Usable Ability Setting/ENTD AI Calculations

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BATTLE.BIN : Usable Ability Setting/ENTD AI Calculations
Set AI move List (AI 0xef0) , Unit AI 0x182c byte 0x04 (flags 0x1 0x2 and 0x4) and AI 0x19a1					
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Parameters - r4 : Unit ID

Returns Nothing

Set AI move List - Some AI decision/behavior flags
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 00199ec8: 27bdffc0 addiu r29,r29,-0x0040     |
00199ecc: afb5002c sw r21,0x002c(r29)        |
00199ed0: 0080a821 addu r21,r4,r0            |r21 = Unit's ID
00199ed4: afb30024 sw r19,0x0024(r29)        |
00199ed8: 3c13801a lui r19,0x801a            |
00199edc: 2673f3c4 addiu r19,r19,0xf3c4      |r19 = Pointer to AI Data  8019f3c4
00199ee0: 001510c0 sll r2,r21,0x03           |ID  8
00199ee4: 00551023 subu r2,r2,r21            |ID  7
00199ee8: 00021180 sll r2,r2,0x06            |ID  0x1c0 - Unit offset
00199eec: 3c038019 lui r3,0x8019             |
00199ef0: 246308cc addiu r3,r3,0x08cc        |
00199ef4: afb60030 sw r22,0x0030(r29)        |
00199ef8: 0043b021 addu r22,r2,r3            |r22 = Pointer to Unit's Data
00199efc: afbf003c sw r31,0x003c(r29)        |
00199f00: afbe0038 sw r30,0x0038(r29)        |
00199f04: afb70034 sw r23,0x0034(r29)        |
00199f08: afb40028 sw r20,0x0028(r29)        |
00199f0c: afb20020 sw r18,0x0020(r29)        |
00199f10: afb1001c sw r17,0x001c(r29)        |
00199f14: afb00018 sw r16,0x0018(r29)        |
00199f18: 92c30001 lbu r3,0x0001(r22)        |Load Unit's ID
00199f1c: 340200ff ori r2,r0,0x00ff          |
00199f20: 106200dd beq r3,r2,0x0019a298      #If Unit doesn't exist : Exit
00199f24: 02b31021 addu r2,r21,r19           |AI pointer + Unit offset (1 byte)
00199f28: 9042198c lbu r2,0x198c(r2)         |Load Unit's Battle ID?
00199f2c: 00000000 nop                       |
00199f30: 2c420010 sltiu r2,r2,0x0010        |Check if ID is valid (<0x10)
00199f34: 104000d8 beq r2,r0,0x0019a298      #If Unit ID is invalid  Exit
00199f38: 00000000 nop                       |
00199f3c: 0c0668bc jal 0x0019a2f0            |-->Set AI Flags/Usable Abilities Set Unit List of usable moves (0x8019f3c4 - 0x0ef0)
00199f40: 0000a021 addu r20,r0,r0            |Number of Abilities = 0
00199f44: 0000f021 addu r30,r0,r0            |MP Using Abilities = 0
00199f48: 0000b821 addu r23,r0,r0            |Silence Blocked Abilities = 0
00199f4c: 00009021 addu r18,r0,r0            |Counter = 0
00199f50: 00151100 sll r2,r21,0x04           |Unit's ID  16 (unit offset)
00199f54: 2442182c addiu r2,r2,0x182c        |+ AI decision data offset
00199f58: 00538821 addu r17,r2,r19           |Unit's AI decision data pointer (AI 0x182c)
00199f5c: 340200ff ori r2,r0,0x00ff          |r2 = 0x0ff
00199f60: afa00010 sw r0,0x0010(r29)         |Store Evadeable Abilities = 0   On stack
00199f64: a2200009 sb r0,0x0009(r17)         |Store Highest MP Cost = 0   AI decision data (AI 0x182c)
00199f68: a222000a sb r2,0x000a(r17)         |Store Lowest MP Cost = 0xFF  AI decision data (AI 0x182c)
00199f6c: 02751021 addu r2,r19,r21           |

