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