Version 1
Fixes various incongruencies the AI has when it comes to the game mechanics
Removes useless code from Jump's CT calculations
Accounts for Abilities that are Weapon Elemental
Item is properly changed to 4 Range instead of Move Range
Corrects the AI checking the wrong Supports for Short/Non Charge AND correctly calculates the CT (Rounding Up).
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The AI now checks the top weapon last instead of first, preventing the AI from overwriting the top weapon range with the bottom one.
This is important if you plan to have ranged two swordable weapons and the range of the weapons differ.
Version 1
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AI will no longer add Faith/Reflect when in critical
AI will now only cast Faith/Reflect as a means to intercept oncoming damage
Version 1
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AI will no longer add Float when critical
AI will now only cast Float as a means to intercept incoming damage
By default, the AI will add Float when critical
Version 1
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AI will now add Protect/Shell/Wall at 50% HP, but not in Critical
By default, the AI will only add Protect/Shell/Wall when in Critical
Version 1
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AI will now add Regen at any HP level
Not a recommended hack
By default, the AI will only add regen when at >50%
Version 1
01000234
AI will now consider adding Reraise no matter what HP the target is
Not a recommended hack
By default, the AI will only add Reraise when the target is at >50% HP
Version 1
01000234
AI will no longer decrease Stat changing ability usage by 50%
This will allow the AI to use Stat Changing Abilities whenever they choose to
Version 1
12004014
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Version 1
The AI will now recognize Weapon Elemental Abilities as their respective elements
Replaces the Wall Handling Code in AI Ability Usage Routine (19e804)
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AI will now add Protect/Shell/Wall at any HP level except when in Critical
Not a recommended hack; Do not flag with the above hack
Version 1
03004010
The AI will no longer use Jump to wake up sleeping units
Uses space made from the AI Ability Settings Fix hack; it must be added to make this code work
Version 2
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