Files
temp/scripts_decompiled/521000_battle.lua
T

284 lines
12 KiB
Lua

REGISTER_GOAL(GOAL_HolySwordWolf521000_Battle, "HolySwordWolf521000Battle")
local Att3000_Dist_min = 0
local Att3000_Dist_max = 5.2
local Att3003_Dist_min = 8
local Att3003_Dist_max = 13.5
local Att3005_Dist_min = 0
local Att3005_Dist_max = 4.1
local Att3006_Dist_min = 0
local Att3006_Dist_max = 1.5
local Att3007_Dist_min = 3.1
local Att3007_Dist_max = 4.6
local Att3008_Dist_min = 3.2
local Att3008_Dist_max = 6.2
local Att3009_Dist_min = 0
local Att3009_Dist_max = 2
local Att3011_Dist_min = 8
local Att3011_Dist_max = 12
local Att13000_Dist_min = 0
local Att13000_Dist_max = 4.2
local Att13002_Dist_min = 0
local Att13002_Dist_max = 3.5
local Att13003_Dist_min = 0
local Att13003_Dist_max = 2.6
local Att13004_Dist_min = 0
local Att13004_Dist_max = 3.8
REGISTER_GOAL_NO_UPDATE(GOAL_HolySwordWolf521000_Battle, 1)
Att3000_Dist_min = Att3000_Dist_max
Att3000_Dist_min = Att3003_Dist_max
Att3000_Dist_min = Att3005_Dist_max
Att3000_Dist_min = Att3006_Dist_max
Att3000_Dist_min = Att13000_Dist_max
Att3000_Dist_min = Att13002_Dist_max
Att3000_Dist_min = Att3009_Dist_max
Att3000_Dist_min = Att3011_Dist_max
function HolySwordWolf521000Battle_Activate(ai, goal)
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 fate4 = ai:GetRandam_Int(1, 100)
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
local Act10Per = 0
local Act11Per = 0
local Act12Per = 0
local Act13Per = 0
if ai:HasSpecialEffectId(TARGET_SELF, 5401) then
if 2.6 <= targetDist then
Act08Per = 65
Act09Per = 35
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 176) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 160) then
Act10Per = 100
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 176) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 160) then
Act11Per = 100
else
Act08Per = 35
Act09Per = 65
end
elseif 13.5 <= targetDist then
Act01Per = 10
Act02Per = 60
Act03Per = 10
Act04Per = 0
Act07Per = 0
Act12Per = 0
Act13Per = 20
elseif 10 <= targetDist then
Act01Per = 20
Act02Per = 0
Act03Per = 25
Act04Per = 5
Act07Per = 0
Act12Per = 0
Act13Per = 50
elseif 5.2 <= targetDist then
Act01Per = 40
Act02Per = 0
Act03Per = 35
Act04Per = 20
Act07Per = 5
Act12Per = 0
Act13Per = 0
elseif 1.5 <= targetDist then
if ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 176) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 160) and fate <= 80 then
Act05Per = 100
elseif ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 176) and ai:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 160) and fate <= 80 then
Act06Per = 100
else
Act01Per = 35
Act02Per = 0
Act03Per = 35
Act04Per = 5
Act07Per = 25
Act12Per = 0
end
else
Act01Per = 15
Act02Per = 0
Act03Per = 15
Act04Per = 30
Act07Per = 10
Act12Per = 30
end
if fate2 <= Act01Per then
local AppDist = Att3000_Dist_max
local DashDist = Att3000_Dist_max + 4
local Odds_Guard = 0
BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate3 <= 10 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 39)
elseif fate3 <= 40 then
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 39)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 39)
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
elseif fate2 <= Act01Per + Act02Per then
local AppDist = Att3003_Dist_max
local DashDist = Att3003_Dist_max + 4
local Odds_Guard = 0
BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate3 <= 30 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 60)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, DIST_Middle, -1, 60)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
end
elseif fate2 <= Act01Per + Act02Per + Act03Per then
local AppDist = Att3005_Dist_max
local DashDist = Att3005_Dist_max + 4
local Odds_Guard = 0
BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, DIST_Middle, -1, 50)
elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per then
local AppDist = Att3006_Dist_max
local DashDist = Att3006_Dist_max + 4
local Odds_Guard = 0
BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, DIST_Middle, -1, 49)
elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3007, TARGET_ENE_0, DIST_Middle, 0)
elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3008, TARGET_ENE_0, DIST_Middle, 0)
elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 6)
elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per then
local AppDist = Att13000_Dist_max
local DashDist = Att13000_Dist_max + 200
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate3 <= 45 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 39)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, DIST_Middle, -1, 39)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, DIST_Middle, 0)
end
elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per then
local AppDist = Att13002_Dist_max
local DashDist = Att13002_Dist_max + 200
local Odds_Guard = 0
Approach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, DIST_Middle, -1, 45)
elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3003, TARGET_ENE_0, DIST_Middle, 0)
elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per then
goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3004, TARGET_ENE_0, DIST_Middle, 0)
elseif fate2 <= Act01Per + Act02Per + Act03Per + Act04Per + Act05Per + Act06Per + Act07Per + Act08Per + Act09Per + Act10Per + Act11Per + Act12Per then
local AppDist = Att3009_Dist_max
local DashDist = Att3009_Dist_max + 4
local Odds_Guard = 0
BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
if fate3 <= 30 then
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, -1, 35)
else
goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, -1, 35)
goal:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3010, TARGET_ENE_0, DIST_Middle, 0)
end
else
local AppDist = Att3011_Dist_max
local DashDist = Att3011_Dist_max + 4
local Odds_Guard = 0
BusyApproach_Act(ai, goal, AppDist, DashDist, Odds_Guard)
goal:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_Middle, -1, 45)
end
HolySwordWolf521000_ActAfter_AdjustSpace(ai, goal)
return
end
function HolySwordWolf521000_ActAfter_AdjustSpace(ai, goal)
local hprate = ai:GetHpRate(TARGET_SELF)
local KN_fate = ai:GetRandam_Int(1, 100)
local KN_fate2 = ai:GetRandam_Int(1, 100)
if hprate <= 0.1 then
if KN_fate > 60 then
if KN_fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 10, TARGET_ENE_0, 3.6, TARGET_ENE_0, true, -1)
return true
else
goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2.5, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(15, 30), true, true, -1)
return true
end
else
return true
end
elseif KN_fate > 30 then
if KN_fate <= 40 then
goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 10, TARGET_ENE_0, 5, TARGET_ENE_0, true, -1)
return true
elseif KN_fate <= 80 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 701, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 6)
return true
elseif KN_fate <= 100 then
if KN_fate2 <= 60 then
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, 4)
else
goal:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, 4)
end
return true
end
end
return
end
function HolySwordWolf521000Battle_Update(ai, goal)
return GOAL_RESULT_Continue
end
function HolySwordWolf521000Battle_Terminate(ai, goal)
return
end
function HolySwordWolf521000Battle_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 not ai:HasSpecialEffectId(TARGET_SELF, 5401) then
local distGuardBreak_Act = 5.8
local oddsGuardBreak_Act = 80
if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then
goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3000, TARGET_ENE_0, DIST_Middle, 0)
return true
end
local distUseItem_Act = 5.8
local oddsUseItem_Act = 15
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
end
local distResNear = 8
local distResFar = 25
local oddsResNear = 0
local oddsResFar = 30
local ResBehavID = Shoot_2dist(ai, goal, distResNear, distResFar, oddsResNear, oddsResFar)
if ResBehavID == 1 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
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
end
end
return false
end
return