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Gryz

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Everything posted by Gryz

  1. Ugh. This topic has too much special. I should use Light Screen.
  2. [spoiler=AI Targeting stuff]Let's see, the boss Gorgon has 0x04 for AI byte 3 so x1 multiplier will be used for all targeting factors. [0] Bonus: Lethal damage OR attacker's expected damage This should be +0 TP. [1] Bonus: Defender's remaining HP Do any of your units have less than 20 HP? TP Bonus = (20 - remaining HP) [2] Bonus: Near allied units This caps at +10 TP and there's a possibility it's hitting or getting near the cap. [3] Bonus: Defender's class Doesn't apply in FE8. [4] Bonus: Turn count Caps at 65535, but will probably be much lower in LTC. [5] Bonus/Penalty: Defender can't counter OR defender's expected damage No counter from player units = +10 TP [6] Penalty: Range and attack power of opponents' strongest weapons This penalty caps at -20 TP, but it takes quite a lot of attack power to hit the cap. Yes, Saleh dumping Excalibur should affect this. [7] Penalty: Attacker's remaining HP Only matters if the Gorgon has less than 20 HP. If the final TP is negative, then use the results from step[0] which I assume would be 0 since Stone has no attack power. If multiple characters are tied, then deployment order is the deciding factor (target character furthest down).
  3. Hard mode bonus levels FE8U: 1-4 FE8J: 3-6 Also, FE8U easy mode enemies are 2 levels weaker than FE8J easy mode. This adjustment in FE8U easy mode is probably what causes some of the promoted enemies to have their class base stats only.
  4. It took some time, but I finally unlocked the secrets of the Door Key! There's a chapter array at 1D3A60 that controls the AI's ability to use Door Keys, Lockpicks, and Antitoxins. Bit 01 = Enable Door Key in chapter. Bit 02 = Enable Lockpick in chapter. Bit 04 = Enable Antitoxin in chapter. All FE7 chapters allow the AI to use Lockpicks and Antitoxins. Chapters that prohibit AI from using Door Keys: 6, 17, 23x, 27 Jerme, 32x. [spoiler=Long and boring explanation. Do not read.]How exactly do these items get used? Please don't ask me that. It's complex and messy. Well, here is my current theory based on what I have observed and tested so far... Door Key, Lockpick(1), Antitoxin conditions: 1. Primary AI (AI1) fails. Generally, this happens when the unit has no target for attack, steal, staff. AI1 0x06 always fails. 2. Secondary AI (AI2) fails or AI2 = 0x04 (brigand AI) or AI2 = 0x05 (thief AI). AI2 0x00 fails when the unit has no available path to foes due to walls/terrain. AI2 0x03 always fails. 3. AI1 cannot be 0x03, 0x04, 0x05 (action without movement) and AI4 cannot be 0x20. 4. Item cannot be disabled by the chapter array. Door Key: Move towards doors and open. Lockpick(1): Move towards doors/chests and open (requires STEAL ability). Antitoxin: If poisoned, retreat and cure poison. If unit has multiple of these items that can be used, priority is given to the lowest in inventory. Then if AI2 = 0x04 (brigand AI) or 0x05 (thief AI) and none of the above items were used: Chest Key (1-use): Move towards chests and open. Lockpick(2): Move towards CHESTS (not doors) and open (requires STEAL ability). Note: the chapter's item bans do not apply to the Lockpick here. Usage priority to the top Lockpick/Chest Key in inventory. The Chest Key with 5-uses cannot be used by the AI. Note that there are 2 opportunities to use Lockpicks Lockpick(1): Can open both doors and chests, but can be blocked by the item ban. Lockpick(2): Requires brigand/thief AI, can only open chests, and is unaffected by the item ban. So, a thief carrying a Lockpick in a chapter with Lockpicks disabled = a thief that will only open chests and will ignore all doors. A thief with Door Key + Chest Key will be absolutely determined to use the Door Key before opening any chests. This is due to the Door Key check always occurring before the Chest Key check. Why did I say Lockpick AI requires the steal ability? Class/char ability 0x08 (Lockpick): Determines whether to gray out Lockpick in inventory and if the player units can use it. For AI-controlled units, the game mistakenly checks class/char ability 0x04 (steal) for Lockpick functionality. This means enemy/NPC Assassins cannot use Lockpicks by default. Quicker explanation: If enemies aren't using Door Keys at all, check the chapter's item ban list. If you want attack-in-range enemies to hold/drop Door Keys without using them, you will need to disable Door Keys. Door Keys with common AI: Enemies with "aggressive AI" (00/00) should never use Door Keys unless they are put in a locked room away from the player units. Enemies with "attack-in-range AI" (00/03) will actually leave their positions and move towards doors if Door Keys aren't disabled for the chapter. Enemies with "stand still AI" (03/03) should never use Door Keys regardless of the item settings for chapter. Enemies with "thief AI" (06/05) and carrying a combo of Door Keys + Chest Keys will seek to use Door Keys before using Chest Keys. [spoiler=Nightmare Module]1 FE7 Door Key, Lockpick, Antitoxin AI Editor 0x1D3A60 48 4 Chapters.txt NULL Enable item for AI 0 1 NDHU KeyLockAnti.txt [spoiler=KeyLockAnti.txt]8 0x00 --- 0x01 Door Key 0x02 Lockpick 0x03 Door Key, Lockpick 0x04 Antitoxin 0x05 Door Key, Antitoxin 0x06 Lockpick, Antitoxin 0x07 Door Key, Lockpick, Antitoxin
  5. Summary of the FEU topic on FE7 AI (scroll down to section on targeting) http://feuniverse.us/t/fe7-the-official-ai-documentation-thread/348/16 GBA enemies are actually capable of caring about their safety to some extent. Although, many GBA enemies are assigned an AI 3 byte that negates those concerns with a zero multiplier. Edit: Some clarification, all GBA enemies have a preference for battles where the defender cannot counter. I'm referring to the AI considering the effectiveness of the defender's counter when counters cannot be avoided.
