THE FF7 ENEMY MECHANICS v1.11
======================= =====
by Terence Fergusson <
[email protected]>
Final Fantasy 7 Copyright 1997, 1998 Square Co., Ltd. Final Fantasy and
Squaresoft are registered trademarks of Square Co., Ltd.
This document is entirely my work, and was written and is owned by me,
Terence Fergusson. All copyrights and trademarks are acknowledged where not
specifically mentioned. If you wish to reproduce this document AS IS, you
may do so without having to ask my permission, providing that the entire
document including this copyright notice is left intact, preferably in ASCII
text format, and is done so for non-profit purposes. I do, however, reserve
the right to revoke permission and ask for it to be taken down should I feel
it necessary.
=============================================================================
VERSION HISTORY
=============================================================================
v1.00 : 19/08/04 : Original Release
v1.02 : 13/09/04 : Fixed a few errors in various enemies
(thanks to SineNomine for pointing some of them out)
Added extra section detailing Item Drop and Steal rates
v1.05 : 26/04/05 : Fixed a few errors in certain counter scripts
and while loops, as well as some minor updates to a few
monster entries
Large updates to all abilities, adding Hit Rate and
Formula Type data. The formulas to interpret these
properly - as well as needed corrections and changes to
certain terms and old data - will be in a future Battle
Mechanics update
v1.06 : 14/07/05 : Updated a few terms and rewrote all status chances to make
them clearer. Also finished research on the unknown
elemental resistances, and updated accordingly
v1.10 : 29/06/09 : Added Run Difficulty to all encounters. A number of
slight inaccuracies and AI errors were found and
corrected too
Synched with sister guides
v1.11 : 31/07/09 : Enemy Data underwent a full reverification, and a good
30+ errors were found and fixed
Chocobo Ratings were added
World Map Encounter details were revised
=============================================================================
COMPONENT GUIDES
=============================================================================
The FF7 Game Mechanics Guides are split into three files. This guide, the
third in the series, will detail the stats, attacks and formations of the
enemies you meet. The other two are:
The FF7 Battle Mechanics:
Covers the battle mechanics as a whole, and is required reading for
understanding this current guide.
The FF7 Party Mechanics:
Covers the various battle data relating to the party, notably data
regarding spell stats, materia use, and limit breaks.
The FF7 Battle Mechanics is the main one to start with, since it will define
many terms that will be used in both Party and Enemy Mechanics.
Note that this guide is based on the PC version. While most alleged
gameplay differences between the PC and PSX versions have been proven false,
more may exist.
=============================================================================
CONTENTS
=============================================================================
1. Foreword
2. Basic Mechanics
2.1 Item Rates
2.1.1 Winning Items
2.1.2 Stealing Items
3. Random Encounters
3.1 Encounter Basics
3.2 Encounter List
3.2.1 World Map Encounters
3.2.2 Field Map Encounters
3.2.3 Unique Random Encounters
4. Enemy Data Key
4.1 Basic Data
4.2 AI Data
5. Enemy Listing
5.1 Midgar (Disc One)
5.1.1 No. 1 Reactor
5.1.2 Lower Sector 4 Plate
5.1.3 No. 5 Reactor
5.1.4 Sector 5 Slum
5.1.5 Sector 6
5.1.6 Don Corneo's Mansion
5.1.7 Sewer
5.1.8 Train Graveyard
5.1.9 Plate Support
5.1.10 Reno of the Turks
5.1.11 Shinra HQ
5.1.12 Escape
5.2 Midgar Overworld
5.2.1 Midgar Area
5.2.2 Grasslands Area
5.2.3 Chocobos!
5.3 Mythril Mines
5.4 Junon Overworld
5.4.1 Junon Area
5.4.2 The Mystery Ninja
5.4.3 Fort Condor
5.4.4 Junon (Disc One): Bottomswell
5.5 Cargo Ship
5.6 Corel
5.6.1 Corel Area
5.6.2 Mt. Corel
5.7 Gold Saucer
5.7.1 Corel Prison
5.7.2 Corel Desert
5.7.3 Gold Saucer Area
5.8 Battle Square (Part One)
5.9 Gongaga
5.9.1 Gongaga Area
5.9.2 Jungle
5.9.3 Meltdown Reactor
5.10 Cosmo Canyon
5.10.1 Cosmo Area
5.10.2 Caves of the Gi
5.11 Nibelheim
5.11.1 Nibel Area
5.11.2 Shinra Mansion
5.11.3 Mt. Nibel
5.12 Rocket Town
5.12.1 Nibel Area Forests
5.12.2 Rocket Launch Pad Area
5.12.3 The Tiny Bronco
5.13 Battle Square (Part Two)
5.14 Wutai
5.14.1 Wutai Area
5.14.2 Wutai, Da-chao Statue
5.14.3 The Stolen Materia
5.14.4 Wutai, Godo's Pagoda
5.15 The Temple of the Ancients
5.15.1 Woodlands Area
5.15.2 Temple of the Ancients
5.16 The Forgotten City
5.16.1 Icicle Area (Part One)
5.16.2 Corel Valley
5.16.3 Water Altar
5.16.4 Corel Valley Cave
5.17 Icicle Area (Part Two)
5.18 The Snow Fields
5.18.1 Great Glacier
5.18.2 Gaea's Cliff
5.19 Whirlwind Maze
5.20 Junon (Disc Two): Aljunon
5.21 Mideel Area
5.22 The Lonely Isles
5.22.1 Goblin Island
5.22.2 Cactus Island
5.23 The Huge Materia Quest: Corel Reactor
5.24 Ultimate Weapon
5.25 Battle Square (Part Three)
5.26 The Huge Materia Quest: Underwater Reactor
5.26.1 Junon Path
5.26.2 Underwater Tunnel
5.26.3 Underwater Reactor
5.26.4 Carry Armor
5.27 The Huge Materia Quest: Rocket Town
5.28 The Ancient Forest
5.29 The Gelnika
5.30 Diamond Weapon
5.31 Midgar Raid
5.31.1 Sector 8 Underground
5.31.2 The Mako Cannon
5.32 The Optional Weapons
5.33 The Northern Crater
5.34 The Final Battles
5.34.1 Jenova*SYNTHESIS
5.34.2 Bizarro*Sephiroth
5.34.3 Safer*Sephiroth
5.34.4 Sephiroth
=============================================================================
1. FOREWORD
=============================================================================
Before we delve into the heart of the enemy mechanics, there are various
things that must be said, especially regarding the accuracy and layout of
this guide.
First off, while this is not specifically a technical document, it *does*
strive to be accurate in the large majority of cases. Many parts of the
document are written to be accurate with the game code itself. However,
other parts have been translated into data that are not precisely what the
game does, but are easier to understand: for example, the AI routines of
each enemy have been simplified where possible for this guide. Previous
versions of this document also listed what untargetable enemies existed;
this has since been removed since it really adds nothing to the guide and
was incomplete, in any case.
Also, many enemies share the same attacks. No indication of which attacks
are shared will be given in this guide - there are many attacks which have
exactly the same name and effect but may have different attack IDs. This is
also sometimes the case when the same enemy has multiple attacks with the
same name and effect. In this case, the only difference is when it is used
via the AI script and the animation attached to it. In this case, I will
sometimes indicate which version within the AI script. In general though,
this guide will condense them all into one attack and attempt to explain when
it is used. (An example of this is Reno's Pyramid attack, of which he has
three different versions for each of the three Pyramids he can call into
being)
The purpose of this guide is to remain true to the enemy stats listed in
FF7's data files. As such, this will generally have priority. However, I
am not immune to making mistakes, and with the sheer amount of information
being conveyed, some are bound to turn up from time to time.
I was heading for accuracy. At this present time, I believe this guide to be
more accurate in most things than many other monster lists already published,
and in this respect, I have succeeded in my goal. However, total accuracy is
still elusive. As such, if you wish to use this guide, please take its
faults into account.
NOTE (26/06/2009): While quite extensive, there are still some things left
missing. Of particular interest are certain unknown variables in the AI
scripts. If you see a variable listed like [0000] or [2040], please do not
worry overmuch about it; I know they exist, and am fairly sure that most
are merely technical changes that do not affect how a battle plays out.
Many things have been corrected as time has passed, but I still cannot be
sure that none do not remain. It's 1000+ KB of text. All I can say is that
I've tried my best, and I hope you find use from it.
=============================================================================
2. BASIC MECHANICS
=============================================================================
This short section is devoted to covering important formulas and procedures
necessary to understand certain parts of this guide, that are complicated
enough to require more than a few paragraphs, but unique enough to not fit
anywhere else.
--------------
2.1 Item Rates
--------------
Each enemy in the game can carry up to four different items, divided up
between items that you can win from them and items you can steal from them.
From a single enemy, it is only possible to earn one of these items. The
item you get depends on what you use (either stealing or simply killing them)
and random chance.
Each item - whether it be Won or Stolen - has an Item Chance, which is a
unique number that determines how often it drops. The following two sections
detail how this number becomes an actual probability of dropping or being
stolen.
2.1.1 Winning Items
----- -------------
You have a chance at winning an item if an enemy is killed and you finish the
battle successfully. In addition, the enemy cannot have been stolen from and
must not have been killed by Remove. Finally, the battle must finish with
the default ending screen that awards EXP/AP/Gil/Items. Battle Square
battles do not do this, and multi-part battles only count the final battle in
the series. (Example: The Hundred Gunner and Heli Gunner battle only awards
the Heli Gunner part of the battle)
An enemy that is able to award items upon winning will have a list of said
items, each with their own chance of being dropped. For example, a Razor
Weed has the following list:
Win: [ 8] Tranquilizer, [ 8] Hi-Potion, [ 8] Loco Weed
Both the chance of each item and the order are important. When an item is
to be dropped, each item in the list is looked at in turn. The item being
looked at will be awarded if the following occurs:
If Rnd(0..63) <= Chance of Item, then Current Item is won!
This means that you have (Chance + 1)/64 that the current item being looked
at will be dropped. This is done in order, however, so with the example item
list above, it would be done like this:
9/64 Chance: Win the Tranquilizer
55/64 Chance: Move to next item...
9/64 Chance: Win the Hi-Potion
55/64 Chance: Move to next item...
9/64 Chance: Win the Loco Weed
55/64 Chance: No item is dropped
For this example, this means you have the following chances of each item:
Tranquilizer: 9/64 chance, 14.06%
Hi-Potion: 495/4096 chance, 12.08%
Loco Weed: 27225/262144 chance, 10.39%
Nothing: 166375/262144 chance, 63.47%
As you can see, even though they each had the same individual chance, the
earlier items in the list are more likely to drop than the later items.
This follows for any enemy that can drop an item; the chance per item is
always (Chance+1)/64, meaning that a Chance of 63 is a 100% drop rate.
2.1.2 Stealing Items
----- --------------
You may steal an item from an enemy whenever it is carrying one or more items
classed as being stealable. If you successfully steal an item, then that
enemy will have no more items to either drop upon defeat or to be stolen.
(You will, of course, still be able to Morph them....)
The chance of stealing an item is similar to the chance of an item being
dropped, with a single difference: your Level and the target's Level are
combined to form a modifier that adjusts the Chance of all items before they
are tested against.
The modifier is calculated like so:
Lvl Diff = 40 + Attacker's Level - Target's Level
StealMod = [512 * Lvl Diff / 100]
The Modifier is then applied to each Item Chance via the following formula:
New Chance = [Item Chance * StealMod / 256]
Steal chances are exactly equal to Item Drop chances when StealMod is equal
to 256; this occurs when you are 10 levels higher than your target. We can
also see that Steal chances are *doubled* when StealMod is equal to 512; this
occurs when you are *60* levels higher than your target.
The same test used for Item Drops is used for Stealing; each item in the
Steal list is looked at in order, with the following test applied:
If Rnd(0..63) <= Chance of Item, then Current Item is stolen!
To see how this all works, let's take a look at an example. A popular one
is the Bagrisk, who is L19 and has the following Steal List:
Steal: [32] Soft, [32] Soft, [ 8] Vagyrisk Claw
If the person stealing from the Bagrisk is L29, then the chances are
identical to the basic Item Drop chances; 33/64 chance of the first Soft,
33/64 chance of the second Soft (if the first Soft fails) and then 9/64
chance of the Vagyrisk Claw if both Softs fail to be stolen. If we do the
calculations, this leads to a 76.54% chance of a Soft, 3.30% chance of a
Vagyrisk Claw and 20.16% chance of nothing.
If the person stealing from the Bagrisk is L79, then the individual numbers
are doubled. This means that the first Soft will be stolen if Rnd(0..63) is
less or equal to 64... which it always will be. This means we have a 100%
chance of stealing a Soft... but it also means we have a 0% chance of
stealing the Vagyrisk Claw.
In fact, the chances of stealing a Vagyrisk Claw are finally closed off at
L78. Let's go over this particular example in detail.
At L78, we get:
Lvl Diff = 40 + Attacker's Level - Target's Level
= 40 + 78 - 19
= 99
StealMod = [512 * Lvl Diff / 100]
= [512 * 99 / 100]
= [506.88]
= 506
Each Item Chance will thus be multiplied by 506/256 and then rounded down.
The chance for each Soft is 32, which becomes:
[32 * 506 / 256] = [63.25] = 63
The Item Chance for the Vagyrisk Claw (though it doesn't matter), becomes:
[8 * 506 / 256] = [15.8125] = 15
Finally, we get to test each item. We will steal the first Soft if
Rnd(0..63) is less or equal to 63, which it *always* will be. We therefore
have a 100% chance of stealing the first Soft, and a 0% chance of getting
anything after it in the list.
There is one final modifier in stealing: the Sneak Glove. If the character
stealing has a Sneak Glove equipped, then StealMod will be set to 512
*MINIMUM*. This means that you will, at a very minimum, be set to 60 levels
greater than your target with regards to stealing. Note that the Sneak Glove
will never *lower* your chance of stealing; if you are more than 60 levels
over your target already, it will have no effect. Also note that because it
alters StealMod, it is able to boost your chances even higher than being L99
would against enemies at L40 or higher.
