Hello gjoerulv, JWP, and forumites,
The addition of the AI editor beta work to your tool has me wanting to jump in to modding ff8 too so this is my first post. All the tools here are amazing genius work, I think, but this one would round out the portfolio. I want to say keep it up! This is amazing work!
I also am just fiddling with it and wanted to ask a question about it to see if it is something I am just not understanding how to do, or if it is a limitation you are looking into, or if it is a limitation that will exist in the engine even if this tool is fully finished because of how the assumptions they made in their script language for the needs of the original game.
Anyway, I am trying to make a rule in the AI so that a monster will only use an attack on an enemy character when that character doesn't have a particular status, but also it will continue to use that attack until ALL the characters have that status, and then not use that attack anymore. Here is the code for the Bite Bug I edited, where ability "1" is "Fart" (lol) which causes BERSERK.
if (rand() % 3 == 0) {
return
}
if (self.status == CONFUSION) {
target(207)
domoveid(0)
return
}
if (enemy.status == BERSERK) {
targetadv(0, 200, 0, 5)
domoveid(1)
return
}
if (enemy.status != BERSERK) {
target(201)
domoveid(1)
return
}
target(201)
domoveid(0)
The problem is targetadv(0, 200, 0, 5) works until all the characters have the status, and then crashes the game. This seems to be a infinite loop, overflow, or some similar logic error because it cannot find a target without the status to attack, but it seems it is not optional to pass on this attempt with a try/catch of some kind. So, I tried ALL_ENEMIES and the numeric values in a bunch of Hail Mary configurations in the function to see if I could get the test to only run true if all characters have the status, whereas enemy.status seems to be if any at all do, but none of these shots in the dark would compile.
Sorry for a long first post, but I am very excited about this tool, and if the above could be accomplished I would be even more.