--function () TRUE = 1 FALSE = 0 INVALID = -1 STYLE_DEFAULT = 0 STYLE_GUARD = 1 STYLE_PARRY = 2 MOVE_TYPE_NONE = 0 MOVE_TYPE_WALK_FRONT = 1 MOVE_TYPE_WALK_BACK = 2 MOVE_TYPE_WALK_LEFT = 3 MOVE_TYPE_WALK_RIGHT = 4 MOVE_TYPE_RUN = 5 MOVE_TYPE_PARALLEL = 6 AI_STATE_DEFAULT = 0 AI_STATE_BATTLE = 1 AI_RECOGNITION_NONE = 0 INDEX_TURN_BATTLE = 0 INDEX_TURN_DEFAULT = 1 INDEX_TURN_GUARD = 2 INDEX_TURN_PARRY = 3 INDEX_TURN_DIRECTION_LEFT90 = 0 INDEX_TURN_DIRECTION_RIGHT90 = 1 INDEX_TURN_DIRECTION_LEFT180 = 2 INDEX_TURN_DIRECTION_RIGHT180 = 3 INDEX_TURN_DIRECTION_LEFT45 = 4 INDEX_TURN_DIRECTION_RIGHT45 = 5 THROW_INVALID = 255 THROW_DEFAULT = 0 THROW_STATE_NONE = 0 GUARD_LEVEL_SMALL = 1 GUARD_LEVEL_MIDDLE = 2 GUARD_LEVEL_LARGE = 3 GUARD_LEVEL_EXLARGE = 4 DAMAGE_LEVEL_NONE = 0 DAMAGE_LEVEL_SMALL = 1 DAMAGE_LEVEL_MIDDLE = 2 DAMAGE_LEVEL_LARGE = 3 DAMAGE_LEVEL_LARGE_BLOW = 4 DAMAGE_LEVEL_PUSH = 5 DAMAGE_LEVEL_FLING = 6 DAMAGE_LEVEL_SMALL_BLOW = 7 DAMAGE_LEVEL_MINIMUM = 8 DAMAGE_LEVEL_UPPER = 9 DAMAGE_LEVEL_EX_BLAST = 10 DAMAGE_LEVEL_BREATH = 11 DAMAGE_FLAG_MINIMUM = 0 DAMAGE_FLAG_SMALL = 1 DAMAGE_FLAG_MIDDlE = 2 DAMAGE_FLAG_LARGE = 3 DAMAGE_FLAG_SMALL_BLOW = 4 DAMAGE_FLAG_LARGE_BLOW = 5 DAMAGE_FLAG_FLING = 6 DAMAGE_FLAG_UPPER = 7 DAMAGE_FLAG_PUSH = 8 DAMAGE_FLAG_WEAK = 10 DAMAGE_FLAG_GUARD_SMALL = 11 DAMAGE_FLAG_GUARD_LARGE = 12 DAMAGE_FLAG_GUARD_EXLARGE = 13 DAMAGE_FLAG_GUARD_BREAK = 14 DIRECTION_LEFT = 0 DIRECTION_RIGHT = 1 DIRECTION_FORWARD = 2 DIRECTION_BACK = 3 DIRECTION_FRONTRIGHT = 4 DIRECTION_FRONTLEFT = 5 FRONT_ADD = 0 BACK_ADD = 1 LEFT_ADD = 2 RIGHT_ADD = 3 FRONTUP_ADD = 4 FRONTDOWN_ADD = 5 DAMAGE_TYPE_DEATH = 2 DAMAGE_TYPE_GUARD = 3 DAMAGE_TYPE_PARRY = 5 DAMAGE_TYPE_DEATHIDLE = 8 DAMAGE_TYPE_WEAK_FRAME = 10 DAMAGE_TYPE_GUARDED_BOUND = 1000 DAMAGE_TYPE_GUARD_BREAK = 1001 DAMAGE_TYPE_GUARDED_BOUND_ENEMY1 = 1008 DAMAGE_TYPE_GUARDED_BOUND_ENEMY2 = 1009 DAMAGE_TYPE_GUARDED_BOUND_ENEMY3 = 1010 DAMAGE_TYPE_PARRY_ENEMY1 = 1011 DAMAGE_TYPE_PARRY_ENEMY2 = 1012 DAMAGE_TYPE_PARRY_ENEMY3 = 1013 DAMAGE_TYPE_WALL_ENEMY1 = 1014 DAMAGE_TYPE_WALL_ENEMY2 = 1015 DAMAGE_TYPE_WALL_ENEMY3 = 1016 DAMAGE_TYPE_NONE = 99999 SP_DAMAGE_NONE = 0 SP_DAMAGE_MIMIC = 1 SP_DAMAGE_ITEM_PARRY = 2 SP_DAMAGE_FAT_BREAK = 3 DAMAGE_ELEMENT_FIRE = 2 DEATH_TYPE_DEFAULT = 0 DEATH_TYPE_FIRE = 1 DEATH_TYPE_WEAK = 2 DEATH_TYPE_BLAST = 3 DEATH_TYPE_FLING = 4 DEATH_TYPE_UPPER = 5 DEATH_TYPE_LAND_DEFAULT = 6 DEATH_TYPE_FIRE = 7 DEATH_TYPE_THROW_DEF = 8 DEATH_TYPE_LADDER = 9 DEATH_TYPE_LAND_UPWARD = 10 DEATH_TYPE_LAND_DOWNWARD = 11 FALL_DEFAULT = 0 FALL_UPWARD = 1 FALL_DOWNWARD = 2 FALL_LADDER = 3 ACTION_TYPE_PARRY_THROW = 3110 LADDER_REQUEST_UP = 7210 LADDER_REQUEST_DOWN = 7220 ACTION_TYPE_GUARD = 9910 ACTION_TYPE_PARRY = 9920 ANIME_ID_IDLE_DEFAULT = 0 ANIME_ID_TRANS_BATTLE_DEFAULT = 1020 ANIME_ID_TRANS_DEFAULT_BATTLE = 1040 ANIME_ID_HEATUP = 1500 ANIME_ID_MODE_CHANGE = 1600 ANIME_ID_IDLE_UNIQUE_TO_IDLE = 1700 ANIME_ID_LOSE_TARGET = 1810 ANIME_ID_WALK_BATTLE = 2000 ANIME_ID_WALK_GUARD = 2030 ANIME_ID_WALK_PARRY = 2040 ANIME_ID_RUN_BATTLE = 2100 ANIME_ID_RUN_GUARD = 2130 ANIME_ID_RUN_PARRY = 2140 ANIME_ID_WALK_DEFAULT = 2300 ANIME_ID_RUN_DEFAULT = 2310 ANIME_ID_ATTACK_BEGIN = 3000 ANIME_ID_ATTACK_END = 3199 ANIME_ID_ART_STANCE_BEGIN = 3200 ANIME_ID_ART_STANCE_END = 3299 ANIME_ID_PARRY_ATTACK = 4000 ANIME_ID_BRING_EST = 4600 ANIME_ID_TURN = 5000 ANIME_ID_STEP_BEGIN = 6000 ANIME_ID_STEP_END = 6003 ANIME_ID_FALLING_UPWARD = 7010 ANIME_ID_FALLING_DOWNWARD = 7020 ANIME_ID_LAND_HEAVY = 7401 ANIME_ID_DEATH_LAND_DEFAULT = 7600 ANIME_ID_DEATH_LAND_UPWARD = 7610 ANIME_ID_DEATH_LAND_DOWNWARD = 7620 ANIME_ID_DAMAGE_SMALL = 8000 ANIME_ID_DAMAGE_MIDDLE = 8010 ANIME_ID_DAMAGE_LARGE = 8020 ANIME_ID_DAMAGE_MINIMUM = 8030 ANIME_ID_DAMAGE_SMALL_BLOW = 8100 ANIME_ID_DAMAGE_LARGE_BLOW = 8101 ANIME_ID_DAMAGE_FLING = 8110 ANIME_ID_DAMAGE_PUSH = 8120 ANIME_ID_DAMAGE_UPPER = 8130 ANIME_ID_DAMAGE_WEAK = 8140 ANIME_ID_GUARD_DAMAGE_SMALL_LOW = 8201 ANIME_ID_GUARD_DAMAGE_LARGE_LOW = 8221 ANIME_ID_ATTACK_BOUND_ENEMY1 = 8300 ANIME_ID_ATTACK_BOUND_ENEMY2 = 8310 ANIME_ID_PARRY_DAMAGE_ENEMY1 = 8500 ANIME_ID_PARRY_DAMAGE_ENEMY2 = 8501 ANIME_ID_SPECIAL_DAMAGE_RANDOM = 8600 ANIME_ID_SA_BREAK = 8700 ANIME_ID_ADD_BLEND_FRONT = 9000 ANIME_ID_ADD_BLEND_BACK = 9001 ANIME_ID_ADD_BLEND_LEFT = 9002 ANIME_ID_ADD_BLEND_RIGHT = 9003 ANIME_ID_PART1_DAMAGE = 9100 ANIME_ID_PART9_DAMAGE = 9171 ANIME_ID_BLEND_DAMAGE_FIRE_SMALL = 9200 ANIME_ID_BLEND_DAMAGE_FIRE_MIDDLE = 9210 ANIME_ID_BLEND_DAMAGE_SMALL_FRONT = 9310 ANIME_ID_BLEND_DAMAGE_MIDDLE_FRONT = 9320 ANIME_ID_BLEND_DAMAGE_LARGE_FRONT = 9330 ANIME_ID_NO_ADD = 9500 ANIME_ID_DEATH_DEFAULT = 10000 ANIME_ID_DEATH_FIRE = 10010 ANIME_ID_DEATH_WEAK = 10030 ANIME_ID_DEATH_BLAST = 10040 ANIME_ID_DEATH_FLING = 10050 ANIME_ID_DEATH_UPPER = 10060 ANIME_ID_DEATH_VARIATION = 10100 ANIME_ID_THROW_DEF_BACKSTAB = 11000 ANIME_ID_DEATH_THROW_BACKSTAB = 11001 ANIME_ID_THROW_DEF_PARRY = 11010 ANIME_ID_DEATH_THROW_PARRY = 11011 ANIME_ID_DEATH_START_LADDER = 13370 ANIME_ID_EVENT_BEGIN = 20000 ANIME_ID_EVENT_END = 20019 SP_EFFECT_ENABLE_PARRY_THROW = 30 SP_EFFECT_SLEEP = 3150 SP_EFFECT_MAGGOT_MAN = 5700 SP_EFFECT_CRUCIFY_UNDEAD_A = 5701 SP_EFFECT_CRUCIFY_UNDEAD_B = 5702 SP_EFFECT_TINDALOS_SP_DAMAGE = 5703 SP_EFFECT_COBRA_ASSASSIN = 5704 SP_EFFECT_SANDWORM = 5705 SP_EFFECT_UNDEAD_DOG = 5706 SP_EFFECT_MOTHER_DORAGON = 5707 SP_EFFECT_GARGOYLE_AT_CASTLE = 5708 SP_EFFECT_GUNDA_UNDEAD = 5709 SP_EFFECT_FULL_ARMOR_BEAST = 5710 SP_EFFECT_TINDALOS_THROW_DEF = 5711 SP_EFFECT_SKELETON_KNIGHT = 5712 SP_EFFECT_HUNGRY_JACK = 5713 SP_EFFECT_ARISE_3 = 5714 SP_EFFECT_ARISE = 5715 SP_EFFECT_DLC_WolfM = 5716 SP_EFFECT_DLC_WolfS = 5717 SP_EFFECT_DLC_SnowLady = 5718 SP_EFFECT_DLC_HAE_TATAKI = 5719 SP_EFFECT_DLC_KARASU_MURABITO = 5720 SP_EFFECT_DLC_KARASUKISI_COUNTER_R = 5721 SP_EFFECT_DLC_KARASUKISI_COUNTER_L = 5722 SP_EFFECT_DLC_TALK_KARASUMURABITO = 5723 SP_EFFECT_DLC_TALK_ZOMBIKARASU = 5724 SP_EFFECT_DLC_WOLFKING = 5730 SP_EFFECT_DLC_BOSUMUSUME = 5740 SP_EFFECT_IGNORE_SPECIAL_DAMAGE = 5750 SP_EFFECT_IGNORE_SET_DIST_RATIO = 5800 SP_EFFECT_ART_STANCE = 5821 SP_EFFECT_SKELETON_NO_DEAD = 5830 SP_EFFECT_SKELETON_TMP_DEATH = 5831 SP_EFFECT_CURSED_TREE_LAND = 5840 SP_EFFECT_CURSED_TREE_DEAD = 5900 SP_EFFECT_SANDWORM_DEAD = 5901 SP_EFFECT_BLAST_SPIN_ON_DEATH = 5902 SP_EFFECT_POOR_UNDEAD_DEAD = 5903 SP_EFFECT_PILGRIM_UNDEAD_DEAD = 5904 SP_EFFECT_UNDEAD = 5905 SP_EFFECT_ROLLING_PUSH = 6000 SP_EFFECT_ROCK_LIZARD = 6010 SP_EFFECT_IGNORE_ROLLING_PUSH = 6020 SP_EFFECT_IGNORE_DEAD = 6021 SP_EFFECT_ZOMBIE_GUARDIAN = 6060 SP_EFFECT_HALLECK = 6070 SP_EFFECT_HALLECK_BREAK = 6071 SP_EFFECT_MIMIC = 11720 SP_EFFECT_DISABLE_SLEEP = 11721 SP_EFFECT_IGNORE_TURN45 = 10922 SP_EFFECT_KING_OF_STORM = 12060 SP_EFFECT_STORMRULER = 11420 SP_EFFECT_DLC_BOSSMUSUME_UNDEAD = 13132 SP_EFFECT_DLC_BOSSMUSUME_FATHERDEAD = 13133 SP_EFFECT_DLC_BOSSMUSUME_UNABLE_DEAD = 13134 SP_EFFECT_DLC_BOSSMUSUME_THROWDEAD = 13138 SP_EFFECT_DLC_BOSSMUSUME_PARRYDEAD = 13141 SP_EFFECT_DLC_BOSSMUSUME_MODE3 = 13143 SP_EFFECT_DLC_BOSSMUSUME_NORMALDEAD = 13147 SP_EFFECT_DLC2_NINGENSEINOMUSHI_SEITAI_UNABLEDEAD = 5027 SP_EFFECT_DLC2_NINGENSEINOMUSHI_SEITAI_DEAD = 16258 SP_EFFECT_DLC2_MIYAKONOMOUJA_SEISYOKUSYA = 16291 SP_EFFECT_DLC2_MIYAKONOMOUJA_SEISYOKUSYA_AOMUKEDEAD = 16292 SP_EFFECT_DLC2_MIYAKONOMOUJA_SEISYOKUSYA_IKARING = 16293 SP_EFFECT_ABADON_TALKNPC = 16337 SP_EFFECT_DLC2_ABADON_SMALL_3015to30000 = 16346 SP_EFFECT_DARK_DORAGON_3012to20 = 16212 SP_EFFECT_DARK_DORAGON_3027to20 = 16550 SP_EFFECT_CRIMSONBAT_BEAM = 15045 SP_EFFECT_CRIMSONBAT_BIT = 15046 SP_EFFECT_CRIMSONBAT = 15200 SP_EFFECT_CRIMSONBAT_HU = 15201 SP_EFFECT_CRIMSONBAT_HU_DONE = 15202 SP_EFFECT_CRIMSONBAT_THROWDEAD = 15203 SP_EFFECT_CRIMSONBAT_DEAD = 15204 SP_EFFECT_CRIMSONBAT_UNABLE_DEAD = 15205 SP_EFFECT_VARIANT_YUPA_NO_WEAKDAMAGE = 16192 SP_EFFECT_DLC2_BLACKKNIGHT = 5741 SP_EFFECT_VARIANT_YUPA = 5742 SP_EFFECT_BLUE_LIGHTNING = 5743 SP_EFFECT_TYPE_HOLY = 145 SP_EFFECT_TYPE_DISABLE_EST = 154 SP_EFFECT_TYPE_FALL_DEATH_INVALID = 266 DOWNSIDE = 0 UPSIDE = 1 ENEMY = 0 PLAYER = 1 CONFLICT_DIST_CHR = 0.30000001192092896 CONFLICT_DIST_START = 1.5 CONFLICT_DIST_COAST = 3 LADDER_COMMAND_INVALID = -1 LADDER_COMMAND_UP = 0 LADDER_COMMAND_DOWN = 1 LADDER_ACTION_INVALID = -1 LADDER_ACTION_START_BOTTOM = 0 LADDER_ACTION_START_TOP = 1 LADDER_ACTION_UP_RIGHT = 2 LADDER_ACTION_UP_LEFT = 3 LADDER_ACTION_DOWN_RIGHT = 4 LADDER_ACTION_DOWN_LEFT = 5 LADDER_ACTION_END_TOP = 6 LADDER_ACTION_END_BOTTOM = 7 LADDER_ACTION_IDLE_RIGHT = 8 LADDER_ACTION_IDLE_LEFT = 9 LADDER_ACTION_ATTACK_UP_RIGHT = 10 LADDER_ACTION_ATTACK_UP_LEFT = 11 LADDER_ACTION_ATTACK_DOWN_RIGHT = 12 LADDER_ACTION_ATTACK_DOWN_LEFT = 13 LADDER_ACTION_COAST_START_RIGHT = 14 LADDER_ACTION_COAST_RIGHT = 15 LADDER_ACTION_COAST_STOP_RIGHT = 16 LADDER_ACTION_COAST_START_LEFT = 17 LADDER_ACTION_COAST_LEFT = 18 LADDER_ACTION_COAST_STOP_LEFT = 19 LADDER_ACTION_COAST_LANDING = 20 LADDER_ACTION_SMALL_DAMAGE = 21 LADDER_ACTION_LARGE_DAMAGE = 22 LADDER_HAND_LEFT = 0 LADDER_HAND_RIGHT = 1 LADDER_ATTACK_STAMINA_THRESHOLD = 50 LADDER_DAMAGE_STAMINA_THREAHOLD = 80 LADDER_ATTACK_STAMINA_CONSUME = -25 LADDER_SMALL_DAMAGE_STAMINA_CONSUME = -50 LADDER_LARGE_DAMAGE_STAMINA_CONSUME = -70 HEIGHT_TRANS_TO_LAND = 2 HEIGHT_TRANS_TO_HEAVY_LAND = 5 HEIGHT_FORCE_DEATH = 60 ATTACK_DIR_FRONT = 0 ATTACK_DIR_UP = 1 ATTACK_DIR_DOWN = 2 ATTACK_DIR_LEFT = 3 ATTACK_DIR_RIGHT = 4 BEH_IDENTIFIER_ROLLING = 1 BEH_IDENTIFIER_ITEM_PARRY = 3 BEH_IDENTIFIER_FAT_BREAK = 6 BEH_IDENTIFIER_KICK = 7 BEH_IDENTIFIER_MAGMA = 9 local f6424_local0 = {} local f6424_local1 = {} local f6424_local2 = ANIME_ID_WALK_BATTLE local f6424_local3 = "W_WalkFrontBattle" local f6424_local4 = MOVE_TYPE_WALK_FRONT f6424_local1[1] = f6424_local2 f6424_local1[2] = f6424_local3 f6424_local1[3] = f6424_local4 f6424_local2 = {} f6424_local3 = ANIME_ID_WALK_BATTLE + 1 f6424_local4 = "W_WalkBackBattle" local f6424_local5 = MOVE_TYPE_WALK_BACK f6424_local2[1] = f6424_local3 f6424_local2[2] = f6424_local4 f6424_local2[3] = f6424_local5 f6424_local3 = {} f6424_local4 = ANIME_ID_WALK_BATTLE + 2 f6424_local5 = "W_WalkLeftBattle" local f6424_local6 = MOVE_TYPE_WALK_LEFT f6424_local3[1] = f6424_local4 f6424_local3[2] = f6424_local5 f6424_local3[3] = f6424_local6 f6424_local4 = {} f6424_local5 = ANIME_ID_WALK_BATTLE + 3 f6424_local6 = "W_WalkRightBattle" local f6424_local7 = MOVE_TYPE_WALK_RIGHT f6424_local4[1] = f6424_local5 f6424_local4[2] = f6424_local6 f6424_local4[3] = f6424_local7 f6424_local5 = {} f6424_local6 = ANIME_ID_RUN_BATTLE f6424_local7 = "W_RunBattle" local f6424_local8 = MOVE_TYPE_RUN f6424_local5[1] = f6424_local6 f6424_local5[2] = f6424_local7 f6424_local5[3] = f6424_local8 f6424_local0[1] = f6424_local1 f6424_local0[2] = f6424_local2 f6424_local0[3] = f6424_local3 f6424_local0[4] = f6424_local4 f6424_local0[5] = f6424_local5 move_table_battle = f6424_local0 f6424_local0 = {} f6424_local1 = {} f6424_local2 = ANIME_ID_WALK_DEFAULT f6424_local3 = "W_WalkFrontDefault" f6424_local4 = MOVE_TYPE_WALK_FRONT f6424_local1[1] = f6424_local2 f6424_local1[2] = f6424_local3 f6424_local1[3] = f6424_local4 f6424_local2 = {} f6424_local3 = ANIME_ID_WALK_BATTLE f6424_local4 = 1 f6424_local3 = f6424_local3 + f6424_local4 f6424_local4 = "W_WalkBackBattle" f6424_local5 = MOVE_TYPE_WALK_BACK f6424_local2[1] = f6424_local3 f6424_local2[2] = f6424_local4 f6424_local2[3] = f6424_local5 f6424_local3 = {} f6424_local4 = ANIME_ID_WALK_BATTLE f6424_local5 = 2 f6424_local4 = f6424_local4 + f6424_local5 f6424_local5 = "W_WalkLeftBattle" f6424_local6 = MOVE_TYPE_WALK_LEFT f6424_local3[1] = f6424_local4 f6424_local3[2] = f6424_local5 f6424_local3[3] = f6424_local6 f6424_local4 = {} f6424_local5 = ANIME_ID_WALK_BATTLE f6424_local5 = f6424_local5 + 3 f6424_local6 = "W_WalkRightBattle" f6424_local7 = MOVE_TYPE_WALK_RIGHT f6424_local4[1] = f6424_local5 f6424_local4[2] = f6424_local6 f6424_local4[3] = f6424_local7 f6424_local5 = {} f6424_local6 = ANIME_ID_RUN_DEFAULT f6424_local7 = "W_RunDefault" f6424_local8 = MOVE_TYPE_RUN f6424_local5[1] = f6424_local6 f6424_local5[2] = f6424_local7 f6424_local5[3] = f6424_local8 f6424_local0[1] = f6424_local1 f6424_local0[2] = f6424_local2 f6424_local0[3] = f6424_local3 f6424_local0[4] = f6424_local4 f6424_local0[5] = f6424_local5 move_table_default = f6424_local0 f6424_local0 = {} f6424_local1 = {} f6424_local2 = ANIME_ID_WALK_GUARD f6424_local3 = "W_GuardWalkFront" f6424_local4 = MOVE_TYPE_WALK_FRONT f6424_local1[1] = f6424_local2 f6424_local1[2] = f6424_local3 f6424_local1[3] = f6424_local4 f6424_local2 = {} f6424_local3 = ANIME_ID_WALK_GUARD f6424_local4 = 1 f6424_local3 = f6424_local3 + f6424_local4 f6424_local4 = "W_GuardWalkBack" f6424_local5 = MOVE_TYPE_WALK_BACK f6424_local2[1] = f6424_local3 f6424_local2[2] = f6424_local4 f6424_local2[3] = f6424_local5 f6424_local3 = {} f6424_local4 = ANIME_ID_WALK_GUARD f6424_local5 = 2 f6424_local4 = f6424_local4 + f6424_local5 f6424_local5 = "W_GuardWalkLeft" f6424_local6 = MOVE_TYPE_WALK_LEFT f6424_local3[1] = f6424_local4 f6424_local3[2] = f6424_local5 f6424_local3[3] = f6424_local6 f6424_local4 = {} f6424_local5 = ANIME_ID_WALK_GUARD f6424_local5 = f6424_local5 + 3 f6424_local6 = "W_GuardWalkRight" f6424_local7 = MOVE_TYPE_WALK_RIGHT f6424_local4[1] = f6424_local5 f6424_local4[2] = f6424_local6 f6424_local4[3] = f6424_local7 f6424_local5 = {} f6424_local6 = ANIME_ID_RUN_GUARD f6424_local7 = "W_GuardRun" f6424_local8 = MOVE_TYPE_RUN f6424_local5[1] = f6424_local6 f6424_local5[2] = f6424_local7 f6424_local5[3] = f6424_local8 f6424_local0[1] = f6424_local1 f6424_local0[2] = f6424_local2 f6424_local0[3] = f6424_local3 f6424_local0[4] = f6424_local4 f6424_local0[5] = f6424_local5 move_table_guard = f6424_local0 f6424_local0 = {} f6424_local1 = {} f6424_local2 = ANIME_ID_WALK_PARRY f6424_local3 = "W_ParryWalkFront" f6424_local4 = MOVE_TYPE_WALK_FRONT f6424_local1[1] = f6424_local2 f6424_local1[2] = f6424_local3 f6424_local1[3] = f6424_local4 f6424_local2 = {} f6424_local3 = ANIME_ID_WALK_PARRY f6424_local4 = 1 f6424_local3 = f6424_local3 + f6424_local4 f6424_local4 = "W_ParryWalkBack" f6424_local5 = MOVE_TYPE_WALK_BACK f6424_local2[1] = f6424_local3 f6424_local2[2] = f6424_local4 f6424_local2[3] = f6424_local5 f6424_local3 = {} f6424_local4 = ANIME_ID_WALK_PARRY