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| ___________________________________________________________________ | | ___________________________________________________________________ |
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− | WaddlerD's conversation to me:
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− | ___________________________________________________________________
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− |
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− | WaddlerD 85: The AI tactics is quite interesting.
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− | WaddlerD 85: All the monsters has 2 main patterns.
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− | WaddlerD 85: A "normal", move on will pattern and a "counter, move
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− | with the response of an attack or action, pattern.
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− | WaddlerD 85: It's always seperated by FE FF
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− | WaddlerD 85: The stuff between the FE FF is simple and complicated
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− | in a way.
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− | WaddlerD 85: The first 4 bytes are ALWAYS to going to be a
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− | precondition.
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− | WaddlerD 85: followed by a FE
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− | WaddlerD 85: to seperate the precondition from the actual actions.
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− | WaddlerD 85: I haven't found out all the preconditions yet, as there
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− | are quite a few, but usually 00 00 00 00 is the default.
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− | WaddlerD 85: As it means, "If the monster is alive" probaby.
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− | WaddlerD 85: probably*
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− | WaddlerD 85: You can put more than one precondition in a pattern,
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− | though.
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− | WaddlerD 85: Like for instance.
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− | WaddlerD 85: FE FF 00 00 00 00 FE Blah blah blah FE 00 00 00 00 FE
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− | Blah Blah FE FF <--- Normal attack pattern
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− | WaddlerD 85: The four bytes.
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− | WaddlerD 85: Though it's also good to know that the precondition can
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− | be expanded into some big "and" precondition.
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− | WaddlerD 85: Like for instance 01 03 00 00 15 40 00 00 = "When HP is
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− | at 50% AND Monster is hit with Shadow based elemental attack.
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− | WaddlerD 85: There is quite a few interesting preconditions that I
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− | found out so far.
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− | WaddlerD 85: Somewhat sloppy, but it should be good enough
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− | WaddlerD 85: Byte #1: 00 = No Attack
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− | 01 = Attack
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− | Byte #2: 00 = Normal Attack
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− | 01 = Secondary Attack
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− | Byte #3: (Target?)
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− | Byte #4: Animation that is done before attack
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− | 01 = Up Close
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− | 04 = Stand Still Action
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− | 0A = Circle around
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− | 0E = Going Astray
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− |
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− | 02 XX 05 XX XX XX
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− |
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− | Byte #1: 02 = Techs/Magic
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− | Byte #2: XX = Attack Type
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− | Byte #3: Targeting style?
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− | Byte #4: Double Tech targeting?
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− | Byte #5: Triple Tech targeting?
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− | Byte #6: Message
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− | 0A XX XX
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− | Byte #1: 0A = Disables Enemy
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− | XX = Special Attack
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− | XX = Message
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− | 0B XX XX 00 XX
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− |
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− | Byte #1: 0B = Setting Stat
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− | Byte #2: XX = Stat Type
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− | Byte #3: XX = Stat set
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− | Byte #4: 00 = ?
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− | Byte #5: XX = Message
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− |
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− | 0C 3D XX XX
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− |
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− | Byte #1: 0C = Adding Stat
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− | Byte #2: 3D = Offense
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− | 39 = Magic
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− | 3B = Evade
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− | 38 = Speed
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− | 3E = Defense
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− | 3F = Lightning Defense
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− | 40 = Shadow Defense
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− | 41 = Water Defense
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− | 42 = Fire Defense
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− | Byte #3: Increment
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− | Byte #4: Message
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− |
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− | 0D XX
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− |
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− | 0F XX
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− |
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− | Byte #1: 0F = Message Enable
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− | Byte #2: XX = Message
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− |
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− | Attack/Counterattack Preconditions
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− | 15 XX = Counters with Type of Attack
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− |
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− | 20 00 00 00 = Final Attack
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− | 17 XX 00 00 = Chances Pattern will be used
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− | 1F 04 XX 00 = Distance
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− | 07 01 00 00 = Custom Pattern is active
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− | 11 00 00 00 = Physical Attack
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− | 12 XX 01 = Magic Attack
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− | 01 03 = HP is at 50%
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− | 05 XX = Number of Monsters in battle
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− | WaddlerD 85: Here's the first bit of attacks that I have found out.