=== ABILITY LOOP ===
                                            @LOOP through all abilities from unit list of usable abilities (AI 0xef0)
00199f70: 9043198c lbu r3,0x198c(r2)             |Load Considered Unit's Battle ID AI 0x198c + Unit Offset
00199f74: 00000000 nop                           |
00199f78: 00031100 sll r2,r3,0x04                |ID  16
00199f7c: 00431021 addu r2,r2,r3                 |ID  17
00199f80: 000210c0 sll r2,r2,0x03                |ID  0x88 (Unit offset)
00199f84: 24420ef0 addiu r2,r2,0x0ef0            |+ List of usable moves offset
00199f88: 02621021 addu r2,r19,r2                |Pointer to unit list of usable moves (AI 0xef0 + Considered Unit offset)
00199f8c: 00121880 sll r3,r18,0x02               |Counter  4
00199f90: 00438021 addu r16,r2,r3                |Pointer to this iteration Ability in unit list of usable moves (AI 0xef0 + Unit offset + This Ability Offset)
00199f94: 92030002 lbu r3,0x0002(r16)            |Load Ability's Skillset
00199f98: 340200ff ori r2,r0,0x00ff              |r2 = 0xFF
00199f9c: 1062006b beq r3,r2,0x0019a14c          #If The code reach the end of the list : Exit loop Skillset 0xff is a end marker
00199fa0: 02802021 addu r4,r20,r0                |r4 = Number of Abilities
00199fa4: 0c06561e jal 0x00195878                |-->AI Ability Data Setting  Transfer data from r4 to AI used Ability data ( 8019f3c4 )
00199fa8: 02002021 addu r4,r16,r0                |Send Ability pointer (AI 0xef0)
00199fac: 96020002 lhu r2,0x0002(r16)            |Load Ability's Skillset From Move List 0x8019f3c4 + 0x0ef0
00199fb0: 00000000 nop                           |
00199fb4: 30420800 andi r2,r2,0x0800             |Check [Requires Monster Skill]
00199fb8: 14400022 bne r2,r0,0x0019a044          #If Monster skill is needed Ignore Evade, Silence and MP mods Since ability won't be available 100% of the time ? 
00199fbc: 26940001 addiu r20,r20,0x0001          |Total Abilities + 1

                  -=- Set Silence and Evade mods and MP thresholds -=-
00199fc0: 8e63000c lw r3,0x000c(r19)             |Load AI Behavior Flags   8019f3c4 + 0x0c
00199fc4: 00000000 nop                           |
00199fc8: 30620100 andi r2,r3,0x0100             |Check [Ignore Silence]  It is a reversed flag - 0 for ignoring silence, 1 for not ignoring
00199fcc: 10400002 beq r2,r0,0x00199fd8          #If Ability is affected by silence
00199fd0: 30620200 andi r2,r3,0x0200             |Check [Evadable]
00199fd4: 26f70001 addiu r23,r23,0x0001              |Silencable Abilities + 1
00199fd8: 10400005 beq r2,r0,0x00199ff0          #If Ability is Evadable
00199fdc: 00000000 nop                               |
00199fe0: 8fa80010 lw r8,0x0010(r29)                 |Load Evadable abilities counter
00199fe4: 00000000 nop                               |
00199fe8: 25080001 addiu r8,r8,0x0001                |Counter + 1
00199fec: afa80010 sw r8,0x0010(r29)                 |Store new Evadeable Abilities counter
00199ff0: 92630011 lbu r3,0x0011(r19)            |Load Ability's MP Cost   8019f3c4 + 0x11
00199ff4: 00000000 nop                           |
00199ff8: 10600012 beq r3,r0,0x0019a044          #If Ability has a MP cost
00199ffc: 00000000 nop                               |
0019a000: 92220009 lbu r2,0x0009(r17)                |Load Highest MP Cost  In AI decision data - 8019f3c4 + 0x182c + 0x09
0019a004: 00000000 nop                               |
0019a008: 0043102b sltu r2,r2,r3                     |Check MP cost vs Highest MP cost
0019a00c: 10400004 beq r2,r0,0x0019a020              #If This iteration Ability has the highest MP cost
0019a010: 27de0001 addiu r30,r30,0x0001                  |MP Using Abilities + 1
0019a014: 92620011 lbu r2,0x0011(r19)                    |Load Ability's MP Cost
0019a018: 00000000 nop                                   |
0019a01c: a2220009 sb r2,0x0009(r17)                     |Store new Highest MP Cost  In AI decision data - 8019f3c4 + 0x182c + 0x09
0019a020: 92620011 lbu r2,0x0011(r19)                |Load Ability's MP Cost
0019a024: 9223000a lbu r3,0x000a(r17)                |Load Lowest MP Cost
0019a028: 00000000 nop                               |
0019a02c: 0043102b sltu r2,r2,r3                     |Check if tAbility has the lowest MP cost
0019a030: 10400004 beq r2,r0,0x0019a044              #If This iteration Ability has the lowest MP cost
0019a034: 00000000 nop                                   |
0019a038: 92620011 lbu r2,0x0011(r19)                    |Load Ability's MP Cost
0019a03c: 00000000 nop                                   |
0019a040: a222000a sb r2,0x000a(r17)                     |Store new Lowest MP Cost  In AI decision data - 8019f3c4 + 0x182c + 0x0a