f6424_local5 = 2 f6424_local4 = f6424_local4 + f6424_local5 f6424_local5 = "W_ParryWalkLeft" f6424_local6 = MOVE_TYPE_WALK_LEFT f6424_local3[1] = f6424_local4 f6424_local3[2] = f6424_local5 f6424_local3[3] = f6424_local6 f6424_local4 = {} f6424_local5 = ANIME_ID_WALK_PARRY f6424_local5 = f6424_local5 + 3 f6424_local6 = "W_ParryWalkRight" f6424_local7 = MOVE_TYPE_WALK_RIGHT f6424_local4[1] = f6424_local5 f6424_local4[2] = f6424_local6 f6424_local4[3] = f6424_local7 f6424_local5 = {} f6424_local6 = ANIME_ID_RUN_PARRY f6424_local7 = "W_ParryRun" f6424_local8 = MOVE_TYPE_RUN f6424_local5[1] = f6424_local6 f6424_local5[2] = f6424_local7 f6424_local5[3] = f6424_local8 f6424_local0[1] = f6424_local1 f6424_local0[2] = f6424_local2 f6424_local0[3] = f6424_local3 f6424_local0[4] = f6424_local4 f6424_local0[5] = f6424_local5 move_table_parry = f6424_local0 f6424_local0 = 0 g_FrameCount = f6424_local0 f6424_local0 = function (num) local str = nil if num < 10 then str = "Debug0" else str = "Debug" end local vec = GetVariable(str .. num) vec[0] = vec[0] + 1 vec[1] = g_FrameCount SetVariable(str .. num, vec) end IncNum = f6424_local0 f6424_local0 = function (pos, val) local str = nil if pos < 10 then str = "Debug0" else str = "Debug" end vector = GetVariable(str .. pos) vector[0] = val vector[1] = g_FrameCount SetVariable(str .. pos, vector) end DebugPrint = f6424_local0 f6424_local0 = function (event) hkbFireEvent(event) end Fire = f6424_local0 f6424_local0 = function (id) return env(ESD_ENV_DS3DoesAnimExist, id) end IsExistAnime = f6424_local0 f6424_local0 = function () act("キャンセルタイミングでAIへのリプランニング要求") end Replanning = f6424_local0 f6424_local0 = function (name, val) hkbSetVariable(name, val) end SetVariable = f6424_local0 f6424_local0 = function (name) return hkbGetVariable(name) end GetVariable = f6424_local0 f6424_local0 = function (idle_type) if idle_type == AI_STATE_DEFAULT then if IsExistAnime(ANIME_ID_IDLE_DEFAULT) == TRUE then SetVariable("IndexAiState", AI_STATE_DEFAULT) else SetVariable("IndexAiState", AI_STATE_BATTLE) end else SetVariable("IndexAiState", AI_STATE_BATTLE) end return end SetIdleType = f6424_local0 f6424_local0 = function (action_type) act(9103, action_type) end CallActionState = f6424_local0 f6424_local0 = function (is_on_cancel) if is_on_cancel == TRUE and env(ESD_ENV_DS3IsMoveCancelPossible) == FALSE then return FALSE end local turn_angle = GetVariable("TurnAngle") if math.abs(turn_angle) <= 0 then return FALSE end local is_emergency_turn = env(ESD_ENV_IsEmergencyQuickTurnActivated) if math.abs(turn_angle) < 45 and is_emergency_turn == FALSE then return FALSE end local dir = INVALID local correction_factor = 0 if math.abs(turn_angle) < 67.5 then if turn_angle < 0 then if TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_IGNORE_TURN45) then dir = INDEX_TURN_DIRECTION_LEFT90 correction_factor = 90 else dir = INDEX_TURN_DIRECTION_LEFT45 correction_factor = 45 end elseif TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_IGNORE_TURN45) then dir = INDEX_TURN_DIRECTION_RIGHT90 correction_factor = 90 else dir = INDEX_TURN_DIRECTION_RIGHT45 correction_factor = 45 end elseif math.abs(turn_angle) < 135 then if turn_angle < 0 then dir = INDEX_TURN_DIRECTION_LEFT90 else dir = INDEX_TURN_DIRECTION_RIGHT90 end correction_factor = 90 else if turn_angle < 0 then dir = INDEX_TURN_DIRECTION_LEFT180 else dir = INDEX_TURN_DIRECTION_RIGHT180 end correction_factor = 180 end local buff = {} local ai_rec = env(ESD_ENV_GetAITargetAwareState) local action_type = env(ESD_ENV_GetAIActionType) if action_type == ACTION_TYPE_GUARD then buff[1] = INDEX_TURN_GUARD buff[2] = INDEX_TURN_BATTLE buff[3] = INDEX_TURN_DEFAULT elseif action_type == ACTION_TYPE_PARRY then buff[1] = INDEX_TURN_PARRY buff[2] = INDEX_TURN_BATTLE buff[3] = INDEX_TURN_DEFAULT elseif ai_rec > AI_RECOGNITION_NONE then buff[1] = INDEX_TURN_BATTLE buff[2] = INDEX_TURN_DEFAULT buff[3] = INDEX_TURN_GUARD else buff[1] = INDEX_TURN_DEFAULT buff[2] = INDEX_TURN_BATTLE buff[3] = INDEX_TURN_GUARD end local turn_index = INVALID for f6434_local0 = 1, #buff do local anim = ANIME_ID_TURN + buff[f6434_local0] * 10 + dir if IsExistAnime(anim) == TRUE then turn_index = buff[f6434_local0] break elseif dir == INDEX_TURN_DIRECTION_LEFT45 then anim = ANIME_ID_TURN + buff[f6434_local0] * 10 + INDEX_TURN_DIRECTION_LEFT90 if IsExistAnime(anim) == TRUE then turn_index = buff[f6434_local0] dir = INDEX_TURN_DIRECTION_LEFT90 correction_factor = 90 break end elseif dir == INDEX_TURN_DIRECTION_RIGHT45 then anim = ANIME_ID_TURN + buff[f6434_local0] * 10 + INDEX_TURN_DIRECTION_RIGHT90 if IsExistAnime(anim) == TRUE then turn_index = buff[f6434_local0] dir = INDEX_TURN_DIRECTION_RIGHT90 correction_factor = 90 break end end end if turn_index >= 0 then local f6434_local0 = act local f6434_local1 = 9105 f6434_local2 = correction_factor f6434_local0(f6434_local1, f6434_local2) f6434_local0 = act f6434_local1 = 9104 f6434_local0(f6434_local1) local event = "W_Turn" local ai_state = AI_STATE_BATTLE f6434_local2 = INDEX_TURN_BATTLE if turn_index == f6434_local2 then f6434_local2 = event event = f6434_local2 .. "Battle" else f6434_local2 = INDEX_TURN_GUARD if turn_index == f6434_local2 then f6434_local2 = event event = f6434_local2 .. "Guard" else f6434_local2 = INDEX_TURN_PARRY if turn_index == f6434_local2 then f6434_local2 = event event = f6434_local2 .. "Parry" else f6434_local2 = event event = f6434_local2 .. "Default" ai_state = AI_STATE_DEFAULT end end end f6434_local2 = SetIdleType f6434_local2(ai_state) f6434_local2 = INDEX_TURN_DIRECTION_LEFT90 if dir == f6434_local2 then f6434_local2 = event event = f6434_local2 .. "_Left90" else f6434_local2 = INDEX_TURN_DIRECTION_RIGHT90 if dir == f6434_local2 then f6434_local2 = event event = f6434_local2 .. "_Right90" else f6434_local2 = INDEX_TURN_DIRECTION_LEFT180 if dir == f6434_local2 then f6434_local2 = event event = f6434_local2 .. "_Left180" else f6434_local2 = INDEX_TURN_DIRECTION_RIGHT180 if dir == f6434_local2 then f6434_local2 = event event = f6434_local2 .. "_Right180" else f6434_local2 = INDEX_TURN_DIRECTION_LEFT45 if dir == f6434_local2 then f6434_local2 = event event = f6434_local2 .. "_Left45" else f6434_local2 = INDEX_TURN_DIRECTION_RIGHT45 if dir == f6434_local2 then f6434_local2 = event event = f6434_local2 .. "_Right45" end end end end end end f6434_local2 = Fire f6434_local2(event) f6434_local2 = TRUE return f6434_local2 end f6434_local0 = FALSE return f6434_local0 end ExecTurn = f6424_local0 f6424_local0 = function (style) local action_type = env(ESD_ENV_GetAIActionType) if action_type <= 0 then if style == STYLE_DEFAULT then return FALSE else if style == STYLE_GUARD then Fire("W_GuardEnd") elseif style == STYLE_PARRY then Fire("W_ParryEnd") end return TRUE end end if ExecArtEnd(action_type) == TRUE then return TRUE end if ExecAIStep(action_type) == TRUE then return TRUE end if ExecAIAttack(action_type) == TRUE then return TRUE end if ExecAIGuard(action_type, style) == TRUE then return TRUE end if ExecAIParry(action_type, style) == TRUE then return TRUE end return FALSE end ExecAIAction = f6424_local0 f6424_local0 = function (style) local action_type_atk = INVALID local action_type = INVALID local action_type_combo = env(ESD_ENV_GetAIChainActionType) local action_type_cancel = env(ESD_ENV_GetAIAtkCancelType) local action_type_step = env(ESD_ENV_GetAIChainStepType) local action_type_endure = env(ESD_ENV_GetAIDefenseCancelType) local action_type_find_stab = env(ESD_ENV_GetAIVersusBackstabCancelType) if action_type_combo > 0 then action_type_atk = action_type_combo action_type = action_type_combo elseif action_type_cancel > 0 then action_type_atk = action_type_cancel action_type = action_type_cancel elseif action_type_step > 0 then action_type = action_type_step elseif action_type_endure > 0 then action_type = action_type_endure action_type_atk = action_type_endure elseif action_type_find_stab > 0 then action_type = action_type_find_stab action_type_atk = action_type_find_stab else return FALSE end if ExecArtEnd(action_type) == TRUE then return TRUE end if ExecAIStep(action_type_step) == TRUE then return TRUE end if ExecAIAttack(action_type_atk) == TRUE then return TRUE end if ExecAIGuard(action_type_atk, style) == TRUE then return TRUE end if ExecAIParry(action_type_atk, style) == TRUE then return TRUE end return FALSE end ExecAICancelAction = f6424_local0 f6424_local0 = function (action_type) if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_ART_STANCE) == FALSE then return FALSE end if action_type == ACTION_TYPE_PARRY then return FALSE end if action_type >= ANIME_ID_ART_STANCE_BEGIN and action_type <= ANIME_ID_ART_STANCE_END then return FALSE end Fire("W_ParryEnd") return TRUE end ExecArtEnd = f6424_local0 f6424_local0 = function (action_type, style) if action_type ~= ACTION_TYPE_GUARD then return FALSE end if style == STYLE_GUARD then return FALSE elseif style == STYLE_PARRY then Fire("W_ParryEnd") return TRUE end local move_speed_level = GetVariable("MoveSpeedLevel") if move_speed_level > 0 then local i = GetMoveDir(move_speed_level) local anim_id = move_table_guard[i][1] if IsExistAnime(anim_id) == FALSE then return FALSE end end Fire("W_GuardStart") return TRUE end ExecAIGuard = f6424_local0 f6424_local0 = function (action_type, style) if action_type ~= ACTION_TYPE_PARRY then return FALSE end if style == STYLE_PARRY then return FALSE elseif style == STYLE_GUARD then Fire("W_GuardEnd") return TRUE end local move_speed_level = GetVariable("MoveSpeedLevel") if move_speed_level > 0 then local i = GetMoveDir(move_speed_level) local anim_id = move_table_parry[i][1] if IsExistAnime(anim_id) == FALSE then return FALSE end end Fire("W_ParryStart") return TRUE end ExecAIParry = f6424_local0 f6424_local0 = function (action_type) if action_type == ANIME_ID_HEATUP then ExecAttack(action_type) return TRUE end if action_type == ANIME_ID_MODE_CHANGE then ExecAttack(action_type) return TRUE end if action_type == ANIME_ID_LOSE_TARGET then ExecAttack(action_type) return TRUE end if action_type >= ANIME_ID_ATTACK_BEGIN and action_type <= ANIME_ID_ATTACK_END then ExecAttack(action_type) return TRUE end if action_type >= ANIME_ID_ART_STANCE_BEGIN and action_type <= ANIME_ID_ART_STANCE_END then if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_ART_STANCE) == FALSE then Fire("W_ParryStart") return TRUE else ExecAttack(action_type) return TRUE end end if action_type == ANIME_ID_PARRY_ATTACK then ExecAttack(action_type) return TRUE end if action_type == ANIME_ID_BRING_EST then ExecAttack(action_type) return TRUE end if action_type >= ANIME_ID_EVENT_BEGIN and action_type <= ANIME_ID_EVENT_END then ExecEventAction(action_type) return TRUE end return FALSE end ExecAIAttack = f6424_local0 f6424_local0 = function (action_type) if ANIME_ID_STEP_BEGIN <= action_type and action_type <= ANIME_ID_STEP_END then ExecStep(action_type) return TRUE end return FALSE end ExecAIStep = f6424_local0 f6424_local0 = function (action_number) Fire("W_Attack" .. action_number) CallActionState(action_number) end ExecAttack = f6424_local0 f6424_local0 = function (action_number) Fire("W_Event" .. action_number) CallActionState(action_number) end ExecEventAction = f6424_local0 f6424_local0 = function (action_number) Fire("W_Step" .. action_number) CallActionState(action_number) end ExecStep = f6424_local0 f6424_local0 = function (fall_type) if env(ESD_ENV_IsLanding) == FALSE then if env(ESD_ENV_GetReceivedDamageType) == DAMAGE_TYPE_DEATH and env(ESD_ENV_HasReceivedAnyDamage) == FALSE then Fire("W_DeathStartDefault") return TRUE end local height = env(ESD_ENV_GetFallHeight) / 100 if height > HEIGHT_FORCE_DEATH and env(ESD_ENV_GetStateChangeType, SP_EFFECT_TYPE_FALL_DEATH_INVALID) == FALSE then Fire("W_DeathStartDefault") return TRUE end return FALSE end if TRUE == IsDead() then if fall_type == FALL_UPWARD then anim_id = ANIME_ID_DEATH_LAND_UPWARD event = "W_DeathStartLandUpward" elseif fall_type == FALL_DOWNWARD then anim_id = ANIME_ID_DEATH_LAND_DOWNWARD event = "W_DeathStartLandDownward" if FALSE == IsExistAnime(anim_id) then anim_id = ANIME_ID_DEATH_LAND_DEFAULT event = "W_DeathStartLandDefault" end elseif fall_type == FALL_LADDER then anim_id = ANIME_ID_DEATH_START_LADDER event = "W_DeathStartLadder" else anim_id = ANIME_ID_DEATH_LAND_DEFAULT event = "W_DeathStartLandDefault" if FALSE == IsExistAnime(anim_id) then anim_id = ANIME_ID_DEATH_LAND_DOWNWARD event = "W_DeathStartLandDownward" end end if FALSE == IsExistAnime(anim_id) then local index = GetRandomIndex(ANIME_ID_DEATH_VARIATION, 0, 1, 10) SetVariable("IndexDeathVariation", index) event = "W_DeathStartDefault" end if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_SANDWORM_DEAD) == TRUE then event = "W_Event20000" elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CURSED_TREE_DEAD) == TRUE then event = "W_Event20001" elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_PILGRIM_UNDEAD_DEAD) == TRUE then event = "W_Event20010" elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_ZOMBIE_GUARDIAN) == TRUE then if env(ESD_ENV_GetRandomInt, 0, 1) > 0 then event = "W_Event20002" else event = "W_Event20003" end end Fire(event) return TRUE end if env(ESD_ENV_DS3CheckForEventAnimPlaybackRequest) == TRUE then return TRUE end if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CURSED_TREE_LAND) == TRUE then Replanning() Fire("W_Event20000") return TRUE end if fall_type == FALL_LADDER then Replanning() Fire("W_LadderFallLand") return TRUE elseif fall_type == FALL_DEFAULT then local height = env(ESD_ENV_GetFallHeight) / 100 if height > HEIGHT_TRANS_TO_HEAVY_LAND then if TRUE == IsExistAnime(ANIME_ID_LAND_HEAVY) then Fire("W_LandHeavy") else Fire("W_LandDefault") end Replanning() return TRUE elseif height > HEIGHT_TRANS_TO_LAND then Replanning() Fire("W_LandDefault") return TRUE else act("AIへのリプランニング要求") Fire("W_Idle") return TRUE end elseif fall_type == FALL_UPWARD then Replanning() Fire("W_LandUpward") return TRUE elseif fall_type == FALL_DOWNWARD then Replanning() Fire("W_LandDownward") return TRUE else Fire("W_LandDefault") return TRUE end return FALSE end ExecLand = f6424_local0 f6424_local0 = function (is_damage_state) if env(ESD_ENV_IsFalling) == FALSE then return