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[solved] AI for ID: 52+ - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: [2.0] Exe Editing (https://lf-empire.de/forum/forumdisplay.php?fid=43) +---- Forum: Solved Problems (https://lf-empire.de/forum/forumdisplay.php?fid=45) +---- Thread: [solved] AI for ID: 52+ (/showthread.php?tid=1987) |
[solved] AI for ID: 52+ - 1477 - 01-30-2009 I don't know if this question has been posted before (I think it has but I couldn't turn up any search results), but which AI is used for IDs over 52? They seem to do get to all of the moves, only they seem to do them only once in a while.Question: Which AI is used for IDs 12-30 and >52? ~Solomon Leung RE: AI for ID: 52+ - Ramond - 01-30-2009 Well... probably nothing what's got to do with special attacks. And if they do, it's just coincidence that just these action combinations were input by the AI... Other people might know better, but I don't think those are programmed to do anything special. RE: AI for ID: 52+ - Silverthorn - 01-30-2009 The AIs of the heroes were made in a way so that certain attack are to be chosen in certain situations. Wouldn't make any sense for Deep to do his D<J when he stands as far away as Henry, for example. These (and the AIs of some other chars) have certain properties, IDs like 53 and above are just there, they're nothing special. They do any input that might happen. I think, the exe has some sort of randomizer implemented which takes certain inputs more often than others (DJA is rarely used compared to D<A). You might wanna try giving Template special attacks, because I'm pretty sure that id: 0 has the same AI as all non-special IDs. RE: AI for ID: 52+ - 1477 - 01-30-2009 Where is the AI for the randomizer placed in the EXE (in otherwords, how would you switch the AI for bandit to the nonspecial AI)? By the way, the reason I'm asking is because I'm planning to make use of their hidden IDs, but the characters I'm replacing them with have special moves in all possible key combinations. I read the tutorial and now I know the way for normal copying AI, but what number is the random function one? ~Solomon Leung RE: AI for ID: 52+ - Boop - 01-31-2009 They have no special AI as far as I know. PS: AI isn't random. It's based on the distances you are between an object and how much MP you have. RE: AI for ID: 52+ - 1477 - 01-31-2009 I meant the address for the general AI in Olly Debugger? Where is it located? For the other AIs, you simply type in CMP DWORD PTR DS:[ECX+6F4],ID #. Which number do you use for the general AI? ~Solomon Leung RE: AI for ID: 52+ - Boop - 01-31-2009 What do you mean? General AI is applied to all ID's . RE: AI for ID: 52+ - 1477 - 02-02-2009 So then what should I do take 'take away' Bandit's AI? I want to switch it to the general ID. Do I simply delete the line 'CMP DWORD PTR DS:[ECX+6F4],30' or make it jump to an empty space? ~Solomon Leung RE: AI for ID: 52+ - Boop - 02-02-2009 There is no CMP DWORD PTR DS:[ECX+6F4],1E (30). I think you're confused. General AI does no special moves! That's the whole point of copying AI, to give other ID's the ability to do moves. RE: AI for ID: 52+ - ShadowPhoenix - 05-21-2009 you can use the same Id more than one time, bur the 2nd one won't be used in the Stage mode. For Example: ID: 1 [...] \Deep.dat ID: 1 [...] \NewChar.dat in the Stage mode only Deep will be used, but in the VS mode the NewChar can also be your opponent, but it uses the same Attack distance for its attacks so if the New Char uses a ball with D>J it only uses it, if your opponent is next to it. If you use a second ID 50 and do it like this: ID: 50 [...] \NewChar.dat ID: 50 [...] \LouisEx.dat Louis will transform to your NewChar... >Sorry for wraiting misstakes, I'm not the best with English< Forum Rules Wrote:Rule 6: No reviving old Topics |