                  -=-  Manage AI 0xef0 Byte 0x04's Flags 0x01 0x02 and 0x04 -=-
0019a044: 92020003 lbu r2,0x0003(r16)            |Load Usage Type (AI 0xef0 byte 0x03)
0019a048: 00000000 nop                           |
0019a04c: 304200f8 andi r2,r2,0x00f8             |
0019a050: a2020003 sb r2,0x0003(r16)             |Disable 0x01 (Evade with motion) 0x02 (unknown) and 0x04 (Use weapon range)
0019a054: 8e62000c lw r2,0x000c(r19)             |Load Ability's AI Flags   8019f3c4 + 0x0c
0019a058: 3c0300c0 lui r3,0x00c0                 |
0019a05c: 00431024 and r2,r2,r3                  |Check [Longbow] and [Stop at Obstacle]
0019a060: 14400035 bne r2,r0,0x0019a138          #If Ability is  Arcing or Stop at Obstacle next Ability
0019a064: 00000000 nop                           |
0019a068: 9262000e lbu r2,0x000e(r19)            |Load Ability's AI Flags 3  8019f3c4 + 0x0e
0019a06c: 00000000 nop                           |
0019a070: 3042003c andi r2,r2,0x003c             |Check [Linear Attack] , [Non Spear], [3 direction melee], [3 Direction ranged]   Non spear is a reverted flag (0x1 if unchecked)
0019a074: 10400004 beq r2,r0,0x0019a088          #If Ability has [Linear Attack], [3 direction melee], [3 direction ranged] or not  [Non spear Target]
0019a078: 00000000 nop                               |
0019a07c: 96020002 lhu r2,0x0002(r16)                |Load Ability's Skillset/Usage Type?  From Ability List 0x8019f3c4 + 0x0ef0 (0x02 and 0x03)
0019a080: 0806684d j 0x0019a134                      >>Jump to  Update AI 0xef0 byte 0x04  (enable flag 0x04)
0019a084: 34420400 ori r2,r2,0x0400                  |Enable 0x04 
                                                 Else : Ability is not a Linear attack, a spear attack nor a 3 directionnal attack
0019a088: 86640002 lh r4,0x0002(r19)                 |Load Ability ID  From 0x80193fc4 + 0x02
0019a08c: 00000000 nop                               |
0019a090: 28820170 slti r2,r4,0x0170                 |Check if Ability has a second data table
0019a094: 10400020 beq r2,r0,0x0019a118              #If Ability do not have a second data table : branch to  AoE check
0019a098: 00000000 nop                               |
0019a09c: 92620004 lbu r2,0x0004(r19)                |Load Ability's Range  From 0x80193fc4 + 0x04
0019a0a0: 92630005 lbu r3,0x0005(r19)                |Load Ability's AoE  From 0x80193fc4 + 0x05
0019a0a4: 00000000 nop                               |
0019a0a8: 00431021 addu r2,r2,r3                     |Max Reach = Range + AoE
0019a0ac: 28420003 slti r2,r2,0x0003                 |0x01 if max reach is < 0x3
0019a0b0: 1040000d beq r2,r0,0x0019a0e8              #If Max reach < 3 I don't really get what's happening here...
0019a0b4: 000410c0 sll r2,r4,0x03                        |
0019a0b8: 00441023 subu r2,r2,r4                         |
0019a0bc: 00021040 sll r2,r2,0x01                        |Ability ID  0x0e (Ability offset)
0019a0c0: 3c018006 lui r1,0x8006                         |
0019a0c4: 00220821 addu r1,r1,r2                         |
0019a0c8: 9022fbf6 lbu r2,-0x040a(r1)                    |Load Ability's Flags 4  SCUS data : 0x8005fbf0 + 0x06 + Ability offset
0019a0cc: 00000000 nop                                   |
0019a0d0: 30420002 andi r2,r2,0x0002                     |Check [Evadable]
0019a0d4: 10400004 beq r2,r0,0x0019a0e8                  #If Ability has  [evadable] flag in data 2 Error while  3 Direction check ? (would make more sense)
0019a0d8: 00000000 nop                                       |
0019a0dc: 96020002 lhu r2,0x0002(r16)                        |Load Ability's Skillset/Usage Type?  From Ability List 0x8019f3c4 + 0x0ef0 (0x02 and 0x03)
0019a0e0: 0806684d j 0x0019a134                              >>Jump to  Update AI 0xef0 byte 0x04  (enable flag 0x04)
0019a0e4: 34420400 ori r2,r2,0x0400                          |Enable 0x04 ( Evadable flag ?)
                                                     Else : Reach > 3 or not 3 direction
0019a0e8: 86620002 lh r2,0x0002(r19)                     |Load Ability ID 8019f3c4 + 0x02
0019a0ec: 00000000 nop                                   |
0019a0f0: 000218c0 sll r3,r2,0x03                        |
0019a0f4: 00621823 subu r3,r3,r2                         |
0019a0f8: 00031840 sll r3,r3,0x01                        |Ability ID  0x0e (Ability offset)
0019a0fc: 3c018006 lui r1,0x8006                         |
0019a100: 00230821 addu r1,r1,r3                         |
0019a104: 9022fbf4 lbu r2,-0x040c(r1)                    |Load Ability's Flags 2 SCUS data : 0x8005fbf0 + 0x04 + Ability offset
0019a108: 00000000 nop                                   |
0019a10c: 30420041 andi r2,r2,0x0041                     |Check [Hit Ally] and [Hit Caster] 
0019a110: 14400005 bne r2,r0,0x0019a128                  #If Ability cannot hit Caster team : branch to  Enable flag 0x02  Two reverted flags (0 if can hit)
0019a114: 00000000 nop                                       |
                                                 Else : No second Table or Can Hit Allies
0019a118: 92620005 lbu r2,0x0005(r19)                    |Load AoE  From 0x80193fc4 + 0x05
0019a11c: 00000000 nop                                   |
0019a120: 14400005 bne r2,r0,0x0019a138                  #If AoE > 0  Next iteration (Can Hit Allies but no AoE = no risk of collateral damage ?)
0019a124: 00000000 nop                                   |