FALSE end if is_damage_state == TRUE then local damage_direction = env(ESD_ENV_GetReceivedDamageDirection) if damage_direction >= DIRECTION_LEFT and damage_direction <= DIRECTION_FORWARD then if TRUE == IsExistAnime(ANIME_ID_FALLING_UPWARD) then Fire("W_FallingUpward") return TRUE end elseif damage_direction == DIRECTION_BACK and TRUE == IsExistAnime(ANIME_ID_FALLING_DOWNWARD) then Fire("W_FallingDownward") return TRUE end end Fire("W_FallingDefault") return TRUE end ExecFallStart = f6424_local0 f6424_local0 = function () local cur_ai_state = env(ESD_ENV_GetAITargetAwareState) if cur_ai_state > AI_RECOGNITION_NONE then cur_ai_state = AI_STATE_BATTLE elseif IsExistAnime(ANIME_ID_IDLE_DEFAULT) == TRUE then cur_ai_state = AI_STATE_DEFAULT else cur_ai_state = AI_STATE_BATTLE end if cur_ai_state == GetVariable("IndexAiState") then return FALSE end SetIdleType(cur_ai_state) if cur_ai_state == AI_STATE_DEFAULT then if IsExistAnime(ANIME_ID_TRANS_BATTLE_DEFAULT) == TRUE then Fire("W_TransToDefaultFromBattle") return TRUE end elseif IsExistAnime(ANIME_ID_TRANS_DEFAULT_BATTLE) == TRUE then Fire("W_TransToBattleFromDefault") return TRUE end return FALSE end ExecAIStateChange = f6424_local0 f6424_local0 = function () local hp = env(ESD_ENV_GetHP) if (env(ESD_ENV_GetReceivedDamageType) == DAMAGE_TYPE_DEATH or hp <= 0) and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_IGNORE_DEAD) == FALSE then return TRUE end if hp <= 1 then if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_SKELETON_NO_DEAD) == TRUE then return TRUE end if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_SKELETON_NO_DEAD + 2) == TRUE then return TRUE end if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_ZOMBIE_GUARDIAN) == TRUE then return TRUE end end if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC2_NINGENSEINOMUSHI_SEITAI_DEAD) == TRUE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC2_NINGENSEINOMUSHI_SEITAI_UNABLEDEAD) == FALSE then return TRUE end if hp <= 1 and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRIMSONBAT_UNABLE_DEAD) == FALSE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRIMSONBAT_HU_DONE) == FALSE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRIMSONBAT) == TRUE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRIMSONBAT_DEAD) == TRUE then return TRUE end return FALSE end IsDead = f6424_local0 f6424_local0 = function () if IsDead() == FALSE then return FALSE end local death_type = GetDeathType() local anim_id = -1 local event = "W_DeathStartDefault" if death_type == DEATH_TYPE_WEAK then anim_id = ANIME_ID_DEATH_WEAK event = "W_DeathStartWeak" elseif death_type == DEATH_TYPE_BLAST then anim_id = ANIME_ID_DEATH_BLAST event = "W_DeathStartBlast" elseif death_type == DEATH_TYPE_FIRE then anim_id = ANIME_ID_DEATH_FIRE event = "W_DeathStartFire" elseif death_type == DEATH_TYPE_UPPER then anim_id = ANIME_ID_DEATH_UPPER event = "W_DeathStartUpper" elseif death_type == DEATH_TYPE_FLING then anim_id = ANIME_ID_DEATH_FLING event = "W_DeathStartFling" end if anim_id >= 0 and IsExistAnime(anim_id) == FALSE then event = "W_DeathStartDefault" death_type = DEATH_TYPE_DEFAULT end if death_type == DEATH_TYPE_DEFAULT then if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_UNDEAD) == TRUE then local rand = env(ESD_ENV_GetRandomInt, 0, 2) if rand == 0 then event = "W_Event20012" elseif rand == 1 then event = "W_Event20013" else event = "W_Event20014" end else local index = GetRandomIndex(ANIME_ID_DEATH_VARIATION, 0, 1, 10) SetVariable("IndexDeathVariation", index) end elseif death_type == DEATH_TYPE_FIRE then local index = GetRandomIndex(ANIME_ID_DEATH_FIRE, 1, 1, 10) SetVariable("IndexDeathVariation", index) end if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_BLAST_SPIN_ON_DEATH) == TRUE then act(125) end if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_SANDWORM_DEAD) == TRUE then event = "W_Event20000" elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CURSED_TREE_DEAD) == TRUE then event = "W_Event20001" elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_PILGRIM_UNDEAD_DEAD) == TRUE then event = "W_Event20010" elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_ZOMBIE_GUARDIAN) == TRUE then if 0 < env(ESD_ENV_GetRandomInt, 0, 1) then event = "W_Event20002" else event = "W_Event20003" end elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_HAE_TATAKI) == TRUE then act(125) event = "W_Event20000" elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_TALK_ZOMBIKARASU) == TRUE then event = "W_Event20000" elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_TALK_KARASUMURABITO) == TRUE then event = "W_Event20002" elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC2_MIYAKONOMOUJA_SEISYOKUSYA_AOMUKEDEAD) == TRUE then event = "W_Event20005" elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC2_NINGENSEINOMUSHI_SEITAI_DEAD) == TRUE then event = "W_Event20001" elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC2_BLACKKNIGHT) == TRUE then event = "W_Event20000" elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRIMSONBAT_HU) == TRUE and FALSE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRIMSONBAT_HU_DONE) then if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRIMSONBAT_BEAM) == TRUE then event = "W_Event20002" else event = "W_Event20003" end elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_ABADON_TALKNPC) == TRUE then event = "W_DeathStartDefault" end Fire(event) return TRUE end ExecDeath = f6424_local0 f6424_local0 = function (death_type) if env(ESD_ENV_GetHP) > 0 then if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_SKELETON_TMP_DEATH) == TRUE or env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_SKELETON_TMP_DEATH + 2) == TRUE then if env(ESD_ENV_GetStateChangeType, SP_EFFECT_TYPE_HOLY) == FALSE and env(ESD_ENV_IsVersusDivineDamage) == FALSE then Fire("W_Event30000") return TRUE end elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_ZOMBIE_GUARDIAN) == TRUE then if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_ZOMBIE_GUARDIAN + 1) == TRUE then Fire("W_Event30000") return TRUE elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_ZOMBIE_GUARDIAN + 2) == TRUE then Fire("W_Event30001") return TRUE end end end if env(ESD_ENV_IsAnimEnd, 1) == FALSE then return FALSE end local event = "W_DeathIdleDefault" local anim_id = -1 local index = -1 if death_type == DEATH_TYPE_FIRE then index = GetVariable("IndexDeathVariation") anim_id = ANIME_ID_DEATH_FIRE + index * 10 + 1 event = "W_DeathIdleFire" elseif death_type == DEATH_TYPE_WEAK then anim_id = ANIME_ID_DEATH_WEAK + 1 event = "W_DeathIdleWeak" elseif death_type == DEATH_TYPE_BLAST then anim_id = ANIME_ID_DEATH_BLAST + 1 event = "W_DeathIdleBlast" elseif death_type == DEATH_TYPE_FLING then anim_id = ANIME_ID_DEATH_FLING + 1 event = "W_DeathIdleFling" elseif death_type == DEATH_TYPE_UPPER then anim_id = ANIME_ID_DEATH_UPPER + 1 event = "W_DeathIdleUpper" elseif death_type == DEATH_TYPE_LAND_DEFAULT then anim_id = ANIME_ID_DEATH_LAND_DEFAULT + 1 event = "W_DeathIdleLandDefault" elseif death_type == DEATH_TYPE_LAND_UPWARD then anim_id = ANIME_ID_DEATH_LAND_UPWARD + 1 event = "W_DeathIdleLandUpward" elseif death_type == DEATH_TYPE_LAND_DOWNWARD then anim_id = ANIME_ID_DEATH_LAND_DOWNWARD + 1 event = "W_DeathIdleLandDownward" elseif death_type == DEATH_TYPE_LADDER then anim_id = ANIME_ID_DEATH_START_LADDER + 1 event = "W_DeathIdleLadder" elseif death_type == DEATH_TYPE_THROW_DEF then local throw_id = GetVariable("ThrowID") anim_id = ANIME_ID_DEATH_THROW_PARRY + 1 if throw_id == ANIME_ID_THROW_DEF_BACKSTAB then anim_id = ANIME_ID_DEATH_THROW_BACKSTAB + 1 end event = "W_ThrowDefDeathIdle" elseif death_type == DEATH_TYPE_DEFAULT then index = GetVariable("IndexDeathVariation") if index > 0 then anim_id = ANIME_ID_DEATH_VARIATION + 10 * (index - 1) + 1 end end if anim_id >= 0 then if IsExistAnime(anim_id) == FALSE then event = "W_DeathIdleDefault" SetVariable("IndexDeathIdleVariation", 0) elseif index >= 0 then SetVariable("IndexDeathIdleVariation", index) end end if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_POOR_UNDEAD_DEAD) == TRUE then event = "W_Event20000" end Fire(event) return TRUE end ExecTransToDeathIdle = f6424_local0 f6424_local0 = function () for f6451_local0 = 0, 2 do if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_IGNORE_SPECIAL_DAMAGE + f6451_local0) == TRUE then return FALSE end end local f6451_local0 = TRUE return f6451_local0 end IsSpDamageAllowed = f6424_local0 f6424_local0 = function (pre_sp_damage) if pre_sp_damage == SP_DAMAGE_ITEM_PARRY then return TRUE end local damage_elem = env(ESD_ENV_GetSpecialAttribute) if damage_elem == DAMAGE_ELEMENT_FIRE and (TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_MAGGOT_MAN) or TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRUCIFY_UNDEAD_A) or TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRUCIFY_UNDEAD_B) or TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_UNDEAD_DOG) or TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_GUNDA_UNDEAD) or TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_ARISE_3) or TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_ARISE) or TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_WolfM) or TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_WolfS) or TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_SnowLady) or TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_KARASU_MURABITO)) then return TRUE end local damage_part = env(ESD_ENV_DS3GetPartGroup) if damage_part == 1 then if TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_COBRA_ASSASSIN) or TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_SANDWORM) or TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_MOTHER_DORAGON) then return TRUE elseif TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_FULL_ARMOR_BEAST) then local damage_level = env(ESD_ENV_GetDamageLevel) if damage_level >= DAMAGE_LEVEL_MIDDLE and damage_level ~= DAMAGE_LEVEL_PUSH and damage_level ~= DAMAGE_LEVEL_MINIMUM then return TRUE end end elseif damage_part == 7 then if TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_TINDALOS_SP_DAMAGE) then return TRUE end if TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_HUNGRY_JACK) then return TRUE end end return FALSE end IsSpDamage = f6424_local0 f6424_local0 = function (pre_sp_damage) if IsSpDamage(pre_sp_damage) == TRUE and TRUE == IsSpDamageAllowed() then Replanning() act(141, DAMAGE_FLAG_LARGE) local index = GetRandomIndex(ANIME_ID_SPECIAL_DAMAGE_RANDOM, 1, 2, 1) SetVariable("IndexDamageRandom", index) Fire("W_DamageSpecial") return TRUE end if pre_sp_damage == SP_DAMAGE_FAT_BREAK and TRUE == IsSpDamageAllowed() then Replanning() act(141, DAMAGE_FLAG_LARGE) local dir = env(ESD_ENV_GetReceivedDamageDirection) local event = "W_Event20000" if dir == DIRECTION_BACK then event = "W_Event20001" elseif dir == DIRECTION_LEFT then event = "W_Event20002" elseif dir == DIRECTION_RIGHT then event = "W_Event20003" end Fire(event) return TRUE end if TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_ROCK_LIZARD) and TRUE == env(ESD_ENV_GetBehaviorID, BEH_IDENTIFIER_KICK) and TRUE == IsSpDamageAllowed() then act(125) Replanning() act(141, DAMAGE_FLAG_LARGE) Fire("W_Event20000") return TRUE end if TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_GARGOYLE_AT_CASTLE) and TRUE == IsSpDamageAllowed() then Replanning() act(141, DAMAGE_FLAG_LARGE) Fire("W_Event20010") return TRUE end if TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_SKELETON_KNIGHT) and 2 == env(ESD_ENV_GetPhysicalAttribute) then local damage_level = env(ESD_ENV_GetDamageLevel) if (damage_level == DAMAGE_LEVEL_MIDDLE or damage_level == DAMAGE_LEVEL_LARGE or damage_level == DAMAGE_LEVEL_SMALL_BLOW or damage_level == DAMAGE_LEVEL_LARGE_BLOW) and TRUE == IsSpDamageAllowed() then Replanning() act(141, DAMAGE_FLAG_LARGE) local dir = env(ESD_ENV_GetReceivedDamageDirection) local event = "W_Event20010" if dir == DIRECTION_BACK then event = "W_Event20011" elseif dir == DIRECTION_LEFT then event = "W_Event20012" elseif dir == DIRECTION_RIGHT then event = "W_Event20013" end Fire(event) return TRUE end end if TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_HAE_TATAKI) then local damage_level = env(ESD_ENV_GetDamageLevel) if damage_level ~= DAMAGE_LEVEL_NONE and damage_level ~= DAMAGE_LEVEL_FLING and TRUE == IsSpDamageAllowed() then act(125) Replanning() act(141, DAMAGE_FLAG_LARGE) Fire("W_DamageSpecial") return TRUE end end if TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_KARASUKISI_COUNTER_R) then local damage_level = env(ESD_ENV_GetDamageLevel) local damage_type = env(ESD_ENV_GetReceivedDamageType) local is_kick = env(ESD_ENV_GetBehaviorID, BEH_IDENTIFIER_KICK) if damage_level ~= DAMAGE_LEVEL_NONE and damage_level ~= DAMAGE_LEVEL_MINIMUM and is_kick == FALSE and damage_type ~= DAMAGE_TYPE_GUARDED_BOUND_ENEMY1 and damage_type ~= DAMAGE_TYPE_GUARDED_BOUND_ENEMY2 and TRUE == IsSpDamageAllowed() then Replanning() act(141, DAMAGE_FLAG_LARGE) Fire("W_Event20002") return TRUE end end if TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_KARASUKISI_COUNTER_L) then local damage_level = env(ESD_ENV_GetDamageLevel) local damage_type = env(ESD_ENV_GetReceivedDamageType) local is_kick = env(ESD_ENV_GetBehaviorID, BEH_IDENTIFIER_KICK) if damage_level ~= DAMAGE_LEVEL_NONE and damage_level ~= DAMAGE_LEVEL_MINIMUM and is_kick == FALSE and damage_type ~= DAMAGE_TYPE_GUARDED_BOUND_ENEMY1 and damage_type ~= DAMAGE_TYPE_GUARDED_BOUND_ENEMY2 and TRUE == IsSpDamageAllowed() then Replanning() act(141, DAMAGE_FLAG_LARGE) Fire("W_Event20003") return TRUE end end return FALSE end ExecSpDamage = f6424_local0 f6424_local0 = function (damage_level, is_damaged) if (damage_level == DAMAGE_LEVEL_NONE or damage_level == DAMAGE_LEVEL_MINIMUM) and is_damaged == TRUE then if TRUE == env(ESD_ENV_IsPartDamageAdditiveBlendInvalid) then return TRUE end if TRUE == env(ESD_ENV_GetBehaviorID, BEH_IDENTIFIER_MAGMA) then return FALSE end if FALSE == IsExistAnime(ANIME_ID_NO_ADD) then return TRUE end if TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_VARIANT_YUPA) and TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_BLUE_LIGHTNING) then return FALSE end