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− | WaddlerD 85: 00 = Flash
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− | 01 = Enemy Cure (Target problems, they cure YOU...)
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− | 02 = Lock
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− | 03 = Bird Screech
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− | 04 = Slow Gas Attack
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− | 05 = Nagaette's Slow Spell
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− | 06 = Mune Attack
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− | 07 = Jump n' Land Strike
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− | 08 = Sleep Wave
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− | 09 = Dust Breath Attack
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− | 0A = Fire Breath Attack
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− | 0B = Grinder Plowing Attack
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− | 0C = Dragon Tank Missile Salvo
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− | 0D = Bubble
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− | 0E = Yakra's Needlespin
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− | 0F = Sleep Bomb
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− | 10 = Cybot Singing
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− | 11 = Spewing Volcano
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− | 12 = Rasp
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− | 13 = Venomous Gas
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− | 14 = Laser Beam
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− | 15 = Laser Beam Again
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− | 16 = Missile Salvo
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− | 17 = Orb Bomb
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− | 18 = Area Bomb
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− | 19 = Amplifire
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− | 1A = Delta Attack
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− | 1B = Ink Blast
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− | 1C = Harmful Gas
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− | 1D = Attack, Attack, Attack/Bugged
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− | 1E = Chaos Bell
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− | 1F = Azala Break
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− | 20 = Yes Indeed!
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− | 21 = Whirlwind Dance/Bugged Alone
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− | 22 = X-Strike/Bugged Alone
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− | 23 = Whirlwind Blast
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− | 24 = Less Hitting Poison Gas
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− | 25 = Fire Trail or Enemy Fire 1
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− | 26 = Pushback Attack
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− | 27 = Static Shock (ALL)
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− | 28 = Static Shock (ONE)
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− | 29 = Shower
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− | 2A = Enemy Ice 1
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− | 2B = Enemy Lightning 1
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− | 2C = Self-Destruct
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− | 2D = Nuke
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− | 2E = Bugged?
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− | 2F = Point Flare
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− | WaddlerD 85: Found out another precondition.
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− |
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− | WaddlerD 85: I think 40 00 XX 01 points out "When Monster XX is
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− | dead"
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− | WaddlerD 85: So if you put 40 00 CF 01 in there, it says "When
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− | Monster "Bit" is dead", do this.
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− |
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− | WaddlerD 85: Ok, should be simple enough.
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− | WaddlerD 85: You know though...
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− | WaddlerD 85: There may be something more than what I put down
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− | for 1F 04 XX XX
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− | WaddlerD 85: A lot more...
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− | WaddlerD 85: Because Gato has 1F 06 00 00 for his counter attack
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− | precondition...
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− | WaddlerD 85: Well, 1F usually deals with distance
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− | WaddlerD 85: So I guess the three bytes after it have to do with
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− | something...
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| </pre> | | </pre> |
| | | |
− | ==Other Findings==
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− | ''Justin3009''
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− |
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− | 38910 - Marle Invisible Monster's transform
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− |
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− | 34341/33345/59108/42312/34523/34112/32198/33333/35312/35464/34921/32421/35353/(44217/45217)(Counter Attack) - Enemy Melee
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− | 45629 - Weird Attack by enemy (almost like golem's)
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− | 43212 - Robot/Dragon Tank Moves?
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− | 46645/43217 - robot move
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− | 54332 - Span Death/ Arm Revives Body (Kills Hero and 2 Enemies)
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− | 54512/54651/54325 - Barrier Change Message Repeating
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− | 56654 - Hexagon Mist/Water Message Repeating
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− | 45333 - Zeal (Hands/Head Moves)
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− | 51652 - (Magus Moves)
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− | 42217 - Low Life
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− | 48217 - Automatic Win
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− | 59217 - Area Change?/Hero's Attack Themselves?
