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Messages - Leythalknight

Pages: 1 2 3 [4]
76
Thats gonna be extremely hard... The thing is, theres alot of Unnamed Enemy Attacks around the Doomtrain program, but I know some of then are still being used. The problem is knowing which one I can use.

I'm know there are others, but I'm pretty sure that #235, Barrier Change, is never actually used despite being in Bahamut's list of abilities. You'd have to use Carbuncle to change its name though.

77
Something odd happened (and kinda funny xD)

I've used this code on T-Rexaur
Code: [Select]
if (self.status == CONFUSION) {
    target(207)
    domoveid(0)
    return
}
if (self.status == BLIND) {
if (self.status != BERSERK) {
self.varDD += 1
if (self.varDD >= 5) {
target(200)
domoveid(3)
changestat(6, 255)
return
}
}
}
if (rand() % 3 == 0) {
target(204)
domoveid(1)
}
else {
target(201)
domoveid(0)
}

He acts normally, attacking and using tail attack sometimes and all... When I use Blind I counted 5 turns and he did uses Berserk, but then he had an inverted effect ROFL instead of running around like crazy trying to bite then all, he decided to just stay put, give a look to one party member, say "good day sir" AND CONTINUE TO JUST STAND THERE LMAO
Seriously, he just turn to one party members direction and thats it, I was like "wth is going on? whys he so passive? did he became a gentlemen????"

EDIT:
Is it the changestat? I dont know if 6 is the HIT stat, I know these:
0 = STR
1 = VIT
2 = MAG
3 = SPR
4 = SPD
5 = LUK
Or am I wrong somewhere?

I don't think there's a way to modify Hit using changestat since hit percentages for enemy attacks are calculated using Attack Parameter in the moves' data. T-Rexaur will either have to heal its Blindness or you'll have to use the psuedo-Berserk effect and make it use an attack that always hits instead of its normal ones. You can modify an unused enemy attack for this.

78
Thats some pretty interesting ideas.
I was thinking about Esuna if I ran out of ideas for too long as well but was letting it as last resort.

The monster in question is the T-Rexaur. In the mod I was planning to give a big surprise to players who think this game is the same, so I was putting him to give a surprise react: when blinded for too long, he enters in a rage mode and start attacking with higher SPD.

Since we cant remove the status then the HIT 255 is a good choice, I liked it
Whats this unknown05(15)? Sorry my ignorance, I'm still learning new codes for these AIs

I think that's a neat idea. I really dislike how Blind cripples physical attackers.

unknown05(15) is something included in Elvoret's AI before it calls the Storm Breath animation that takes Biggs and Wedge out of the battle. Not even those JP AI scripts I linked you know what it does, but I included it since it may have something to do with calling the magicid. I've used it in an enemy's AI before and it didn't cause any problems, at least.

79
If nothing else works, you could achieve a similar effect by using magicid to make the Berserk animation play on the enemy, changestat to increase its ATK, and making it spam an attack with 255 Hit after being Blinded for X turns.

Edit: Made a simple AI script for this. Should work, though you'd have to add in the other abilities the monster uses beneath the if self.varDE == 0.

Code: [Select]
if (self.varDE == 0) {
    if (rand() % 3 == 0) {
        target(201)
        domoveid(0)
    }
}
if (self.status == BLIND) {
    self.varDD += 1
}
if (self.varDD >= 5) {
    if (self.varDE == 0) {
        target(200)
        unknown05(15)
        magicid(108)
        changestat(0, 15)
        self.varDD = 0
        self.varDE = 1
    }
}
if (self.varDE == 1) {
    target(201)
    domoveid(1)
}


Edit 2: This script will make the enemy cast Esuna on itself after 5 turns of being Blinded, then fill its ATB and make it cast Berserk on itself:

Code: [Select]
if (self.status == BLIND) {
    self.varDD += 1
}
if (self.varDD >= 5) {
    if (self.varDE == 0) {
        target(200)
        domoveid([Esuna # goes here])
        fillatb()
        self.varDD = 0
        self.varDE = 1
    }
}
if (self.varDE == 1) {
    target(200)
    domoveid([Berserk # goes here])
    self.varDE = 0
}

You can change Berserk's condition to a self.varDE of 3 if you'd prefer. Remedy/Eye Drops also work in place of Esuna if the enemy can be Silenced.

80
Thank you very much! This saved my day!! +1 Like

Happy to help. I added some more info to my post.