local damage_part = env(ESD_ENV_DS3GetPartGroup) if damage_part > 0 then local anim_id = 0 if damage_part > 8 then anim_id = ANIME_ID_PART9_DAMAGE + damage_part - 9 else anim_id = ANIME_ID_PART1_DAMAGE + (damage_part - 1) * 10 end if IsExistAnime(anim_id) == TRUE then SetVariable("BlendPart" .. damage_part, 1) Fire("W_PartBlend_Add" .. damage_part) return TRUE end end if TRUE == IsExistAnime(ANIME_ID_ADD_BLEND_FRONT) then local damage_direction = env(ESD_ENV_GetReceivedDamageDirection) local offsetanim = GetDamageDirectionOffset(damage_direction) local str = "W_SABlend_Add_Front" if damage_direction == DIRECTION_FORWARD then elseif damage_direction == DIRECTION_LEFT then str = "W_SABlend_Add_Left" elseif damage_direction == DIRECTION_RIGHT then str = "W_SABlend_Add_Right" elseif damage_direction == DIRECTION_BACK then str = "W_SABlend_Add_Back" end if IsExistAnime(ANIME_ID_ADD_BLEND_FRONT + offsetanim) == TRUE then SetVariable("BlendSA", 1) Fire(str) else SetVariable("BlendSA", 1) Fire("W_SABlend_Add_Front") end return TRUE end return TRUE end return FALSE end ExecNoSyncAddDamage = f6424_local0 f6424_local0 = function (damage_level) if env(ESD_ENV_HasBrokenSA) == TRUE then if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_FULL_ARMOR_BEAST) == TRUE then return FALSE end if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_WOLFKING) == TRUE then return FALSE end local dir = GetDirOfPlayableDamage(ANIME_ID_SA_BREAK, FALSE) if dir ~= INVALID then SetVariable("IndexDamageDirection", dir) act(141, DAMAGE_FLAG_LARGE) Replanning() Fire("W_SABreak") return TRUE else if TRUE == ExecDamageDefault(DAMAGE_LEVEL_LARGE) then return TRUE end if TRUE == ExecDamageDefault(DAMAGE_LEVEL_MIDDLE) then return TRUE end if TRUE == ExecDamageDefault(DAMAGE_LEVEL_SMALL) then return TRUE end end end return FALSE end ExecSaBreakDamage = f6424_local0 f6424_local0 = function (damage_type) if damage_type == DAMAGE_TYPE_GUARD then local guard_damage = env(ESD_ENV_GetGuardLevelAction) if guard_damage == GUARD_LEVEL_SMALL then act(141, DAMAGE_FLAG_GUARD_SMALL) if GetStaminaRatio() < 0.4000000059604645 and IsExistAnime(ANIME_ID_GUARD_DAMAGE_SMALL_LOW) == TRUE then Fire("W_GuardDamageSmallLowStamina") return TRUE end Fire("W_GuardDamageSmall") return TRUE elseif guard_damage == GUARD_LEVEL_LARGE then act(141, DAMAGE_FLAG_GUARD_LARGE) if GetStaminaRatio() < 0.4000000059604645 and IsExistAnime(ANIME_ID_GUARD_DAMAGE_LARGE_LOW) == TRUE then Fire("W_GuardDamageLargeLowStamina") return TRUE end Fire("W_GuardDamageLarge") return TRUE elseif guard_damage == GUARD_LEVEL_EXLARGE then act(141, DAMAGE_FLAG_GUARD_EXLARGE) Fire("W_GuardDamageLarge") return TRUE else return FALSE end elseif damage_type == DAMAGE_TYPE_GUARD_BREAK then Replanning() act(141, DAMAGE_FLAG_GUARD_BREAK) if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC2_MIYAKONOMOUJA_SEISYOKUSYA) == TRUE then local damage_direction = env(ESD_ENV_GetReceivedDamageDirection) if damage_direction == DIRECTION_FORWARD then Fire("W_Event20000") elseif damage_direction == DIRECTION_LEFT then Fire("W_Event20002") elseif damage_direction == DIRECTION_RIGHT then Fire("W_Event20003") else Fire("W_Event20001") end else Fire("W_GuardBreak") end return TRUE end return FALSE end ExecGuardBlock = f6424_local0 f6424_local0 = function (damage_type) if damage_type == DAMAGE_TYPE_PARRY or damage_type >= DAMAGE_TYPE_PARRY_ENEMY1 and damage_type <= DAMAGE_TYPE_PARRY_ENEMY3 then if damage_type == DAMAGE_TYPE_PARRY_ENEMY2 then if IsExistAnime(ANIME_ID_PARRY_DAMAGE_ENEMY2) == TRUE then Fire("W_DamageParryEnemy2") else Fire("W_DamageParryEnemy1") end elseif IsExistAnime(ANIME_ID_PARRY_DAMAGE_ENEMY1) == TRUE then Fire("W_DamageParryEnemy1") else Fire("W_DamageParryEnemy2") end Replanning() return TRUE elseif damage_type >= DAMAGE_TYPE_WALL_ENEMY1 and damage_type <= DAMAGE_TYPE_WALL_ENEMY3 then if damage_type == DAMAGE_TYPE_WALL_ENEMY2 then if IsExistAnime(ANIME_ID_ATTACK_BOUND_ENEMY2) == TRUE then Replanning() Fire("W_AttackBoundEnemy2") return TRUE end elseif IsExistAnime(ANIME_ID_ATTACK_BOUND_ENEMY1) == TRUE then Replanning() Fire("W_AttackBoundEnemy1") return TRUE end elseif damage_type >= DAMAGE_TYPE_GUARDED_BOUND_ENEMY1 and damage_type <= DAMAGE_TYPE_GUARDED_BOUND_ENEMY3 then if damage_type == DAMAGE_TYPE_GUARDED_BOUND_ENEMY2 then if IsExistAnime(ANIME_ID_ATTACK_BOUND_ENEMY2) == TRUE then Replanning() Fire("W_AttackBoundEnemy2") return TRUE end elseif IsExistAnime(ANIME_ID_ATTACK_BOUND_ENEMY1) == TRUE then Replanning() Fire("W_AttackBoundEnemy1") return TRUE end end return FALSE end ExecTypeDamage = f6424_local0 f6424_local0 = function () if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_VARIANT_YUPA_NO_WEAKDAMAGE) == TRUE then return FALSE end if env(ESD_ENV_GetIsWeakPoint) == TRUE then local dir = GetDirOfPlayableDamage(ANIME_ID_DAMAGE_WEAK, FALSE) if dir ~= INVALID then SetVariable("IndexDamageDirection", dir) act(141, DAMAGE_FLAG_WEAK) Replanning() Fire("W_DamageWeak") return TRUE end end return FALSE end ExecWeakDamage = f6424_local0 f6424_local0 = function (damage_level) if damage_level == DAMAGE_LEVEL_FLING then if IsExistAnime(ANIME_ID_DAMAGE_FLING) == TRUE then act(141, DAMAGE_FLAG_FLING) Replanning() Fire("W_DamageFling") return TRUE end elseif damage_level == DAMAGE_LEVEL_UPPER then if IsExistAnime(ANIME_ID_DAMAGE_UPPER) == TRUE then act(141, DAMAGE_FLAG_UPPER) Replanning() Fire("W_DamageUpper") return TRUE end elseif damage_level == DAMAGE_LEVEL_SMALL_BLOW or damage_level == DAMAGE_LEVEL_EX_BLAST or damage_level == DAMAGE_LEVEL_BREATH then if damage_level == DAMAGE_LEVEL_SMALL_BLOW and TRUE == env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_UNDEAD_DOG) and env(ESD_ENV_GetSpecialAttribute) == DAMAGE_ELEMENT_FIRE then return FALSE end if IsExistAnime(ANIME_ID_DAMAGE_SMALL_BLOW) == TRUE then act(141, DAMAGE_FLAG_SMALL_BLOW) act(125) Replanning() Fire("W_DamageSmallBlow") return TRUE elseif IsExistAnime(ANIME_ID_DAMAGE_LARGE_BLOW) == TRUE then act(141, DAMAGE_FLAG_LARGE_BLOW) act(125) Replanning() Fire("W_DamageLargeBlow") return TRUE end elseif damage_level == DAMAGE_LEVEL_LARGE_BLOW then if IsExistAnime(ANIME_ID_DAMAGE_LARGE_BLOW) == TRUE then act(141, DAMAGE_FLAG_LARGE_BLOW) act(125) Replanning() Fire("W_DamageLargeBlow") return TRUE elseif IsExistAnime(ANIME_ID_DAMAGE_SMALL_BLOW) == TRUE then act(141, DAMAGE_FLAG_SMALL_BLOW) act(125) Replanning() Fire("W_DamageSmallBlow") return TRUE end end return FALSE end ExecDamageExLarge = f6424_local0 f6424_local0 = function (damage_level) if damage_level == DAMAGE_LEVEL_SMALL then local dir = GetDirOfPlayableDamage(ANIME_ID_DAMAGE_SMALL, TRUE) if dir ~= INVALID then SetVariable("IndexDamageDirection", dir) SetVariable("DamageDefaultState", 1) act(141, DAMAGE_FLAG_SMALL) ExecSyncAddDamage(damage_level) Replanning() Fire("W_DamageSmall") return TRUE end elseif damage_level == DAMAGE_LEVEL_MIDDLE then local dir = GetDirOfPlayableDamage(ANIME_ID_DAMAGE_MIDDLE, TRUE) if dir ~= INVALID then SetVariable("IndexDamageDirection", dir) SetVariable("DamageDefaultState", 2) act(141, DAMAGE_FLAG_MIDDlE) ExecSyncAddDamage(damage_level) Replanning() Fire("W_DamageMiddle") return TRUE end elseif damage_level == DAMAGE_LEVEL_LARGE then local dir = GetDirOfPlayableDamage(ANIME_ID_DAMAGE_LARGE, TRUE) if dir ~= INVALID then SetVariable("IndexDamageDirection", dir) SetVariable("DamageDefaultState", 3) act(141, DAMAGE_FLAG_LARGE) ExecSyncAddDamage(damage_level) Replanning() Fire("W_DamageLarge") return TRUE end elseif damage_level == DAMAGE_LEVEL_PUSH then local dir = GetDirOfPlayableDamage(ANIME_ID_DAMAGE_PUSH, FALSE) if dir ~= INVALID then SetVariable("IndexDamageDirection", dir) act(141, DAMAGE_FLAG_PUSH) Replanning() Fire("W_DamagePush") return TRUE end end return FALSE end ExecDamageDefault = f6424_local0 f6424_local0 = function (id, check_atk_dir) local damage_direction = env(ESD_ENV_GetReceivedDamageDirection) if check_atk_dir == TRUE and damage_direction == DIRECTION_FORWARD then local dir_real = GetRealDir() if dir_real == LEFT_ADD then if IsExistAnime(id + DIRECTION_FRONTLEFT) == TRUE then return DIRECTION_FRONTLEFT end elseif dir_real == RIGHT_ADD and IsExistAnime(id + DIRECTION_FRONTRIGHT) == TRUE then return DIRECTION_FRONTRIGHT end end local offset = GetDamageDirectionOffset(damage_direction) local id_with_direction = id + offset if IsExistAnime(id_with_direction) == TRUE then return damage_direction elseif IsExistAnime(id) == TRUE then return DIRECTION_FORWARD end return INVALID end GetDirOfPlayableDamage = f6424_local0 f6424_local0 = function (damage_level) if env(ESD_ENV_IsPartDamageAdditiveBlendInvalid) == TRUE then return end if IsExistAnime(ANIME_ID_NO_ADD) == FALSE then return end local f6462_local0 = env(ESD_ENV_GetSpecialAttribute) if f6462_local0 == DAMAGE_ELEMENT_FIRE then local buff = {-1} if damage_level == DAMAGE_LEVEL_SMALL then buff[1] = ANIME_ID_BLEND_DAMAGE_FIRE_SMALL buff[2] = ANIME_ID_BLEND_DAMAGE_FIRE_MIDDLE elseif damage_level == DAMAGE_LEVEL_MIDDLE or damage_level == DAMAGE_LEVEL_LARGE then buff[1] = ANIME_ID_BLEND_DAMAGE_FIRE_MIDDLE end if buff[1] >= 0 then local anim_id = -1 for f6462_local1 = 1, #buff do if IsExistAnime(buff[f6462_local1]) == TRUE then anim_id = buff[f6462_local1] break end end if anim_id >= 0 then local event = "W_FireSmallDamageBlend_Add" local f6462_local2 = ANIME_ID_BLEND_DAMAGE_FIRE_MIDDLE if anim_id == f6462_local2 then event = "W_FireMiddleDamageBlend_Add" end f6462_local2 = SetVariable f6462_local3 = "BlendDamageFire" f6462_local2(f6462_local3, 1) f6462_local2 = GetRandomIndex f6462_local3 = anim_id local index = f6462_local2(f6462_local3, 1, 2, 1) f6462_local3 = SetVariable f6462_local3("IndexFireDamageVariation", index) f6462_local3 = Fire f6462_local3(event) return end end end local buff = {-1} if damage_level == DAMAGE_LEVEL_SMALL then buff[1] = ANIME_ID_BLEND_DAMAGE_SMALL_FRONT elseif damage_level == DAMAGE_LEVEL_MIDDLE then buff[1] = ANIME_ID_BLEND_DAMAGE_MIDDLE_FRONT buff[2] = ANIME_ID_BLEND_DAMAGE_SMALL_FRONT elseif damage_level == DAMAGE_LEVEL_LARGE then buff[1] = ANIME_ID_BLEND_DAMAGE_LARGE_FRONT buff[2] = ANIME_ID_BLEND_DAMAGE_MIDDLE_FRONT buff[3] = ANIME_ID_BLEND_DAMAGE_SMALL_FRONT end if buff[1] >= 0 then local dir = GetRealDir() for anim_id = -1, 1, #buff do if IsExistAnime(buff[f6462_local2] + dir) == TRUE then local anim_id = buff[f6462_local2] break end end if anim_id >= 0 then local event = "W_DirDamageSmall" local f6462_local3 = ANIME_ID_BLEND_DAMAGE_MIDDLE_FRONT if anim_id == f6462_local3 then event = "W_DirDamageMiddle" else f6462_local3 = ANIME_ID_BLEND_DAMAGE_LARGE_FRONT if anim_id == f6462_local3 then event = "W_DirDamageLarge" end end f6462_local3 = {} f6462_local4 = "Front_Add" local f6462_local5 = "Back_Add" local f6462_local6 = "Left_Add" local f6462_local7 = "Right_Add" local f6462_local8 = "FrontUp_Add" local f6462_local9 = "FrontDown_Add" f6462_local3[1] = f6462_local4 f6462_local3[2] = f6462_local5 f6462_local3[3] = f6462_local6 f6462_local3[4] = f6462_local7 f6462_local3[5] = f6462_local8 f6462_local3[6] = f6462_local9 f6462_local4 = SetVariable f6462_local4("BlendDamageDir", 1) f6462_local4 = Fire f6462_local4(event .. f6462_local3[dir + 1]) return end end end ExecSyncAddDamage = f6424_local0 f6424_local0 = function () local pos_dir = env(ESD_ENV_GetReceivedDamageDirection) local atk_dir = env(ESD_ENV_DS3GetAtkDirection) local real_dir = FRONT_ADD if atk_dir == ATTACK_DIR_FRONT then if pos_dir == DIRECTION_FORWARD then real_dir = FRONT_ADD elseif pos_dir == DIRECTION_RIGHT then real_dir = RIGHT_ADD elseif pos_dir == DIRECTION_BACK then real_dir = BACK_ADD elseif pos_dir == DIRECTION_LEFT then real_dir = LEFT_ADD end elseif atk_dir == ATTACK_DIR_UP then if pos_dir == DIRECTION_FORWARD then real_dir = FRONTUP_ADD elseif pos_dir == DIRECTION_RIGHT then real_dir = RIGHT_ADD elseif pos_dir == DIRECTION_BACK then real_dir = BACK_ADD elseif pos_dir == DIRECTION_LEFT then real_dir = LEFT_ADD end elseif atk_dir == ATTACK_DIR_DOWN then if pos_dir == DIRECTION_FORWARD then real_dir = FRONTDOWN_ADD elseif pos_dir == DIRECTION_RIGHT then real_dir = RIGHT_ADD elseif pos_dir == DIRECTION_BACK then real_dir = BACK_ADD elseif pos_dir == DIRECTION_LEFT then real_dir = LEFT_ADD end elseif atk_dir == ATTACK_DIR_LEFT then if pos_dir == DIRECTION_FORWARD then real_dir = RIGHT_ADD elseif pos_dir == DIRECTION_RIGHT then real_dir = BACK_ADD elseif pos_dir == DIRECTION_BACK then real_dir = LEFT_ADD elseif pos_dir == DIRECTION_LEFT then real_dir = FRONT_ADD end elseif atk_dir == ATTACK_DIR_RIGHT then if pos_dir == DIRECTION_FORWARD then real_dir = LEFT_ADD elseif pos_dir == DIRECTION_LEFT then real_dir = BACK_ADD elseif pos_dir == DIRECTION_BACK then real_dir = RIGHT_ADD elseif pos_dir == DIRECTION_RIGHT then real_dir = FRONT_ADD end end return real_dir end GetRealDir = f6424_local0 f6424_local0 = function (is_weak, ignore_guard_block) local damage_level = env(ESD_ENV_GetDamageLevel) local damage_type = env(ESD_ENV_GetReceivedDamageType) local is_damaged = env(ESD_ENV_HasReceivedAnyDamage) if damage_level == DAMAGE_LEVEL_MINIMUM and env(ESD_ENV_GetBehaviorID, BEH_IDENTIFIER_ROLLING) == TRUE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_ROLLING_PUSH) == TRUE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_IGNORE_ROLLING_PUSH) == FALSE then damage_level = DAMAGE_LEVEL_PUSH end local pre_sp_damage = SP_DAMAGE_NONE if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_SLEEP) == TRUE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_MIMIC) == TRUE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DISABLE_SLEEP) == FALSE then pre_sp_damage = SP_DAMAGE_MIMIC end if env(ESD_ENV_GetBehaviorID, BEH_IDENTIFIER_ITEM_PARRY) == TRUE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_KING_OF_STORM) == TRUE then pre_sp_damage = SP_DAMAGE_ITEM_PARRY end if env(ESD_ENV_GetBehaviorID, BEH_IDENTIFIER_FAT_BREAK) == TRUE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_ROLLING_PUSH) == TRUE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_IGNORE_ROLLING_PUSH) == FALSE then pre_sp_damage = SP_DAMAGE_FAT_BREAK end if is_damaged == FALSE and (damage_level == DAMAGE_LEVEL_NONE or damage_level == DAMAGE_LEVEL_MINIMUM) and (damage_type == DAMAGE_TYPE_NONE or damage_type == DAMAGE_TYPE_WEAK_FRAME) and pre_sp_damage == SP_DAMAGE_NONE then return FALSE end if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_HALLECK) == TRUE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_STORMRULER) == TRUE and env(ESD_ENV_DS3GetPartGroup) == 6 then act(2002, SP_EFFECT_HALLECK_BREAK) end if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_BOSUMUSUME) == TRUE and TRUE == IsSpDamageAllowed() then Replanning() act(141, DAMAGE_FLAG_LARGE) Fire("W_DamageSpecial") return TRUE end if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC2_BLACKKNIGHT) == TRUE then local DamageType = env(ESD_ENV_GetReceivedDamageType) if TRUE == IsSpDamageAllowed() and DamageType ~= DAMAGE_TYPE_PARRY_ENEMY1 and DamageType ~= DAMAGE_TYPE_PARRY_ENEMY2 then Replanning() act(141, DAMAGE_FLAG_LARGE) Fire("W_Event20000") return TRUE end end if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC2_MIYAKONOMOUJA_SEISYOKUSYA_IKARING) == TRUE then local damage_level = env(ESD_ENV_GetDamageLevel) if damage_level ~= DAMAGE_LEVEL_NONE and damage_level ~= DAMAGE_LEVEL_SMALL and damage_level ~= DAMAGE_LEVEL_MINIMUM and damage_level ~= DAMAGE_LEVEL_PUSH and TRUE == IsSpDamageAllowed() then Replanning() act(141, DAMAGE_FLAG_LARGE) Fire("W_Event20010") return TRUE end end SetVariable("BlendDamageDir", 0) SetVariable("BlendDamageFire", 0) if ignore_guard_block == TRUE and damage_type == DAMAGE_TYPE_GUARD then return FALSE end if ExecGuardBlock(damage_type) == TRUE then return TRUE end if ExecDamageExLarge(damage_level) == TRUE then return TRUE end if pre_sp_damage == SP_DAMAGE_MIMIC then Fire("W_Event20000") return TRUE end if env(ESD_ENV_DS3IsDamageMotionOff) == FALSE then if ExecSpDamage(pre_sp_damage) == TRUE then return TRUE end if is_weak == FALSE and TRUE == ExecWeakDamage() then return TRUE end if ExecSaBreakDamage(damage_level) == TRUE then return TRUE end end if ExecTypeDamage(damage_type) == TRUE then return TRUE end if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_FULL_ARMOR_BEAST) == TRUE then damage_level = DAMAGE_LEVEL_NONE end if ExecNoSyncAddDamage(damage_level, is_damaged) == TRUE then return FALSE end if ExecDamageDefault(damage_level) == TRUE then return TRUE end if damage_level ~= DAMAGE_LEVEL_NONE and damage_level ~= DAMAGE_LEVEL_MINIMUM and TRUE == ExecDamageDefault(DAMAGE_LEVEL_MIDDLE) then return TRUE end return FALSE end ExecDamage = f6424_local0 f6424_local0 = function () local damage_level = env(ESD_ENV_GetDamageLevel) local death_type = DEATH_TYPE_DEFAULT if damage_level == DAMAGE_LEVEL_LARGE_BLOW or damage_level == DAMAGE_LEVEL_SMALL_BLOW or damage_level == DAMAGE_LEVEL_EX_BLAST or damage_level == DAMAGE_LEVEL_BREATH then death_type = DEATH_TYPE_BLAST if damage_level == DAMAGE_LEVEL_SMALL_BLOW and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_UNDEAD_DOG) == TRUE and env(ESD_ENV_GetSpecialAttribute) == DAMAGE_ELEMENT_FIRE then death_type = DEATH_TYPE_FIRE end elseif damage_level == DAMAGE_LEVEL_UPPER then death_type = DEATH_TYPE_UPPER elseif damage_level == DAMAGE_LEVEL_FLING then death_type = DEATH_TYPE_FLING elseif env(ESD_ENV_GetIsWeakPoint) == TRUE then death_type = DEATH_TYPE_WEAK elseif env(ESD_ENV_GetSpecialAttribute) == DAMAGE_ELEMENT_FIRE then death_type = DEATH_TYPE_FIRE end return death_type end GetDeathType = f6424_local0 f6424_local0 = function (damage_direction) local offset = 1 if damage_direction == 0 then offset = 2 elseif damage_direction == 1 then offset = 3 elseif damage_direction == 2 then offset = 0 end return offset end GetDamageDirectionOffset = f6424_local0 f6424_local0 = function (base_anim_id, min, max, offset) local num = 0 for ret = 0, min, max do local anim_offset = f6467_local0 * offset local anim_id = base_anim_id + anim_offset if IsExistAnime(anim_id) == FALSE then break end num = num + 1 end if 0 < num then local f6467_local0 = env local f6467_local1 = 1003 f6467_local2 = 0 f6467_local0 = f6467_local0(f6467_local1, f6467_local2, num) local ret = f6467_local0 end return ret end GetRandomIndex = f6424_local0 f6424_local0 = function (move_speed_level) local move_angle = GetVariable("MoveAngle") if math.abs(move_angle) <= 45 then if move_speed_level > 0.75 then return MOVE_TYPE_RUN else return MOVE_TYPE_WALK_FRONT end elseif move_angle >= 45 and move_angle <= 135 then return MOVE_TYPE_WALK_RIGHT elseif move_angle >= -135 and move_angle <= -45 then return MOVE_TYPE_WALK_LEFT else return MOVE_TYPE_WALK_BACK end end GetMoveDir = f6424_local0 f6424_local0 = function (move_type, is_on_cancel) local move_speed_level = GetVariable("MoveSpeedLevel") if move_speed_level <= 0 then return FALSE end if is_on_cancel == TRUE and FALSE == env(ESD_ENV_DS3IsMoveCancelPossible) then return FALSE end if TRUE == env(ESD_ENV_IsMovingLaterally) then if move_type == MOVE_TYPE_PARALLEL then return FALSE end Fire("W_ParallelMove") return TRUE end local move_dir = GetMoveDir(move_speed_level) if move_type == move_dir then return FALSE end local ai_rec = env(ESD_ENV_GetAITargetAwareState) local ai_state = AI_STATE_DEFAULT local f6469_local0 = AI_RECOGNITION_NONE if f6469_local0 < ai_rec then ai_state = AI_STATE_BATTLE end local event = "" local move_table = {} local j = move_dir local action_type = env(ESD_ENV_GetAIActionType) if action_type == ACTION_TYPE_GUARD then move_table[1] = move_table_guard[j] if move_dir == MOVE_TYPE_RUN then move_table[2] = move_table_guard[MOVE_TYPE_WALK_FRONT] move_table[3] = move_table_battle[j] move_table[4] = move_table_battle[MOVE_TYPE_WALK_FRONT] else move_table[2] = move_table_battle[j] end elseif action_type == ACTION_TYPE_PARRY then move_table[1] = move_table_parry[j] if move_dir == MOVE_TYPE_RUN then move_table[2] = move_table_parry[MOVE_TYPE_WALK_FRONT] move_table[3] = move_table_battle[j] move_table[4] = move_table_battle[MOVE_TYPE_WALK_FRONT] else move_table[2] = move_table_battle[j] end elseif ai_state == AI_STATE_BATTLE then move_table[1] = move_table_battle[j] if move_dir == MOVE_TYPE_RUN then move_table[2] = move_table_battle[MOVE_TYPE_WALK_FRONT] end elseif move_dir == MOVE_TYPE_RUN then move_table[1] = move_table_default[j] move_table[2] = move_table_battle[j] move_table[3] = move_table_default[MOVE_TYPE_WALK_FRONT] move_table[4] = move_table_battle[MOVE_TYPE_WALK_FRONT] else move_table[1] = move_table_default[MOVE_TYPE_WALK_FRONT] move_table[2] = move_table_battle[MOVE_TYPE_WALK_FRONT] end local hit_move_type = MOVE_TYPE_NONE for f6469_local1 = 1, #move_table do if IsExistAnime(move_table[f6469_local1][1]) == TRUE then event = move_table[f6469_local1][2] hit_move_type = move_table[f6469_local1][3] break end end local f6469_local1 = MOVE_TYPE_NONE if hit_move_type == f6469_local1 then f6469_local1 = FALSE return f6469_local1 end if hit_move_type == move_type then f6469_local1 = FALSE return f6469_local1 end f6469_local1 = SetIdleType local f6469_local2 = ai_state f6469_local1(f6469_local2) f6469_local1 = Fire f6469_local2 = event f6469_local1(f6469_local2) f6469_local1 = TRUE return f6469_local1 end ExecMove = f6424_local0 f6424_local0 = function () local move_speed_level = GetVariable("MoveSpeedLevel") if move_speed_level > 0 then return FALSE end local action_type = env(ESD_ENV_GetAIActionType) local event = "W_Idle" if action_type == ACTION_TYPE_GUARD then event = "W_GuardIdle" elseif action_type == ACTION_TYPE_PARRY then event = "W_ParryIdle" end Fire(event) return TRUE end ExecStop = f6424_local0 f6424_local0 = function (attack, defense) act(102, attack) act(103, defense) end SetThrowFlag = f6424_local0 f6424_local0 = function (angle) local front, back, left, right = false if math.abs(angle) >= 135 then back = true elseif angle > 45 then right = true elseif angle < -45 then left = true else front = true end SetVariable("ParallelMoveTaeFront", front) SetVariable("ParallelMoveTaeBack", back) SetVariable("ParallelMoveTaeRight", right) SetVariable("ParallelMoveTaeLeft", left) end SetParallelMoveTae = f6424_local0 f6424_local0 = function () return env(ESD_ENV_GetStamina) / env(ESD_ENV_DS3GetMaxStamina) end GetStaminaRatio = f6424_local0 f6424_local0 = function () SetThrowFlag(THROW_INVALID, THROW_INVALID) end SetThrowInvalid = f6424_local0 f6424_local0 = function () SetThrowFlag(THROW_DEFAULT, THROW_INVALID) end SetThrowDefInvalid = f6424_local0 f6424_local0 = function (is_damage_state, is_weak, ignore_guard_block) if env(ESD_ENV_DS3HasThrowRequest) == TRUE then return TRUE end if TRUE == ExecDeath() then return TRUE end if env(ESD_ENV_DS3CheckForEventAnimPlaybackRequest) == TRUE then return TRUE end if ExecDamage(is_weak, ignore_guard_block) == TRUE then return TRUE end if ExecFallStart(is_damage_state) == TRUE then return TRUE end return FALSE end ExecPassiveTransition = f6424_local0 f6424_local0 = function (is_on_cancel, style, move_type, enable_turn) if is_on_cancel == TRUE then if ExecAICancelAction(style) == TRUE then return TRUE end elseif ExecAIAction(style) == TRUE then return TRUE end if enable_turn == TRUE and ExecTurn(is_on_cancel) == TRUE then return TRUE end if ExecMove(move_type, is_on_cancel) == TRUE then return TRUE end return FALSE end ExecActiveTransition = f6424_local0 f6424_local0 = function (style) if ExecPassiveTransition(FALSE, FALSE, FALSE) == TRUE then return TRUE end if TRUE == ExecAILadder() then return TRUE end if ExecActiveTransition(FALSE, style, MOVE_TYPE_NONE, TRUE) == TRUE then return TRUE end if TRUE == ExecAIStateChange() then return TRUE end return FALSE end IdleCommonFunction = f6424_local0 f6424_local0 = function (style, move_type) if ExecPassiveTransition(FALSE, FALSE, FALSE) == TRUE then return TRUE end if TRUE == ExecAILadder() then return TRUE end if ExecActiveTransition(FALSE, style, move_type, FALSE) == TRUE then return TRUE end if TRUE == ExecAIStateChange() then return TRUE end if TRUE == ExecStop() then return TRUE end return FALSE end MoveCommonFunction = f6424_local0 f6424_local0 = function (style) act(9104) if ExecPassiveTransition(FALSE, FALSE, FALSE) == TRUE then return TRUE end if TRUE == ExecAILadder() then return TRUE end if ExecActiveTransition(TRUE, style, MOVE_TYPE_NONE, FALSE) == TRUE then return TRUE end return FALSE end TurnCommonFunction = f6424_local0 f6424_local0 = function (style) if ExecPassiveTransition(FALSE, FALSE, FALSE) == TRUE then return TRUE end if ExecActiveTransition(TRUE, style, MOVE_TYPE_NONE, TRUE) == TRUE then return TRUE end return FALSE end TransStyleCommonFunction = f6424_local0 f6424_local0 = function () if ExecPassiveTransition(FALSE, FALSE, FALSE) == TRUE then return TRUE end if TRUE == ExecAILadder() then return TRUE end if ExecActiveTransition(TRUE, STYLE_DEFAULT, MOVE_TYPE_NONE, TRUE) == TRUE then return TRUE end return FALSE end TransIdleCommonFunction = f6424_local0 f6424_local0 = function () if ExecPassiveTransition(FALSE, FALSE, FALSE) == TRUE then return TRUE end if ExecActiveTransition(TRUE, STYLE_DEFAULT, MOVE_TYPE_NONE, TRUE) == TRUE then return TRUE end return FALSE end GenerateCommonFunction = f6424_local0 f6424_local0 = function (action_number) if ExecPassiveTransition(FALSE, FALSE, FALSE) == TRUE then return TRUE end if ExecActiveTransition(TRUE, STYLE_DEFAULT, MOVE_TYPE_NONE, TRUE) == TRUE then return TRUE end return FALSE end StepCommonFunction = f6424_local0 f6424_local0 = function (action_number, style, ignore_guard_block) if ExecPassiveTransition(FALSE, FALSE, ignore_guard_block) == TRUE then return TRUE end if ExecActiveTransition(TRUE, style, MOVE_TYPE_NONE, TRUE) == TRUE then return TRUE end return FALSE end AttackCommonFunction = f6424_local0 f6424_local0 = function (style, is_weak) if ExecPassiveTransition(TRUE, is_weak, FALSE) == TRUE then return TRUE end if ExecActiveTransition(TRUE, style, MOVE_TYPE_NONE, TRUE) == TRUE then return TRUE end return FALSE end DamageCommonFunction = f6424_local0 f6424_local0 = function (id) act(9102) if ExecPassiveTransition(FALSE, FALSE, FALSE) == TRUE then return TRUE end return FALSE end IdleUniqueCommonFunction = f6424_local0 f6424_local0 = function () if ExecPassiveTransition(FALSE, FALSE, FALSE) == TRUE then return TRUE end if ExecActiveTransition(TRUE, STYLE_DEFAULT, MOVE_TYPE_NONE, TRUE) == TRUE then return TRUE end return FALSE end LandCommonFunction = f6424_local0 f6424_local0 = function (fall_type) if ExecLand(fall_type) == TRUE then return TRUE end return FALSE end FallCommonFunction = f6424_local0 f6424_local0 = function () act(9102) if ExecPassiveTransition(FALSE, FALSE, FALSE) == TRUE then return TRUE end if ExecActiveTransition(TRUE, STYLE_DEFAULT, MOVE_TYPE_NONE, TRUE) == TRUE then return TRUE end return FALSE end EventCommonFunction = f6424_local0 f6424_local0 = function () if env(ESD_ENV_IsThrowing) == TRUE then if env(ESD_ENV_DS3IsMoveCancelPossible) == TRUE then act(139) end else if TRUE == ExecDeath() then return TRUE end if env(ESD_ENV_DS3CheckForEventAnimPlaybackRequest) == TRUE then return TRUE end if TRUE == ExecDamage(FALSE, FALSE) then return TRUE end end if TRUE == ExecFallStart(FALSE) then return TRUE end if ExecActiveTransition(TRUE, STYLE_DEFAULT, MOVE_TYPE_NONE, TRUE) == TRUE then return TRUE end return FALSE end ThrowCommonFunction = f6424_local0 f6424_local0 = function () local action_type = env(ESD_ENV_GetAIActionType) if action_type == LADDER_REQUEST_UP then Fire("W_LadderRemoveWeaponBottom") return TRUE elseif action_type == LADDER_REQUEST_DOWN then Fire("W_LadderRemoveWeaponTop") return TRUE end return FALSE end ExecAILadder = f6424_local0 f6424_local0 = function () local hp = env(ESD_ENV_GetHP) if hp <= 0 then Fire("W_LadderDeath") return TRUE end local stamina = env(ESD_ENV_GetStamina) if stamina <= 0 then Fire("W_LadderFallStart") return TRUE end return FALSE end ExecLadderFall = f6424_local0 f6424_local0 = function (hand) if env(ESD_ENV_HasReceivedAnyDamage) == FALSE then return FALSE end local event_hand = "Left" if hand == LADDER_HAND_RIGHT then event_hand = "Right" end local stamina = env(ESD_ENV_GetStamina) if stamina <= LADDER_DAMAGE_STAMINA_THREAHOLD then act(1001, LADDER_LARGE_DAMAGE_STAMINA_CONSUME) Fire("W_LadderDamageLarge" .. event_hand) return TRUE else act(1001, LADDER_SMALL_DAMAGE_STAMINA_CONSUME) Fire("W_LadderDamageSmall" .. event_hand) return TRUE end return FALSE end ExecLadderDamage = f6424_local0 