                                            --- Enable flag 0x02 (No risk of hitting Ally and not 3 directional nor linear
0019a128: 96020002 lhu r2,0x0002(r16)            |Load Skillset/Usage Type?
0019a12c: 00000000 nop                           |
0019a130: 34420200 ori r2,r2,0x0200              |Enable 0x02

                                            --- Update AI 0xef0 - Byte 0x04 ---
0019a134: a6020002 sh r2,0x0002(r16)             |Store new Skillset/Usage Type?

0019a138: 26520001 addiu r18,r18,0x0001          |LOOP counter + 1
0019a13c: 2a420022 slti r2,r18,0x0022            |Check counter vs limit
0019a140: 1440ff8b bne r2,r0,0x00199f70      Λ LOOP Branch if Counter < 34
0019a144: 02751021 addu r2,r19,r21           |r2 = AI Data Pointer + unit offset (load Battle ID at 0x198c when the loop starts)

=== Update Unit AI 0x182c data ===
0019a148: 02802021 addu r4,r20,r0            |Divisor = Number of Abilities
0019a14c: 0c0668b3 jal 0x0019a2cc            |-->Dividend * 4 / Divisor  Returns r2 = r54/r4
0019a150: 02e02821 addu r5,r23,r0            |Dividend = Nb Of Ability affected by silence
0019a154: 02802021 addu r4,r20,r0            |Divisor = Number of Abilities
0019a158: 03c02821 addu r5,r30,r0            |Dividend = Nb Of Ability with a MP cost
0019a15c: 0c0668b3 jal 0x0019a2cc            |-->Dividend * 4 / Divisor
0019a160: a222000c sb r2,0x000c(r17)         |Store Silence effectivness Mod AI 0x182c + 0x0c
0019a164: 8fa50010 lw r5,0x0010(r29)         |Dividend - load Evadable Abilities
0019a168: 02802021 addu r4,r20,r0            |Divisor = Number of Abilities
0019a16c: 0c0668b3 jal 0x0019a2cc            |-->Dividend * 4 / Divisor Return Evade mod (stored below)
0019a170: a222000b sb r2,0x000b(r17)         |Store MP Using Mod AI 0x182c + 0x0b