As you can probably guess from the examples we've already looked at, wearing
a Sneak Glove will reduce your chances of stealing a Vagyrisk Claw to 0. And
if you think being really low level helps all that much for Vagyrisk Claw
stealing... well, the best individual chance is at L11, where you have a
54.86% chance of stealing a Soft, 4.23% chance of stealing a Vagyrisk Claw
and a 40.91% chance of failing. The calculations required to get these
figures are left as an exercise for the reader.
=============================================================================
3. RANDOM ENCOUNTERS
=============================================================================
--------------------
3.1 Encounter Basics
--------------------
FF7 is divided into areas. A single screen in a dungeon or town is called
a Field Map area, and when you change Field Maps, you very often change the
rate you will encounter enemies.
On the World Map, however, the division of areas is through defined borders.
For instance, there is a mountain range and river that seperates Corel Area
from both North Corel Area and Gold Saucer Area. You can see which area you
are currently in by opening up the menu and looking at the bottom right of
the screen.
Each unique area can support up to 6 Normal battles and 4 Special Formation
battles. In addition, World Map areas can support a further 4 Chocobo
battles.
First, we will look at how the game decides *when* a random encounter should
occur. The Field Maps and World Map have slightly different ways of deciding
this, so we shall look at them in turn.
Field Maps
==========
While moving, a variable called the Field Danger Counter is incremented every
so often. The higher the Danger Counter, the more likely you are to enter a
random battle. Some areas increase the Danger Counter at a larger rate than
others. The difference between more and less dangerous areas is marked by a
stat known as the area's Encounter Value.
High Encounter Values are safer than normal, and you can usually run quite a
distance without getting into a random battle. Low Encounter Values are more
dangerous, and the random encounters are more frequent.
The Danger Counter is incremented every time a battle check occurs, which
happens roughly three times per second when moving.
Walking increases the Danger Counter by [1024 / Encounter Value] per battle
check. Running increases the Danger Counter by [4096 / Encounter Value]
per battle check. Note that running is four times faster than walking, so
the distance covered ends up about the same, with the exception of rounding.
However, while running, the number of times the battle check is called will
be lower over the same distance, so you may find you have *less* encounters.
You will encounter a random battle if, during a battle check, Rnd(0..255) is
less than [Danger Counter * Enemy Lure Value / 256]. Note that the Enemy
Lure Value is a fraction between 2/16ths to 32/16ths, but is only altered
through the presence of Enemy Lure and Enemy Away Materia on your party.
The default value when no such Materia is equipped is 16/16ths or 100%.
Note that the Field Danger Counter is reset after a *random* battle only,
and carries over from screen to screen.
World Map
=========
The World Map has its own Danger Counter. In this case, however, the
counter is incremented by [Enemy Lure Value * 16384 / Encounter Value] per
battle check. Another thing to note is that the Enemy Lure Value is
doubled if it is greater than 16/16ths, making enemy luring count for *twice*
as much as it usually does. The average value per battle check tends to be
512, since Enemy Lure Value is usually 16/16ths and Grass areas tend to have
an Encounter Value of 32.
Battle checks occur less often on the World Map, averaging about one per
second while moving. However, the higher increase of the Danger Counter
makes up for this.
Again, you will enter a random battle if, during a battle check, Rnd(0..255)
is less than [Danger Counter / 256].
Unlike the Field Danger Counter, the Danger Counter for the World Map is
reset whenever you leave or enter the World Map. This includes entering any
town or dungeon or submerging while in the Sub. While it does not include
switching to the Highwind's cockpit from the World Map, it *DOES* include
switching to the World Map from the Highwind's cockpit.
As soon as the chance succeeds and a random battle is going to occur, the
following things are considered in order:
Unique/Chocobo Battles
Pre-emptive Chance
Special Formations
Normal Battles
Unique/Chocobo Battles
======================
On the World Map, there are a few unique checks that must be made. The
very first is the Mystery Ninja check. If you are in a forest or jungle and
a random battle occurs, there is a chance you will face the Mystery Ninja
instead... providing you haven't recruited Yuffie yet. See the Mystery Ninja
section for details.
Otherwise, the other check that is done is for Chocobos. If you are on a
chocobo track area and have a Chocobo Lure Materia equipped, then there is
the possibility you will get a Chocobo battle instead. The check done is
as follows:
Chance = [Rnd(0..255) * 4096 / Chocobo Lure Rating]
If (Chance < Chocobo Battle Chance #1) Then
Do Chocobo Battle #1!
Stop Check Here
Chance = Chance - Chocobo Battle Chance #1
If (Chance < Chocobo Battle Chance #2) Then
Do Chocobo Battle #2!
Stop Check Here
Chance = Chance - Chocobo Battle Chance #2
If (Chance < Chocobo Battle Chance #3) Then
Do Chocobo Battle #3!
Stop Check Here
Chance = Chance - Chocobo Battle Chance #3
If (Chance < Chocobo Battle Chance #4) Then
Do Chocobo Battle #4!
Stop Check Here
The Chocobo Battle Chance for each of the four possible battles comes from
the Battle ID for that Chocobo ID and the standard 'chance' to get that
battle. The full number is equal to 'Chance * 1024 + Battle ID'. However,
because the Battle ID is included in the numerical check, it is required to
list the entire number when giving the chances to get a Chocobo Battle.
Please note that a standard L1 Chocobo Lure gives you a Chocobo Lure Rating
of 8. A L2 Lure grants a Rating of 12, and a L3 or L4 Chocobo Lure grants
a final Rating of 16. While Chocobo Lures do stack, the maximum Rating you
can get is 32.
A Chocobo Lure Rating of 8 would give you a Chance value of between 0 and
130560, which, essentially, gives you a 75% chance of a Chocobo battle in
Kalm, 50% chance in Junon and 25% elsewhere.
A Chocobo Lure Rating of 16 would give you a Chance of between 0 and 65280,
which is roughly 100% in Kalm and Junon and 50% elsewhere.
Finally, a Chocobo Lure Rating of 32 would give you a Chance between 0 and
32640, which is a 100% chance of a Chocobo fight whichever tracks you may be
at.
Please note that the level of the Chocobo does not determine how good the
Chocobo is. Chocobo ratings are determined by exactly *which* encounter
you get.
Pre-emptive Chance
==================
Pre-emptive chance is worked out next. You have a base chance of 16/256 of
getting a Pre-emptive battle. A mastered Pre-emptive Materia will boost this
up to 64/256. The maximum this value can go to is 85/256, which is roughly a
1/3rd chance. Rnd(0..255) is rolled for this: if the number is lower than
your Pre-emptive chance, then you are rewarded with Pre-emptive status when
the battle begins... assuming the battle allows a Pre-emptive attack.
For the remaining battle types, we will focus on how the Field Map deals
with them. The World Map has slightly different rules, and the differences
between them will be looked at at the end of this section.
Special Formation Battles
=========================
If the area has any Special Formation battles, you have a chance of getting
them first (after Mystery Ninja and Chocobo battles, of course). These
almost always have you at a disadvantage. However, a 5-star Pre-emptive
Materia will help protect you against these battles by halving the chances of
the disadvantageous ones. We will call this an Ambush Alert bonus.
Note that FF7 has some special quirks about detecting whether you have a
5-star Pre-emptive Materia equipped or not. It's important to note that
there are two different types of checks that are used to detect a 5-star
Materia: a single character check and a global check.
The single character check is made whenever you change Materia or Equipment
on a character. None of the other characters are looked at: only the
character you're changing Materia on now counts. If that character does
*NOT* have a 5-star Pre-emptive Materia equipped, then the game will decide
you do not have one and remove the Ambush Alert bonus. It doesn't matter if
another character does have a 5-star Materia.
The global check is primarily used when you enter the Menu screen from the
world map or field screen, or when you exit the PHS screen. The primary
problem here is that the way it does the check is to run the single character
check on each character in your party in turn, starting from the top.
What this means is that only the *last* character (the bottommost) in your
party really counts for whether they have a 5-star Pre-emptive Materia or
not. As such, if you want to get the most out of the Ambush Alert bonus, you
should place the 5-star Pre-emptive Materia on your last character.
Now that the game has ascertained whether you get the Ambush Alert bonus or
not, the game will go through all four possible Special Formation battles for
the area, in the following order:
Back Attack #1 and #2:
The first two Special Formations are meant for Back Attacks, where you
begin facing away from the enemy with your formation reversed (back row
becomes front row and vice versa) and the enemies invariably get the first
attack. You cannot get a Pre-emptive attack for these battles. However,
Ambush Alert will reduce the chance of meeting Back Attacks by half. Note
that while you are shown as facing away from the enemy, you are not
*really* doing so: you do not take the usual double damage from being hit
from behind. The only real disadvantage is having your formation reversed.
Please also note that this means that those tricks to automatically get you
to face forward (like attempting to run for a split second to turn your
party around) do nothing.
Side Attack:
This Special Formation is reserved for when you surround a single enemy
group. Ambush Alert will *not* reduce the chances of getting this
advantageous battle. Pre-emptive chance is not removed by getting a Side
Attack, but it either has no effect or a different effect from normal; your
entire party begins a Side Attack with all their time bars filled, while
the enemies have theirs delayed significantly.
Ambush:
The final possible battle is an attack from both sides for the enemy, where
you are surrounded by two enemy groups. Ambush Alert reduces the chance
of Ambushes by half. While Pre-emptive chance is not removed by getting
this battle, it either has no effect or a different effect from normal;
you begin an ambush with your time bars fully depleted, while your enemies
gain a slight increase to their own time bar values.
All Special Formation Battles have a chance out of 64 of occurring. A single
random number - Rnd(0..63) - is rolled to determine both if you will get a
Special Formation battle *and* which one you get if you do. The chance of
not getting a Special Formation battle is equal to 64/64 minus the sum of the
probabilities of all available Special Formation battles (this includes the
probability halving for Back Attacks and Ambushes that Ambush Alert grants).
Rarely, a Back Attack battle will be placed in the Ambush slot, or an Ambush
battle will be placed in the Back Attack slots. Where this occurs, I will
mark the battles as "BAtt (Ambush) #1" or "Amb. (Back Attack)". Even rarer,
a Special Battle may be placed in the Normal slots below. For this, I will
use "Normal (Side) #1" or similar.
Normal Battles
==============
If neither a Special Formation nor a Chocobo Battle has been able to occur,
then the normal battles are finally checked. This is a simple chance out
of 64 for each battle allowed, with a single Rnd(0..63) deciding which of the
battles is chosen.
There is one exception however: if you get the *exact* same battle formation
as you did last time, then the game will reroll *once* for a new Normal
Battle. If you still get the same battle, then no further rerolls are done.
However, this does mean that you are less likely (in general) to get the same
battle than you are to get a new battle.
Note that Special Formation battles never share the same IDs of Normal
Battles, so only Normal Battles will count for rerolls.
BUG: Due to an error with regards to signed numbers, any Normal Battle chance
that is 32/64 or greater will actually be treated as a negative number:
Chance - 64. How FF7 reacts to this depends, but for the most part, if it
was the first encounter in the list, it will cause it to have a 100% chance
of being selected, providing no Special Battle was encountered.
Note that World Map encounters do not suffer from this bug, and all chances
listed in this document already take this bug into account: if you see a
battle with 32/64 chance or greater, then it is because it's a group of
battles pointing to the same encounter. The bugged encounters have already
been modified to show 64/64 instead.
World Map Differences
=====================
The way encounters are decided on the World Map are slightly different,
despite being based around the same data system. The key differences are
as follows:
Special Formation Battles
-------------------------
Instead of a single random value being used for all four types of Special
Formations, they are checked individually in a particularly obtuse way.
The two Back Attack slots are checked first, using a single Rnd(0..255).
The usual chances out of 64 are multiplied by either 2 if you have Ambush
Alert, or 4 if you don't. However, due to the way the battles are compared,
the first Back Attack will have a 1/256 greater chance of being picked
overall. For example, if the Back Attack battle had a 4/64 chance
originally, the true chance would instead be 17/256 (or 9/256 under Ambush
Alert). The 2nd Back Attack battle (if it exists) is not affected by this
bug.
If you don't get a Back Attack, then Side Attack is checked next, and a new
Rnd(0..255) is used for it. And once again, the usual chance out of 64 is
multiplied by 64, and the same bug gives a 1/256 greater chance of the Side
Attack happening.
If you fail to get either a Back or Side Attack, then Ambush is checked last.
Again, it has a new Rnd(0..255) used, and the chance out of 64 is multiplied
by either 2 (if Ambush Alert) or 4 (if not under Ambush Alert). The same
1/256 greater chance is also applied due to the bug in comparing the chances.
This means that the chance of not getting a Special Formation on the World
Map is not the sum of the chances subtracted from 64, but instead the three
chances of not getting a Back Attack, not getting a Side Attack and not
getting an Ambush multiplied together. On top of that, Side Attacks and
Ambushes hinge on having failed to get any previous Special Formation that
exists in the current World Map area, which reduce the chances of seeing them
further.
Normal Battles
--------------
Like the Special Formations, a single Rnd(0..255) is used with the chances
out of 64 multiplied by 4. The same bug described previously exists with the
Normal Battles on the World Map too, so the first battle in each list has a
1/256 greater chance than indicated, whilst the *last* battle in each list
has a 1/256 *lesser* chance than indicated. So if an area had two battles
marked 32/64 each, then the first battle would instead have a 129/256 chance
of being chosen, whilst the second (and last) battle would have a 127/256
chance of being chosen.
Note that there is still a reroll if a Normal Battle is chosen that matches
the same battle that was encountered last time, which further complicates
the chances of a battle being picked.
In the encounter table in the next section, all World Map encounters will be
displayed with their standard chance out of 64, but please be aware of the
various ways the chances are manipulated due to the mentioned bugs and
checked parameters.
------------------
3.2 Encounter List
------------------
In this section, we will list all random encounters in the game, sorting them
by location. The first subsection will deal with World Map encounters, while
the second subsection will deal with Field Map encounters. The final
subsection will deal with certain uniquely random encounters that do not use
the previously defined encounter system.
A few things about how encounters are listed. First, I only list the enemies
that can be targeted and are visible at the start of battle. A number of
enemies have hidden 'forms' or 'companions' that they call on as the battle
progresses. In all cases, these have been detailed in the Enemy Data
section. I will not, for example, expressely state that Grangalan can
summon a Grangalan Jr. here, or that a Grosspanzer comprises of
Grosspanzer*Big, Grosspanzer*Mobile and two Grosspanzer*Smalls.