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− | 52217 - Area Bomb Message Appears
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− | 12341/12741 - Strange Win?
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− | 23411/15297/59231/12347/23409/23421/958/951/14512 - Freezes Game
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− | 43123 - Copy Cat Ability/Copies Phycics message repeating
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− | 38764 - 1 hit win
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− | 42978 - Dragon Tank
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− | 55789/54129/54213/53451/54643/53750 - Barrier Change Message Repeating
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− | 49876/50000 - Unfinished Double techs
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− | 29873 - Gaia Magnade/Fire Message Repeating
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− | 39065 - Absorbs More Elemental Damage
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− | 19824/24312 - Slows Game
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− | 48971 - Strange Effects...
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− | 49441 - The Parts on the Right Store Energy...Message Repeating
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− | 43298/43291 - Automatic win/Apart Masa and Mune Are Powerless Msg..
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− | 42831 - 1 Yakra Move
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− | 12478 - Double Part Attack/Dark Plasma Message Repeating
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− | 45123 - hero takes over enemy
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− | 42312/38312(Close Range) - Enemy Steals Life
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− | 12973 - Defense Down Message Appears and Freezes Game
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− | 47819 - Dragon Tank Missles
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− | 5309 - Grand Stone/ Ultimnate physical attack (Freezes game)
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− | 61470 - Dark Gear/ Shadow Message Repeating
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− | 40395 - Enemy Uses weird move (Screen turns red and rocks fall)
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− | 24341 - Either Slows game or Slows Battle Stances
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− | 45432 - Counter Attack/ Life Shaver
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− | 51312 - Counter Attack: Flare
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− | 52312 - Gives weird mana drains all items and Barrier Change/Ding-Aling-Chaos message
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− | 49312 - Lavos Moves/Yakra Move?
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− | 47312 - Steals life/ Shakes the Ground/Tornado Energy Neutralized message
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− | 44312 - Destroy's Graphics/ Bad Impulse ---- (Couldn't read rest of message)
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− | 43312 - Attacks Hero, but when attacked, Apart Masa and Mune Are Powerless (Ends Battle)
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− | 36312 - Shoots a Bunch of Flames
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− | 51112 - Area Bomb on Enemy
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− | 51012 - Go ahead...Try and attack (Shoot's Flame)
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− | 51002 - Lavos Core is Defended! (Shoot's Flame)
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− | 51119 - Area Bomb On Hero's
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− | 51149 - Golem Boss Run Away Move
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− | 56512 - Removes third party menu over and over
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− | 34523 - Walk Around and Attack
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− | 57298/12451/41931 - destroys graphics (does many things)
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− | 32489 - Freezes game
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− | 40000 - Shoots Laser
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− | 47800 - Shoots Missles
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− | 57212 - Hero's attack themselves and Reprogramming/Chaos Message Appears
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− | 57212 - Hero's attack themselves and Reprogramming/Chaos Message Appears
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− | 3561 - Span Death/Arm Revives Main Body.. Message Repeats
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− | 10294 - After any attack game screen goes black and dissappears
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− | 9931 - Kills enemy after 3 turns and constantly plays enemy death sound then game freezes
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− | 16528/15460 - Enemy tries to run then game freezes
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− | 13256 - Attack/will attack with no center bit.
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− | 15555 - Double-Part Attack/Dark-Plasma
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− | 43216 - Copy Cat Ability/Copies Phycics message repeating (Does Missle Attack, Laser Beam, and Time Stop)
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− | 49216 - Blue scout fights all mag but "water".
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− | 46216 - Eats hero for life and uses some strange fire attack that hits everything
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− | 10896 - 1st person in slot shakes head and game freezes
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− | 59230 - Lavos Core is Defended! message repeats
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− | 42190 - Makes game skippy
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− | 42956 - Shoots yellow laser beam
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− | 43956 - Slashes's Attacks
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− | 45956 - Robo's Heal Beam?
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− |
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− | 47956 - Missles
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− | 50956 - Lavos Bit Attacks?
