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SeymourBETA

Update 2.32

6/9/2026

v2.32.0BETASeymour

Monster AI Editor: list ALL actions (⚔ command · 🛡 buff/status · 📊 stat) with a type filter + rename a nameless command (#6 and #7)

  • Two more from the owner's list. #6 — list everything, not just commands: the "Monster actions" list now detects and edits buffs/status (writeChrProperty 0x7018) and stats (setStatField 0x70AB) too, with a type-filter dropdown (All / ⚔ Commands / 🛡 Buffs / 📊 Stats). Each action shows an icon + friendly name (known status = "Haste/Protect/Reflect", else "campo 0xNN"; "(em si)" when the target is the self-ref; "= value" or "tirar" when 0). Move / Duplicate / Remove now work for ANY kind (generic stack-neutral removal of the [pushes…][call] run); Change / Force↔Queue stay command-only (guarded + a message). #7 — rename a nameless command: when a performCommand id has no dictionary label (e.g. comando 0x60AB), an ✏ Rename field gives it a friendly name that is persisted (%LocalAppData%\FFXProjectEditor\ai-command-labels.json) and used across the whole editor, for any monster. New pure logic: FfxLib/Ai/AiAutomation.DetectActions (command+buff+stat; DetectCommandActions is now a filtered view) + FfxLib/Ai/AiCommandLabels.cs (a store loaded on boot, saved on each edit; empty in the gate ⇒ no effect). Gate --ai3 extended: detect buff/stat = 4020 buffs (3698 removable) + 4156 stats (4156), remove buff/stat 30/30 (generic removal shrinks by the exact run and re-parses), reorder 325/325 (now moves past a neighbour of any kind); add/rng/change/duplicate/toggle/self-buff/copy still PASS; --ai2 PASS. Build 0 errors. Honest: structure proven offline; in-game effect = RT2. Only the 3 byte-proven status field-ids get a name (the rest = "campo 0xNN", honest)

v2.31.1

Maechen

FFX Mod Studio

Maechen conectado à Spira

Maechen
Olá! Sou Maechen, do FFX Mod Studio. Como posso ajudar você com o editor hoje?