Also, anytime two different chances point to the same battle, I have combined
them into a single chance. This also means that if there are two battles
that I have listed with the *same* apparent formation, then they are
*DIFFERENT* battles. This is important to note in regards to the 'reroll'
clause that reduces the chance of getting the same battle twice in a row.
Thirdly, every encounter has its unique Run Difficulty. The large majority
of encounters have a Run Difficulty of 1 - these are very easy to escape.
Back Attacks and encounters with certain enemies or in certain locations have
been designed to have an increased Run Difficulty though, so for every
encounter that has a Run Difficulty higher than 1, it will be listed in the
encounter itself. The higher the Run Difficulty, the longer it takes for
your escape to be successful.
And finally, each battle is listed by which 'Row' an enemy is in. A Row is a
measure of Range; enemies in higher Rows are considered to be behind enemies
in lower Rows. This is where the 'Back Row' definition for enemies comes
from; an enemy is considered to be in the Back Row until *all* enemies in
the rows in front of it have been defeated or otherwise dealt with. For
instance, the first battle in Midgar Area - Grass has three Kalm Fangs,
with Kalm Fang B in Row 2 and Kalm Fang C in Row 3. Both of these are
behind Kalm Fang A in Row 1. So, Kalm Fang B is in the Back Row until
Kalm Fang A has been killed... but Kalm Fang C is in the Back Row until both
Kalm Fang A *and* B have been dispatched. Certain rare enemies can change
'rows' via their AI script; there, it is called the Range variable.
Note on rows/range: RowFl means Row 'Flying', which is another way of saying
Row 16. Any enemy at Row 16 or above can no longer be hit by short range
abilities. This is known as "Can't Reach" - the message that appears when
you try to hit such a target. Very few enemies start in Row 16, but several
can change their Range to 16. Further information can be found in the
appropriate enemy descriptions in the Enemy Data section.
3.2.1 World Map Encounters
----- --------------------
The list of World Map Encounters is divided first by area and then terrain -
each area can have up to four different terrain possibilities, which can have
their own individual encounter chances. Areas are listed in story order.
Midgar Area
===========
Midgar Area - Grass Encounter Value: 32
Normal Battle #1: 16/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Kalm Fang RUN DIFFICULTY: 2
Row 2: 1x Kalm Fang Row 1: 1x Kalm Fang, 1x Prowler
Row 3: 1x Kalm Fang Row 2: 1x Prowler
Normal Battle #2: 16/64 Chance Ambush: 4/64 Chance
Row 1: 2x Kalm Fang, 1x Prowler Grp 1: 1x Prowler
Normal Battle #3: 16/64 Chance Grp 2: 2x Kalm Fang
Row 1: 2x Devil Ride
Normal Battle #4: 16/64 Chance
Row 1: 1x Kalm Fang
Row 2: 2x Kalm Fang
Midgar Area - Dirt Encounter Value: 20
Normal Battle #1: 16/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Devil Ride RUN DIFFICULTY: 2
Normal Battle #2: 16/64 Chance Row 1: 2x Devil Ride
Row 1: 1x Custom Sweeper Side Attack: 10/64 Chance
Row 2: 1x Custom Sweeper Row 1: 2x Custom Sweeper
Normal Battle #3: 16/64 Chance
Row 1: 2x Kalm Fang
Row 2: 1x Devil Ride
Normal Battle #4: 16/64 Chance
Row 1: 1x Kalm Fang, 1x Prowler
Row 2: 1x Prowler
Midgar Area - Beach Encounter Value: 64
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 2x Kalm Fang Grp 1: 2x Prowler
Row 2: 1x Kalm Fang Grp 2: 1x Kalm Fang
Normal Battle #2: 21/64 Chance
Row 1: 2x Kalm Fang
Normal Battle #3: 21/64 Chance
Row 1: 1x Kalm Fang
Row 2: 1x Prowler, 1x Kalm Fang
Kalm Area
=========
Kalm Area - Grass Encounter Value: 32
Normal Battle #1: 13/64 Chance BAtt (Normal) #1: 2/64 Chance
Row 1: 1x Levrikon Row 1: 1x Elfadunk
Row 2: 2x Mu Row 2: 1x Elfadunk
Normal Battle #2: 13/64 Chance BAtt (Normal) #2: 2/64 Chance
Row 1: 1x Levrikon Row 1: 1x Elfadunk
Row 2: 1x Levrikon Row 2: 2x Elfadunk
Row 3: 1x Levrikon Amb. (Normal): 4/64 Chance
Normal (BAtt) #3: 13/64 Chance Row 1: 1x Levrikon, 2x Mandragora
RUN DIFFICULTY: 2 Row 2: 1x Elfadunk
Row 1: 2x Levrikon
Normal (BAtt) #4: 13/64 Chance
RUN DIFFICULTY: 2
Row 1: 3x Levrikon
Normal Battle #5: 12/64 Chance
Row 1: 4x Mandragora
Kalm Area - Beach Encounter Value: 64
Normal Battle #1: 16/64 Chance
Row 1: 1x Levrikon
Normal Battle #2: 16/64 Chance
Row 1: 1x Levrikon
Row 2: 1x Levrikon
Normal Battle #3: 16/64 Chance
Row 1: 1x Elfadunk
Normal Battle #4: 16/64 Chance
Row 1: 2x Elfadunk
Junon Area
==========
Junon Area - Grass Encounter Value: 32
Normal Battle #1: 16/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Nerosuferoth RUN DIFFICULTY: 2
Normal Battle #2: 16/64 Chance Row 2: 2x Nerosuferoth
Row 1: 2x Nerosuferoth Back Attack #2: 4/64 Chance
Row 2: 1x Formula RUN DIFFICULTY: 2
Normal Battle #3: 16/64 Chance Row 1: 1x Nerosuferoth
Row 1: 1x Zemzelett Row 2: 2x Nerosuferoth
Normal Battle #4: 16/64 Chance
Row 1: 1x Zemzelett,
2x Nerosuferoth
Junon Area - Dirt Encounter Value: 20
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Hell Rider VR2 RUN DIFFICULTY: 2
Normal Battle #2: 21/64 Chance Row 1: 1x Zemzelett
Row 1: 1x Formula
Row 2: 1x Formula
Normal Battle #3: 21/64 Chance
Row 1: 1x Zemzelett
Junon Area - Forest Encounter Value: 12
Normal Battle #1: 32/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Formula RUN DIFFICULTY: 2
Row 2: 1x Formula Row 1: 2x Capparwire
Normal Battle #2: 32/64 Chance
Row 1: 2x Capparwire
Row 2: 3x Capparwire
Junon Area - Beach Encounter Value: 64
Normal Battle #1: 22/64 Chance
Row 1: 1x Capparwire
Row 2: 1x Capparwire
Normal Battle #2: 21/64 Chance
Row 1: 2x Nerosuferoth
Normal Battle #3: 21/64 Chance
Row 1: 1x Nerosuferoth
Row 2: 2x Capparwire
Corel Area
==========
Corel Area - Grass Encounter Value: 32
Normal Battle #1: 64/64 Chance
Row 3: 1x Grangalan
Corel Area - Mountain Path Encounter Value: 32
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 3: 1x Grangalan RUN DIFFICULTY: 2
Normal Battle #2: 21/64 Chance Row 1: 2x Needle Kiss
Row 1: 2x Needle Kiss Side Attack: 16/64 Chance
Normal Battle #3: 21/64 Chance Row 1: 2x Needle Kiss
Row 1: 1x Cokatolis,
1x Needle Kiss
Row 2: 1x Needle Kiss
Corel Area - Beach Encounter Value: 64
Normal Battle #1: 16/64 Chance
Row 3: 1x Grangalan
Normal Battle #2: 16/64 Chance
Row 1: 1x Beachplug
Row 2: 2x Beachplug
Normal Battle #3: 16/64 Chance
Row 1: 3x Beachplug
Row 2: 1x Beachplug
Normal (Side) #4: 16/64 Chance
Row 1: 3x Beachplug
Gold Saucer Area
================
Gold Saucer Area - Grass Encounter Value: 32
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 1: 3x Spencer RUN DIFFICULTY: 2
Row 2: 1x Flapbeat Row 1: 1x Joker, 2x Flapbeat
Normal Battle #2: 21/64 Chance
Row 1: 1x Flapbeat
Row 2: 2x Flapbeat
Normal Battle #3: 21/64 Chance
Row 1: 1x Joker
Row 2: 1x Joker
Gold Saucer Area - Desert Encounter Value: 32
Normal Battle #1: 32/64 Chance
Row 1: 1x Harpy
Normal Battle #2: 32/64 Chance
Row 1: 2x Flapbeat
Row 2: 2x Flapbeat
Gold Saucer Area - Beach Encounter Value: 64
Normal Battle #1: 16/64 Chance
Row 3: 1x Grangalan
Normal Battle #2: 16/64 Chance
Row 1: 1x Beachplug
Row 2: 2x Beachplug
Normal Battle #3: 16/64 Chance
Row 1: 3x Beachplug
Row 2: 1x Beachplug
Normal Battle #4: 16/64 Chance
Row 1: 3x Beachplug
Gongaga Area
============
Gongaga Area - Grass Encounter Value: 32
Normal Battle #1: 22/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Grand Horn RUN DIFFICULTY: 2
Normal Battle #2: 21/64 Chance Row 1: 1x Grand Horn
Row 1: 2x Gagighandi Ambush: 4/64 Chance
Normal Battle #3: 21/64 Chance Grp 1: 1x Gagighandi
Row 1: 2x Grand Horn Grp 2: 2x Gagighandi
Gongaga Area - Jungle Encounter Value: 20
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 2x Gagighandi Grp 1: 3x Touch Me
Row 2: 1x Gagighandi Grp 2: 3x Touch Me
Normal Battle #2: 21/64 Chance
Row 1: 2x Gagighandi
Normal Battle #3: 21/64 Chance
Row 1: 1x Gagighandi, 2x Touch Me
Gongaga Area - Beach Encounter Value: 64
Normal Battle #1: 16/64 Chance
Row 3: 1x Grangalan
Normal Battle #2: 16/64 Chance
Row 1: 1x Beachplug
Row 2: 2x Beachplug
Normal Battle #3: 16/64 Chance
Row 1: 3x Beachplug
Row 2: 1x Beachplug
Normal Battle #4: 16/64 Chance
Row 1: 3x Beachplug
Cosmo Area
==========
Cosmo Area - Grass Encounter Value: 32
Normal Battle #1: 22/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Grand Horn RUN DIFFICULTY: 2
Normal Battle #2: 21/64 Chance Row 1: 1x Grand Horn
Row 1: 2x Gagighandi Ambush: 4/64 Chance
Normal Battle #3: 21/64 Chance Grp 1: 1x Gagighandi
Row 1: 2x Grand Horn Grp 2: 2x Gagighandi
Cosmo Area - Dirt Encounter Value: 20
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Bagrisk RUN DIFFICULTY: 2
Row 2: 1x Bagrisk Row 1: 3x Bagrisk
Normal Battle #2: 21/64 Chance
Row 1: 1x Griffin
Normal Battle #3: 21/64 Chance
Row 1: 1x Desert Sahagin
Row 2: 1x Desert Sahagin
Cosmo Area - Canyon Encounter Value: 32
Normal Battle #1: 11/64 Chance Back Attack #1: 2/64 Chance
Row 1: 2x Skeeskee RUN DIFFICULTY: 2
Row 2: 1x Skeeskee Row 1: 2x Desert Sahagin
Normal Battle #2: 11/64 Chance Back Attack #2: 2/64 Chance
Row 1: 1x Griffin RUN DIFFICULTY: 2
Normal Battle #3: 11/64 Chance Row 1: 3x Skeeskee
Row 1: 1x Golem Side Attack: 10/64 Chance
Normal Battle #4: 11/64 Chance Row 1: 3x Skeeskee
Row 1: 2x Skeeskee Ambush: 4/64 Chance
Row 2: 1x Griffin Grp 1: 1x Desert Sahagin
Normal Battle #5: 10/64 Chance Grp 2: 1x Desert Sahagin
Row 1: 1x Desert Sahagin
Row 2: 2x Desert Sahagin
Normal Battle #6: 10/64 Chance
Row 1: 2x Desert Sahagin
Cosmo Area - Beach Encounter Value: 64
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 1x Crown Lance Grp 1: 1x Crown Lance
Row 2: 1x Crown Lance Grp 2: 1x Crown Lance
Normal Battle #2: 21/64 Chance
Row 1: 1x Crown Lance
Row 2: 2x Crown Lance
Normal Battle #3: 21/64 Chance
Row 1: 1x Crown Lance
Nibel Area
==========
Nibel Area - Grass Encounter Value: 32
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Nibel Wolf RUN DIFFICULTY: 2
Row 2: 1x Nibel Wolf Row 1: 2x Nibel Wolf
Normal Battle #2: 21/64 Chance
Row 1: 1x Valron, 2x Nibel Wolf
Normal Battle #3: 21/64 Chance
Row 1: 1x Valron
Nibel Area - Forest Encounter Value: 12
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 1x Bahba Velamyu Grp 1: 1x Bahba Velamyu
Row 2: 1x Bahba Velamyu Grp 2: 1x Bahba Velamyu
Normal Battle #2: 21/64 Chance
Row 1: 4x Battery Cap
Row 2: 1x Valron
Normal Battle #3: 21/64 Chance
Row 1: 1x Battery Cap
