I don’t know. The afk romhack ai was made after this, so perhaps it is more sophisticated.
Circles made this. It has all unacted units use vanilla ai.
I don’t know. The afk romhack ai was made after this, so perhaps it is more sophisticated.
Circles made this. It has all unacted units use vanilla ai.
Is there any chance youd tweak this further to make it a standalone patch?, by either having it activate on a command other than End, or having it be toggleable in Game Options.
Maybe even auto-set AI of all player units depending on class. Because I remember someone saying, when you recruit a player unit, they store the AI which with they spawned. And it persists between chapters (Not sure how true this is, though).
The improved ai was not designed as something that can be turned off, so I cannot release it that way without hours of work, sorry. However, I did include a toggle for unacted units to be ai controlled using the vanilla ai in my debugger, tiamflniayotdi:
https://github.com/Veslyquix/ASM/blob/a7f0c09c5290dc93e8b35e22d10a76d9e535b253/Debugger/C_Code.c#L487-548
You could copy this code following my c setup for dummies guide and replace ShouldUnitsBeAiControlled with CheckFlag.
I did this in my improved ai, which is an .ips patch and can be used on romhacks, but again, it cannot be turned off.