Randomization of FFVI AI scripts
Requires numpy, networkx, and pandas libraries at a minimum.
Run with:
python -m ai_scribeThis program makes use of the Cecilbot data files, which can be found on the Beyond Chaos discord and are maintained by Cecil188.
- Save filename with original + 'batch_number.seed_number'
- Fix the script shortening bug with adding 0xFF to disallowed_commands
- [.] Suppress Escape
- Alternatively, could just reduce its weight
- [] Suppress target self
- [] Add 0xFC subflag byte to translate
- [] Check on Whelk randomization
- Don't randomize alter formation?
- Cyan = "3" add him in the area
- [] Enlengthen the counter block programmatically
- [] See if you can manually increase early area MP pools
- [] separate out the main and counter block predicates
- remove same special events as BC
- Fix Merchant event removal
- [] Fix ZoneEater event removal
- randomize boss messages
- Fix Kefka alias mixup
- [] Command / message themes: take Cactuar and "build up" script monsters together
- [] Consider how much you really want to randomize 0xF5 in boss scripts
- [] See if there's a way to hide stronger skills behind conditionals more often
- Look at TunnelArmor in seed 0, did desperation attack
- Check graph connections when themes are added
- Tusker doesn't do all its attacks
- Probably need to have "fused" commands read on parsing
- theme only single enemy
- generate from template with theme
- Can we cluster "similar" command structures?
- Graph similarity?
- Cluster by edit distance: https://networkx.org/documentation/stable/reference/algorithms/generated/networkx.algorithms.similarity.graph_edit_distance.html#networkx.algorithms.similarity.graph_edit_distance
- have
from_templateexpand with similar scripts