Row 2: 2x Battery Cap
Row 3: 3x Battery Cap
Nibel Area - Beach Encounter Value: 64
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 1x Crown Lance Grp 1: 1x Crown Lance
Row 2: 1x Crown Lance Grp 2: 1x Crown Lance
Normal Battle #2: 21/64 Chance
Row 1: 1x Crown Lance
Row 2: 2x Crown Lance
Normal Battle #3: 21/64 Chance
Row 1: 1x Crown Lance
Rocket Launch Pad Area
======================
Rocket Launch Pad Area - Grass Encounter Value: 32
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 1x Nibel Wolf Grp 1: 2x Nibel Wolf
Row 2: 2x Nibel Wolf Grp 2: 1x Velcher Task
Normal Battle #2: 21/64 Chance
Row 1: 1x Velcher Task
Row 2: 1x Velcher Task
Normal Battle #3: 21/64 Chance
Row 1: 2x Nibel Wolf
Row 2: 1x Velcher Task
Rocket Launch Pad Area - Forest Encounter Value: 12
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Kyuvilduns RUN DIFFICULTY: 2
Row 2: 2x Kyuvilduns Row 1: 2x Velcher Task
Row 3: 1x Kyuvilduns
Normal Battle #2: 21/64 Chance
Row 1: 1x Valron
Row 2: 2x Valron
Normal Battle #3: 21/64 Chance
Row 1: 1x Velcher Task
Row 2: 1x Velcher Task
Rocket Launch Pad Area - Beach Encounter Value: 64
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 1x Crown Lance Grp 1: 1x Crown Lance
Row 2: 1x Crown Lance Grp 2: 1x Crown Lance
Normal Battle #2: 21/64 Chance
Row 1: 1x Crown Lance
Row 2: 2x Crown Lance
Normal Battle #3: 21/64 Chance
Row 1: 1x Crown Lance
Wutai Area
==========
Wutai Area - Grass Encounter Value: 64
Normal Battle #1: 16/64 Chance
Row 1: 1x Tail Vault,
2x Razor Weed
Normal Battle #2: 16/64 Chance
Row 1: 1x Razor Weed
Row 2: 3x Razor Weed
Normal Battle #3: 16/64 Chance
Row 1: 1x Edgehead
Row 2: 2x Tail Vault
Normal Battle #4: 16/64 Chance
Row 1: 2x Tail Vault
Wutai Area - Dirt Encounter Value: 64
Normal Battle #1: 16/64 Chance Back Attack #1: 2/64 Chance
Row 1: 2x Thunderbird RUN DIFFICULTY: 2
Row 2: 2x Thunderbird Row 1: 3x Thunderbird
Normal Battle #2: 16/64 Chance Back Attack #1: 2/64 Chance
Row 1: 2x Bizarre Bug RUN DIFFICULTY: 2</pre><pre id="faqspan-2">
Row 2: 3x Thunderbird Row 1: 2x Tail Vault
Normal Battle #3: 16/64 Chance Side Attack: 10/64 Chance
Row 1: 2x Tail Vault Row 1: 3x Bizarre Bug
Row 2: 1x Tail Vault Ambush: 4/64 Chance
Normal Battle #4: 16/64 Chance Grp 1: 1x Tail Vault,
Row 1: 1x Tail Vault, 1x Thunderbird
2x Bizarre Bug Grp 2: 2x Bizarre Bug
Wutai Area - Beach Encounter Value: 96
Normal Battle #1: 64/64 Chance
Row 1: 1x Adamantaimai
Woodlands Area
==============
Woodlands Area - Grass Encounter Value: 32
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Under Lizard RUN DIFFICULTY: 2
Normal Battle #2: 21/64 Chance Row 1: 1x Dual Horn
Row 1: 1x Dual Horn
Normal Battle #3: 21/64 Chance
Row 1: 2x Dual Horn
Woodlands Area - Dirt Encounter Value: 32
Normal Battle #1: 22/64 Chance
Row 1: 1x Under Lizard
Normal Battle #2: 21/64 Chance
Row 1: 2x Under Lizard
Normal Battle #3: 21/64 Chance
Row 1: 1x Tonadu
Woodlands Area - Jungle Encounter Value: 12
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 2x Slaps Grp 1: 2x Slaps
Row 2: 1x Slaps Grp 2: 2x Slaps
Normal Battle #2: 21/64 Chance
Row 1: 2x Slaps
Row 2: 2x Slaps
Row 3: 1x Slaps
Normal Battle #3: 21/64 Chance
Row 1: 2x Kelzmelzer
Woodlands Area - Beach Encounter Value: 96
Normal Battle #1: 64/64 Chance
Row 1: 1x Tonadu
Icicle Area
===========
Icicle Area - Grass Encounter Value: 32
Normal Battle #1: 22/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Vlakorados RUN DIFFICULTY: 2
Normal Battle #2: 21/64 Chance Row 1: 2x Trickplay
Row 1: 1x Trickplay Back Attack #2: 4/64 Chance
Normal Battle #3: 21/64 Chance RUN DIFFICULTY: 2
Row 1: 2x Trickplay Row 1: 1x Vlakorados
Icicle Area - Snow Encounter Value: 32
Normal Battle #1: 13/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Bandersnatch RUN DIFFICULTY: 2
Normal Battle #2: 13/64 Chance Row 1: 2x Bandersnatch
Row 1: 1x Bandersnatch Ambush: 4/64 Chance
Row 2: 1x Bandersnatch Grp 1: 1x Bandersnatch
Normal Battle #3: 13/64 Chance Grp 2: 1x Bandersnatch
Row 1: 1x Bandersnatch
Row 2: 2x Bandersnatch
Normal Battle #4: 13/64 Chance
Row 1: 1x Jumping
Normal Battle #5: 12/64 Chance
Row 1: 2x Jumping
Icicle Area - Beach Encounter Value: 96
Normal Battle #1: 64/64 Chance
Row 1: 1x Tonadu
Mideel Area
===========
Mideel Area - Grass Encounter Value: 32
Normal Battle #1: 16/64 Chance
Row 1: 1x Hippogriff
Normal Battle #2: 16/64 Chance
Row 1: 1x Spiral
Row 2: 1x Spiral
Normal Battle #3: 16/64 Chance
Row 1: 2x Head Hunter
Row 2: 1x Head Hunter
Normal Battle #4: 16/64 Chance
Row 1: 2x Head Hunter
Row 2: 1x Head Hunter
Mideel Area - Dirt Encounter Value: 20
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Spiral RUN DIFFICULTY: 2
Row 2: 1x Spiral Row 1: 2x Spiral
Row 3: 1x Spiral
Normal Battle #2: 21/64 Chance
Row 1: 2x Spiral
Normal Battle #3: 21/64 Chance
Row 1: 1x Hippogriff
Mideel Area - Jungle Encounter Value: 12
Normal Battle #1: 22/64 Chance
Row 1: 1x Crysales
Row 2: 2x Crysales
Normal Battle #2: 21/64 Chance
Row 1: 2x Head Hunter
Row 2: 2x Head Hunter
Normal Battle #3: 21/64 Chance
Row 1: 3x Head Hunter
Mideel Area - Beach Encounter Value: 96
Normal Battle #1: 64/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Sea Worm
North Corel Area
================
North Corel Area - Desert Encounter Value: 96
Normal Battle #1: 20/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Sea Worm
Normal Battle #2: 20/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Tonadu
Normal Battle #3: 16/64 Chance
Row 1: 1x Cactuer
Cactus Island
=============
Cactus Island - Grass Encounter Value: 64
Normal Battle #1: 22/64 Chance
Row 1: 1x Dual Horn
Normal Battle #2: 21/64 Chance
Row 1: 2x Dual Horn
Normal Battle #3: 21/64 Chance
Row 1: 1x Under Lizard
Cactus Island - Desert Encounter Value: 96
Normal Battle #1: 64/64 Chance
Row 1: 1x Cactuer
Goblin Island
=============
Goblin Island - Grass and Beach Encounter Value: 64
Normal Battle #1: 22/64 Chance
Row 1: 1x Dual Horn
Normal Battle #2: 21/64 Chance
Row 1: 2x Dual Horn
Normal Battle #3: 21/64 Chance
Row 1: 1x Under Lizard
Goblin Island and Round Island - Forest Encounter Value: 64
Normal Battle #1: 22/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Goblin RUN DIFFICULTY: 2
Normal Battle #2: 21/64 Chance Row 1: 1x Goblin
Row 1: 1x Goblin Side Attack: 10/64 Chance
Row 2: 2x Goblin Row 1: 2x Goblin
Normal Battle #3: 21/64 Chance Ambush: 4/64 Chance
Row 1: 1x Goblin Grp 1: 2x Goblin
Grp 2: 1x Goblin
Finally, a listing of all Chocobo Encounters in the game:
======================================================================
Kalm Area Chocobos Chance
Chocobo Battle #1 - (7) Bad: 24632
Row 1: 1x Chocobo (L13)
Row 2: 2x Mandragora
Chocobo Battle #2 - (7) Bad: 24633
Row 1: 1x Mandragora, 1x Chocobo (L13)
Row 2: 1x Levrikon
Chocobo Battle #3 - (8) Terrible: 24636
Row 1: 1x Chocobo (L16)
Row 2: 1x Levrikon
Row 3: 1x Levrikon
Chocobo Battle #4 - (8) Terrible: 24637
Row 1: 1x Elfadunk
Row 2: 1x Chocobo (L16)
Row 3: 1x Elfadunk
Total Chance: 98538
======================================================================
Junon Area Chocobos Chance
Chocobo Battle #1 - (6) Poor: 16462
Row 1: 3x Capparwire
Row 2: 1x Chocobo (L19)
Chocobo Battle #2 - (6) Poor: 16463
Row 1: 1x Chocobo (L19)
Row 2: 2x Capparwire
Chocobo Battle #3 - (7) Bad: 16464
Row 1: 2x Nerosuferoth
Row 2: 1x Chocobo (L19)
Chocobo Battle #4 - (7) Bad: 16465
Row 1: 2x Capparwire, 1x Chocobo (L19)
Total Chance: 65854
======================================================================
Gold Saucer Area Chocobos Chance
Chocobo Battle #1 - (3) Good: 5218
Row 1: 1x Chocobo (L29)
Row 2: 2x Flapbeat
Chocobo Battle #2 - (3) Good: 5219
Row 1: 2x Spencer
Row 2: 1x Chocobo (L29)
Chocobo Battle #3 - (5) Average: 11368
Row 1: 2x Flapbeat
Row 2: 1x Chocobo (L22)
Chocobo Battle #4 - (5) Average: 11369
Row 1: 1x Chocobo (L22), 1x Harpy
Total Chance: 33174
======================================================================
Rocket Launch Pad Area Chocobos Chance
Chocobo Battle #1 - (2) Great: 5272
Row 1: 1x Chocobo (L22)
Row 2: 2x Valron
Chocobo Battle #2 - (2) Great: 5273
Row 1: 2x Kyuvilduns
Row 2: 1x Chocobo (L22)
Chocobo Battle #3 - (4) So-So: 11420
Row 1: 1x Chocobo (L22), 1x Velcher Task, 1x Kyuvilduns
Chocobo Battle #4 - (4) So-So: 11421
Row 1: 2x Velcher Task
Row 2: 1x Chocobo (L22)
Total Chance: 33386
======================================================================
Wutai Area Chocobos Chance
Chocobo Battle #1 - (6) Poor: 8354
Row 1: 1x Chocobo (L30)
Row 2: 2x Tail Vault
Chocobo Battle #2 - (6) Poor: 8355
Row 1: 3x Razor Weed, 1x Chocobo (L30)
Chocobo Battle #3 - (5) Average: 8358
Row 1: 1x Chocobo (L30)
Row 2: 3x Tail Vault
Chocobo Battle #4 - (5) Average: 8359
Row 1: 1x Chocobo (L30)
Row 2: 2x Tail Vault
Total Chance: 33426
======================================================================
Icicle Area Chocobos Chance
Chocobo Battle #1 - (1) Wonderful: 3274
Row 1: 1x Chocobo (L33), 1x Jumping
Chocobo Battle #2 - (1) Wonderful: 3275
Row 1: 1x Chocobo (L33)
Row 2: 2x Jumping
Chocobo Battle #3 - (8) Terrible: 13518
Row 1: 1x Chocobo (L33)
Row 2: 1x Bandersnatch, 1x Jumping
Chocobo Battle #4 - (8) Terrible: 13519
Row 1: 2x Bandersnatch, 1x Chocobo (L33)
Total Chance: 33586
======================================================================
Mideel Area Chocobos Chance
Chocobo Battle #1 - (2) Great: 7382
Row 1: 1x Spiral, 1x Chocobo (L36)
Chocobo Battle #2 - (2) Great: 7383
Row 1: 2x Spiral
Row 2: 1x Chocobo (L36)
Chocobo Battle #3 - (6) Poor: 9434
Row 1: 1x Chocobo (L36)
Row 2: 3x Head Hunter
Chocobo Battle #4 - (6) Poor: 9435
Row 1: 1x Chocobo (L36), 2x Head Hunter
Total Chance: 33634
======================================================================
3.2.2 Field Map Encounters
----- --------------------
In this section, we will deal with the random encounters for every field map
in the game. Note that I have left out any field maps that do not have
random encounters. This also includes some seemingly random encounters that
are *not* random - they will be dealt with in the final subsection.
I have also placed section headings which co-incide with the Enemy Data
sections I use later in this guide. As always, everything is listed in
rough story order. I have done my best to be descriptive with regards to
which map has which encounters, but please forgive me if it's sometimes
a little hard to understand.
In any case, on with the list.