  6. Most of the targeting priority can be calculated if you have the following info: Enemy's HP, Hector's HP, Serra's HP Enemy's damage and hit against Hector. Enemy's damage and hit against Serra. Hector's damage and hit against enemy. Serra's damage and hit against enemy. Are Hector/Serra equipped with a weapon that allows them to counterattack. The third AI byte of the enemy (very important) and the turn number.
  7. How to change the FE8 character editor to work with JP version: Open up the FE8 character editor module in a plain text editor (like Notepad) and change the root address (located near the beginning of the file) from 0x803D30 to 0x858288 Then go to... Supports Data Pointer 44 4 NDHU Support Pointers.txt And change to... Supports Data Pointer 44 4 NEHU NULL (The editor has a dropbox for support pointers, but the FE8 JP support data is located in a different spot. Nightmare will complain the dropbox values aren't valid so the dropbox is being taken out)
  8. Enemies with status staves need at least 5 hit calculated from their start-of-phase position. The bishops can have 15-16 magic but need 16 magic to target Heath at that position. Bishop staff accuracy: 30 + (16 magic x 5) + 11-12 skill = 121-122 Heath without talisman staff evasion: (11+7 res x 5) + (11 spaces away at start of enemy phase x 2) = 112 (9-10 hit) Heath with talisman staff evasion: (13+7 res x 5) + (11 spaces away at start of enemy phase x 2) = 122 (0 hit) It doesn't matter that the bishops have to move 3 spaces closer (+6 accuracy) to get Heath in range. If their hit from starting position is less than 5, no staff use. Also, enemies with status staves will retreat a few spaces if a player unit is close, so a status staff can be used at 0-4 hit as long as the start-of-phase 5+ hit check is passed. I believe your Heath would have been attacked by the sleep/thunder valkyrie if he had 1 more resistance.
  9. FEU is alive? Alright. I'll share this info on FEU as well. I did some testing and I'm puzzled. On some chapters, like 7x and 11H, I can give the Door Key + Chest Key combo to a thief and he will function fine. But on some other chapters, like 17 and 23x, I encounter your scenario where thieves refuse to use Door Keys, but are okay with using a Lockpick. It's almost like certain doors or chapters are flagged to not allow Door Keys to be used. Weird. Also, I found out the AI won't use the five-durability Chest Key. Wait a minute, if FE8 has pointers for NPC units... Wow. It turns out that FE7 has pointers for the NPC units right after the enemy pointers as well. They begin at address 0xB971C0. I'll update the first post with the new info. In addition, I'll edit the module for enemy pointers since it has too many entries which causes it to overlap with the NPC data. Hooray. Now we can have villagers that flee instead of being target practice. The only FE7 chapter with escape points for NPC units is chapter 17 Whereabouts Unknown. The coordinates are for the area below the entrance. But this is unused since the stupid Caelin soldiers charge towards the enemies and Lucius doesn't move. For completion, here is the escape data for FE6: Escape tile coordinates start at address 0x10D9A8 Enemy pointer table at 0x5C86B8 NPC pointer table at 0x5C876C In-game chapters only use a single coordinate, although the game can support multiple coordinates. Finally, thanks for the various compliments everyone - it really means a lot.
  10. I found this data in the stupidest way possible - idiotic brute force. I knew 1,1 and 3,1 were the escape coordinates for chapter 7x. I used a hex editor to find-and-replace the many, many, many instances of 01 01 and 03 01 until the game didn't scream + crash and the thief actually disappeared in a different spot. That moment... was simply beautiful. Then I had to play guessing games with the address ranges until I narrowed it down to the exact location of the coordinates. So, I am no hacking pro, just a persistent and lucky bastard. But I am glad to know that FE hacking holds a bright future in which players will be pissed off as thieves run away with the chapter's treasure.