=== Store ENTD Data ===
0019a174: 26240004 addiu r4,r17,0x0004       |AI decision + 0x04 (ENTD - settings)
0019a178: 26c50167 addiu r5,r22,0x0167       |r5 = Pointer to Unit's ENTD AI setting  0x801908cc + 0x167
0019a17c: 34060005 ori r6,r0,0x0005          |Limit = 5
0019a180: 0c066ad2 jal 0x0019ab48            |-->Transfer Byte Values  Transfer Bytes from 0x167 to 16b to AI decision 0x04 to 0x8
0019a184: a222000d sb r2,0x000d(r17)         |Store Evade Mod AI 0x182c + 0x0d
0019a188: 92c20165 lbu r2,0x0165(r22)        |Load ENTD X Location Battle data
0019a18c: 92230004 lbu r3,0x0004(r17)        |Load AI Setting - Behavior Just filled with battle 0x167 in routine above
0019a190: a2220000 sb r2,0x0000(r17)         |Store X Location to stay near AI 0x182c + 0x00
0019a194: 92c20166 lbu r2,0x0166(r22)        |Load AI Y Location Battle data
0019a198: 00000000 nop                       |
0019a19c: a2220002 sb r2,0x0002(r17)         |Store Y Location to stay near AI 0x182c + 0x02
0019a1a0: 92c20167 lbu r2,0x0167(r22)        |Load Unit 0x167 (elevation + behavior) Battle data
0019a1a4: a2200003 sb r0,0x0003(r17)         |Nullify/Initialize AI decision 0x03 AI 0x182c + 0x03
0019a1a8: 000211c2 srl r2,r2,0x07            |0x80 (if Higher Elevation)
0019a1ac: a2220001 sb r2,0x0001(r17)         |Store Higher Elevation Flag AI 0x182c + 0x01

=== BEHAVIOR HANDLING ===
0019a1b0: 30620008 andi r2,r3,0x0008         |Check [Defensive]  Defensive in Patcher - Coward-like in Wiki
0019a1b4: 10400038 beq r2,r0,0x0019a298      #If [Defensive] if OFF Exit routine Seems to be a "peculiar behavior" flag
0019a1b8: 00000000 nop                       |
0019a1bc: 92220007 lbu r2,0x0007(r17)        |Load AI Targeting flag (Copied from Unit battle 0x16a)
0019a1c0: 00000000 nop                       |
0019a1c4: 30420004 andi r2,r2,0x0004         |Check [Save-CT Protect Self]
0019a1c8: 10400007 beq r2,r0,0x0019a1e8      #If Unit setting do not have [Conserve CT] : branch to Focus section

                  -=- CONSERVE CT -=-
0019a1cc: 34020011 ori r2,r0,0x0011          |r2 = 0x11
0019a1d0: 02751821 addu r3,r19,r21           |r2 = AI Data Pointer + unit offset 
0019a1d4: 080668a6 j 0x0019a298              >>Else if [Conserve CT] : set Unit AI 0x19a1 == 0x11 and EXIT
0019a1d8: a06219a1 sb r2,0x19a1(r3)          |Store  0x11 at 0x8019f34c4 + 0x19a1 + Unit offset (1 byte per unit)

                                            --- Backward branch section - Focus On Enemy - Aggressive ---
0019a1dc: 3402000c ori r2,r0,0x000c              |r2 = 0x0c
0019a1e0: 080668a6 j 0x0019a298                  |Set AI 0x19a1 = 0x0c and Exit
0019a1e4: a06219a1 sb r2,0x19a1(r3)              |Store 0x0c at 0x8019f34c4 + 0x19a1 + Unit offset (1 byte per unit)

