Modding => PSX FFT Hacking => Topic started by: formerdeathcorps on April 05, 2010, 09:43:01 pm
Title: Status Effects
Post by: formerdeathcorps on April 05, 2010, 09:43:01 pm
Below is a list of status effects, sorted on how well the game and AI treats the infliction of the given status effect.
Do Not Add: Charging (the enemy will never try to break charging status with an action [except one that explicitly removes charging status and targets ally] if it is not tied to a spell or archer charge...similarly, they will not target your units if any member of your party or theirs gains charging this way) Jump (Freezes the game)
Cannot be Initial: Charm Berserk Confuse (Reason is that you will still retain control of your unit until he/she is set on AI control or receives damage)
Will be Reset by Damage: Chicken Critical
Is Bugged: Wall (Must be enemy-only. The AI will always consider walled units to be not targetable, even if you unflag ignore attacks and change the relevant ASM bit from 40 to 42. There's probably another behavior bit involved that we don't know yet. Units with wall will not be targeted for damage or healing...though you can make them revivable if you have death cancel wall.) Invite (Only works if player-only. Your units, if receiving the status from the enemy, will remain under your control.) Crystal/Treasure (Freezes game if 2+ units are affected by it at once with one spell)
Cannot be Reversed: Invite Crystal Treasure
Cannot Stack (needs more work): Frog with Don't Move, Don't Act, or Stop.
Cannot be Initial if unit has AI Script and First Turn (needs more work): Stop Sleep Dead (unit often will revive with 1 HP when this happens)
Will be Ignored by AI for Damage: Wall Charm Confuse Death Sentence
Title: Re: Status Effects
Post by: Raijinili on March 09, 2017, 01:01:34 am
QuoteCannot be Initial: Charm Berserk Confuse (Reason is that you will still retain control of your unit until he/she is set on AI control or receives damage)
Stacking on Initial/Innate Defending seems to cause a status recheck right before the first turn, allowing these ailments to properly take the units out of your control.
Chicken is also affected: Without Initial: Defending, you can control a chicken. Innate chickens won't regain Brave or unchicken by themselves, presumably because they don't end a turn with exactly 10 Brave.
Title: Re: Status Effects
Post by: Dokurider on March 09, 2017, 11:10:40 am
QuoteWall (Must be enemy-only. The AI will always consider walled units to be not targetable, even if you unflag ignore attacks and change the relevant ASM bit from 40 to 42. There's probably another behavior bit involved that we don't know yet. Units with wall will not be targeted for damage or healing...though you can make them revivable if you have death cancel wall.)
This is confirmed. The AI will ignore walled units like they ignore Jumped units. (http://ffhacktics.com/wiki/AI_Ability_Use_Decisions)
<If Wall> 0019e804: 8fa40010 lw r4,0x0010(r29) 0019e808: 0c067bc9 jal 0x0019ef2Check if Status Should/Can be Added 0019e80c: 3406001f ori r6,r0,0x001fCheck for Wall 0019e810: 1040000b beq r2,r0,0x0019e840<Elemental Null> if unit doesn't have wall 0019e814: 00000000 nop 0019e818: 8fc2000c lw r2,0x000c(r30) 0019e81c: 00000000 nop 0019e820: 30420020 andi r2,r2,0x0020 0019e824: 104001b2 beq r2,r0,0x0019eef0 Ability doesn't cancel Wall, don't use 0019e828: 00001021 addu r2,r0,r0 0019e82c: 93c2000a lbu r2,0x000a(r30) load status infliction 4 0019e830: 00000000 nop 0019e834: 30420001 andi r2,r2,0x0001 0019e838: 104001ad beq r2,r0,0x0019eef0 Ability doesn't cancel Wall, don't use 0019e83c: 00001021 addu r2,r0,r0
The AI hardcoding for Charm, Confuse, and DS is hard to bypass because they are in several places. Charging a spell, however, will supersede the ignore hardcoding.