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Update 2.83

6/11/2026

v2.83.0BETAMINORLulu

Monster AI Editor 2: human mode is now a real tab, with behavior-first editing, multiselect, conservative drag/drop, narrower resize behavior, human AEON diff, and reconciled SIN/HP% gates

  • This is the requested turn from a technical clone into a human-facing editor over the real AI engine. New sub-tab Monster AI Editor 2 opens MonsterAiEditor2_Control; Editor 1 stays preserved as the technical DevKit/legacy surface. Editor 2 is split into Normal / Advanced / DevKit: behavior cards instead of opcode-first reading, always-visible Edit this action, YUNALESCA/BIBLE/SIN/AEON/Live/DevKit relocated by human comprehension, human AEON diff rows, safety/execution badges (conditional branch, other worker, safe for single action), combo indicators, batch selection, clear batch, batch-aware commands, drag/drop handles for consecutive self-contained groups, and responsive layout that stacks panels instead of squeezing the window. New backend files: MonsterAiEditor_DataModel.HumanMode.cs, .Behavior.cs, .HumanDiff.cs, .InlineEdit.cs, MonsterAiEditor_ActionDrag.cs, MonsterAiEditor2_Control.axaml(.cs), reusing AiAutomation/AiValidator/AiScript_Diff/AppendGuardedAction directly. Also fixes stale HP% contracts: 0x17=MUL, 0x16=DIV; SIN-010 is no longer blocked by the old bug, and still honestly blocked by payload/jump-slot/RT2/operator gates. Versioned docs/prototypes include the full action-surface plan, human-accessibility research, HTML prototype, and agent handoffs. (new real human-editing tab/capability). Honesty: RT0/build/gates cover structure; in-game effects and loose-file patches such as Skoll m014 remain RT2/manual proof

v2.82.0

Maechen

FFX Mod Studio

Maechen conectado à Spira

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