 70 then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, -1, 50)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, AppDist, 0)
elseif fate <= 90 then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, -1, 50)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3002, TARGET_ENE_0, AppDist, 0)
else
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, -1, 50)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3011, TARGET_ENE_0, AppDist, 0)
end
elseif fate <= 75 then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AppDist, -1, 50)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, AppDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3014, TARGET_ENE_0, AppDist, 0)
else
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, -1, 50)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, AppDist, 0, -1)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3011, TARGET_ENE_0, AppDist, 0)
end
if ai:HasSpecialEffectId(TARGET_SELF, 5510) then
GetWellSpace_Odds = 50
else
GetWellSpace_Odds = 70
end
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3004_Dist_max
function HumanityL417200_Act03(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3004_Dist_max
local DashDist = Att3004_Dist_max + 2
local Odds_Guard = 0
local AttID = 3004
local AttDist = Att3004_Dist_max
ai:SetTimer(1, 0)
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3004, TARGET_ENE_0, AttDist, 0)
if ai:HasSpecialEffectId(TARGET_SELF, 5510) then
GetWellSpace_Odds = 30
else
GetWellSpace_Odds = 70
end
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3007_Dist_max
function HumanityL417200_Act04(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3007_Dist_max
local DashDist = Att3007_Dist_max + 2
local Odds_Guard = 0
local fate = ai:GetRandam_Int(1, 100)
ai:SetTimer(1, 0)
if fate <= 70 then
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3007, TARGET_ENE_0, DashDist, 0)
else
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3007, TARGET_ENE_0, AppDist, -1, 25)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3011, TARGET_ENE_0, AppDist, 0)
end
if ai:HasSpecialEffectId(TARGET_SELF, 5510) then
GetWellSpace_Odds = 30
else
GetWellSpace_Odds = 70
end
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3005_Dist_max
Att3000_Dist_min = Att3005_Dist_min
function HumanityL417200_Act05(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3005_Dist_max
local DashDist = Att3005_Dist_max + 2
local Odds_Guard = 0
local AttID = 3005
local AttDist = Att3005_Dist_max + 2
local Distmin = Att3005_Dist_min - 2
local Distmax = Att3005_Dist_max
ai:SetTimer(1, 0)
if Distmin <= targetDist and targetDist <= Distmax then
goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3005, TARGET_ENE_0, AttDist, 0)
elseif targetDist <= Distmin then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 5, 3005, TARGET_ENE_0, AttDist, 0)
else
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 5, 3005, TARGET_ENE_0, AttDist, 0)
end
if ai:HasSpecialEffectId(TARGET_SELF, 5510) then
GetWellSpace_Odds = 20
else
GetWellSpace_Odds = 100
end
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3011_Dist_max
function HumanityL417200_Act06(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3011_Dist_max
local DashDist = Att3011_Dist_max + 2
local Odds_Guard = 0
local AttID = 3011
local AttDist = DIST_Middle
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 6, 3011, TARGET_ENE_0, AppDist, 0, 50)
if ai:HasSpecialEffectId(TARGET_SELF, 5510) then
GetWellSpace_Odds = 30
else
GetWellSpace_Odds = 70
end
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3006_Dist_max
function HumanityL417200_Act07(ai, goal, paramTbl)
local AppDist = Att3006_Dist_max
ai:SetNumber(2, 1)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3006, TARGET_ENE_0, AppDist, -1, 50)
if ai:HasSpecialEffectId(TARGET_SELF, 5510) then
GetWellSpace_Odds = 30
else
GetWellSpace_Odds = 50
end
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3003_Dist_max
function HumanityL417200_Act08(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AppDist = Att3003_Dist_max
local DashDist = Att3003_Dist_max + 2
local Odds_Guard = 0
local AttID = 3003
local AttDist = Att3003_Dist_max + 2
local fate = ai:GetRandam_Int(1, 100)
ai:SetTimer(1, 0)
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 5)
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, AppDist, -1, 50)
if ai:HasSpecialEffectId(TARGET_SELF, 5510) then
GetWellSpace_Odds = 20
else
GetWellSpace_Odds = 60
end
elseif fate <= 70 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, AppDist, -1, 50)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3009, TARGET_ENE_0, AppDist, 0)
if ai:HasSpecialEffectId(TARGET_SELF, 5510) then
GetWellSpace_Odds = 10
else
GetWellSpace_Odds = 80
end