f6424_local0 = function (hand, is_idle) local event_hand = "Left" if hand == LADDER_HAND_RIGHT then event_hand = "Right" end local action_type = env(ESD_ENV_GetAIActionType) if action_type == LADDER_REQUEST_UP then if env(ESD_ENV_IsReachTopOfLadder) == TRUE then Fire("W_LadderEndTop" .. event_hand) return TRUE end if env(ESD_ENV_DoesLadderHaveCharacters, CONFLICT_DIST_CHR, UPSIDE, PLAYER) == TRUE then local stamina = env(ESD_ENV_GetStamina) if stamina < LADDER_ATTACK_STAMINA_THRESHOLD then return FALSE end Fire("W_LadderAttackUp" .. event_hand) act(1001, LADDER_ATTACK_STAMINA_CONSUME) return TRUE end if env(ESD_ENV_IsSomeoneOnLadder, CONFLICT_DIST_CHR, 0) == TRUE then if is_idle == TRUE and env(ESD_ENV_DoesLadderHaveCharacters, 0, UPSIDE, ENEMY) == TRUE and env(ESD_ENV_IsReachBottomOfLadder) == TRUE then Fire("W_LadderEndBottom" .. event_hand) return TRUE end return FALSE end Fire("W_LadderUp" .. event_hand) return TRUE elseif action_type == LADDER_REQUEST_DOWN then if env(ESD_ENV_IsReachBottomOfLadder) == TRUE then Fire("W_LadderEndBottom" .. event_hand) return TRUE end if env(ESD_ENV_DoesLadderHaveCharacters, CONFLICT_DIST_CHR, DOWNSIDE, PLAYER) == TRUE then local stamina = env(ESD_ENV_GetStamina) if stamina < LADDER_ATTACK_STAMINA_THRESHOLD then return FALSE end Fire("W_LadderAttackDown" .. event_hand) act(1001, LADDER_ATTACK_STAMINA_CONSUME) return TRUE end if env(ESD_ENV_IsSomeoneUnderLadder, CONFLICT_DIST_COAST, 0) == FALSE then Fire("W_LadderCoastStart") return TRUE end if is_idle == TRUE and env(ESD_ENV_IsSomeoneUnderLadder, CONFLICT_DIST_CHR, 0) == TRUE then Fire("W_FallingDefault") LadderSetActionState(LADDER_ACTION_INVALID) return TRUE end Fire("W_LadderDown" .. event_hand) return TRUE end if is_idle == FALSE then Fire("W_LadderIdle" .. event_hand) return TRUE end return FALSE end ExecLadderNextAction = f6424_local0 f6424_local0 = function (hand) if env(ESD_ENV_IsReachBottomOfLadder) == TRUE then Fire("W_LadderCoastEnd") return TRUE end local event_hand = "Left" if hand == LADDER_HAND_RIGHT then event_hand = "Right" end if env(ESD_ENV_IsSomeoneUnderLadder, CONFLICT_DIST_CHR, 0) == FALSE then Fire("W_LadderCoast" .. event_hand) return TRUE else Fire("W_LadderCoastStop" .. event_hand) return TRUE end return FALSE end ExecLadderCoastNextAction = f6424_local0 f6424_local0 = function (hand) if ExecLadderFall() == TRUE then return TRUE end if ExecLadderDamage(hand) == TRUE then return TRUE end if ExecLadderNextAction(hand, TRUE) == TRUE then return TRUE end return FALSE end LadderIdleCommonFunction = f6424_local0 f6424_local0 = function (hand) if ExecLadderFall() == TRUE then return TRUE end if TRUE == env(ESD_ENV_IsAnimEnd, 1) and ExecLadderNextAction(hand, FALSE) == TRUE then return TRUE end return FALSE end LadderMoveCommonFunction = f6424_local0 f6424_local0 = function (hand) if ExecLadderFall() == TRUE then return TRUE end if ExecLadderDamage(hand) == TRUE then return TRUE end if TRUE == env(ESD_ENV_IsAnimEnd, 1) and ExecLadderNextAction(hand, FALSE) == TRUE then return TRUE end return FALSE end LadderAttackCommonFunction = f6424_local0 f6424_local0 = function (hand) if ExecLadderFall() == TRUE then return TRUE end if ExecLadderDamage(hand) == TRUE then return TRUE end if TRUE == env(ESD_ENV_IsAnimEnd, 1) and ExecLadderNextAction(hand, FALSE) == TRUE then return TRUE end return FALSE end LadderDamageCommonFunction = f6424_local0 f6424_local0 = function () if ExecPassiveTransition(FALSE, FALSE, FALSE) == TRUE then return TRUE end return FALSE end LadderStartEndCommonFunction = f6424_local0 f6424_local0 = function () if ExecPassiveTransition(FALSE, FALSE, FALSE) == TRUE then return TRUE end if ExecActiveTransition(TRUE, STYLE_DEFAULT, MOVE_TYPE_NONE, TRUE) == TRUE then return TRUE end return FALSE end LadderEquipWeaponCommonFunction = f6424_local0 f6424_local0 = function (hand) if ExecLadderFall() == TRUE then return TRUE end if TRUE == env(ESD_ENV_IsAnimEnd, 1) and ExecLadderCoastNextAction(hand) == TRUE then return TRUE end return FALSE end LadderCoastCommonFunction = f6424_local0 f6424_local0 = function (command) if command ~= LADDER_COMMAND_INVALID then act(108, command) end end LadderSendCommand = f6424_local0 f6424_local0 = function (state) act(133, state) end LadderSetActionState = f6424_local0 f6424_local0 = function () SetVariable("IdleUniqueStartTime", math.random() * 3) end Init_onActivate = f6424_local0 f6424_local0 = function () act(136, THROW_STATE_NONE) local event_id = env(ESD_ENV_GetCommandIDFromEvent, 1) if event_id == 2160 then Fire("W_Event30003") return end local hp = env(ESD_ENV_GetHP) local damage_type = env(ESD_ENV_GetReceivedDamageType) if damage_type == DAMAGE_TYPE_DEATHIDLE or hp <= 0 then SetVariable("IndexDeathIdleVariation", 0) Fire("W_DeathIdleDefault") return end if env(ESD_ENV_IsGenerateAction) == TRUE then Fire("W_Generate") return end SetIdleType(AI_STATE_DEFAULT) Fire("W_Idle") return end Init_onUpdate = f6424_local0 f6424_local0 = function () if IdleUniqueCommonFunction(700) == TRUE then return end end IdleUnique700_onUpdate = f6424_local0 f6424_local0 = function () if IdleUniqueCommonFunction(701) == TRUE then return end end IdleUnique701_onUpdate = f6424_local0 f6424_local0 = function () if IdleUniqueCommonFunction(702) == TRUE then return end end IdleUnique702_onUpdate = f6424_local0 f6424_local0 = function () if IdleUniqueCommonFunction(703) == TRUE then return end end IdleUnique703_onUpdate = f6424_local0 f6424_local0 = function () if IdleUniqueCommonFunction(704) == TRUE then return end end IdleUnique704_onUpdate = f6424_local0 f6424_local0 = function () if IdleUniqueCommonFunction(705) == TRUE then return end end IdleUnique705_onUpdate = f6424_local0 f6424_local0 = function () if IdleUniqueCommonFunction(706) == TRUE then return end end IdleUnique706_onUpdate = f6424_local0 f6424_local0 = function () if IdleUniqueCommonFunction(707) == TRUE then return end end IdleUnique707_onUpdate = f6424_local0 f6424_local0 = function () if IdleUniqueCommonFunction(708) == TRUE then return end end IdleUnique708_onUpdate = f6424_local0 f6424_local0 = function () if IdleUniqueCommonFunction(709) == TRUE then return end end IdleUnique709_onUpdate = f6424_local0 f6424_local0 = function () if IdleUniqueCommonFunction(710) == TRUE then return end end IdleUnique710_onUpdate = f6424_local0 f6424_local0 = function () if GenerateCommonFunction() == TRUE then return end end Generate_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end IdleUniqueToIdle1700_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end IdleUniqueToIdle1701_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end IdleUniqueToIdle1702_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end IdleUniqueToIdle1703_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end IdleUniqueToIdle1704_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end IdleUniqueToIdle1705_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end IdleUniqueToIdle1706_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end IdleUniqueToIdle1707_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end IdleUniqueToIdle1708_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end IdleUniqueToIdle1709_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end IdleUniqueToIdle1710_onUpdate = f6424_local0 f6424_local0 = function () if IdleCommonFunction(STYLE_DEFAULT) == TRUE then return end end IdleDefault_onUpdate = f6424_local0 f6424_local0 = function () if IdleCommonFunction(STYLE_DEFAULT) == TRUE then return end end IdleBattle_onUpdate = f6424_local0 f6424_local0 = function () if TransIdleCommonFunction() == TRUE then return end end TransToDefaultFromBattle_onUpdate = f6424_local0 f6424_local0 = function () if TransIdleCommonFunction() == TRUE then return end end TransToBattleFromDefault_onUpdate = f6424_local0 f6424_local0 = function () if TransStyleCommonFunction(STYLE_PARRY) == TRUE then return end end ParryStart_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(4000, STYLE_DEFAULT, FALSE) == TRUE then return end end Attack4000_onUpdate = f6424_local0 f6424_local0 = function () if TransStyleCommonFunction(STYLE_DEFAULT) == TRUE then return end end ParryEnd_onUpdate = f6424_local0 f6424_local0 = function () if IdleCommonFunction(STYLE_PARRY) == TRUE then return end end ParryIdle_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_PARRY, MOVE_TYPE_WALK_FRONT) == TRUE then return end end ParryWalkFront_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_PARRY, MOVE_TYPE_WALK_BACK) == TRUE then return end end ParryWalkBack_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_PARRY, MOVE_TYPE_WALK_LEFT) == TRUE then return end end ParryWalkLeft_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_PARRY, MOVE_TYPE_WALK_RIGHT) == TRUE then return end end ParryWalkRight_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_PARRY, MOVE_TYPE_RUN) == TRUE then return end end ParryRun_onUpdate = f6424_local0 f6424_local0 = function () if TransStyleCommonFunction(STYLE_GUARD) == TRUE then return end end GuardStart_onUpdate = f6424_local0 f6424_local0 = function () if TransStyleCommonFunction(STYLE_DEFAULT) == TRUE then return end end GuardEnd_onUpdate = f6424_local0 f6424_local0 = function () if IdleCommonFunction(STYLE_GUARD) == TRUE then return end end GuardIdle_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_GUARD, MOVE_TYPE_WALK_FRONT) == TRUE then return end end GuardWalkFront_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_GUARD, MOVE_TYPE_WALK_BACK) == TRUE then return end end GuardWalkBack_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_GUARD, MOVE_TYPE_WALK_LEFT) == TRUE then return end end GuardWalkLeft_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_GUARD, MOVE_TYPE_WALK_RIGHT) == TRUE then return end end GuardWalkRight_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_GUARD, MOVE_TYPE_RUN) == TRUE then return end end GuardRun_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_DEFAULT, MOVE_TYPE_RUN) == TRUE then return end end RunBattle_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_DEFAULT, MOVE_TYPE_WALK_FRONT) == TRUE then return end end WalkFrontBattle_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_DEFAULT, MOVE_TYPE_WALK_LEFT) == TRUE then return end end WalkLeftBattle_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_DEFAULT, MOVE_TYPE_WALK_BACK) == TRUE then return end end WalkBackBattle_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_DEFAULT, MOVE_TYPE_WALK_RIGHT) == TRUE then return end end WalkRightBattle_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_DEFAULT, MOVE_TYPE_RUN) == TRUE then return end end RunDefault_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_DEFAULT, MOVE_TYPE_WALK_FRONT) == TRUE then return end end WalkFrontDefault_onUpdate = f6424_local0 f6424_local0 = function () if MoveCommonFunction(STYLE_DEFAULT, MOVE_TYPE_PARALLEL) == TRUE then return end end ParallelMove_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3000, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3000_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3001, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3001_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3002, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3002_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3003, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3003_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3004, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3004_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3005, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3005_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3006, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3006_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3007, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3007_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3008, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3008_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3009, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3009_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3010, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3010_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3011, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3011_onUpdate = f6424_local0 f6424_local0 = function () if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DARK_DORAGON_3012to20) == TRUE then Fire("W_IdleBattle") return end if AttackCommonFunction(3012, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3012_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3013, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3013_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3014, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3014_onUpdate = f6424_local0 f6424_local0 = function () if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC2_ABADON_SMALL_3015to30000) == TRUE then Fire("W_Event30000") return end if AttackCommonFunction(3015, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3015_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3016, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3016_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3017, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3017_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3018, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3018_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3019, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3019_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3020, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3020_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3021, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3021_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3022, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3022_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3023, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3023_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3024, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3024_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3025, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3025_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3026, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3026_onUpdate = f6424_local0 f6424_local0 = function () if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DARK_DORAGON_3027to20) == TRUE then Fire("W_IdleBattle") return end if AttackCommonFunction(3027, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3027_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3028, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3028_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3029, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3029_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3030, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3030_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3031, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3031_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3032, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3032_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3033, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3033_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3034, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3034_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3035, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3035_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3036, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3036_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3037, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3037_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3038, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3038_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3039, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3039_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3110, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3110_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3200, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3200_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3201, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3201_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3202, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3202_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3203, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3203_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3204, STYLE_DEFAULT, TRUE) == TRUE then return end end Attack3204_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(4600, STYLE_DEFAULT, FALSE) == TRUE then return end if TRUE == env(ESD_ENV_IsAnimEnd, 1) then if TRUE == env(ESD_ENV_GetStateChangeType, SP_EFFECT_TYPE_DISABLE_EST) then ExecAttack(4602) return else ExecAttack(4601) return end end end Attack4600_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(4601, STYLE_DEFAULT, FALSE) == TRUE then return end end Attack4601_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(4602, STYLE_DEFAULT, FALSE) == TRUE then return end end Attack4602_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(1500, STYLE_DEFAULT, FALSE) == TRUE then return end end Attack1500_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(1600, STYLE_DEFAULT, FALSE) == TRUE then return end end Attack1600_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(1810, STYLE_DEFAULT, FALSE) == TRUE then return end end Attack1810_onUpdate = f6424_local0 f6424_local0 = function () if StepCommonFunction(6000) == TRUE then return end end Step6000_onUpdate = f6424_local0 f6424_local0 = function () if StepCommonFunction(6001) == TRUE then return end end Step6001_onUpdate = f6424_local0 f6424_local0 = function () if StepCommonFunction(6002) == TRUE then return end end Step6002_onUpdate = f6424_local0 f6424_local0 = function () if StepCommonFunction(6003) == TRUE then return end end Step6003_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_DEFAULT) == TRUE then return end end TurnDefault_Left90_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_DEFAULT) == TRUE then return end end TurnDefault_Right90_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_DEFAULT) == TRUE then return end end TurnDefault_Left180_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_DEFAULT) == TRUE then return end end TurnDefault_Right180_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_DEFAULT) == TRUE then return end end TurnDefault_Left45_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_DEFAULT) == TRUE then return end end TurnDefault_Right45_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_DEFAULT) == TRUE then return end end TurnBattle_Left90_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_DEFAULT) == TRUE then return end end TurnBattle_Right90_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_DEFAULT) == TRUE then return end end TurnBattle_Left180_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_DEFAULT) == TRUE then return end end TurnBattle_Right180_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_DEFAULT) == TRUE then return end end TurnBattle_Left45_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_DEFAULT) == TRUE then return end end TurnBattle_Right45_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_GUARD) == TRUE then return end end TurnGuard_Left90_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_GUARD) == TRUE then return end end TurnGuard_Right90_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_GUARD) == TRUE then return end end TurnGuard_Left180_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_GUARD) == TRUE then return end end TurnGuard_Right180_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_GUARD) == TRUE then return end end TurnGuard_Left45_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_GUARD) == TRUE then return end end TurnGuard_Right45_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_PARRY) == TRUE then return end end TurnParry_Left90_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_PARRY) == TRUE then return end end TurnParry_Left180_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_PARRY) == TRUE then return end end TurnParry_Left45_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_PARRY) == TRUE then return end end TurnParry_Right90_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_PARRY) == TRUE then return end end TurnParry_Right180_onUpdate = f6424_local0 f6424_local0 = function () if TurnCommonFunction(STYLE_PARRY) == TRUE then return end end TurnParry_Right45_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end DamageSpecial_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end DamageSpecial_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end SABreak_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end SABreak_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end DamageSmall_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end DamageSmall_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end DamageMiddle_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end DamageMiddle_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end DamageLarge_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end DamageLarge_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end DamageLargeBlow_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end DamageLargeBlow_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end DamageSmallBlow_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end DamageSmallBlow_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end DamageFling_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end DamageFling_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end DamagePush_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end DamagePush_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end DamageUpper_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end DamageUpper_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end DamageWeak_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, TRUE) == TRUE then return end end DamageWeak_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end DamageSmallFire_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end DamageSmallFire_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end DamageLargeFire_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end DamageLargeFire_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end GuardDamageSmall_onActivate = f6424_local0 f6424_local0 = function () act(110) if DamageCommonFunction(STYLE_GUARD, FALSE) == TRUE then return end end GuardDamageSmall_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end GuardDamageSmallLowStamina_onActivate = f6424_local0 f6424_local0 = function () act(110) if DamageCommonFunction(STYLE_GUARD, FALSE) == TRUE then return end end GuardDamageSmallLowStamina_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end GuardDamageMiddle_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_GUARD, FALSE) == TRUE then return end end GuardDamageMiddle_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end GuardDamageLarge_onActivate = f6424_local0 f6424_local0 = function () act(110) if DamageCommonFunction(STYLE_GUARD, FALSE) == TRUE then return end end GuardDamageLarge_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end GuardDamageLargeLowStamina_onActivate = f6424_local0 f6424_local0 = function () act(110) if DamageCommonFunction(STYLE_GUARD, FALSE) == TRUE then return end end GuardDamageLargeLowStamina_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end GuardBreak_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end GuardBreak_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end DamageParryEnemy1_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end DamageParryEnemy1_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end DamageParryEnemy2_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end DamageParryEnemy2_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end AttackBoundEnemy1_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end AttackBoundEnemy1_onUpdate = f6424_local0 f6424_local0 = function () CallActionState(0) end AttackBoundEnemy2_onActivate = f6424_local0 f6424_local0 = function () if DamageCommonFunction(STYLE_DEFAULT, FALSE) == TRUE then return end end AttackBoundEnemy2_onUpdate = f6424_local0 f6424_local0 = function () act("イベントアニメ再生要求拒否") end DeathStart_Activate = f6424_local0 f6424_local0 = function () act("イベントアニメ再生要求拒否") end DeathStart_Update = f6424_local0 f6424_local0 = function () if ExecTransToDeathIdle(DEATH_TYPE_DEFAULT) == TRUE then return end end DeathStartDefault_onUpdate = f6424_local0 f6424_local0 = function () if ExecTransToDeathIdle(DEATH_TYPE_FIRE) == TRUE then return end end DeathStartFire_onUpdate = f6424_local0 f6424_local0 = function () if ExecTransToDeathIdle(DEATH_TYPE_WEAK) == TRUE then return end end DeathStartWeak_onUpdate = f6424_local0 f6424_local0 = function () act(125) end DeathStartBlast_onActivate = f6424_local0 f6424_local0 = function () if ExecTransToDeathIdle(DEATH_TYPE_BLAST) == TRUE then return end end DeathStartBlast_onUpdate = f6424_local0 f6424_local0 = function () if ExecTransToDeathIdle(DEATH_TYPE_FLING) == TRUE then return end end DeathStartFling_onUpdate = f6424_local0 f6424_local0 = function () if ExecTransToDeathIdle(DEATH_TYPE_UPPER) == TRUE then return end end DeathStartUpper_onUpdate = f6424_local0 f6424_local0 = function () if ExecTransToDeathIdle(DEATH_TYPE_LAND_DEFAULT) == TRUE then return end end DeathStartLandDefault_onUpdate = f6424_local0 f6424_local0 = function () if ExecTransToDeathIdle(DEATH_TYPE_LAND_UPWARD) == TRUE then return end end DeathStartLandUpward_onUpdate = f6424_local0 f6424_local0 = function () if ExecTransToDeathIdle(DEATH_TYPE_LAND_DOWNWARD) == TRUE then return end end DeathStartLandDownward_onUpdate = f6424_local0 f6424_local0 = function () if FallCommonFunction(FALL_DEFAULT) == TRUE then return end end FallingDefault_onUpdate = f6424_local0 f6424_local0 = function () if FallCommonFunction(FALL_UPWARD) == TRUE then return end end FallingUpward_onUpdate = f6424_local0 f6424_local0 = function () if FallCommonFunction(FALL_DOWNWARD) == TRUE then return end end FallingDownward_onUpdate = f6424_local0 f6424_local0 = function () if LandCommonFunction() == TRUE then return end end LandDefault_onUpdate = f6424_local0 f6424_local0 = function () if LandCommonFunction() == TRUE then return end end LandHeavy_onUpdate = f6424_local0 f6424_local0 = function () if LandCommonFunction() == TRUE then return end end LandUpward_onUpdate = f6424_local0 f6424_local0 = function () if LandCommonFunction() == TRUE then return end end LandDownward_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("ThrowID", env(ESD_ENV_GetThrowAnimID)) end Throw_Activate = f6424_local0 f6424_local0 = function () act(136, THROW_STATE_NONE) end Throw_Deactivate = f6424_local0 f6424_local0 = function () Replanning() end ThrowAtk_onActivate = f6424_local0 f6424_local0 = function () if env(ESD_ENV_DidOpponentDieFromThrow) == TRUE and TRUE == IsExistAnime(GetVariable("ThrowID") + 1) then Fire("W_ThrowKill") return end if env(ESD_ENV_HasThrowEnded) == TRUE and TRUE == IsExistAnime(GetVariable("ThrowID") + 2) then Fire("W_ThrowRelease") return end if TRUE == ThrowCommonFunction() then return end end ThrowAtk_onUpdate = f6424_local0 f6424_local0 = function () Replanning() end ThrowDef_onActivate = f6424_local0 f6424_local0 = function () if env(ESD_ENV_GetHP) <= 1 and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRIMSONBAT_DEAD) == TRUE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRIMSONBAT_THROWDEAD) == TRUE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRIMSONBAT_UNABLE_DEAD) == FALSE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRIMSONBAT_HU_DONE) == FALSE then if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRIMSONBAT_HU) == FALSE then Fire("W_ThrowDefDeath") elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRIMSONBAT_BEAM) == TRUE then Fire("W_Event20004") else Fire("W_Event20005") end return end if env(ESD_ENV_IsThrowSelfDeath) == TRUE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_CRIMSONBAT_HU_DONE) == TRUE then Fire("W_Event20008") return end if env(ESD_ENV_IsThrowSelfDeath) == TRUE then