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Dokurider's Custom AoEs  (Read 6543 times)
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nitwit [Posts: 152]
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  • [March 11, 2017, 09:19:39 AM]
Re: Dokurider's Custom AoEs
« Reply #60 on: March 11, 2017, 09:19:39 AM »
Effective AI would make vanilla absurdly difficult.  Great job!
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Dokurider [Posts: 2794]
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  • [April 10, 2017, 07:37:24 PM]
Re: Dokurider's Custom AoEs
« Reply #61 on: April 10, 2017, 07:37:24 PM »
Today I have some very basic AI fixes. I tested some of them, but they're such simplistic one line changes, they really shouldn't fail. Be sure to look at the descriptions of each hack because some of them will conflict if you aren't paying attention, but it should be pretty obvious which ones do.

I also recommend against implementing some of these hacks into your patch because they may end up making the AI overall worse rather than better. I only added them just so that people can mess around with it and at the end of the day, it's your call.

These changes are:

  • Correctly informs the AI that Throw Item range is 4 and not Move Range
  • Correctly informs the AI that Jump's CT is 50/SPD. I still have no idea what the original code was trying to do.
  • Correctly informs the AI about the existence of Weapon Elemental skills and that one can use them to heal themselves.
  • Correctly uses the correct flags for Short Charge and Non Charge (0x08 and 04 respectively, the original code was using 0x80 and 0x40, Monster Skill and Defend, a typo?) AND correctly calculates the new CT for short charge
  • AI will no longer wake up sleeping units with Jump.
  • AI will no longer add Protect/Shell/Wall/Reflect/Faith/Float while in critical
  • AI will now add Protect/Shell/Wall when at 50% HP. You may also use the hack that makes the AI use those status at any HP level (except critical), which is not recommended.
  • The AI will now use stat effecting skills 100% of the time. Previously, the AI would give itself a 50/50 chance of using stat skills. That being said, the AI has a very low priority on stat boosting skills to begin with, so usage rates will only increase slightly.
  • Optional hack: The AI will now use Reraise at any HP level. This is not a recommended hack.
  • Optional hack: The AI will now use Regen at any HP level. This is not a recommended hack.

EDIT: Oh and I threw in my AI Two Swords fix as well.
« Last Edit: April 11, 2017, 02:20:37 AM by Dokurider »
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Xifanie (Webmistress) [Posts: 4164]
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  • [April 10, 2017, 08:43:32 PM]
Re: Dokurider's Custom AoEs
« Reply #62 on: April 10, 2017, 08:43:32 PM »
Someone is actually using my spreadsheet.
I... so happy...

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    Pride [Posts: 782]
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    • [April 10, 2017, 09:51:22 PM]
    Re: Dokurider's Custom AoEs
    « Reply #63 on: April 10, 2017, 09:51:22 PM »
     I'm using it too : )
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    Dokurider [Posts: 2794]
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    • [April 11, 2017, 07:43:46 AM]
    Re: Dokurider's Custom AoEs
    « Reply #64 on: April 11, 2017, 07:43:46 AM »
    Oh here's a late one I just made tonight, but it's too interesting to hold onto.

    These hacks allow the AI to see it's own procs. Yes you heard that right. What's more, I have two versions for the community to use because I wasn't sure which method to use.

    Version 1 makes the AI assume procs work 100% of the time.


    Version 2 makes the AI factor in proc rates. So in Vanilla, it will check it's own proc 0x0013% of the time.


    Both have their disadvantages and advantages and I will let the users decide which one they want to use.

    I don't have video proof, but I can offer how I determined with certainty that these hacks work:

    I set up a Thief with Punch Arts and Martial Arts with a modified Dagger that procs Wave Fist that is also flagged for all elements. I did same for all offensive Punch Arts except for Secret Fist. Secret Fist and Steal Heart I unflagged their Add Status property and flagged them for Target Ally use, ensuring they will never get used.

    So versus a Woodsman, under normal circumstances, the AI will only ever consider using Attack on the the target. Indeed, this was the case, with the only setbacks coming from when the proc triggered and healed the tree.

    When I activated Version 1, the AI refused to attack the target at all, finally seeing the proc and not wanting to attack at all. It spent the rest of the battle running away. When I deactivated the hack, the AI immediately resumed attacking the tree.

    When I activated Version 2, the AI attacked the target, but sometimes it would randomly run away, as I predicted it would. When I increased the proc rate, this behavior intensified, constantly running away like the Version 1 hack, but occasionally attacking.


    In either case, this hack leaves much to be desired. I would lean more towards Version 1, but I offer both. In the future, I would like to reduce the amount of damage/status priority that the procs cause by proc rate%. Something along those lines.
    nitwit [Posts: 152]
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    • [April 14, 2017, 05:02:19 AM]
    Re: Dokurider's Custom AoEs
    « Reply #65 on: April 14, 2017, 05:02:19 AM »
    So the AI needs to take into account how much healing would be done and how often it could happen in order for it to act intelligently?  If the amount of healing over say 8 attacks is less than the damage you'd deal (both at a given proc rate), there's no reason not to attack.

    Does the AI set attacks that have any possibility of healing as least priority?  Given that you won't often have a situation where the AI has so few options, it might be acceptable to have sub-optimal behavior.

    Or the AI can be maximally conservative and never take that risk, in which case elemental defenses becomes a way of removing options for enemies or herding them towards PCs with vulnerability or weaknesses to their strongest abilities... it's something else to consider.  How could you exploit a maximally conservative AI?
    « Last Edit: April 14, 2017, 11:52:24 AM by nitwit »
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    Dokurider [Posts: 2794]
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    • [April 14, 2017, 02:37:40 PM]
    Re: Dokurider's Custom AoEs
    « Reply #66 on: April 14, 2017, 02:37:40 PM »
    So the AI needs to take into account how much healing would be done and how often it could happen in order for it to act intelligently?  If the amount of healing over say 8 attacks is less than the damage you'd deal (both at a given proc rate), there's no reason not to attack.

    Does the AI set attacks that have any possibility of healing as least priority?  Given that you won't often have a situation where the AI has so few options, it might be acceptable to have sub-optimal behavior.

    Or the AI can be maximally conservative and never take that risk, in which case elemental defenses becomes a way of removing options for enemies or herding them towards PCs with vulnerability or weaknesses to their strongest abilities... it's something else to consider.  How could you exploit a maximally conservative AI?

    I should have mentioned that the sheer amount of damage (healing) this proc did was absurd: 400+ damage vs 100 damage just with the weapon alone. So the only conclusion you should be drawing from this is how the AI reacts to being able to see their own procs.

    I would really just recommend messing around with it yourselves. Even if I recorded a video, it's not an easy concept to understand or explain in a few sentences.
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