No. 1 Reactor
=============
Midgar - Sector 1 (Outside Reactor) Encounter Value: 128
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x MP RUN DIFFICULTY: 2
Normal Battle #2: 22/64 Chance Row 1: 1x Guard Hound
Row 1: 1x Guard Hound
Normal Battle #3: 18/64 Chance
Row 1: 1x MP, 1x Guard Hound
Reactor #1 - Connecting Walkway Encounter Value: 48
Normal Battle #1: 18/64 Chance
Row 1: 2x Mono Drive
Normal Battle #2: 17/64 Chance
Row 1: 2x MP
Row 2: 1x Mono Drive
Normal Battle #3: 29/64 Chance
Row 1: 2x MP
Reactor #1 - Entrance Encounter Value: 48
Normal Battle #1: 18/64 Chance
Row 1: 2x Grunt
Normal Battle #2: 17/64 Chance
Row 1: 1x 1st Ray, 1x Grunt
Row 2: 1x 1st Ray
Normal Battle #3: 15/64 Chance
Row 1: 3x 1st Ray
Normal Battle #4: 14/64 Chance
Row 1: 1x Grunt
Row 2: 2x Grunt
Reactor #1 - Main Staircase Encounter Value: 128
Normal Battle #1: 14/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Mono Drive RUN DIFFICULTY: 2
Row 2: 1x 1st Ray Row 1: 2x Mono Drive
Normal Battle #2: 12/64 Chance Back Attack #2: 4/64 Chance
Row 1: 2x 1st Ray RUN DIFFICULTY: 2
Normal Battle #3: 11/64 Chance Row 1: 1x Grunt
Row 1: 2x Grunt Row 2: 2x Grunt
Normal Battle #4: 10/64 Chance
Row 1: 1x 1st Ray, 1x Grunt
Row 2: 1x 1st Ray
Normal Battle #5: 9/64 Chance
Row 1: 3x 1st Ray
Normal Battle #6: 8/64 Chance
Row 1: 1x Grunt
Row 2: 2x Grunt
Reactor #1 - Upper Piping Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Grunt RUN DIFFICULTY: 2
Row 2: 2x Mono Drive Row 1: 2x Grunt
Normal Battle #2: 22/64 Chance Row 2: 1x Mono Drive
Row 1: 2x Grunt
Row 2: 3x Mono Drive
Normal Battle #3: 18/64 Chance
Row 1: 2x Grunt
Row 2: 1x Grunt
Reactor #1 - Lower Piping Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Sweeper RUN DIFFICULTY: 2
Normal Battle #2: 22/64 Chance Row 1: 2x Grunt
Row 1: 1x Sweeper
Row 2: 2x Grunt
Normal Battle #3: 18/64 Chance
Row 1: 2x Grunt
Row 2: 1x Sweeper
Sector 7 Train Station
======================
Midgar - Train Graveyard South (Before Aps) Encounter Value: 192
Midgar - Train Graveyard North (Before Aps) Encounter Value: 128
Normal Battle #1: 18/64 Chance
Row 1: 3x Mono Drive
Normal Battle #2: 17/64 Chance
Row 1: 2x Guard Hound
Normal Battle #3: 15/64 Chance
Row 1: 2x Mono Drive
Row 2: 1x Mono Drive
Normal Battle #4: 14/64 Chance
Row 1: 1x Sweeper
Lower Sector 4 Plate
====================
Midgar - Sector 4 Train Tunnel Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
RUN DIFFICULTY: 2 RUN DIFFICULTY: 3
Row 1: 2x Rocket Launcher Row 1: 4x Grashtrike
Row 2: 2x Rocket Launcher
Normal Battle #2: 22/64 Chance
RUN DIFFICULTY: 2
Row 1: 2x Grashtrike
Row 2: 1x Grashtrike
Normal Battle #3: 18/64 Chance
RUN DIFFICULTY: 2
Row 1: 2x Grashtrike
Row 2: 2x Grashtrike
Lower Sector 4 Plate - Corridors Encounter Value: 72
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 2x Grashtrike Grp 1: 2x Grashtrike
Row 2: 2x Chuse Tank Grp 2: 2x Grashtrike
Normal Battle #2: 22/64 Chance
Row 1: 1x Chuse Tank
Row 2: 2x Chuse Tank
Normal Battle #3: 18/64 Chance
Row 1: 3x Chuse Tank
Row 2: 2x Grashtrike
Lower Sector 4 Plate - Lattice Walkways Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Rocket Launcher RUN DIFFICULTY: 2
Row 2: 2x Rocket Launcher Row 1: 1x Chuse Tank
Normal Battle #2: 22/64 Chance Row 2: 3x Blugu
Row 1: 2x Rocket Launcher
Row 2: 2x Blugu
Normal Battle #3: 18/64 Chance
Row 1: 1x Rocket Launcher
Row 2: 2x Blugu
No. 5 Reactor
=============
Reactor #5 - Main Staircase Encounter Value: 128
Reactor #5 - Upper Piping Encounter Value: 72
Normal Battle #1: 18/64 Chance
Row 1: 1x Special Combatant
Row 2: 2x Smogger
Normal Battle #2: 17/64 Chance
Row 1: 2x Smogger
Row 2: 1x Proto Machinegun
Normal Battle #3: 15/64 Chance
Row 1: 2x Special Combatant
Row 2: 2x Special Combatant
Normal Battle #4: 14/64 Chance
Row 1: 2x Smogger
Reactor #5 - Lower Piping Encounter Value: 72
Reactor #5 - Reactor Valve Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Proto Machinegun RUN DIFFICULTY: 2
Row 2: 3x Proto Machinegun Row 1: 2x Blood Taste
Normal Battle #2: 22/64 Chance Row 2: 1x Blood Taste
Row 1: 2x Smogger
Row 2: 1x Blood Taste
Normal Battle #3: 18/64 Chance
Row 1: 1x Smogger, 2x Blood Taste
Reactor #5 - Entrance Encounter Value: 72
Normal Battle #1: 15/64 Chance Back Attack #1: 2/64 Chance
Row 1: 2x Special Combatant RUN DIFFICULTY: 2
Row 2: 1x Special Combatant Row 1: 2x Special Combatant
Normal Battle #2: 14/64 Chance Row 2: 1x Proto Machinegun
Row 1: 2x Proto Machinegun Back Attack #2: 2/64 Chance
Row 2: 1x Proto Machinegun RUN DIFFICULTY: 2
Normal Battle #3: 13/64 Chance Row 1: 3x Blood Taste
Row 1: 2x Proto Machinegun Ambush: 4/64 Chance
Row 3: 2x Special Combatant Grp 1: 1x Blood Taste
Normal Battle #4: 12/64 Chance Grp 2: 2x Blood Taste
Row 1: 2x Blood Taste
Row 2: 2x Special Combatant
Normal Battle #5: 10/64 Chance
Row 1: 2x Blood Taste
Row 2: 2x Blood Taste
Sector 5 Slum
=============
Church Rafters Encounter Value: 128
Normal Battle #1: 46/64 Chance Back Attack #1: 6/64 Chance
Row 1: 1x Hedgehog Pie RUN DIFFICULTY: 2
Row 2: 2x Hedgehog Pie Row 1: 2x Hedgehog Pie
Normal Battle #2: 18/64 Chance Ambush: 6/64 Chance
Row 1: 2x Hedgehog Pie Grp 1: 2x Hedgehog Pie
Grp 2: 1x Hedgehog Pie
Midgar - Sector 5 Slums Encounter Value: 128
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Whole Eater RUN DIFFICULTY: 2
Row 2: 1x Whole Eater Row 1: 1x Vice
Normal Battle #2: 22/64 Chance
Row 1: 1x Whole Eater,
1x Hedgehog Pie
Row 2: 1x Hedgehog Pie
Normal Battle #3: 18/64 Chance
Row 1: 2x Vice
Sector 6
========
Midgar - Sector 6 Ruins Encounter Value: 72
Normal Battle #1: 42/64 Chance Side Attack: 8/64 Chance
Row 1: 1x Hell House Row 1: 1x Hell House
Normal Battle #2: 22/64 Chance Ambush: 8/64 Chance
Row 1: 2x Whole Eater Grp 1: 1x Whole Eater
Row 2: 2x Whole Eater Grp 2: 2x Whole Eater
Sewer
=====
Sewers Encounter Value: 72
Normal Battle #1: 18/64 Chance
Row 1: 1x Ceasar
Row 2: 2x Ceasar
Normal Battle #2: 17/64 Chance
Row 1: 2x Sahagin
Row 2: 1x Ceasar
Normal Battle #3: 15/64 Chance
Row 1: 1x Sahagin
Row 2: 1x Sahagin
Normal Battle #4: 14/64 Chance
Row 1: 2x Sahagin
Row 2: 1x Sahagin
Train Graveyard
===============
Midgar - Train Graveyard South (After Aps) Encounter Value: 192
Normal Battle #1: 15/64 Chance
Row 1: 2x Cripshay, 1x Deenglow
Normal Battle #2: 27/64 Chance
Row 1: 2x Deenglow
Normal Battle #3: 12/64 Chance
Row 1: 1x Ghost
Row 2: 2x Ghost
Normal Battle #4: 10/64 Chance
Row 1: 1x Ghost, 1x Deenglow
Row 2: 1x Ghost
Midgar - Train Graveyard North (After Aps) Encounter Value: 128
Normal Battle #1: 15/64 Chance
Row 1: 1x Eligor
Normal Battle #2: 14/64 Chance
Row 1: 2x Deenglow
Row 2: 1x Deenglow
Normal Battle #3: 13/64 Chance
Row 1: 2x Deenglow
Normal Battle #4: 12/64 Chance
Row 1: 1x Ghost
Row 2: 2x Ghost
Normal Battle #5: 10/64 Chance
Row 1: 1x Ghost, 1x Deenglow
Row 2: 1x Ghost
Plate Support
=============
Midgar - Sector 7 Support Pillar (Lower) Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Aero Combatant RUN DIFFICULTY: 2
Row 2: 1x Aero Combatant Row 1: 2x Aero Combatant
Normal Battle #2: 22/64 Chance
Row 1: 1x Aero Combatant
Row 2: 1x Aero Combatant
Normal Battle #3: 18/64 Chance
Row 1: 1x Aero Combatant
Midgar - Sector 7 Support Pillar (Upper) Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 6/64 Chance
Row 1: 1x Aero Combatant RUN DIFFICULTY: 2
Row 2: 1x Aero Combatant Row 1: 2x Aero Combatant
Normal Battle #2: 22/64 Chance Ambush: 6/64 Chance
Row 1: 1x Aero Combatant Grp 1: 1x Aero Combatant
Row 2: 1x Aero Combatant Grp 2: 1x Aero Combatant
Normal Battle #3: 18/64 Chance
Row 1: 1x Aero Combatant
Shinra HQ
=========
Shinra HQ - Outside Main Doors Encounter Value: 192
Normal Battle #1: 42/64 Chance
Row 1: 2x Grenade Combatant
Normal Battle #2: 22/64 Chance
Row 1: 2x Grenade Combatant
Row 2: 1x Grenade Combatant
Shinra HQ - Floor 1 Encounter Value: 192
Normal Battle #1: 42/64 Chance Ambush: 8/64 Chance
Row 1: 2x Grenade Combatant Grp 1: 1x Grenade Combatant
Normal Battle #2: 22/64 Chance Grp 2: 1x Grenade Combatant
Row 1: 2x Grenade Combatant
Row 2: 1x Grenade Combatant
Shinra HQ - Floor 2 Encounter Value: 192
Normal Battle #1: 24/64 Chance
Row 1: 2x Grenade Combatant
Normal Battle #2: 22/64 Chance
Row 1: 2x Grenade Combatant
Row 2: 1x Grenade Combatant
Normal Battle #3: 18/64 Chance
Row 1: 1x Mighty Grunt
Shinra HQ - Floor 3 Encounter Value: 192
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 1x Mighty Grunt Grp 1: 1x Grenade Combatant
Normal Battle #2: 22/64 Chance Grp 2: 1x Grenade Combatant
Row 1: 2x Grenade Combatant
Row 2: 1x Grenade Combatant
Normal Battle #3: 18/64 Chance
Row 1: 2x Grenade Combatant
Shinra HQ - Floor 59 Encounter Value: 192
Normal Battle #1: 24/64 Chance
Row 1: 1x Mighty Grunt
Normal Battle #2: 22/64 Chance
Row 1: 2x Mighty Grunt
Normal Battle #3: 18/64 Chance
Row 1: 1x Mighty Grunt
Row 2: 2x Mighty Grunt
Shinra HQ - Floor 63 Encounter Value: 192
Normal Battle #1: 18/64 Chance
Row 2: 1x Hammer Blaster
Normal Battle #2: 17/64 Chance
Row 1: 1x Sword Dance
Normal Battle #3: 15/64 Chance
Row 1: 1x Hammer Blaster
Row 2: 1x Hammer Blaster
Normal Battle #3: 14/64 Chance
Row 1: 2x Sword Dance
Shinra HQ - Floor 65 Encounter Value: 240
Normal Battle #1: 15/64 Chance BAtt (Ambush) #1: 8/64 Chance
Row 2: 1x Hammer Blaster Grp 1: 1x Hammer Blaster
Normal Battle #2: 14/64 Chance Grp 2: 1x Hammer Blaster
Row 1: 1x Sword Dance
Normal Battle #3: 13/64 Chance
Row 1: 1x Hammer Blaster
Row 2: 1x Hammer Blaster
Normal Battle #3: 12/64 Chance
Row 1: 2x Sword Dance
Normal Battle #3: 10/64 Chance
Row 1: 3x Sword Dance
Shinra HQ - Floor 67 (Before Escape) Encounter Value: 192
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Warning Board RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 1x Moth Slasher
Row 1: 1x Moth Slasher
Normal Battle #3: 15/64 Chance
Row 1: 1x SOLDIER:3rd
Row 2: 1x SOLDIER:3rd
Normal Battle #3: 14/64 Chance
Row 1: 1x Moth Slasher
Row 2: 1x Moth Slasher
Shinra HQ - Floor 68 (Before Escape) Encounter Value: 192
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Warning Board RUN DIFFICULTY: 2
