write a bit more about AI params

This commit is contained in:
Martin Michelsen
2023-09-18 09:35:38 -07:00
parent 83ecbf77ab
commit 80b9af46db
+24 -6
View File
@@ -1005,8 +1005,9 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
/* 1FE8 */ parray<NPCDeck, 3> npc_decks; // Unused if name[0] == 0
// These are almost (but not quite) the same format as the entries in
// aiprm.dat. Unlike in that file, the name field is relevant here (and is
// shown to the player).
// aiprm.dat. These entries are only used if the corresponding NPC exists
// (if .name[0] is not 0) and if the corresponding entry in the
// npc_ai_params_entry_index is -1.
struct AIParams {
/* 0000 */ parray<be_uint16_t, 2> unknown_a1;
/* 0004 */ uint8_t is_arkz;
@@ -1022,7 +1023,24 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
// This array specifies which set of AI parameters to use from aiprm.dat. If
// it's -1, then the corresponding NPC's AI parameters are defined in the
// NPCCharacter structure above.
// AIParams structure above. The names of the AI parameter sets defined in
// aiprm.dat are:
// 00 => Sample_Hunter 10 => Endu
// 01 => Glustar 11 => Heiz
// 02 => Guykild 12 => KC
// 03 => Inolis 13 => Lura
// 04 => Kilia 14 => memoru
// 05 => Kranz 15 => Ohgun
// 06 => Orland 16 => Peko
// 07 => Relmitos 17 => Reiz
// 08 => Saligun 18 => Rio
// 09 => Silfer 19 => Rufina
// 0A => Sample_Hunter 1A => LKnight
// 0B => Teifu 1B => Boss_Castor
// 0C => Viviana 1C => Boss_Pollux
// 0D => Sample_Dark 1D => Sample_Dark
// 0E => Break
// 0F => Creinu
/* 2434 */ parray<be_int32_t, 3> npc_ai_params_entry_index;
// In story mode, before_message appears before the battle if it's not blank;
@@ -1052,9 +1070,9 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
/* 59D0 */ be_int32_t win_level_override;
/* 59D4 */ be_int32_t loss_level_override;
// These fields specify where the battlefield should appear relative to the
// center of the environment. THe size of one tile on the field is 25 units
// in these fields.
// The field offsets specify where the battlefield should appear relative to
// the center of the environment. The size of one tile on the field is 25
// units in these fields.
/* 59D8 */ be_int16_t field_offset_x;
/* 59DA */ be_int16_t field_offset_y;