                  -=- FOCUS Section -=-
0019a1e8: 30620040 andi r2,r3,0x0040         |check [Focus Unit] r3 = Battle 0x167 via AI 0x182c + 0x04
0019a1ec: 1040002a beq r2,r0,0x0019a298      #If Unit is not Focusing a Unit Exit routine
0019a1f0: 00009021 addu r18,r0,r0            |Counter = 0
0019a1f4: 340600ff ori r6,r0,0x00ff          |r6 = 0xff
0019a1f8: 02752821 addu r5,r19,r21           |r5 = AI Pointer + Unit's ID
0019a1fc: 3407000e ori r7,r0,0x000e          |r7 = 0x0e
0019a200: 00002021 addu r4,r0,r0             |Unit Offset (+0x01c0 each iteration)
                                            @LOOP through all units 
0019a204: 3c018019 lui r1,0x8019             |
0019a208: 00240821 addu r1,r1,r4                 |
0019a20c: 902208cd lbu r2,0x08cd(r1)             |Load Unit's ID   0x801908cc + 0x01 + unit offset
0019a210: 00000000 nop                           |
0019a214: 10460018 beq r2,r6,0x0019a278          #If Unit do not exist : branch to  Next unit iteration
0019a218: 00000000 nop                           |
0019a21c: 3c018019 lui r1,0x8019                 |
0019a220: 00240821 addu r1,r1,r4                 |
0019a224: 90230a2d lbu r3,0x0a2d(r1)             |Load this iteration Unit's ENTD ID 0x81908cc + 0x161 + unit offset
0019a228: 92220005 lbu r2,0x0005(r17)            |Load Acting Unit Main Target ID AI 0x182c + 0x05 filled with Battle 0x168 in this routine
0019a22c: 00000000 nop                           |
0019a230: 14620011 bne r3,r2,0x0019a278          #If This iteration unit is the Targeted Unit
0019a234: 00000000 nop                               |
0019a238: 92220004 lbu r2,0x0004(r17)                |Load AI Behavior 
0019a23c: 00000000 nop                               |
0019a240: 30420010 andi r2,r2,0x0010                 |Check [Aggressive]
0019a244: 10400014 beq r2,r0,0x0019a298              #If Unit AI setting is not  [Aggressive] :  Update AI 0x182c + 0x05 and Exit routine
0019a248: a2320005 sb r18,0x0005(r17)                |Store Unit Counter as Main target ID It should be already the case no ? 
                                                     Else : Unit is [Aggressive]
0019a24c: a2d201b9 sb r18,0x01b9(r22)                    |Store Main Target ID in acting unit data (0x1b9)
0019a250: 3c018019 lui r1,0x8019                         |
0019a254: 00240821 addu r1,r1,r4                         |Part of pointer to unit battle stats
0019a258: 90230a86 lbu r3,0x0a86(r1)                     |LoadThis iteration Unit's Modified ENTD Flags
0019a25c: 92c201ba lbu r2,0x01ba(r22)                    |Load Unit's Modified ENTD Flags
0019a260: 30630030 andi r3,r3,0x0030                     |Check this iteration unit Team
0019a264: 30420030 andi r2,r2,0x0030                     |Check Acting unit Team
0019a268: 1462ffdc bne r3,r2,0x0019a1dc                  #If Acting Unit target a foe : branch to Aggresive Enemy focus section (backward section)
0019a26c: 02751821 addu r3,r19,r21                           |r3 = AI Pointer + Unit ID
                                                         Else : Focus Ally
0019a270: 080668a6 j 0x0019a298                              >>Jump to   Set AI 0x19a1 = 0x0e and Exit routine
0019a274: a0a719a1 sb r7,0x19a1(r5)                          |Store 0x0e at 0x8019f34c4 + 0x19a1 + Unit offset (1 byte per unit)
                                                 Else : This unit is not the targeted unit
0019a278: 26520001 addiu r18,r18,0x0001          |Unit ID + 1
0019a27c: 2a420015 slti r2,r18,0x0015            |
0019a280: 1440ffe0 bne r2,r0,0x0019a204      #Loop to next unit (0x15 times)
0019a284: 248401c0 addiu r4,r4,0x01c0            |Unit Data Offset (+0x01c0 each iteration)