Row 2: 1x Warning Board Row 1: 2x SOLDIER:3rd
Normal Battle #2: 17/64 Chance
Row 1: 2x SOLDIER:3rd
Row 2: 1x SOLDIER:3rd
Normal Battle #3: 15/64 Chance
Row 1: 1x Moth Slasher
Row 2: 1x Moth Slasher
Row 3: 1x Moth Slasher
Normal Battle #3: 14/64 Chance
Row 1: 1x Moth Slasher
Row 2: 2x SOLDIER:3rd
Escape
======
Shinra HQ - Floor 67 (After Escape) Encounter Value: 192
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Brain Pod RUN DIFFICULTY: 2
Row 2: 1x Brain Pod Row 1: 1x Brain Pod,
Normal Battle #2: 22/64 Chance 2x Vargid Police
Row 1: 1x Brain Pod
Normal Battle #3: 18/64 Chance
Row 1: 3x Vargid Police
Shinra HQ - Floor 68 (After Escape) Encounter Value: 128
Normal Battle #1: 24/64 Chance
Row 1: 1x Zenene
Row 2: 1x Zenene
Normal Battle #2: 22/64 Chance
Row 1: 1x Vargid Police
Row 2: 1x Zenene
Normal Battle #3: 18/64 Chance
Row 1: 2x Brain Pod
Row 2: 1x Zenene
Shinra HQ - Floor 69 Encounter Value: 192
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Zenene RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 2x Zenene
Row 1: 2x Vargid Police Ambush: 4/64 Chance
Normal Battle #3: 15/64 Chance Grp 1: 2x Vargid Police
Row 1: 1x Vargid Police Grp 2: 1x Vargid Police
Row 2: 1x Zenene
Normal Battle #4: 14/64 Chance
Row 1: 2x Brain Pod
Row 2: 1x Zenene
Mythril Mines
=============
Mythril Mines - Zolom Swamp Side Encounter Value: 48
Mythril Mines - Fort Condor Side Encounter Value: 48
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Madouge RUN DIFFICULTY: 2
Normal Battle #2: 22/64 Chance Row 1: 2x Crawler
Row 1: 1x Madouge, 2x Crawler Row 2: 2x Crawler
Row 2: 1x Madouge, 1x Crawler
Normal Battle #3: 18/64 Chance
Row 1: 2x Castanets
Row 2: 1x Castanets
Mythril Mines - Eastern Peninsula Encounter Value: 40
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
RUN DIFFICULTY: 2 RUN DIFFICULTY: 3
Row 1: 3x Crawler Grp 1: 1x Ark Dragon
Row 2: 1x Ark Dragon Grp 2: 1x Ark Dragon
Normal Battle #2: 22/64 Chance
RUN DIFFICULTY: 2
Row 1: 2x Castanets
Row 2: 2x Castanets
Normal Battle #3: 18/64 Chance
RUN DIFFICULTY: 2
Row 1: 2x Castanets
Row 2: 1x Ark Dragon, 1x Crawler
Mythril Mines - Northern Peninsula Encounter Value: 40
Normal Battle #1: 18/64 Chance
RUN DIFFICULTY: 2
Row 1: 3x Crawler
Row 2: 1x Ark Dragon
Normal Battle #2: 17/64 Chance
RUN DIFFICULTY: 2
Row 1: 2x Castanets
Row 2: 2x Castanets
Normal Battle #3: 15/64 Chance
RUN DIFFICULTY: 2
Row 1: 2x Castanets
Row 2: 1x Ark Dragon, 1x Crawler
Normal Battle #4: 14/64 Chance
RUN DIFFICULTY: 2
Row 1: 5x Crawler
Cargo Ship
==========
Cargo Ship Encounter Value: 40
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Scrutin Eye RUN DIFFICULTY: 2
Row 2: 2x Scrutin Eye Row 1: 2x Scrutin Eye
Normal Battle #2: 22/64 Chance Row 2: 2x Scrutin Eye
Row 1: 2x Marine
Normal Battle #3: 18/64 Chance
Row 1: 1x Marine
Row 2: 2x Marine
Mt. Corel
=========
Mt Corel - 1st and 2nd Screen Encounter Value: 48
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Needle Kiss RUN DIFFICULTY: 2
Row 2: 1x Needle Kiss Row 1: 2x Needle Kiss
Normal Battle #2: 22/64 Chance Row 2: 1x Needle Kiss
Row 1: 3x Search Crown
Row 2: 1x Needle Kiss
Normal Battle #3: 18/64 Chance
Row 1: 1x Needle Kiss,
1x Search Crown
Row 2: 1x Bagnadrana
Mt Corel - Corel Reactor Encounter Value: 72
Normal Battle #1: 18/64 Chance
Row 1: 1x Bloatfloat
Row 2: 2x Bloatfloat
Normal Battle #2: 17/64 Chance
Row 1: 1x Bagnadrana
Row 2: 1x Bagnadrana
Normal Battle #3: 15/64 Chance
Row 1: 4x Bloatfloat
Normal Battle #4: 14/64 Chance
Row 1: 1x Bloatfloat
Row 2: 1x Bagnadrana
Row 3: 1x Bloatfloat
Mt Corel - Bridge Start Encounter Value: 72
Normal Battle #1: 18/64 Chance
Row 1: 1x Bomb
Normal Battle #2: 17/64 Chance
Row 1: 2x Bomb
Normal Battle #3: 15/64 Chance
Row 1: 1x Cokatolis
Row 2: 2x Bloatfloat
Normal Battle #4: 14/64 Chance
Row 1: 1x Cokatolis
Row 2: 1x Cokatolis
Mt Corel - Rollercoaster Tracks Encounter Value: 72
Normal Battle #1: 64/64 Chance Back Attack #1: 4/64 Chance
Row 1: 3x Needle Kiss RUN DIFFICULTY: 2
Row 2: 1x Cokatolis Row 1: 1x Cokatolis
Ambush: 4/64 Chance
Grp 1: 3x Needle Kiss
Grp 2: 2x Needle Kiss
Mt Corel - Waterside Tracks Encounter Value: 72
Normal Battle #1: 24/64 Chance Side Attack: 8/64 Chance
Row 1: 2x Search Crown Row 1: 5x Search Crown
Row 2: 3x Search Crown
Normal Battle #2: 22/64 Chance
Row 1: 2x Needle Kiss
Row 2: 1x Bagnadrana
Normal Battle #3: 18/64 Chance
Row 1: 3x Search Crown,
2x Needle Kiss
Mt Corel - Final Bridge Encounter Value: 72
Normal Battle #1: 64/64 Chance Ambush: 12/64 Chance
Row 1: 1x Bomb Grp 1: 1x Cokatolis
Grp 2: 2x Cokatolis
Corel Prison
============
Corel Prison - 1st Screen Encounter Value: 72
Corel Prison - 2nd Screen Encounter Value: 128
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 1x 2-Faced Grp 1: 1x Bandit
Row 2: 2x Bandit Grp 2: 1x Bandit
Normal Battle #2: 22/64 Chance
Row 1: 2x 2-Faced
Row 2: 1x Bandit
Normal Battle #3: 18/64 Chance
Row 1: 3x 2-Faced
Corel Prison - Well Encounter Value: 72
Normal Battle #1: 64/64 Chance
Row 1: 2x 2-Faced
Row 2: 2x 2-Faced
Corel Desert
============
Corel Prison - Desert Outskirts Encounter Value: 128
Normal Battle #1: 18/64 Chance
Row 1: 2x Death Claw
Normal Battle #2: 17/64 Chance
Row 1: 1x Bullmotor
Row 2: 2x Bullmotor
Row 3: 1x Bullmotor
Normal Battle #3: 15/64 Chance
Row 1: 2x Death Claw
Row 2: 1x Bullmotor
Normal Battle #4: 14/64 Chance
Row 1: 1x 2-Faced
Row 2: 2x Bandit
Corel Prison - Junkyard Encounter Value: 128
Normal Battle #1: 18/64 Chance
Row 1: 2x Death Claw
Normal Battle #2: 17/64 Chance
Row 1: 1x Bullmotor
Row 2: 2x Bullmotor
Row 3: 1x Bullmotor
Normal Battle #3: 15/64 Chance
Row 1: 2x Death Claw
Row 2: 1x Bullmotor
Normal Battle #4: 14/64 Chance
Row 1: 2x 2-Faced
Row 2: 1x Bandit
Corel Desert Encounter Value: 240
Normal Battle #1: 60/64 Chance
Row 1: 1x Land Worm
Normal Battle #2: 4/64 Chance
Row 1: 1x Cactuar
Jungle
======
Gongaga - Jungle (1st Screen) Encounter Value: 48
Normal Battle #1: 18/64 Chance Ambush: 8/64 Chance
Row 1: 1x Kimara Bug Grp 1: 1x Touch Me
Normal Battle #2: 17/64 Chance Grp 2: 1x Touch Me
Row 1: 1x Touch Me
Normal Battle #3: 15/64 Chance
Row 1: 2x Kimara Bug
Gongaga - Jungle (2nd Screen) Encounter Value: 48
Normal Battle #1: 18/64 Chance Side Attack: 8/64 Chance
Row 1: 1x Flower Prong Row 1: 1x Flower Prong
Normal Battle #2: 17/64 Chance
Row 1: 1x Touch Me
Normal Battle #3: 15/64 Chance
Row 1: 2x Kimara Bug
Normal Battle #4: 14/64 Chance
Row 1: 1x Kimara Bug
Meltdown Reactor
================
Gongaga - Wasteland and Mako Reactor Encounter Value: 48
Normal Battle #1: 64/64 Chance Back Attack #1: 8/64 Chance
RUN DIFFICULTY: 2 RUN DIFFICULTY: 3
Row 1: 1x Heavy Tank Row 1: 1x Heavy Tank
Caves of the Gi
===============
Caverns of the Gi - 1st Screen Encounter Value: 48
Normal Battle #1: 24/64 Chance
Row 1: 2x Heg
Row 2: 2x Heg
Normal Battle #2: 22/64 Chance
Row 1: 1x Sneaky Step
Normal Battle #3: 18/64 Chance
Row 1: 2x Heg
Row 2: 1x Sneaky Step
Caverns of the Gi - 2nd Screen Encounter Value: 48
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Sneaky Step RUN DIFFICULTY: 2
Row 2: 2x Sneaky Step Row 1: 2x Sneaky Step
Normal Battle #2: 22/64 Chance
Row 1: 2x Sneaky Step
Normal Battle #3: 18/64 Chance
Row 1: 2x Heg
Row 2: 3x Heg
Caverns of the Gi - 3rd Screen Encounter Value: 72
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Sneaky Step RUN DIFFICULTY: 2
Row 2: 3x Heg Row 1: 2x Sneaky Step
Normal Battle #2: 17/64 Chance Side Attack: 8/64 Chance
Row 1: 1x Gi Spector Row 1: 2x Sneaky Step
Normal Battle #3: 15/64 Chance Ambush: 4/64 Chance
Row 1: 2x Heg Grp 1: 1x Gi Spector
Row 2: 1x Sneaky Step Grp 2: 1x Gi Spector
Normal Battle #4: 14/64 Chance
Row 1: 2x Heg
Row 2: 3x Heg
Shinra Mansion
==============
Nibelheim Mansion - 1st Floor Encounter Value: 48
Normal Battle #1: 24/64 Chance
Row 1: 1x Dorky Face
Row 2: 2x Dorky Face
Normal Battle #1: 22/64 Chance
Row 1: 2x Dorky Face
Row 2: 2x Dorky Face
Normal Battle #1: 18/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Ghirofelgo
Nibelheim Mansion - 2nd Floor Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
RUN DIFFICULTY: 2 RUN DIFFICULTY: 3
Row 1: 1x Ghirofelgo Row 1: 1x Ghirofelgo
Normal Battle #2: 17/64 Chance Ambush: 4/64 Chance
Row 1: 1x Dorky Face Grp 1: 1x Jersey
Row 2: 2x Dorky Face Grp 2: 2x Mirage
Row 3: 1x Dorky Face
Normal Battle #3: 15/64 Chance
Row 1: 2x Mirage
Row 2: 1x Dorky Face
Normal Battle #4: 14/64 Chance
Row 1: 3x Jersey
Nibelheim Mansion - Spiral Staircase Encounter Value: 40
Normal Battle #1: 24/64 Chance Back Attack #1: 4/64 Chance
RUN DIFFICULTY: 2 RUN DIFFICULTY: 2
Row 1: 1x Ghirofelgo Row 1: 1x Black Bat
Normal Battle #2: 22/64 Chance Row 2: 2x Black Bat
Row 1: 2x Dorky Face Ambush: 4/64 Chance
Row 2: 1x Black Bat Grp 1: 1x Jersey
Normal Battle #3: 18/64 Chance Grp 2: 2x Mirage
Row 1: 1x Dorky Face, 1x Mirage
Row 2: 1x Dorky Face
Nibelheim Mansion - Caves Encounter Value: 40
Normal Battle #1: 15/64 Chance Back Attack #1: 2/64 Chance
Row 1: 1x Black Bat RUN DIFFICULTY: 2
Row 2: 1x Black Bat Row 1: 2x Black Bat
Normal Battle #2: 14/64 Chance Row 2: 1x Black Bat
Row 1: 2x Black Bat Back Attack #2: 2/64 Chance
Row 2: 1x Black Bat RUN DIFFICULTY: 2
Normal Battle #3: 13/64 Chance Row 1: 1x Ying, 1x Yang
Row 1: 1x Black Bat Ambush: 4/64 Chance
Row 2: 2x Black Bat Grp 1: 2x Black Bat
Row 3: 1x Black Bat Grp 2: 1x Black Bat
Normal Battle #4: 12/64 Chance
Row 1: 1x Ying, 1x Yang
Normal Battle #5: 10/64 Chance
Row 1: 1x Ying, 1x Yang
Mt. Nibel
=========
Mt Nibel - Approach (Flashback) Encounter Value: 192
Mt Nibel - Approach (Normal) Encounter Value: 128
Mt Nibel - Western Base (Fall) (Flashback) Encounter Value: 72
Mt Nibel - Western Base (Normal) Encounter Value: 72
Normal Battle #1: 18/64 Chance
Row 1: 2x Kyuvilduns
Normal Battle #2: 17/64 Chance
Row 1: 2x Kyuvilduns
Row 2: 1x Kyuvilduns
Normal Battle #3: 15/64 Chance
Row 1: 1x Sonic Speed,
2x Kyuvilduns
Normal Battle #4: 14/64 Chance
Row 1: 1x Sonic Speed
Row 2: 1x Sonic Speed
Mt Nibel - Wooden Bridge (Flashback) Encounter Value: 128
Normal Battle #1: 64/64 Chance
