Author Topic: Enemy AI Thread (formerly challenge thread)  (Read 1433 times)

Agent 12

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Enemy AI Thread (formerly challenge thread)
« on: April 21, 2008, 07:35:57 pm »
This topic is dedicated to making our enemies brains.   First priorities are some enemies are running away that shouldn't, next we'll make bosses behave correctly.


Useful Pages: 

http://www.chronocompendium.com/Term/Enemy_AI_Listings.html
http://www.chronocompendium.com/Term/Attacks.html

Make Elemental Beast Not Run:     
http://www.chronocompendium.com/Forums/index.php?action=dlattach;topic=5328.0;attach=2855 

Make Kasmir Fight not auto end:
http://www.chronocompendium.com/Forums/index.php?action=dlattach;topic=5328.0;attach=2864


Make ShiTake not run away (ptr switch)


Make Proto 2 have proto 4 AI (ptr switch)[/s
Make Proto 3 have proto 4 AI (ptr switch)[/s
Make Fly Trap haveman Eater AI (ptr switch)[/s


Terra Mutant AI must be changed
Jinn Ai must be changed
Base AI Should be changed make it combine with shadow or alkaline

From Cyber:
 in order to make it at least a bit different I think we should gibe the body, when it is the last part left, and area attack that is weaker than the wheel one. And, if this is added, we might as well lower the damage of it's counter(the yellow beam it shoots when you attack) a bit.

--JP
« Last Edit: August 01, 2008, 08:27:44 pm by jsondag2 »

Vehek

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Re: Challenge not for the faint of heart
« Reply #1 on: April 21, 2008, 10:18:53 pm »
Found why it happens
04 00 0F 01 FE
0A 93 48 FE
This basically means, "If Mud Imp is dead, disappear from battle".

Agent 12

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Re: Challenge not for the faint of heart
« Reply #2 on: April 22, 2008, 12:44:22 am »
Hm.....I'll try to replace that with one of the commands Chickenlump showed us in the King Zeal AI.

--JP

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Re: Challenge not for the faint of heart
« Reply #3 on: April 27, 2008, 07:05:50 pm »
Vehek do you have the offset of where that is found?

--JP

Vehek

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Re: Challenge not for the faint of heart
« Reply #4 on: April 27, 2008, 07:28:10 pm »
It's in the Enemy AI listing.
What I posted is at both 0CA39B and 0CA3E0.

Agent 12

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Re: Enemy AI Thread (formerly challenge thread)
« Reply #5 on: April 27, 2008, 11:51:50 pm »
OK, here's a patch that basically just replaces the Elemental Beasts AI with the regular Beasts AI.  I tried to just "shift" the stuff over to cover up the conditional but that didn't work....I think it was waiting for the mud imp to "kick" the rock on their heads so they would attack and that was screwing things up.

OK next challenge....I remember the cyrus Fight being timed?? Am I wrong about that?  If it is timed I would guess this is the part that is the culprit


   00 00 00 00 FE 02 9C 05 00 00 00 FE FF 07 05 00 00 FE 02 7F 03 00 00 00 FE 00 00 00 00 FE 0D 04 00 FE FF

Can someone confirm that?
--JP

[attachment deleted by admin]
« Last Edit: April 27, 2008, 11:55:33 pm by jsondag2 »

Vehek

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Re: Enemy AI Thread (formerly challenge thread)
« Reply #6 on: April 28, 2008, 02:13:20 am »
That's not it.
http://www.chronocompendium.com/Term/Attacks.html
9C is his ghost attack. The 7F later makes the battle end.

Agent 12

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Re: Enemy AI Thread (formerly challenge thread)
« Reply #7 on: April 28, 2008, 11:58:04 am »
Wow another incredibly useful page.  k, I had been looking at the first byte are there any other useful pages I should know about for enemy AI.

If enough is known I may make a little program...Techs take priority for me though.

I'll make a little list here and eventually make a wiki page (unless there is one):

Attack form:
(header)             (attack)
XX XX XX XX FE  XX XX XX XX XX XX FE ....    FF

Header

First byte:

Second byte:

Third byte:

Fourth byte:


Attack:

First byte:  02 = magic/03 = physical? / 04 = conditional

second byte:  If magic/physical look here: http://www.chronocompendium.com/Term/Attacks.html

third byte:

Fourth Byte:

Fifth Byte:

Sixth Byte:


--JP

Agent 12

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Re: Enemy AI Thread (formerly challenge thread)
« Reply #8 on: April 28, 2008, 12:14:38 pm »
OK,

Here's a patch that makes the cyrus not finish the fight......Unfortunately that leaves him with just his ghost attack.  But there's some extra space in there where we can do more interesting things....like yo know attack.

--Jp

[attachment deleted by admin]

Vehek

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Re: Enemy AI Thread (formerly challenge thread)
« Reply #9 on: April 28, 2008, 10:39:44 pm »
http://www.chronocompendium.com/Term/Enemy_AI.html
That's about it, except for some things Chickenlump posted back in 2006 in the thread where he released his Enemy AI listing.
Quote
09 XX
XX = Attack to use

These attacks do absolutely no damage (not even 0), but the attack effect plays out. I've seen these in 2 unnamed monster's scripts (lavos support monsters I think, they have no name, #'s B5 and B6).

28 XX YY - Change Stats
XX - Stat to change
YY - Amount to change
Also, 07 XX YY ZZ makes an enemy change into a different enemy.
« Last Edit: April 28, 2008, 10:57:55 pm by Vehek »

Agent 12

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Re: Enemy AI Thread (formerly challenge thread)
« Reply #10 on: May 02, 2008, 03:00:19 pm »
Can someone find the address of the enemy AI pointer for golem boss so we can change it to the address for Golem?  If you are feeling particularly daring make a patch repointing Golem Boss AI pointer to that of golems.

IIRC:  There are issues with using chrono tweaker to do it so we'll have to use a hex editor.

--JP

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Re: Enemy AI Thread (formerly challenge thread)
« Reply #11 on: June 25, 2008, 12:29:29 am »
Just so everyone is on the same page here's some useful pages:

http://www.chronocompendium.com/Term/Attacks.html
http://www.chronocompendium.com/Term/Enemy_AI_Listings.html
http://www.chronocompendium.com/Term/Enemy_AI.html

Best way to learn it is to get your hands dirty.

--JP