the AI data is organized into two blocks
I just want to point out that by my definition there can be more than two blocks per AI script. There can be several conditional non-react blocks and several different react blocks.
Technically Jorgur is right - its possibly to have more then 2 block (
I accept his definition of block: condition, separators, action part, End of Block - FE or FF).
Logically LightPhoenix is right - there are 2 type of blocks - conditional and non-conditional (as others may call them react and non-react).
Although technically we may have more then 1 non-conditional, I have never seen more then one. It ends with FF regardless where it stands. Maybe that is why in some people's parsing they call it: default.
Since the game allocates space for 10 blocks non-conditional, LightPhoenix you may use the 9 of them for whatever you need (that is 9x17 + 9x64 bytes) :)
why does the game need 17 bytes to hold 4 bytes?
Because you may have up to 4 conditions and FE in the end. Each of this conditions are connected with logical AND. Personally I havent seen more then 2 in one block.
Perhaps this is simply a relic of changing code
I have the same feeling ... or changing of the idea :)