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, AppDist, -1, 50)
goal:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3009, TARGET_ENE_0, AppDist, 0)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3009, TARGET_ENE_0, AppDist, 0)
if ai:HasSpecialEffectId(TARGET_SELF, 5510) then
GetWellSpace_Odds = 50
else
GetWellSpace_Odds = 100
end
end
return GetWellSpace_Odds
end
Att3000_Dist_min = Att3010_Dist_max
function HumanityL417200_Act09(ai, goal, paramTbl)
local AppDist = Att3010_Dist_max
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 5, 3010, TARGET_ENE_0, AppDist, -1, 50)
goal:AddSubGoal(GOAL_COMMON_If, 10, 1)
elseif fate2 <= 35 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 5, 3010, TARGET_ENE_0, AppDist, -1, 50)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3006, TARGET_ENE_0, AppDist, 0)
elseif fate2 <= 65 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 5, 3010, TARGET_ENE_0, AppDist, -1, 50)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3007, TARGET_ENE_0, AppDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 5, 3010, TARGET_ENE_0, AppDist, -1, 50)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, AppDist, 0)
end
if ai:HasSpecialEffectId(TARGET_SELF, 5510) then
GetWellSpace_Odds = 30
else
GetWellSpace_Odds = 80
end
return GetWellSpace_Odds
end
function HumanityL417200_Act10(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AttDist = 3
local fate = ai:GetRandam_Int(1, 100)
local fate2 = ai:GetRandam_Int(1, 100)
if fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 3, 3008, TARGET_ENE_0, AttDist, 0, -1)
goal:AddSubGoal(GOAL_COMMON_If, 10, 1)
elseif fate2 <= 30 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 3, 3008, TARGET_ENE_0, AttDist, 0, -1)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, AttDist, 0)
elseif fate2 <= 45 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 3, 3008, TARGET_ENE_0, AttDist, 0, -1)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3007, TARGET_ENE_0, AttDist, 0)
elseif fate2 <= 70 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 3, 3008, TARGET_ENE_0, AttDist, 0, -1)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, AttDist, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 3, 3008, TARGET_ENE_0, AttDist, 0, -1)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3005, TARGET_ENE_0, AttDist, 0)
end
if ai:HasSpecialEffectId(TARGET_SELF, 5510) then
GetWellSpace_Odds = 30
else
GetWellSpace_Odds = 80
end
return GetWellSpace_Odds
end
function HumanityL417200_Act11(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local AttDist = 8
local fate = ai:GetRandam_Int(1, 100)
goal:AddSubGoal(GOAL_COMMON_If, 10, 3)
if fate <= 90 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 3, 3012, TARGET_ENE_0, AttDist, 0, -1)
ai:SetNumber(0, 1)
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2.5, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(30, 45), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 3, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
goal:AddSubGoal(GOAL_COMMON_If, 10, 1)
if ai:HasSpecialEffectId(TARGET_SELF, 5510) then
GetWellSpace_Odds = 10
else
GetWellSpace_Odds = 70
end
return GetWellSpace_Odds
end
function HumanityL417200_Act12(ai, goal, paramTbl)
local targetDist = ai:GetDist(TARGET_ENE_0)
local hprate = ai:GetHpRate(TARGET_SELF)
local AttDist = 20
local fate = ai:GetRandam_Int(1, 100)
if targetDist <= 4 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
end
if targetDist <= 8 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 240) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5)
end
end
goal:AddSubGoal(GOAL_COMMON_If, 10, 0)
if hprate <= 0.25 then
ai:SetNumber(1, 3)
elseif hprate <= 0.5 then
ai:SetNumber(1, 2)
elseif hprate <= 0.8 then
ai:SetNumber(1, 1)
else
ai:SetNumber(1, 0)
end
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3013, TARGET_ENE_0, AttDist, 0, -1)
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 1.5, TARGET_ENE_0, 9, TARGET_ENE_0, true, -1)
if ai:HasSpecialEffectId(TARGET_SELF, 5510) then
GetWellSpace_Odds = 0
else
GetWellSpace_Odds = 0
end
return GetWellSpace_Odds
end
function HumanityL417200_ActAfter(ai, goal)
local GW_fate = ai:GetRandam_Int(1, 100)
local fate = ai:GetRandam_Int(1, 100)
local bRight = ai:GetRandam_Int(0, 1)
local targetDist = ai:GetDist(TARGET_ENE_0)
if targetDist <= 2 then
if GW_fate <= 80 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
goal:AddSubGoal(GOAL_COMMON_If, 10, 1)
elseif GW_fate <= 100 then
if fate <= 0 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2.5, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2.5, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1)
end
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, AppDist, -1, 50)
end
elseif targetDist <= 5 then
