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.

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 split into two sections seperated by the bytes FE FF.

XXXXXXXXXXXXXXX FE FF YYYYYYYYYYYYYYYY

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.

<condition_1>  FE  <action_1>  FE <condition_2> FE <action_2> .... FE <condition_n> FE <action_n>

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.


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?
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)