Row 1: 1x Sonic Speed
Row 2: 1x Sonic Speed
Row 3: 1x Sonic Speed
Mt Nibel - Wooden Bridge (Normal) Encounter Value: 72
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 1x Sonic Speed Grp 1: 1x Sonic Speed
Row 2: 1x Sonic Speed Grp 2: 1x Sonic Speed
Row 3: 1x Sonic Speed
Normal Battle #2: 22/64 Chance
Row 1: 1x Sonic Speed
Row 2: 1x Sonic Speed
Normal Battle #3: 18/64 Chance
RowFl: 1x Zuu
Mt Nibel - Reactor Approach (Flashback) Encounter Value: 192
Mt Nibel - Reactor Area (Flashback) Encounter Value: 72
Mt Nibel - In Front of Reactor (Flashback) Encounter Value: 72
Normal Battle #1: 24/64 Chance
Row 1: 2x Twin Brain
Row 2: 1x Sonic Speed
Normal Battle #2: 22/64 Chance
Row 1: 1x Twin Brain
Row 2: 2x Twin Brain
Normal Battle #3: 18/64 Chance
Row 1: 1x Sonic Speed
Row 2: 2x Sonic Speed
Mt Nibel - Reactor Approach (Normal) Encounter Value: 128
Normal Battle #1: 15/64 Chance
Row 1: 2x Twin Brain
Row 2: 1x Sonic Speed
Normal Battle #2: 14/64 Chance
Row 1: 1x Twin Brain
Row 2: 2x Twin Brain
Normal Battle #3: 13/64 Chance
Row 1: 1x Sonic Speed
Row 2: 2x Sonic Speed
Normal Battle #4: 12/64 Chance
Row 1: 1x Zuu
Normal Battle #5: 10/64 Chance
Row 1: 1x Screamer, 1x Twin Brain
Row 2: 1x Screamer
Mt Nibel - Reactor Area (Normal) Encounter Value: 128
Normal Battle #1: 15/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Twin Brain RUN DIFFICULTY: 2
Row 2: 1x Sonic Speed Row 1: 2x Screamer
Normal Battle #2: 14/64 Chance
Row 1: 1x Twin Brain
Row 2: 2x Twin Brain
Normal Battle #3: 13/64 Chance
Row 1: 1x Sonic Speed
Row 2: 2x Sonic Speed
Normal Battle #4: 12/64 Chance
Row 1: 1x Zuu
Normal Battle #5: 10/64 Chance
Row 1: 1x Screamer, 1x Twin Brain
Row 2: 1x Screamer
Mt Nibel - In Front of Reactor (Normal) Encounter Value: 128
Normal Battle #1: 15/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Twin Brain RUN DIFFICULTY: 2
Row 2: 1x Sonic Speed Row 1: 2x Screamer
Normal Battle #2: 14/64 Chance Ambush: 4/64 Chance
Row 1: 1x Twin Brain Grp 1: 1x Screamer
Row 2: 2x Twin Brain Grp 2: 1x Screamer
Normal Battle #3: 13/64 Chance
Row 1: 1x Sonic Speed
Row 2: 2x Sonic Speed
Normal Battle #4: 12/64 Chance
Row 1: 1x Zuu
Normal Battle #5: 10/64 Chance
Row 1: 1x Screamer, 1x Twin Brain
Row 2: 1x Screamer
Nibel Caves - Western Base (Flashback) Encounter Value: 72
Nibel Caves - Past Mako Fountain (Flashback) Encounter Value: 128
Normal Battle #1: 24/64 Chance
Row 1: 3x Kyuvilduns
Row 2: 2x Kyuvilduns
Normal Battle #2: 22/64 Chance
Row 1: 2x Twin Brain
Row 2: 1x Twin Brain
Normal Battle #3: 18/64 Chance
Row 1: 2x Twin Brain
Row 2: 3x Kyuvilduns
Nibel Caves - Western Base (Normal) Encounter Value: 72
Nibel Caves - Past Mako Fountain (Normal) Encounter Value: 72
Nibel Caves - Pipe Room Encounter Value: 72
Normal Battle #1: 18/64 Chance
Row 1: 3x Kyuvilduns
Row 2: 2x Kyuvilduns
Normal Battle #2: 17/64 Chance
Row 1: 2x Twin Brain
Row 2: 1x Twin Brain
Normal Battle #3: 15/64 Chance
Row 1: 2x Twin Brain
Row 2: 3x Kyuvilduns
Normal Battle #4: 14/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Dragon
Wutai, Da-chao Statue
=====================
Da Chao - Base Encounter Value: 48
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 3x Razor Weed RUN DIFFICULTY: 2
Normal Battle #2: 22/64 Chance Row 1: 3x Razor Weed
Row 1: 1x Bizarre Bug
Row 2: 1x Bizarre Bug
Normal Battle #3: 18/64 Chance
Row 1: 2x Jayjujayme
Row 2: 1x Bizarre Bug
Da Chao - Far Left Hand Encounter Value: 48
Normal Battle #1: 24/64 Chance Back Attack #1: 12/64 Chance
Row 1: 1x Foulander RUN DIFFICULTY: 2
Row 2: 3x Bizarre Bug Row 1: 1x Foulander
Normal Battle #2: 22/64 Chance Row 2: 1x Foulander
Row 1: 2x Foulander
Normal Battle #3: 18/64 Chance
Row 1: 3x Foulander
Da Chao - Lower Junction Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Foulander RUN DIFFICULTY: 2
Row 2: 3x Bizarre Bug Row 1: 1x Foulander
Normal Battle #2: 17/64 Chance Row 2: 1x Foulander
Row 1: 2x Foulander
Normal Battle #3: 15/64 Chance
Row 1: 3x Foulander
Normal Battle #4: 14/64 Chance
Row 1: 2x Jayjujayme
Row 2: 1x Bizarre Bug
Da Chao - Far Right Hand Encounter Value: 48
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 3x Jayjujayme Grp 1: 1x Garuda
Row 2: 1x Garuda Grp 2: 1x Garuda
Normal Battle #2: 22/64 Chance
Row 1: 1x Garuda
Row 2: 1x Garuda
Normal Battle #3: 18/64 Chance
Row 1: 2x Jayjujayme
Row 2: 1x Garuda
Da Chao - Upper Junction Encounter Value: 48
Normal Battle #1: 18/64 Chance Ambush: 8/64 Chance
Row 1: 3x Jayjujayme Grp 1: 1x Garuda
Row 2: 1x Garuda Grp 2: 1x Garuda
Normal Battle #2: 17/64 Chance
Row 1: 1x Garuda
Row 2: 1x Garuda
Normal Battle #3: 15/64 Chance
Row 1: 2x Jayjujayme
Row 2: 1x Garuda
Normal Battle #4: 14/64 Chance
Row 1: 1x Bizarre Bug
Row 2: 1x Bizarre Bug
Da Chao - Topmost Hand Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Garuda RUN DIFFICULTY: 2
Row 2: 1x Foulander Row 1: 3x Razor Weed
Normal Battle #2: 17/64 Chance Ambush: 4/64 Chance
Row 1: 1x Garuda Grp 1: 2x Foulander
Row 2: 2x Garuda Grp 2: 1x Garuda
Normal Battle #3: 15/64 Chance
Row 1: 2x Foulander
Normal Battle #4: 14/64 Chance
Row 1: 2x Jayjujayme
Row 2: 1x Garuda
Temple of the Ancients
======================
Temple of the Ancients - Main Area Encounter Value: 128
Normal Battle #1: 15/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Kelzmelzer RUN DIFFICULTY: 2
Normal Battle #2: 14/64 Chance Row 1: 1x Kelzmelzer
Row 1: 1x Under Lizard Row 2: 1x Kelzmelzer
Normal Battle #3: 13/64 Chance Back Attack #2: 4/64 Chance
Row 1: 2x Kelzmelzer RUN DIFFICULTY: 2
Row 2: 2x Toxic Frog Row 1: 1x Kelzmelzer
Normal Battle #4: 12/64 Chance Row 2: 2x Toxic Frog
Row 1: 1x Under Lizard Side Attack: 8/64 Chance
Row 2: 2x Toxic Frog Row 1: 2x Kelzmelzer
Normal Battle #5: 10/64 Chance
Row 1: 1x Doorbull
Temple of the Ancients - Mural Room Encounter Value: 40
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 1x Ancient Dragon Grp 1: 1x Doorbull
Row 2: 1x Ancient Dragon Grp 2: 1x Doorbull
Normal Battle #2: 22/64 Chance
Row 1: 1x Doorbull
Normal Battle #3: 18/64 Chance
Row 1: 1x Ancient Dragon
Row 2: 2x Ancient Dragon
Corel Valley
============
Corel Valley - Entrance Encounter Value: 72
Normal Battle #1: 24/64 Chance
Row 1: 1x Boundfat
Row 2: 3x Malldancer
Normal Battle #2: 22/64 Chance
Row 1: 2x Malldancer
Row 2: 2x Malldancer
Normal Battle #3: 18/64 Chance
Row 1: 2x Malldancer
Row 2: 3x Boundfat
Corel Valley - Approaching Forgotten City Encounter Value: 72
Normal Battle #1: 64/64 Chance
Row 1: 1x Hungry
Corel Valley - Giant Conch Shell Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Boundfat RUN DIFFICULTY: 2
Row 2: 1x Boundfat Row 1: 3x Boundfat
Normal Battle #2: 22/64 Chance
Row 1: 1x Trickplay
Row 2: 2x Boundfat
Normal Battle #3: 18/64 Chance
Row 1: 2x Trickplay
Corel Valley Cave
=================
Corel Valley Cave Encounter Value: 72
Normal Battle #1: 15/64 Chance Back Attack #1: 4/64 Chance
Row 1: 3x Grimguard RUN DIFFICULTY: 2
Normal Battle #2: 14/64 Chance Row 1: 2x Boundfat, 1x Hungry
Row 1: 1x Acrophies Ambush: 4/64 Chance
Normal Battle #3: 13/64 Chance Grp 1: 1x Hungry
Row 1: 2x Hungry Grp 2: 1x Hungry
Normal Battle #4: 12/64 Chance
Row 1: 3x Boundfat
Row 2: 1x Hungry
Normal Battle #5: 10/64 Chance
Row 1: 1x Boundfat
Row 2: 2x Boundfat
Row 3: 1x Boundfat
Great Glacier
=============
Great Glaicer - Start Encounter Value: 128
Glacier Pass - L/R Snow and L/R Ice Encounter Value: 128
Normal Battle #1: 15/64 Chance
Row 1: 2x Shred
Row 2: 1x Shred
Normal Battle #2: 14/64 Chance
Row 1: 1x Frozen Nail
Row 2: 1x Frozen Nail
Normal Battle #3: 13/64 Chance
Row 1: 2x Shred
Row 2: 1x Frozen Nail
Normal Battle #4: 12/64 Chance
Row 1: 2x Bandersnatch
Normal Battle #5: 10/64 Chance
Row 1: 1x Frozen Nail
Row 2: 2x Frozen Nail
Glacier Pass - L/R Narrow, Diagonal, Forest Encounter Value: 128
Normal Battle #1: 17/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Shred RUN DIFFICULTY: 2
Row 2: 1x Shred Row 1: 2x Bandersnatch
Normal Battle #2: 16/64 Chance Ambush: 4/64 Chance
Row 1: 1x Frozen Nail Grp 1: 2x Bandersnatch
Row 2: 1x Frozen Nail Grp 2: 1x Bandersnatch
Normal Battle #3: 15/64 Chance
Row 1: 2x Shred
Row 2: 1x Frozen Nail
Normal Battle #4: 12/64 Chance
Row 1: 2x Bandersnatch
Normal Battle #5: 4/64 Chance
Row 1: 1x Frozen Nail
Row 2: 2x Frozen Nail
Great Glacier - Southern Ice Cave Encounter Value: 128
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
RUN DIFFICULTY: 2 Grp 1: 2x Hungry</pre><pre id="faqspan-3">
Row 1: 1x Lessaloploth Grp 2: 1x Hungry
Normal Battle #2: 22/64 Chance
Row 1: 3x Hungry
Normal Battle #3: 18/64 Chance
Row 1: 2x Bandersnatch
Row 2: 2x Bandersnatch
Great Glacier - Center Areas and Caves Encounter Value: 128
Normal Battle #1: 15/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Bandersnatch RUN DIFFICULTY: 2
Row 2: 1x Bandersnatch Row 1: 2x Bandersnatch
Normal Battle #2: 14/64 Chance Side Attack: 8/64 Chance
Row 1: 1x Ice Golem Row 1: 2x Bandersnatch, 1x Snow
Normal Battle #3: 13/64 Chance Ambush: 4/64 Chance
Row 1: 2x Bandersnatch Grp 1: 1x Bandersnatch
Normal Battle #4: 12/64 Chance Grp 2: 2x Bandersnatch
Row 1: 1x Snow
Normal Battle #5: 10/64 Chance
Row 1: 2x Ice Golem
Great Glacier - Northwest Areas and Caves Encounter Value: 72
Normal Battle #1: 14/64 Chance Back Attack #1: 4/64 Chance
RUN DIFFICULTY: 2 RUN DIFFICULTY: 3
Row 1: 1x Magnade Row 1: 1x Magnade
Normal Battle #2: 12/64 Chance Ambush: 4/64 Chance
Row 1: 1x Lessaloploth Grp 1: 1x Bandersnatch
Row 2: 1x Lessaloploth Grp 2: 2x Bandersnatch
Normal Battle #3: 11/64 Chance
Row 1: 2x Bandersnatch
Row 2: 2x Bandersnatch
Normal Battle #4: 10/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Snow
Row 2: 1x Lessaloploth
Normal Battle #5: 9/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Snow
Normal Battle #6: 8/64 Chance
RUN DIFFICULTY: 2
Row 1: 2x Magnade
NOTE: Icicle Area - Snowstorm follows all rules for the *World Map*. It is
not a Field Map area. It is listed here to reduce confusion with regards to
when and where you can access these encounters, but it is important to
remember that it is a World Map area.