if GW_fate <= 65 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
goal:AddSubGoal(GOAL_COMMON_If, 10, 1)
elseif GW_fate <= 90 then
if fate <= 50 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3.5, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3.5, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1)
end
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, AppDist, -1, 50)
end
elseif targetDist <= 10 then
if GW_fate <= 25 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
goal:AddSubGoal(GOAL_COMMON_If, 10, 1)
elseif GW_fate <= 80 then
if fate <= 70 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 3.5, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 3.5, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1)
end
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, AppDist, -1, 50)
end
elseif GW_fate <= 0 then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 700, TARGET_ENE_0, 0, AI_DIR_TYPE_F, 5)
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 60) then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
goal:AddSubGoal(GOAL_COMMON_If, 10, 1)
elseif GW_fate <= 75 then
if fate <= 100 then
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 5, TARGET_ENE_0, bRight, ai:GetRandam_Int(30, 45), true, true, -1)
else
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1)
end
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, AppDist, -1, 50)
end
return
end
function HumanityL417200_ActAfter_AdjustSpace(ai, goal, paramTbl)
goal:AddSubGoal(GOAL_COMMON_If, 10, 2)
return
end
function HumanityL417200Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function HumanityL417200Battle_Terminate(ai, goal)
return
end
Att3000_Dist_min = Att3000_Dist_max
Att3000_Dist_min = Att3004_Dist_max
Att3000_Dist_min = Att3003_Dist_max
Att3000_Dist_min = Att3005_Dist_max
function HumanityL417200Battle_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)
if ai:IsInterupt(INTERUPT_TargetIsGuard) and ai:GetNumber(0) == 1 then
ai:SetNumber(0, 0)
goal:ClearSubGoal()
if fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 2, 3000, TARGET_ENE_0, DIST_Middle, -1)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 2, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 5)
end
return true
else
local distDamagedStep = 3
local oddsDamagedStep = 30
local bkStepPer = 50
local leftStepPer = 25
local rightStepPer = 25
local safetyDist = 5
if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
return true
else
local distMissSwing_Int = 3
local oddsMissSwing_Int = 30
if MissSwing_Int(ai, goal, distMissSwing_Int, oddsMissSwing_Int) then
goal:AddSubGoal(GOAL_COMMON_Attack, 2, 3000, TARGET_ENE_0, DIST_Middle, 0)
return true
else
local distUseItem_Act = 20
local oddsUseItem_Act = 30
if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
local AtkDist1 = Att3000_Dist_max
local AtkDist2 = Att3004_Dist_max
local AtkDist3 = Att3003_Dist_max
local AtkDist4 = Att3005_Dist_max
local AppDist = Att3005_Dist_max
local DashDist = Att3005_Dist_max + 2
local Odds_Guard = 0
goal:ClearSubGoal()
if targetDist <= 5 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3000, TARGET_ENE_0, AtkDist1, -1, 50)
elseif targetDist <= 7 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3004, TARGET_ENE_0, AtkDist2, -1, 50)
elseif targetDist <= 10 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3003, TARGET_ENE_0, AtkDist3, -1, 50)
else
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 2)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 3, 3005, TARGET_ENE_0, AtkDist4, -1, 50)
end
return true
else
local distResNear = 6
local distResFar = 20
local oddsResNear = 60
local oddsResFar = 80
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
local AppDist = Att3005_Dist_max
local DashDist = Att3005_Dist_max + 2
local Odds_Guard = 0
if ResBehavID == 1 then
if fate <= 80 then
if targetDist <= 5 then
goal:AddSubGoal(GOAL_COMMON_Attack, 5, 3000, TARGET_ENE_0, DIST_Middle, 0)
elseif targetDist <= 7 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3004, TARGET_ENE_0, AtkDist2, -1, 50)
else
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3003, TARGET_ENE_0, AtkDist3, -1, 50)
end
elseif fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
return true
elseif ResBehavID == 2 then
if fate <= 60 then
if targetDist <= 11 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 2, 3003, TARGET_ENE_0, AtkDist3, -1, 50)
else
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard, 2)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 3, 3005, TARGET_ENE_0, AtkDist4, -1, 50)
end
elseif fate2 <= 50 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 5)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 5)
end
return true
else
return false
end
end
end
end
end
end
return