if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_BOSSMUSUME_UNDEAD) ~= TRUE or env(ESD_ENV_GetHP) <= 0 then Fire("W_ThrowDefDeath") end return end if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_BOSSMUSUME_FATHERDEAD) == TRUE and env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_BOSSMUSUME_MODE3) == FALSE then if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_BOSSMUSUME_THROWDEAD) == TRUE then Fire("W_Event20004") return elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_BOSSMUSUME_PARRYDEAD) == TRUE then Fire("W_Event20005") return elseif env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_DLC_BOSSMUSUME_NORMALDEAD) == TRUE then Fire("W_Event20003") return end end if TRUE == ThrowCommonFunction() then return end if env(ESD_ENV_IsAnimEnd, 1) == TRUE then if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_TINDALOS_THROW_DEF) == TRUE then Fire("W_Event20005") return else Fire("W_Idle") return end end end ThrowDef_onUpdate = f6424_local0 f6424_local0 = function () if ThrowCommonFunction() == TRUE then return end end ThrowRelease_onUpdate = f6424_local0 f6424_local0 = function () if ThrowCommonFunction() == TRUE then return end end ThrowKill_onUpdate = f6424_local0 f6424_local0 = function () act(136, THROW_STATE_NONE) end ThrowDefDeath_onActivate = f6424_local0 f6424_local0 = function () if ExecTransToDeathIdle(DEATH_TYPE_THROW_DEF) == TRUE then return end end ThrowDefDeath_onUpdate = f6424_local0 f6424_local0 = function () act(136, THROW_STATE_NONE) end ThrowDefDeathIdle_onActivate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end Event14000_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end Event14001_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end Event14010_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end Event14011_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end Event14020_onUpdate = f6424_local0 f6424_local0 = function () if EventCommonFunction() == TRUE then return end end Event14021_onUpdate = f6424_local0 f6424_local0 = function () act("イベントアニメ再生要求拒否") end Ladder_Activate = f6424_local0 f6424_local0 = function () act("イベントアニメ再生要求拒否") SetThrowInvalid() LadderSetActionState(INVALID) end Ladder_Update = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_IDLE_LEFT) if LadderIdleCommonFunction(LADDER_HAND_LEFT) == TRUE then return end end LadderIdleLeft_onUpdate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_IDLE_RIGHT) if LadderIdleCommonFunction(LADDER_HAND_RIGHT) == TRUE then return end end LadderIdleRight_onUpdate = f6424_local0 f6424_local0 = function () LadderSendCommand(LADDER_COMMAND_UP) end LadderUpRight_onActivate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_UP_RIGHT) if LadderMoveCommonFunction(LADDER_HAND_LEFT) == TRUE then return end end LadderUpRight_onUpdate = f6424_local0 f6424_local0 = function () LadderSendCommand(LADDER_COMMAND_UP) end LadderUpLeft_onActivate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_UP_LEFT) if LadderMoveCommonFunction(LADDER_HAND_RIGHT) == TRUE then return end end LadderUpLeft_onUpdate = f6424_local0 f6424_local0 = function () LadderSendCommand(LADDER_COMMAND_DOWN) end LadderDownRight_onActivate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_DOWN_RIGHT) if LadderMoveCommonFunction(LADDER_HAND_LEFT) == TRUE then return end end LadderDownRight_onUpdate = f6424_local0 f6424_local0 = function () LadderSendCommand(LADDER_COMMAND_DOWN) end LadderDownLeft_onActivate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_DOWN_LEFT) if LadderMoveCommonFunction(LADDER_HAND_RIGHT) == TRUE then return end end LadderDownLeft_onUpdate = f6424_local0 f6424_local0 = function () LadderSendCommand(LADDER_COMMAND_DOWN) end LadderStartTop_onActivate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_START_TOP) if LadderStartEndCommonFunction() == TRUE then return end end LadderStartTop_onUpdate = f6424_local0 f6424_local0 = function () LadderSendCommand(LADDER_COMMAND_UP) end LadderStartBottom_onActivate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_START_BOTTOM) if LadderStartEndCommonFunction() == TRUE then return end end LadderStartBottom_onUpdate = f6424_local0 f6424_local0 = function () LadderSendCommand(LADDER_COMMAND_UP) end LadderEndTopLeft_onActivate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_END_TOP) if LadderStartEndCommonFunction() == TRUE then return end end LadderEndTopLeft_onUpdate = f6424_local0 f6424_local0 = function () LadderSendCommand(LADDER_COMMAND_UP) end LadderEndTopRight_onActivate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_END_TOP) if LadderStartEndCommonFunction() == TRUE then return end end LadderEndTopRight_onUpdate = f6424_local0 f6424_local0 = function () end LadderEndTopRight_onDeactivate = f6424_local0 f6424_local0 = function () LadderSendCommand(LADDER_COMMAND_DOWN) end LadderEndBottomLeft_onActivate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_END_BOTTOM) if LadderStartEndCommonFunction() == TRUE then return end end LadderEndBottomLeft_onUpdate = f6424_local0 f6424_local0 = function () LadderSendCommand(LADDER_COMMAND_DOWN) end LadderEndBottomRight_onActivate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_END_BOTTOM) if LadderStartEndCommonFunction() == TRUE then return end end LadderEndBottomRight_onUpdate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_ATTACK_DOWN_LEFT) if LadderAttackCommonFunction(LADDER_HAND_LEFT) == TRUE then return end end LadderAttackDownLeft_onUpdate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_ATTACK_DOWN_RIGHT) if LadderAttackCommonFunction(LADDER_HAND_RIGHT) == TRUE then return end end LadderAttackDownRight_onUpdate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_ATTACK_UP_LEFT) if LadderAttackCommonFunction(LADDER_HAND_LEFT) == TRUE then return end end LadderAttackUpLeft_onUpdate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_ATTACK_UP_RIGHT) if LadderAttackCommonFunction(LADDER_HAND_RIGHT) == TRUE then return end end LadderAttackUpRight_onUpdate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_SMALL_DAMAGE) if LadderDamageCommonFunction(LADDER_HAND_RIGHT) == TRUE then return end end LadderDamageSmallRight_onUpdate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_SMALL_DAMAGE) if LadderDamageCommonFunction(LADDER_HAND_LEFT) == TRUE then return end end LadderDamageSmallLeft_onUpdate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_LARGE_DAMAGE) if LadderDamageCommonFunction(LADDER_HAND_RIGHT) == TRUE then return end end LadderDamageLargeRight_onUpdate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_LARGE_DAMAGE) if LadderDamageCommonFunction(LADDER_HAND_LEFT) == TRUE then return end end LadderDamageLargeLeft_onUpdate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_INVALID) end LadderFallStart_onUpdate = f6424_local0 f6424_local0 = function () if ExecLand(FALL_LADDER) == TRUE then return end end LadderFall_onUpdate = f6424_local0 f6424_local0 = function () if LandCommonFunction() == TRUE then return end end LadderFallLand_onUpdate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_COAST_START_LEFT) if LadderCoastCommonFunction(LADDER_HAND_LEFT) == TRUE then return end end LadderCoastStart_onUpdate = f6424_local0 f6424_local0 = function () LadderSendCommand(LADDER_COMMAND_DOWN) end LadderCoastLeft_onActivate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_COAST_LEFT) if LadderCoastCommonFunction(LADDER_HAND_RIGHT) == TRUE then return end end LadderCoastLeft_onUpdate = f6424_local0 f6424_local0 = function () LadderSendCommand(LADDER_COMMAND_DOWN) end LadderCoastRight_onActivate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_COAST_RIGHT) if LadderCoastCommonFunction(LADDER_HAND_LEFT) == TRUE then return end end LadderCoastRight_onUpdate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_COAST_STOP_LEFT) if LadderMoveCommonFunction(LADDER_HAND_LEFT) == TRUE then return end end LadderCoastStopLeft_onUpdate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_COAST_STOP_RIGHT) if LadderMoveCommonFunction(LADDER_HAND_RIGHT) == TRUE then return end end LadderCoastStopRight_onUpdate = f6424_local0 f6424_local0 = function () LadderSendCommand(LADDER_COMMAND_DOWN) end LadderCoastEnd_onActivate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_COAST_LANDING) if LadderStartEndCommonFunction() == TRUE then return end end LadderCoastEnd_onUpdate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_INVALID) end LadderDeath_onUpdate = f6424_local0 f6424_local0 = function () if ExecLand(FALL_LADDER) == TRUE then return end end LadderDeathFall_onUpdate = f6424_local0 f6424_local0 = function () if ExecTransToDeathIdle(DEATH_TYPE_LADDER) == TRUE then return end end DeathStartLadder_onUpdate = f6424_local0 f6424_local0 = function () if LadderStartEndCommonFunction() == TRUE then return end end LadderRemoveWeaponBottom_onUpdate = f6424_local0 f6424_local0 = function () if LadderStartEndCommonFunction() == TRUE then return end end LadderRemoveWeaponTop_onUpdate = f6424_local0 f6424_local0 = function () LadderSetActionState(LADDER_ACTION_INVALID) if LadderEquipWeaponCommonFunction() == TRUE then return end end LadderEquipWeapon_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3100, STYLE_GUARD, TRUE) == TRUE then return end end Attack3100_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3101, STYLE_GUARD, TRUE) == TRUE then return end end Attack3101_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3102, STYLE_GUARD, TRUE) == TRUE then return end end Attack3102_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3103, STYLE_GUARD, TRUE) == TRUE then return end end Attack3103_onUpdate = f6424_local0 f6424_local0 = function () if AttackCommonFunction(3104, STYLE_GUARD, TRUE) == TRUE then return end end Attack3104_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart1", 0) end PartBlend_NoAdd1_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart2", 0) end PartBlend_NoAdd2_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart3", 0) end PartBlend_NoAdd3_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart4", 0) end PartBlend_NoAdd4_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart5", 0) end PartBlend_NoAdd5_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart6", 0) end PartBlend_NoAdd6_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart7", 0) end PartBlend_NoAdd7_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart8", 0) end PartBlend_NoAdd8_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart9", 0) end PartBlend_NoAdd9_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart10", 0) end PartBlend_NoAdd10_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart11", 0) end PartBlend_NoAdd11_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart12", 0) end PartBlend_NoAdd12_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart13", 0) end PartBlend_NoAdd13_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart14", 0) end PartBlend_NoAdd14_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart15", 0) end PartBlend_NoAdd15_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendPart16", 0) end PartBlend_NoAdd16_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendSA", 0) end SABlend_NoAdd_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendDamageDir", 0) end DamageBlend_NoAdd_onUpdate = f6424_local0 f6424_local0 = function () SetVariable("BlendDamageFire", 0) end FireDamageBlend_NoAdd_onUpdate = f6424_local0 f6424_local0 = function () local ret = nil local move_angle = GetVariable("MoveAngle") local move_angle_real = GetVariable("MoveAngleReal") local dT = env(ESD_ENV_ObtainedDT) / 1000 local threshold = 45 * dT local gap = move_angle - move_angle_real local gap_abs = math.abs(gap) local inverse = FALSE if gap_abs > 180 then gap_abs = 360 - gap_abs inverse = TRUE end if threshold < gap_abs then if move_angle_real < move_angle then if inverse == FALSE then ret = move_angle_real + threshold else ret = move_angle_real - threshold end elseif move_angle < move_angle_real then if inverse == FALSE then ret = move_angle_real - threshold else ret = move_angle_real + threshold end else ret = move_angle end if ret > 180 then ret = -180 + ret - 180 elseif ret < -180 then ret = 180 + 180 + ret end else ret = move_angle end SetVariable("MoveAngleReal", ret) SetParallelMoveTae(ret) end ParallelMove_Update = f6424_local0 f6424_local0 = function () SetVariable("ThrowHoldBlendWeight", 0) SetVariable("ThrowHolding", false) SetVariable("ThrowNoRegistTime", 0) end ThrowAtk_Activate = f6424_local0 f6424_local0 = function () if IsExistAnime(GetVariable("ThrowID") + 3) == FALSE then return end local regist_num = env(ESD_ENV_DS3GetThrowDefenseCount) local dT = env(ESD_ENV_ObtainedDT) / 1000 local blend_weight = GetVariable("ThrowHoldBlendWeight") local is_holding = GetVariable("ThrowHolding") local no_regist_time = GetVariable("ThrowNoRegistTime") if regist_num > 0 then is_holding = true end if is_holding == true then if regist_num <= 0 then no_regist_time = no_regist_time + dT end if no_regist_time > 0.699999988079071 then is_holding = false else blend_weight = blend_weight + 2 * dT if blend_weight > 0.9900000095367432 then blend_weight = 0.9900000095367432 end SetVariable("IsEnableTAEThrowHold", true) end else no_regist_time = 0 blend_weight = blend_weight - 4 * dT if blend_weight < 0.009999999776482582 then blend_weight = 0.009999999776482582 SetVariable("IsEnableTAEThrowHold", false) else SetVariable("IsEnableTAEThrowHold", true) end end SetVariable("ThrowHoldBlendWeight", blend_weight) SetVariable("ThrowHolding", is_holding) SetVariable("ThrowNoRegistTime", no_regist_time) end ThrowAtk_Update = f6424_local0 f6424_local0 = function () if env(ESD_ENV_DS3GetSpecialEffectID, SP_EFFECT_ENABLE_PARRY_THROW) == FALSE then SetThrowDefInvalid() end end Damage_Update = f6424_local0 f6424_local0 = function () g_FrameCount = g_FrameCount + 1 end Update = f6424_local0 f6424_local0 = {} global = f6424_local0 f6424_local0 = function () end dummy = f6424_local0 f6424_local0 = global f6424_local1 = "__index" f6424_local2 = function (table, element) return dummy end f6424_local0[f6424_local1] = f6424_local2 f6424_local0 = setmetatable f6424_local1 = _G f6424_local2 = global f6424_local0(f6424_local1, f6424_local2)