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AI doesn't look at randomized spell list #39

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TheCowness opened this issue Nov 6, 2016 · 2 comments
Open

AI doesn't look at randomized spell list #39

TheCowness opened this issue Nov 6, 2016 · 2 comments

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@TheCowness
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On seed 948913225, I noticed Cristo was casting from his normal spell list under AI control, not his randomized spell list. He did seem to need to learn the spell in the corresponding spell slot to be able to cast it, but once he learned all of his battle spells, he acted just like a high-level non-randomized Cristo. Didn't try other spellcasters (nobody else learned any healing magic), but I assume they acted the same way.

@gameboy9
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gameboy9 commented Dec 2, 2017

Hey Cowness... I wonder if there's a "skill set" similar to what you found with the NPCs when you changed them based on when you picked them up...

@TheCowness
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It shouldn't have anything to do with that; all I changed for NPCs was their respective records in the "monster" data table (As a visual aid, I changed rows 198-205 here). I feel there has to be a second list of each characters' spells somewhere, though. I don't know what the section looks like that you currently modify to change characters' spells, but maybe this second section doesn't have all the data tying spells to levels, or determining whether the spell is a 50/50 or a guaranteed learn. I wonder if you could find it just by searching the ROM for a string of the hex values of one character's spells, in the order they learn them? I'd try it but it's 4:30 AM right now; maybe I'll think of it tomorrow.

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