What it does:
This hack changes AI to focus on doing the highest amount of damage like in FE12, allowing experienced players to trick the AI into doing dumb things.
What you can expect the AI to do:
Ignore players that can’t counter and go for the unit with the lowest defense
Use a Steel Lance over a Javelin against a one range enemy
Not being very smart, in general
The Target Priority(TP) calculation formula:
If kill: TP = 0xFF + Hit
If target has Provoke(from Skill System) TP = 0xF8
Otherwise TP is capped at 0xF0
TP = Damage Dealt in One Hit x (2 if Doubling) x (2 if Brave) x (3 if Crit >= 10) x (Hit/128 if Hit < 30) x 2
TP + 1 if enemy cannot counter
Update: AI4 as AI Priority is now part of the package. Some jumpToHacks have been replaced for simplicity.
This hack creates a bunch of AI2 options that makes the unit wait 2, 3, 4, … 10 turns then start moving, by default starting from AI2=13. Similar to vanilla AI2=12(Wait 1 turn, set AI2 to 00)'s effects.
Also includes a script that expands the AI1&2 tables.
Huge shoutout to 7743. FEBuilder has been a great help in creating this.
What it does:
AI4 now determines the AI’s movement order.
Units with low AI4 values should move before units with high AI4 values.
Since AI4 & 0x20 is used to determine boss/stationary AI,
that bit is ignored, so 0x22 should move before 0x03.
AI4 = 0x0 will default to 0x20, in case you don’t want to set anything.
Promoted Autolevel Rework: Want to send a bunch of promoted enemies down the player’s throat in chapter 2? This hack allows you to set the level bonus (normally 19) for promoted enemies for each chapter. Set the bonus to 5 so the player can totally deal with them.
Hard Mode Bonus Rework: Want to make an edgy SotF inspired hack with 20 attack 1 defense enemies on hard mode? Hard Mode Bonus Rework allows you to set individual hard mode bonus per stat. Simply set defense hard mode bonus to 0 and attack hard mode bonus to 20 or something, you can have the authentic FE12 lunatic experience.