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− | 51956 - Fire 2, Lightning 2, Ice 2
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− | 57956 - Js theot ththingver: Th Message appears (automatic win) But drains life
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− | 61956 - Mutant Gas/Poison Message Repeats
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− | 39956 - Blue scout fights all mag but "lightning". Then does MP Buster
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− |
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− | 37956 - Shoots Dirt at Heroes and Melee attacks
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− | 16956 - Napalm Message Repeats (hero Attacks enemy but then attacks a hero)
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− | 12956 - Shadow Slay Message Repeats
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− | 5956 - Freeze/stop message repeats
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− | 61258 - ♪-- ♪- ♪♪--/chaos message repeats
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− | 45874 - Sand Breath/Darkness (Def powered up when attack) Steals Life
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− | 41874 - If hero attack Enemy runs away (Attack pwr up) Message repeats
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− |
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− | 39874 - 10,000 Hz/sleep strike from the heavens above
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− | 38874 - Physical defense on If attacked Magical Defense on if Magic
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− |
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− | 37874 - If attacked does hallation
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− | 36874 - If attacked uses Cure 2?
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− |
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− | 40874 - Does slash and slow
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− |
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− | 24874 - Crying Heavens/Hidden Below message repeats
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− |
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− | 16874 - Double-Part Attack/Dark-Plasma Message repeats If hero lands a strike, Hero attacks him/herself
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− |
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− | 15874 - Obstacle message repeats
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− | 11523 - Counter-Attack
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− | 10523 - Plays enemy death sound when enemy is defeated over and over. Then says destruction zone, screws up the graphics, anything other then that turns into a robot laser.
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− |
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− | 9523 - Plays enemy death sound when enemy is defeated over and over. Then says Mortal Blow, screws up the graphics, anything other then that turns into a robot laser.
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− |
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− | 45523 - Doom, Doom Doom Doom... - Screws up Graphics and does some odd attack.
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− |
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− | 59632 - Attacks enemy then shakes head left to right
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− |
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− | 10203 - hero dissappears enemy dissappears turns into a "nu" or so they say and screws up graphics on hero
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− |
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− | 50314 - Shoots flames and eats hero
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− |
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− | 13620 - Counter attacks during battle message repeats
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− |
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− | 60340 - Pain... Message appears at the beginning of the battle
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− |
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− | 32056 - Counter-Attacks
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− |
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− | 16450 - Life Shaver/ Hp goes to 1 - If successful hit hero attacks themselves and takes no dmg
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− |
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− | 63190 - Waltz of the wind (insert heart symbol here)/chaos
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− |
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− | 40210 - Barghest's shield destroyed... message appears after the first attack
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− |
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− |
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− | ''Chickenlump''
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− | <pre>
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− | 09 XX
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− | XX = Attack to use
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− |
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− | These attacks do absolutely no damage (not even 0), but the attack effect plays out.
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− | I've seen these in 2 unnamed monster's scripts (lavos support monsters I think, they have no name, #'s B5 and B6).
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− |
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− | 28 XX YY - Change Stats
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− | XX - Stat to change
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− | YY - Amount to change
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− |
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− | You can change HP, MP, wounded, etc. stats of characters with this one.</pre>
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− |
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− | ''Vehek''
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− | <pre>
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− | 07 XX YY ZZ - Become different monster
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− | XX - Type of monster to become
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− | YY - Attack animation to use. Not all attacks update the sprite and name.
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− | ZZ - Haven't really investigated; affects whether it keeps its current HP when it changes.
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− | This requires the location events to be set up in a certain way.
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− | </pre>
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| | | |
Notes on Enemy AI are currently incomplete; eventually, data will be decoded and added into Temporal Flux for functionality. Enemy AI information will be updated as new stuff comes.
Enemy AI is split into two sections seperated by the bytes FE FF.
The first section is the normal enemy moves. The second section is the counter section is used if the enemy is hit. Each section has the following layout.
Each condition is a multiple of 4 bytes. Every 4 bytes is a boolean statement (see below conditions). If there are more than one statements they must all evaluate to true in order to do the corresponding action.