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Monster AI Upgrade patch
Well, there are always long jumps, right?
Here are some of the ideas in that thread that I thought made sense.
Here are some of the ideas in that thread that I thought made sense.
Code:
FB Misc
Modify Own Data 08 (Stat) (Value)
Gain/Lose status 09 (00/01) (Status)
(Stat) is the same as the monster data byte in RAM
(which means you can set/remove status protections,
change elemental reactions, set LV, HP, MP, Def,
Mdef, Evade, Mblock, Batpwr, Speed, Hit Rate, EXP,
GP, Control attacks, Sketch attacks, Attack graphic,
!Special attack, !Special attack graphic,
Metamorph chance/items, on the fly!)
This one is so incredibly powerful. With this, you
can make monsters that level up, change modes,
even monsters that empty out their Steal slots
or their money by Throwing weapons/using Items
or using GP Rain.
I especially like the potential for Sketch: you
could have a monster react to Sketch by
changing their own Sketch commands.
Or you could make monsters that give bonus EXP
and GP if you defeat them in a certain way or
within a certain time. The possibilities are huge.
(Status) isn't the same as FB 0C/OD ["Gain/Lose
status"]. That one normally sets both Status and
Immunity, meaning it's "Gain unremovable status".
While gaining removable statuses is normally done
via spells, it might be useful to be able to do it
silently.)
FC If...
Steal slot is empty 30 (Slot) 00
Target is controlled 31 (Target) 00
Formation pack zoning 32 (Zone) 00
Target Level > 33 (Target) (Level)
Target Level < 34 (Target) (Level)
* 00 = higher than, 01 = lower than
(I think it only makes sense to check Self for
Steal, so it doesn't need a Target byte)
The pack zoning one is interesting but can be
achieved with the normal "If monster is in
formation #". It might be a way to have the
same monsters behave differently in different
areas without using up formation slots though.
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