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The best way of breaking down the AI parameter (I have found) is to combine the blueprint JSONs from the <code>Sublevels/</code> folder, with the <code>ActorPlacementInfo</code> file of the same type. The Sublevels files contain the gen_variables that seem to be encoded into the byte arrays of ActorSerializeParameter.
 
The best way of breaking down the AI parameter (I have found) is to combine the blueprint JSONs from the <code>Sublevels/</code> folder, with the <code>ActorPlacementInfo</code> file of the same type. The Sublevels files contain the gen_variables that seem to be encoded into the byte arrays of ActorSerializeParameter.
  
AI parameters can be found by searching for <code>{entity}AI_GEN_VARIABLE</code>, for example <code>ElecMushiAI_GEN_VARIABLE</code> for Anode Beetles. Most of the contents of that object's <code>Properties</code> will be encoded in that actor's <code>ActorSerializeParameter.AI.Static</code> in the <code>ActorPlacementInfo</code> file, so you can compare things like the drop numbers, asset path and other such floats for occurrences of those values in the AI array. Strings are often the easiest to find/locate with due to their easy to spot nature (look for the big sequence of non-0 numbers and decode it to see if it matches what you need). Finding two instances in Sublevel files that have different values for a given property (or the property being set at all for infrequent ones) will tell you which actor instances to look for in the AP files, which you can then anaylse the bytes for to find your different value, giving you its array index/type.
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AI parameters can be found by searching for <code>{entity}AI_GEN_VARIABLE</code>, for example <code>ElecMushiAI_GEN_VARIABLE</code> for Anode Beetles. Most of the contents of that object's <code>Properties</code> will be encoded in that actor's <code>ActorSerializeParameter.AI.Static</code> in the <code>ActorPlacementInfo</code> file, so you can compare things like the drop numbers, asset path and other such floats for occurrences of those values in the AI array. Strings are often the easiest to find/locate with due to their easy to spot nature (look for the big sequence of non-0 numbers and decode it to see if it matches what you need).
  
 
A scrape of all of the sublevel files can be found in [https://github.com/Chagrilled/P4-DandoriDesktop/blob/master/src/api/sublevels.json Dandori Desktop's repo] which collects every parameter that each entity ever defines - so every drop, and config param ever given to any Kochappy, for example. This is very useful for finding all the potential values of random things like <code>GameRulePermissionFlag</code> or <code>CustomParameter</code>, and is a great starting point for piecing parts of the AI puzzles together, as params like <code>ObjectAIParameter</code> and <code>TekiAIParameter</code> are shared frequently, with individual properties being set on certain entities. This isn't comprehensive as many properties are just left defaulted, which doesn't mean they can't be changed, just that we don't have 2 differing examples to easily locate them in the bytes.
 
A scrape of all of the sublevel files can be found in [https://github.com/Chagrilled/P4-DandoriDesktop/blob/master/src/api/sublevels.json Dandori Desktop's repo] which collects every parameter that each entity ever defines - so every drop, and config param ever given to any Kochappy, for example. This is very useful for finding all the potential values of random things like <code>GameRulePermissionFlag</code> or <code>CustomParameter</code>, and is a great starting point for piecing parts of the AI puzzles together, as params like <code>ObjectAIParameter</code> and <code>TekiAIParameter</code> are shared frequently, with individual properties being set on certain entities. This isn't comprehensive as many properties are just left defaulted, which doesn't mean they can't be changed, just that we don't have 2 differing examples to easily locate them in the bytes.

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