[PC] Enemy editor - IFRIT (0.11C)

  • Thread starter Thread starter gjoerulv
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That is correct.
choose(0, 1, 2) is:
1/3 chance to do move id 0
1/3 chance to do move id 1
1/3 chance to do move id 2
 
That's a good question, I have no idea, normally they're all attack IDs... what monster is that AI code from?
Could be any number of things... do nothing, do last attack...

EDIT: looked at the ASM for FF8, it tests the see if the value is 0xFD (253) and carries on parsing code without doing any move if it is.
You're right, it's basically no attack.
Thanks for looking into that for us, bud.
 
This is a tough thing to do, but mexico is clearly pirating the game, so I ask that we provide no further discussion for his questions until he can provide proof of a legitimate copy bought. Sorry all, but it's forum policy.
 
I'm trying to change the AI with this tool but there is still some unknown things and it's impossible to modify texts during battle. Do you think it will be possible in a future release ?
 
Now that I know how to edit texts, I've searched a way to edit this:

1472435121-ff8-fr-2016-08-29-03-42-15-93.png


I can't find it in the c0m113 nor in the kernel. Do you know where is it ?
 
It's definitely in c0m113.dat, also for some reason it's in the file 4 times.
In the English version the data is at 0x5E10:
Code: [Select]
Code:
03 34 20 3F 45 4C 4C 4C 3B 3B 3B 2E 3E
03 34 being Rinoa
 
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Well, I've tried to change those offsets but that doesn't work (in the french version, we have it only two times). I think that's because this is not the good text. In the french version Rinoa say "Aaaahhh..." when the party heal her but here she say "Aaaaaahh" which refers to the ennemy attack 324. So I think "Aaaaaahh" is simply the attack's name....
 
It might be in Adel (c0m112.dat), it looks like there's an "AHHH...!" there too
at 0x1B8E6
Code: [Select]
Code:
03 34 20 3F 45 4C 4C 4C 3B 3B 3B 2E 3E
 
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Hi, I'm back for another question: is it possible to give the ability Mad Rush to an enemy and how could I do that ?
 
I would suggest modifying one of the already existing unused enemy attacks, such as Holy (#379), using Doomtrain and Carbuncle tools.
 
Well I have another problem with an AI. I have changed the AI of Granaldo:

Code: [Select]
Code:
if (rand() % 3 == 0) {    return}else {    if (enemy.alive == 1) {        target(201)        choose(3, 4, 5)    }    target(201)    choose(0, 1, 2)}
I want to make the AI change when Granaldo is alone in battle but the condition "enemy.alive == 1" works only with the party members. So that its AI change only when we have only one character alive. How could I change it ?
 
If it's like FF7 AI at all, then the enemy won't treat the other enemies on the field as 'enemies' but as allies instead (and considers the player party actors as enemies). Is there an opcode for allies anywhere? Trauma might have something, it spawns those little drones and probably has an AI check to see if they are dead or not before spawning them. It might also check for the current status of a particular monster's ID, that could be another way of setting up the condition.
 
Well, the problem is that the formula enemy.alive seems to work with allies and ennemies. Here's the Trauma death's AI:

Code: [Select]
Code:
if (enemy.alive == 1) {    if (self.varE0 == 0) {        self.varE0 = 1        target(200)        domoveid(4)        remove(200)    }}else {    target(207)    domoveid(5)}
When it's alone, it dies but if there is still a drauma, it uses Drain on it.
 
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