Author Topic: [FFVIII-PCSteam] Variables into monsters AI <Solved>  (Read 266 times)

Hazedge

  • Cool newbie
  • *
  • Posts: 86
  • Karma: 1
    • View Profile
Hey guys! I have a pretty complex question here (since my programmer friend couldnt solve this LOL)
I was messing around with the monsters AI using the new Ifrit mod, but after some attempts I couldnt create my own variables, it always ended up messing with the enemy's appearance, like bugged sprites over him.

Let me explain what happened:
I was trying to modify Seifer's AI, the second one in the Galbadia Garden fight.
My idea was for him to use REGEN the moment he shows his first dialogue during the fight, for that my friend Rick (the programmer) was trying to add a new var self.varE0 (since Seifer already uses DC DD DE and DF), but everytime he tried to add a new variable, Seifer's sprites got completely messed up, but the code was working perfectly fine! Oh, and not just adding new variables, putting the same existent ones also got the same problem, like changing the values of "self.varDC != 0" to something else.

Are we forgeting something? What we intended worked just fine, but the bugged sprites gets in the way of perfection.
« Last Edit: 2018-08-23 03:49:25 by Hazedge »

Sega Chief

  • No life
  • *
  • Posts: 2799
  • Karma: 167
  • These guys is sick
    • View Profile
Re: [FFVIII-PCSteam] Variables into monsters AI
« Reply #1 on: 2018-08-17 13:22:48 »
The AI editor has an issue where it can cause other enemies that appear with the modified enemy to be corrupted. Seifer seems to be one of these as he appears with a separate 'enemy' (his gunblade).

Hazedge

  • Cool newbie
  • *
  • Posts: 86
  • Karma: 1
    • View Profile
Re: [FFVIII-PCSteam] Variables into monsters AI
« Reply #2 on: 2018-08-17 18:15:23 »
hum... What if we add a new variable in the gunblade on Init tab and activate it in Seifer's Turn tab? I'm gonna check it out.

Hazedge

  • Cool newbie
  • *
  • Posts: 86
  • Karma: 1
    • View Profile
Re: [FFVIII-PCSteam] Variables into monsters AI
« Reply #3 on: 2018-08-18 03:50:40 »
Welp, i didnt had any progress on that but I could modify Bahamut's AI perfectly.
I can see the Text tab but if I change anything the program wont save, am I suppose to modify the text elsewhere?
How can I add more variables? Inserting new ones in Init tab?

qotsaninsoadkorn

  • Crazy poster
  • *
  • Posts: 105
  • Karma: 5
    • View Profile
Re: [FFVIII-PCSteam] Variables into monsters AI
« Reply #4 on: 2018-08-18 09:47:07 »
hum... What if we add a new variable in the gunblade on Init tab and activate it in Seifer's Turn tab? I'm gonna check it out.
i warn you seifer/edea's disc 2 boss forms for eg like to get corrupt easily... likewise the Time Compression Sorceresses...
i also wondered why there seems to be Gunblade and Ginblade i think it was in the files... 2 different AI Weapons for him hmm?
it's fun to fight his Gunblade(s) without him btw, you can make them target-able with Cactillio...

« Last Edit: 2018-08-18 09:50:54 by qotsaninsoadkorn »

Hazedge

  • Cool newbie
  • *
  • Posts: 86
  • Karma: 1
    • View Profile
Re: [FFVIII-PCSteam] Variables into monsters AI
« Reply #5 on: 2018-08-23 03:49:03 »
Yeah, I realised that putting new variables in normal monsters works perfectly, but in some specific ones it glitches like hell.
Just put 'self.varXX = 0' on Init tab (being XX a Hext value) using the beta Ifrit enemy editor program.
Well, now I've learned how to do it, thanks for the help guys.
« Last Edit: 2018-08-23 03:51:15 by Hazedge »