Is there a way to make the enemy target more units?
I know AI1 0x0A makes the enemy attack the character 0x03, but can you make them attack other units?
Like, 0x0A = Target 0x03, 0x1A = Target 0x04, 0x1B = Target 0x05 and so on.
I don’t know is this is doable, but is there something to force the enemy to attack certain units?
–But I suppose this haven’t been figured out yet, because I remember someone wanted to create the Provoke skill based on AI and he couldn’t.–
ok I think it’s better to just ask because my own tests are giving me something weird. For making the custom AI, is the order [A1,A2,A3,A4] or is it actually [A3,A4,A1,A2] like the first post was suggesting?
If you’re asking about when assembling events, the traditional [AI1, AI2, AI3, AI3] order still works, but I’m now recommending the format which I defined for the newest event assembler of [AI1, AI2] AI3 AI4.
If you’re talking about making your own AI, then it doesn’t matter; you specify whether it’s AI1 or AI2 by overwriting different pointer tables.
This routine is super important for AI execution.
Routine 08034E50
Writes command data to 0203A97C
Parameters:
r0 = move to x
r1 = move to y
r2 = command
r3 = target unit deployment number (escape x)
sp+0x00 = inventory slot to use or steal (0xFF = ballista)(escape y)
sp+0x04 = snag/wall x-coordinate (escape direction)
sp+0x08 = snag/wall y-coordinate
Oh my god this is amazing I’m going to put this to good use.
Edit: Can you find a corresponding routine in FE8?
Edit2: I don’t have time this week, but I want to mess with this asap. So, next week. Not being able to/not putting enough effort into find this routine was a sticking point with me not meddling too much with AI anymore.
It would be a good challenge on maps, putting stat boost items on chests and a thief stealing and using them.
Even better with promotion items.
I wonder if is possible to give items to brigand/thief after destroying villages and then they’re able to use them…