81
A while back, someone posted a link to a JP website that had the AI scripts for each enemy in the game. Can't find the link, so I re-upped the archive here: https://mega.nz/#!FGwCzA7I!oE5sYXmEqdPUDXhDHhT7Y8fqlqFJ5bf8kZIOipSH72o

It has data on each targetadv as well as the unknowns in Ifrit's AI editor, so it may help you figure it out. For example, the targetadv in the second Seifer battle selects for the character with the lowest Fire resistance.

edit: Comparing Ifrit to the txt files and it seems that arg2 is indeed the target.

200 - enemy (a player character)
201 - ally (another enemy)
It seems they can also choose to target a specific type of enemy; for instance, Elite Soldiers can specifically target G-Soldiers (enemy 87).

On the subject of enemies targeting specific enemies, I looked through enemy AI and came up with this list:

0 = Squall*
1 = Zell*
2 = Irvine*
3 = Quistis*
4 = Rinoa*
5 = Selphie*
6 = Seifer*
7 = Edea*
8 = Laguna*
9 = Kiros
10 = Ward
17 = GIM52A
23 = SAM08G
55 = Lefty
56 = Righty
87 = G-Soldier
88 = Elite Soldier
111 = Granaldo
112 = Raldo
124 = Paratrooper
143 = Ultimecia (Draw Point)

*Not actually referred to as such in Ifrit's AI editor, but Kiros and Ward follow the character order used elsewhere, so I assume these numbers are right.

Starting from 17 (or 16, counting Dummy?), the enemy order follows the order of the com files. So 18 is Blobra, 19 is Thrustaevis, etc. I don't know what 11-15 are used for.

A 3 in arg3 seems to be checking to see if a condition doesn't apply, such as not having a status effect.

Edit 3/3/19: I had the idea to compare the arg4 list I made earlier in this thread to the list of text strings for status effects and found that they more or less match up. Did some testing with the enemy AI to make sure these were accurate. Updated list (new entries marked with *):

arg4:
0 = KO
1 = Poison
2 = Petrify*
3 = Blind
4 = Silence
5 = Berserk
6 = Zombie
8 = HP is < 1/4
9 = HP is < 1/2
16 = Sleep
17 = Haste*
18 = Slow*
19 = Stop
20 = Regen*
21 = Protect
22 = Shell
23 = Reflect
24 = Aura
25 = Curse*
26 = Doom
27 = Invincible*
28 = Petrifying*
29 = Float*
30 = Confusion
33 = Double*
34 = Triple*
35 = Defend*
36 = Physical attack ineffective (all physical attacks do 0 damage)
37 = Magic attack ineffective (magic attacks miss)
38 = Charged*
39 = Back Attack*
40 = Vit0
41 = Angel Wing*
42 =
43 =
44 =
45 =
46 = Has Magic
47 = Summoning
200 = Male
201 = Female
202 = ? (Crashed the game)
203 = Highest HP
204 = lowest HP
205 = Highest Strength
206 = Highest Defense
207 = Highest Magic
208 = Highest Spirit
209 = Highest Speed
210 = Highest Luck
211 = Highest Evade
212 = Highest Hit
213 = Lowest Strength
214 = Lowest Vitality
215 = Lowest Magic
216 = Lowest Spirit
217 = Lowest Speed
218 = Lowest Luck
219 = Lowest Evade
220 = Lowest Hit
221-228 = Highest [Fire, Ice, Thunder, Earth, Poison, Wind, Water, Holy] resistance
229-236 = Lowest [Fire, Ice, Thunder, Earth, Poison, Wind, Water, Holy] resistance
237-238 = ? (Crashed the game)

Interestingly, the strings for the two blank spots after Defend say "physical attack ineffective" and "magic ineffective". These match up with the two blank status effect spaces after Defend, so perhaps they planned these two statuses before scrapping them? Then again, other strings are filled with things that seem totally irrelevant, so they could be used elsewhere.

82
Gameplay / Re: [FFVIII-PCSteam] Hit Count abilities?
« on: 2018-08-05 19:28:10 »
This is just a guess, but what makes an attack hit multiple times may be tied to its animation data. It makes sense, as Lion Heart, Wishing Star, etc. add extra hits at certain moments in their animations, rather than dumping every hit at the end or something. If that's the case, I wonder what is the point of the Hit Count info in the file. I could be wrong, though.

83
Thats an interesting point there, i'm gonna try it right away!
The animation is Command Data's Magic ID or Battle Command's Ability Data ID?

It's Command Data's Magic ID.

84
Are you still using Treatment's animation for the ability? That may be the issue. Try changing it to the animation of an ability that normally affects the whole party, such as Full-Cure, and see if that works (with the target set to 8 as mentioned earlier in the thread).

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