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Hacking AI


Vorena
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Is there sufficient knowledge to be able to adjust the AI? Like you could get Lloyd to move from the throne to attack people in Cog of Destiny without having to talk to Nino. Or program units to move once you enter a certain boundary.

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There is, but you'd either have to make your own events or disassemble FE7's events, interpret them enough to make sense of some stuff, change the AI, and then reassemble them. Sorry, I didn't realize it was in the module.

Edited by Jubby
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"Events"

IF (this event ID gets triggered)

Change AI

IF (this other event ID gets triggered)

Change AI

ELSE

Do Nothing

Something like that.

If you just want to change his AI outright, there's a nightmare module called the "Chapter Unit Editor" for that.

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IIRC the "chapter unit editor" actually just directly overwrites a few bytes within the event code. So for anything but the most limited changes it's very flaky.

Also, we can find the values that say "unit X now has AI Y", but our understanding of what the Y bytes actually mean is pretty limited. And forget about defining new behaviours that aren't already exhibited by some other existing unit. That would be a massive ASM project even after doing ridiculous amounts of research just to understand the context in which AI code is run.

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Yup. Changing the AI of a unit is easy.

Creating a new behavior for an AI requires ton of work. I have some details on how AIs work, but even then what I know is barely enough to create an AI from scratch so. AIs are something currently that making a small change on already takes work.

But defining a new AI to a unit among the ones avaiable in FE is easy as heck. :3

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