                  --- Unit has [Focus] and [Aggressive] But the targeted Unit is missing
0019a288: 92220004 lbu r2,0x0004(r17)        |Load AI Behavior
0019a28c: 00000000 nop                       |
0019a290: 304200f7 andi r2,r2,0x00f7         |
0019a294: a2220004 sb r2,0x0004(r17)         |Disable flag 0x08 (no peculiar behavior) AI 0x182c + 0x04
0019a298: 8fbf003c lw r31,0x003c(r29)
0019a29c: 8fbe0038 lw r30,0x0038(r29)
0019a2a0: 8fb70034 lw r23,0x0034(r29)
0019a2a4: 8fb60030 lw r22,0x0030(r29)
0019a2a8: 8fb5002c lw r21,0x002c(r29)
0019a2ac: 8fb40028 lw r20,0x0028(r29)
0019a2b0: 8fb30024 lw r19,0x0024(r29)
0019a2b4: 8fb20020 lw r18,0x0020(r29)
0019a2b8: 8fb1001c lw r17,0x001c(r29)
0019a2bc: 8fb00018 lw r16,0x0018(r29)
0019a2c0: 27bd0040 addiu r29,r29,0x0040
0019a2c4: 03e00008 jr r31
0019a2c8: 00000000 nop

Notes

1st Part : Loop through all abilities in Unit List of Moves (8019f3c4 - 0x0ef0) and store some data in AI Decision data ( 8019f3c4 + 182c)
    - Determines if ability is evadable, silencable, has a MP cost.
    - Store the Highest and Lowest MP cost in AI decision data
        - Store Evade Mod (4*Evadable abilities/ Total abilities)
        - Store Silence Mod (4*Silencable/Total)
        - Store MP usage mod (4*Use MP/Total)
Note : 4th Monster Abilities are ignored (not available 100% of the time)

2nd Part : Set AI 0x182c Byte 0x04 flags 0x01 0x02 and 0x04 (based on ability type)
    - First disable the 3 flags
    - If [Longbow Attack] or [Stop at obstacle] are ON : keep flags OFF
    - If [Linear Attack], [3-Direction Melee], [3 Direction Ranged] ar ON : Enable flag 0x04
    - If [Non Spear-Target] is OFF : Enable Flag 0x04 (i didn't find any ability matching these conditions - All non spear ability stop at obstacles)
    - If Ability Range < 3 and Ability is Evadable : Enable flag 0x04 - WARNING : i wonder if this is not a bug, and if this section were not meant to check 3 Directional in Ability data 2)
    - If Range >3 (or <3 non evadable / not 3 directional) :
            - If Ability can't hit Caster/Ally : Enable flag [0x02 Unknwon] (no collateral Dmg ?)
            - If Ability can Hit Caster/Allies but AoE = 0 : Enable flag [0x02 Unknwon]

3rd Part                           - 
The AI setting flag 0x08 at Unit 0x167 is labeled [Defensive] in Patcher or [Coward-like] in wiki. In this routine, it seems to be a flag for a peculiar AI behavior.
If this flag is OFF, the last part of this routine will be ignored.
Check ENTD AI flags (Unit 0x167 and 0x168) :
  - No [Defensive] flag --> Nothing done (AI 0x19a1 is not updated)
  - [Defensive] + [Preserve CT] --> Store 0x11 at 0x8019f3c4 + 0x19a1
  - [Defensive] without [Focus unit] --> Nothing
  - [Defensive] + [Focus Unit] without valid Target --> Disable [Defensive]
  - [Defensive] + [Focus Unit] wihout [Agressive] --> Unit ID in AI 0x182c byte 0x05
  - [Defensive] + [Focus Unit] + [Agressive] --> Unit ID in AI decision 0x05 + in Unit Battle 0x1b9
          - If focused unit is an Ally --> store 0x0e at 0x8019f3c4 + 0x19a1
          - If focused unit is an enemy --> store 0x0c at 0x8019f3c4 + 0x19a1

Bug ? : The evadable check at 0x0019a0d4 is odd. It could be a missed 3-Directional check.

Hard Coding

Ability Flag [0x01 - Evade with Motion], [0x02 Unknown] [0x04 Use Weapon flag] are disabled in AI move list ( 0x8019f3c4 + 0x0ef0)
the [0x04 Use Weapon] and [0x02 Unknown] flags could be restored under condition (see notes)

Return locations

Battle.bin
00068f3c: Special_Status_Flag_Enabling - Remove Frog
00069040: Special_Status_Flag_Enabling - Inflict Frog
000751a8: Decide_what_to_do_based_on_skillset/ability_selections
00075514: Set_move/act_based_on_skillset - Equip change
0008355c: Poach/Morbol_Transformation
00083bf8: Set_targets_animation_based_on_attack_type - Broken item 
00083c20: Set_targets_animation_based_on_attack_type - Stolen item
00199e20: Store_hardcoded_AI_stuff_(blood_suck,_frog,_berserk_abilities)