  11. How to make enemy units and NPC units leave the battlefield: 1. Define escape tiles Escape tile format: 4 bytes: [x, y, exit, 00] x = x coordinate of escape tile. y = y coordinate of escape tile. The top-left corner of the map is (0,0). exit = Determines what animation is used when the unit steps on the escape tile. 00 = Move left then disappear. 01 = Move right then disappear. 02 = Move down then disappear. 03 = Move up then disappear. 05 = Disappear without moving. The game uses 00-03 for escape tiles located on the edges of the map. 05 is used on escape tiles located on stairs. Create a sequence of escape tiles and then terminate it with FF 00 00 00. Example - Chapter 7x escape points (01, 01, stairs) and (03, 01, stairs): 01 01 05 00 03 01 05 00 FF 00 00 00 The escape tiles used in FE7 chapters begin at address 0x1D3974. 2. Set pointers to escape tiles Enemy units and NPC units have separate pointers to escape tile data. The pointers are stored in the same order as the chapters in the Chapter Data Editor nightmare module. The enemy pointer table is at address 0xB97100. The NPC pointer table is at address 0xB971C0. Simple nightmare module for modifying pointers: (Chapters.txt referring to the same file used by the Chapter Data Editor) Enemy Pointers NPC Pointers Chapters without escape tiles point to FF 00 00 00. FE7 chapters without escape tiles point to the FF 00 00 00 located at address 0x1D3A5C. 3. Set enemy and NPC AI bytes with Chapter Unit Editor AI byte 1 - Aggression Factor 00 = Attack or steal from units that are in-range. 06 = Do not attack or steal. AI byte 2 - Looting and Escaping 04 = Open/loot doors-chests-villages. After no more targets, remain on the map and attack. 05 = Open/loot doors-chests-villages. After no more targets, move towards nearest escape tile. 0C = Immediately start moving towards escape tiles. Ignore foes. The standard in-game Brigand uses 00 + 04 for their first two AI bytes. The standard in-game Thief uses 06 + 05 for their first two AI bytes. You can't give units specific targets, so you have to manipulate their behavior through door/chest/village placement, starting position, inventory, and escape tile locations. Be careful with door placement. Even if all chests are opened, units will go after unopened doors (instead of escaping) if they still has Door Keys or Lockpicks. However, units will ignore unopened doors and begin to escape if inventory becomes full. Also, units won't use the five-durability Chest Key. ... Okay. Thanks for reading
  12. The test said green/white for me. Ehhhh... I don't know. Hide under my bed and hope the problem goes away. Okay, everyone. Find a picture of your spirit animal and recolor it to match your MTG color(s). This will create a SUPER accurate representation of your personality.
  13. Or perhaps Water Spout and Eruption got a visual upgrade? Who cares about the damn fisherman!? Those people on the beach are gonna die! Run, you fools! Disaster looms on the horizon! Yeah, that's just silly. The island clearly confirms DISTORTION WORLD MEGA PRIMAL SHADOW LUGIA!!!
  14. By gaining fire type, Groudon can now take full advantage of Drought... except it gets like no physical fire attacks. There's Fire Punch, but that's only available from previous gen tutor. So maybe they will give it Heat Crash. (Groudon is like one of the heaviest Pokemon) Mega Sharpedo + Mega Camerupt confirmed? Nah. They probably both have Mega Mightyena.
  15. In a stunning revelation, Soul also realizes that he loves air and water!
  16. Seduce Julius! (I have absolutely no idea what's going on) Well, neither succubus nor the maid is a hot dude, so onward to the hall of mirrors.
  17. Reinforce is sooooo overrated. All it does is summon three experience thieves! Terrible skill - replace it with Gamble or Corrosion.
  18. Bangaa are ssuper sstrong, ssexy, and awessome! Sspecta, you better talk like thiss or I will be dissappointed.
  19. I am sure the FE4 THREAD will continue to get posts even after the heat death of the universe.
  20. Rafflesia - Giant flower that smells like rotting meat. Vileplume is based on it.
  21. Fine... I wish that canc-- WAIT! Magical powers often have a way of backfiring. If I eradicate cancer I might end up also erasing all people who have cancer as their astrological sign! Uhh... now I don't know what to do. Why, Parrhesia? Why would you entrust me with such power?
  22. Esme, you fool! By telling the bot you're gay you're giving it a chance to learn and adapt! This is a real thing with artificial intelligence - look up evolutionary algorithms. Next time the bot will identify as 24/m. Will you be able to resist the temptation!?
  23. AIDS. On the basis it's probably a lot more plausible to eradicate a virus rather than cancer of which there are many different types and potential causes.
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