Author: nihil, hobbitdur
Type list
int
This type take literally the value of the parameter. If the parameter is more than 1 byte, the int is in little endian When speaking of int, we consider an unsigned int, so value are between 0 and 255 except state otherwise
unused
Means the value is not used and could be changed by any value without any impact on the game
Comparator
Opcode dec | Opcode hex | Comparator pretty | Comparator IfritAI |
---|---|---|---|
0 | 0x00 | == | == |
1 | 0x01 | < | < |
2 | 0x02 | > | > |
3 | 0x03 | ≠ | != |
4 | 0x04 | ≤ | <= |
5 | 0x05 | ≥ | >= |
Target advanced specific
Opcode dec | Opcode hex | Text |
---|---|---|
200 | 0xC8 | SELF |
203 | 0xCB | LAST ATTACKER |
Target advanced generic
Opcode dec | Opcode hex | Text |
---|---|---|
200 | 0xC8 | ENEMY TEAM |
201 | 0xC9 | ALLY TEAM |
Target basic
Opcode dec | Opcode hex | Text | Comment |
---|---|---|---|
200 | 0xC8 | SELF | |
201 | 0xC9 | RANDOM ENEMY | |
202 | 0xCA | RANDOM ALLY | |
203 | 0xCB | LAST ATTACKER | |
204 | 0xCC | ALL ENEMIES | |
205 | 0xCD | ALL ALLIES | |
206 | 0xCE | UNKNOWN | |
207 | 0xCF | RANDOM NONSELF ALLY | |
208 | 0xD0 | RANDOM ENEMY EACH HIT | Meteor, Omega Weapon with Terra Break |
209 | 0xD1 | NEW ALLY | Shiva |
Monster line ability
In FF8, monster have 3 level of difficulty, by default at level 10, 20 and 30.
For each level, the ability change.
An ability line correspond to a list of 3 abilities, with the first being at low level, second at medium level and third at high level.
A monster can have theoretically up to 255 ability line, even tho in practise 10 is already a lot.
So the value is the ID of the ability line, starting from 0. The line contains 3 monster ability
Local var
The AI use local var to make calculation and use it on future turn (or same turn).
Here the list of available var and the ID of the var:
Opcode dec | Opcode hex | IfritAI name |
---|---|---|
220 | 0xDC | varA |
221 | 0xDD | varB |
222 | 0xDE | varC |
223 | 0xDF | varD |
224 | 0xE0 | varE |
225 | 0xE1 | varF |
226 | 0xE2 | varG |
227 | 0xE3 | varH |
228 | 0xE4 | varI |
Savemap var
Not sure what does it correspond, but this is info that can be re-used between fight
Global map
This are variable that can be reused anywhere in the game. Here the list known and when it is used for AI
Opcode dec | Opcode hex | var_name | Used for |
---|---|---|---|
81 | 0x51 | GlobalVar81 | TonberryDefeated |
82 | 0x52 | GlobalVar82 | TonberrySrIsDefeated |
83 | 0x53 | GlobalVar83 | UfoIsDefeated |
84 | 0x54 | GlobalVar84 | FirstBugSeen |
85 | 0x55 | GlobalVar85 | FirstBombSeen |
86 | 0x56 | GlobalVar86 | FirstT-RexaurSeen |
87 | 0x57 | GlobalVar87 | LimitBreakIrvine |
96 | 0x60 | GlobalVar96 | WedgeAppeared, omegaWeaponFightedButNotDefeated |
97 | 0x61 | GlobalVar97 | |
98 | 0x62 | GlobalVar98 | ElvoretAppeared |
102 | 0x66 | GlobalVar102 | FirstBugSeen |
Stat
Opcode dec | Opcode hex | Text |
---|---|---|
0 | 0x00 | Strength |
1 | 0x01 | Vitality |
2 | 0x02 | Magic |
3 | 0x03 | Spirit |
4 | 0x04 | Speed |
5 | 0x05 | Evade |