Enemy AI

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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.

Directly from Geiger's Offsets.txt
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0C8B08 0C8D07 PTR No No Pointers to Enemy AI (local) 6/21/2004
0C8D08 0CCBC8 AI No No Enemy AI 7/14/2003
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WaddlerD's conversation to me:
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WaddlerD 85: The AI tactics is quite interesting.
WaddlerD 85: All the monsters has 2 main patterns.
WaddlerD 85: A "normal", move on will pattern and a "counter, move
with the response of an attack or action, pattern.
WaddlerD 85: It's always seperated by FE FF
WaddlerD 85: The stuff between the FE FF is simple and complicated
in a way.
WaddlerD 85: The first 4 bytes are ALWAYS to going to be a
precondition.
WaddlerD 85: followed by a FE
WaddlerD 85: to seperate the precondition from the actual actions.
WaddlerD 85: I haven't found out all the preconditions yet, as there
are quite a few, but usually 00 00 00 00 is the default.
WaddlerD 85: As it means, "If the monster is alive" probaby.
WaddlerD 85: probably*
WaddlerD 85: You can put more than one precondition in a pattern,
though.
WaddlerD 85: Like for instance.
WaddlerD 85: FE FF 00 00 00 00 FE Blah blah blah FE 00 00 00 00 FE
Blah Blah FE FF <--- Normal attack pattern
WaddlerD 85: The four bytes.
WaddlerD 85: Though it's also good to know that the precondition can
be expanded into some big "and" precondition.
WaddlerD 85: Like for instance 01 03 00 00 15 40 00 00 = "When HP is
at 50% AND Monster is hit with Shadow based elemental attack.
WaddlerD 85: There is quite a few interesting preconditions that I
found out so far.


WaddlerD 85: Somewhat sloppy, but it should be good enough
WaddlerD 85: Byte #1: 00 = No Attack
01 = Attack
Byte #2: 00 = Normal Attack
01 = Secondary Attack
Byte #3: (Target?)
Byte #4: Animation that is done before attack
01 = Up Close
04 = Stand Still Action
0A = Circle around
0E = Going Astray

02 XX 05 XX XX XX

Byte #1: 02 = Techs/Magic
Byte #2: XX = Attack Type
Byte #3: Targeting style?
Byte #4: Double Tech targeting?
Byte #5: Triple Tech targeting?
Byte #6: Message

0A XX XX

Byte #1: 0A = Disables Enemy
XX = Special Attack
XX = Message

0B XX XX 00 XX

Byte #1: 0B = Setting Stat
Byte #2: XX = Stat Type
Byte #3: XX = Stat set
Byte #4: 00 = ?
Byte #5: XX = Message

0C 3D XX XX

Byte #1: 0C = Adding Stat
Byte #2: 3D = Offense
39 = Magic
3B = Evade
38 = Speed
3E = Defense
3F = Lightning Defense
40 = Shadow Defense
41 = Water Defense
42 = Fire Defense
Byte #3: Increment
Byte #4: Message

0D XX

0F XX

Byte #1: 0F = Message Enable
Byte #2: XX = Message

Attack/Counterattack Preconditions
15 XX = Counters with Type of Attack

20 00 00 00 = Final Attack
17 XX 00 00 = Chances Pattern will be used
1F 04 XX 00 = Distance
07 01 00 00 = Custom Pattern is active
11 00 00 00 = Physical Attack
12 XX 01 = Magic Attack
01 03 = HP is at 50%
05 XX = Number of Monsters in battle



WaddlerD 85: Here's the first bit of attacks that I have found out.
WaddlerD 85: 00 = Flash
01 = Enemy Cure (Target problems, they cure YOU...)
02 = Lock
03 = Bird Screech
04 = Slow Gas Attack
05 = Nagaette's Slow Spell
06 = Mune Attack
07 = Jump n' Land Strike
08 = Sleep Wave
09 = Dust Breath Attack
0A = Fire Breath Attack
0B = Grinder Plowing Attack
0C = Dragon Tank Missile Salvo
0D = Bubble
0E = Yakra's Needlespin
0F = Sleep Bomb
10 = Cybot Singing
11 = Spewing Volcano
12 = Rasp
13 = Venomous Gas
14 = Laser Beam
15 = Laser Beam Again
16 = Missile Salvo
17 = Orb Bomb
18 = Area Bomb
19 = Amplifire
1A = Delta Attack
1B = Ink Blast
1C = Harmful Gas
1D = Attack, Attack, Attack/Bugged
1E = Chaos Bell
1F = Azala Break
20 = Yes Indeed!
21 = Whirlwind Dance/Bugged Alone
22 = X-Strike/Bugged Alone
23 = Whirlwind Blast
24 = Less Hitting Poison Gas
25 = Fire Trail or Enemy Fire 1
26 = Pushback Attack
27 = Static Shock (ALL)
28 = Static Shock (ONE)
29 = Shower
2A = Enemy Ice 1
2B = Enemy Lightning 1
2C = Self-Destruct
2D = Nuke
2E = Bugged?
2F = Point Flare

WaddlerD 85: Found out another precondition.

WaddlerD 85: I think 40 00 XX 01 points out "When Monster XX is
dead"
WaddlerD 85: So if you put 40 00 CF 01 in there, it says "When
Monster "Bit" is dead", do this.

WaddlerD 85: Ok, should be simple enough.
WaddlerD 85: You know though...
WaddlerD 85: There may be something more than what I put down
for 1F 04 XX XX
WaddlerD 85: A lot more...

WaddlerD 85: Because Gato has 1F 06 00 00 for his counter attack
precondition...

WaddlerD 85: Well, 1F usually deals with distance
WaddlerD 85: So I guess the three bytes after it have to do with
something...

From: Offsets (Chrono Trigger)