Difference between revisions of "Enemy AI"
(→Summary) |
|||
Line 15: | Line 15: | ||
==Summary== | ==Summary== | ||
− | Enemy AI is | + | |
+ | Enemy AI is divided into two blocks that terminate with FF. | ||
<pre> | <pre> | ||
− | + | AAAAAAAAFF | |
+ | BBBBBBBBFF | ||
</pre> | </pre> | ||
− | The first | + | The first block contains actions that the enemy performs on its own. |
+ | The second block contains reactions when the enemy is attacked. | ||
− | + | Each block can be broken down into sections that alternate between Condition and Action. | |
− | + | ||
− | + | ||
+ | '''Condition''' | ||
+ | |||
+ | Conditions are a multiple of 4 bytes, each of which is a boolean statement. All must be true for the following Action section to be executed. The section is terminated by $FE. | ||
− | + | '''Action''' | |
+ | Actions can contain one or more commands to perform. An enemy's attack meter must refill first before it can continue with the next command. The section is terminated by $FE. | ||
==Know Conditions== | ==Know Conditions== |
Revision as of 23:21, 4 July 2008
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.
Offsets
Directly from Geiger's Offsets.txt ___________________________________________________________________ 0C8B08 0C8D07 PTR No No Pointers to Enemy AI (local) 6/21/2004 0C8D08 0CCBC8 AI No No Enemy AI 7/14/2003 ___________________________________________________________________
Summary
Enemy AI is divided into two blocks that terminate with FF.
AAAAAAAAFF BBBBBBBBFF
The first block contains actions that the enemy performs on its own. The second block contains reactions when the enemy is attacked.
Each block can be broken down into sections that alternate between Condition and Action.
Condition
Conditions are a multiple of 4 bytes, each of which is a boolean statement. All must be true for the following Action section to be executed. The section is terminated by $FE.
Action
Actions can contain one or more commands to perform. An enemy's attack meter must refill first before it can continue with the next command. The section is terminated by $FE.
Know Conditions
00 00 00 00 - Normal attack./enemy alive 01 03 00 00 - HP is at 50% or less. 05 XX 00 00 - number of enemies atleast XX 40 00 XX 01 - If monster XX is dead...byte 2/4 unexplored 09 00 00 00 - Physical Counter. 10 00 00 00 - Always Counter. 11 00 00 00 - Magical Counter. 15 XX 00 00 - Elemental Counter - 20 Ice, 10 Fire, 80 Lightning, 40 Shadow, 00 Physical. (02 and 04 have been used, only saw them skimming the listings) 1F 04 XX 00 - Is enemy distant (non-zero) or up close (zero)? 20 00 00 00 - Final attack.
Know Actions
00 WW XX YY - wander mode YY is how you wonder, WW animation related? 02 WW 05 XX YY ZZ - Spell WW, Message ZZ, XX YY for double/triple? 04 WW XX YY ZZ - Tech WW no message. XX is usually 02, YY ZZ unknown 07 XX YY ZZ - Become different monster XX using animation YY. ZZ affects keeping HP requires event code 09 XX - Pretend to do attack XX 0A XX YY- - Disable do animation XX display Message YY 0B XX YY 00 ZZ - Set stat type XX, Stat YY, with message ZZ 0C XX YY ZZ - Add stat XX by YY message ZZ 0F XX - Display Message XX 28 XX YY - Change Stat XX by YY
Supplemental Material
From: Offsets (Chrono Trigger)