Icicle Area - Snowstorm Encounter Value: 96
Normal Battle #1: 22/64 Chance Side Attack: 10/64 Chance
Row 1: 1x Lessaloploth Row 1: 3x Jumping
Normal Battle #2: 21/64 Chance
Row 1: 2x Ice Golem
Normal Battle #3: 21/64 Chance
Row 1: 1x Jumping
Row 2: 2x Jumping
Gaea's Cliff
============
Gaea's Cliff - Outdoors Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Headbomber RUN DIFFICULTY: 2
Row 2: 1x Headbomber Row 1: 2x Headbomber
Normal Battle #2: 17/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Malboro
Normal Battle #3: 15/64 Chance
Row 1: 2x Zolokalter
Normal Battle #4: 14/64 Chance
Row 1: 2x Headbomber
Row 2: 1x Zolokalter
Gaea's Cliff - Indoors Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Stilva RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 1x Stilva
Row 1: 2x Headbomber, Ambush: 4/64 Chance
1x Zolokalter Grp 1: 1x Evilhead
Normal Battle #3: 15/64 Chance Grp 2: 1x Evilhead
Row 1: 2x Zolokalter
Row 2: 2x Zolokalter
Normal Battle #4: 14/64 Chance
Row 1: 1x Evilhead
Row 2: 1x Evilhead
Gaea's Cliff - Schizo's Lair Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
Row 1: 3x Evilhead RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 2x Cuahl
Row 1: 2x Cuahl
Normal Battle #3: 15/64 Chance
Row 1: 1x Cuahl, 2x Headbomber
Normal Battle #4: 14/64 Chance
Row 1: 1x Blue Dragon
Whirlwind Maze
==============
Whirlwind Maze - Crater Encounter Value: 32
Normal Battle #1: 24/64 Chance Side Attack: 8/64 Chance
Row 1: 1x Grenade Row 1: 1x Grenade
Normal Battle #2: 22/64 Chance
Row 1: 1x Gigas
Normal Battle #3: 18/64 Chance
Row 1: 1x Grenade
Row 2: 1x Grenade
Whirlwind Maze - Long Straight L/R Road Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
Row 1: 3x Gremlin RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 2x Gremlin
Row 1: 2x Sculpture
Normal Battle #3: 15/64 Chance
Row 1: 1x Ironite
Normal Battle #4: 14/64 Chance
Row 1: 2x Gremlin
Row 2: 1x Sculpture
Whirlwind Maze - Winding Path Encounter Value: 48
Normal Battle #1: 15/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Wind Wing RUN DIFFICULTY: 2
Row 2: 1x Wind Wing Row 1: 2x Wind Wing
Normal Battle #2: 14/64 Chance Ambush: 4/64 Chance
Row 1: 1x Dragon Rider Grp 1: 1x Wind Wing
Normal Battle #3: 13/64 Chance Grp 2: 2x Wind Wing
Row 1: 1x Ironite
Row 2: 2x Wind Wing
Normal Battle #4: 12/64 Chance
Row 1: 2x Ironite
Normal Battle #5: 10/64 Chance
Row 1: 2x Killbin
Junon (Disc Two): Aljunon
=========================
Aljunon - Outside Execution Room (During Esc.) Encounter Value: 48
Normal Battle #1: 64/64 Chance
Row 1: 1x SOLDIER:2nd
Junon - Barret's Escape on Main Concourse Encounter Value: 48
Junon - Airship Dock (During Escape) Encounter Value: 48
Normal Battle #1: 24/64 Chance
Row 1: 1x SOLDIER:2nd
Normal Battle #2: 22/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Roulette Cannon
Normal Battle #3: 18/64 Chance
Row 1: 2x SOLDIER:2nd
Junon Path
==========
Junon - Airship Dock (After Escape) Encounter Value: 48
Normal Battle #1: 24/64 Chance Ambush: 4/64 Chance
RUN DIFFICULTY: 2 Grp 1: 1x SOLDIER:2nd
Row 1: 1x Roulette Cannon Grp 2: 1x SOLDIER:2nd
Normal Battle #2: 22/64 Chance
Row 1: 2x SOLDIER:2nd
Normal Battle #3: 18/64 Chance
Row 1: 2x SOLDIER:2nd,
1x Roulette Cannon
Aljunon - Outside Execution Room (After Esc.) Encounter Value: 48
Junon Path - Outside Elevator Encounter Value: 48
Junon Path - 1st Corridor Encounter Value: 48
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Slalom RUN DIFFICULTY: 2
Normal Battle #2: 22/64 Chance Row 1: 2x Slalom
Row 1: 1x Slalom Side Attack: 8/64 Chance
Row 2: 2x Slalom Row 1: 1x Death Machine
Normal Battle #3: 18/64 Chance
Row 1: 1x Death Machine
Junon Path - Submarine Dock Encounter Value: 48
Normal Battle #1: 64/64 Chance
Row 1: 3x SOLDIER:2nd
Junon Path - 2nd and 3rd Corridor Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 2/64 Chance
Row 1: 1x Death Machine RUN DIFFICULTY: 2
Row 2: 1x Death Machine Row 1: 2x SOLDIER:2nd
Normal Battle #2: 17/64 Chance Back Attack #2: 2/64 Chance
Row 1: 1x Guard System RUN DIFFICULTY: 2
Normal Battle #3: 15/64 Chance Row 1: 2x Slalom
Row 1: 2x Slalom Ambush: 4/64 Chance
Row 2: 1x SOLDIER:2nd Grp 1: 2x SOLDIER:2nd
Normal Battle #4: 14/64 Chance Grp 2: 1x SOLDIER:2nd
Row 1: 2x Guard System
Underwater Tunnel
=================
Underwater Pipe Encounter Value: 48
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 1x Diver Nest Grp 1: 1x Corvette
Normal Battle #2: 22/64 Chance Grp 2: 1x Corvette
Row 1: 1x Ghost Ship
Normal Battle #2: 18/64 Chance
Row 1: 2x Corvette
Underwater Reactor
==================
Underwater Reactor - Walkway Over Subs Encounter Value: 48
Underwater Reactor - Save Point Corridor Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Senior Grunt, RUN DIFFICULTY: 2
1x Gun Carrier Row 1: 1x Gun Carrier
Normal Battle #2: 17/64 Chance Row 2: 1x Senior Grunt
Row 1: 1x Hard Attacker
Row 2: 1x Hard Attacker
Normal Battle #3: 15/64 Chance
Row 1: 1x Hard Attacker
Row 2: 2x Senior Grunt
Normal Battle #4: 14/64 Chance
Row 1: 1x Guardian
Underwater Reactor - Reactor Chamber Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Guardian RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 1x Guardian
Row 1: 1x Guardian Back Attack #2: 4/64 Chance
Row 2: 1x Guardian RUN DIFFICULTY: 2
Normal Battle #3: 15/64 Chance Row 1: 1x Gun Carrier
Row 1: 1x Senior Grunt, Row 2: 1x Senior Grunt
1x Gun Carrier
Normal Battle #4: 14/64 Chance
Row 1: 1x Hard Attacker
Row 2: 1x Hard Attacker
The Ancient Forest
==================
Ancient Forest - 1st Screen and Treetops Encounter Value: 128
Normal Battle #1: 18/64 Chance
Row 1: 1x Rilfsak
Row 2: 2x Rilfsak
Normal Battle #2: 17/64 Chance
Row 1: 2x Epiolnis
Normal Battle #3: 15/64 Chance
Row 1: 2x Diablo
Normal Battle #4: 14/64 Chance
Row 1: 1x Diablo, 2x Rilfsak
Ancient Forest - 2nd and 3rd Screen Encounter Value: 128
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Rilfsak RUN DIFFICULTY: 2
Row 2: 2x Rilfsak Row 1: 2x Rilfsak
Normal Battle #2: 17/64 Chance Side Attack: 8/64 Chance
Row 1: 2x Epiolnis Row 1: 3x Rilfsak
Normal Battle #3: 15/64 Chance Ambush: 4/64 Chance
Row 1: 2x Diablo Grp 1: 2x Rilfsak
Normal Battle #4: 14/64 Chance Grp 2: 1x Rilfsak
Row 1: 1x Diablo, 2x Rilfsak
Ancient Forest - Cave Encounter Value: 48
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Diablo RUN DIFFICULTY: 2
Row 2: 1x Diablo Row 1: 2x Diablo
Normal Battle #2: 22/64 Chance
Row 1: 2x Rilfsak
Row 2: 1x Epiolnis
Normal Battle #3: 18/64 Chance
Row 1: 1x Diablo
The Gelnika
===========
Gelnika - Northern Room Encounter Value: 40
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
RUN DIFFICULTY: 3 RUN DIFFICULTY: 4
Row 1: 1x Unknown Row 1: 1x Unknown
Normal Battle #2: 22/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Unknown 3
Normal Battle #3: 18/64 Chance
RUN DIFFICULTY: 3
Row 1: 2x Unknown 2
Gelnika - Connecting Corridor Encounter Value: 48
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 1x Poodler Grp 1: 2x Bad Rap
Row 2: 1x Poodler Grp 2: 1x Poodler
Normal Battle #2: 22/64 Chance
Row 1: 1x Poodler
Row 2: 2x Bad Rap
Normal Battle #3: 18/64 Chance
Row 1: 2x Bad Rap
Row 2: 2x Bad Rap
Gelnika - Flooded Cargo Bay Encounter Value: 48
Normal Battle #1: 18/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Serpent
Normal Battle #2: 17/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Unknown
Normal Battle #3: 15/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Unknown 3
Normal Battle #4: 14/64 Chance
RUN DIFFICULTY: 3
Row 1: 2x Unknown 2
Sector 8 Underground
====================
Midgar - Sector 8 Underground (Upper) Encounter Value: 48
Normal Battle #1: 14/64 Chance Back Attack #1: 2/64 Chance
Row 1: 2x Cromwell RUN DIFFICULTY: 2
Normal Battle #2: 12/64 Chance Row 1: 1x Cromwell
Row 1: 1x Manhole Back Attack #2: 2/64 Chance
Row 2: 2x Manhole RUN DIFFICULTY: 2
Normal Battle #3: 11/64 Chance Row 1: 2x Cromwell
Row 1: 1x Manhole Ambush: 4/64 Chance
Row 2: 2x Manhole Grp 1: 1x Cromwell
Normal Battle #4: 10/64 Chance Grp 2: 1x Cromwell
Row 1: 1x Behemoth
Normal Battle #5: 9/64 Chance
Row 1: 1x Crazy Saw
Row 2: 1x Crazy Saw
Normal Battle #6: 8/64 Chance
Row 1: 1x Crazy Saw, 1x Cromwell
Midgar - Sector 8 Underground (Lower) Encounter Value: 48
Normal Battle #1: 14/64 Chance Back Attack #1: 2/64 Chance
Row 1: 1x Cromwell RUN DIFFICULTY: 2
Row 2: 2x Cromwell Row 1: 1x Cromwell
Normal Battle #2: 12/64 Chance Back Attack #2: 2/64 Chance
Row 1: 1x Manhole RUN DIFFICULTY: 2
Row 2: 2x Manhole Row 1: 2x Cromwell
Normal Battle #3: 11/64 Chance Ambush: 4/64 Chance
Row 1: 1x Manhole Grp 1: 1x Cromwell
Row 2: 2x Manhole Grp 2: 1x Cromwell
Normal Battle #4: 10/64 Chance
Row 1: 1x Behemoth
Normal Battle #5: 9/64 Chance
Row 1: 1x Crazy Saw
Row 2: 1x Crazy Saw
Normal Battle #6: 8/64 Chance
Row 1: 1x Crazy Saw, 1x Cromwell
Midgar Raid - Train Tunnel Segments Encounter Value: 72
Midgar Raid - Train Tunnel Junctions Encounter Value: 128
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Crazy Saw RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 2x Shadow Maker
Row 1: 2x Shadow Maker Back Attack #2: 4/64 Chance
Normal Battle #3: 15/64 Chance RUN DIFFICULTY: 2
Row 1: 1x Shadow Maker Row 1: 1x Crazy Saw
Row 2: 2x Shadow Maker
Normal Battle #4: 14/64 Chance
Row 1: 2x Shadow Maker
Row 2: 1x Crazy Saw
The Mako Cannon
===============
Midgar - Sister Ray Base Encounter Value: 48
Normal Battle #1: 18/64 Chance
Row 1: 1x Grosspanzer
Normal Battle #2: 17/64 Chance
Row 1: 1x Grosspanzer
Normal Battle #3: 15/64 Chance
Row 1: 1x Grosspanzer
Normal Battle #4: 14/64 Chance
Row 1: 1x Grosspanzer
Sister Ray - Upper Gantries Encounter Value: 48
Normal Battle #1: 15/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x SOLDIER:1st RUN DIFFICULTY: 2
Normal Battle #2: 14/64 Chance Row 1: 2x SOLDIER:1st
Row 1: 1x XCannon Ambush: 4/64 Chance
Normal Battle #3: 13/64 Chance Grp 1: 1x SOLDIER:1st
Row 1: 2x SOLDIER:1st Grp 2: 1x SOLDIER:1st
Row 2: 1x SOLDIER:1st
Normal Battle #4: 12/64 Chance
Row 1: 1x Maximum Kimaira
Normal Battle #5: 10/64 Chance
Row 1: 1x SOLDIER:1st
The Northern Crater
===================
Northern Crater - Descent (1st Screen) Encounter Value: 32
Normal Battle #1: 18/64 Chance
Row 1: 1x Gargoyle
Normal Battle #2: 17/64 Chance
Row 1: 1x Dark Dragon
Normal Battle #3: 15/64 Chance
Row 1: 2x Parasite
Normal Battle #4: 14/64 Chance
Row 1: 2x Gargoyle
Northern Crater - Descent (2nd Screen) Encounter Value: 24
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Scissors RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 2x Parasite
Row 1: 1x Dark Dragon Back Attack #2: 4/64 Chance
Normal Battle #3: 15/64 Chance RUN DIFFICULTY: 2
Row 1: 2x Parasite Row 1: 1x Scissors
Normal Battle #4: 14/64 Chance
Row 1: 2x Gargoyle
Northern Crater - Descent (3rd Screen - Outer) Encounter Value: 24
Normal Battle #1: 15/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Scissors RUN DIFFICULTY: 2
Normal Battle #2: 14/64 Chance Row 1: 2x Parasite
Row 1: 1x Dark Dragon Back Attack #2: 4/64 Chance
Normal Battle #3: 13/64 Chance RUN DIFFICULTY: 2
Row 1: 2x Parasite Row 1: 1x Scissors
Normal Battle #4: 12/64 Chance
Row 1: 1x Parasite
Row 2: 2x Parasite
Normal Battle #5: 10/64 Chance
Row 1: 2x Scissors
Northern Crater - Descent (3rd Screen - Cave) Encounter Value: 32
Northern Crater - Dividing Point Encounter Value: 40
Normal Battle #1: 14/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Scissors RUN DIFFICULTY: 2
Normal Battle #2: 12/64 Chance Row 1: 2x Parasite
Row 1: 1x Dark Dragon Back Attack #2: 4/64 Chance
Normal Battle #3: 11/64 Chance RUN DIFFICULTY: 2
Row 1: 2x Parasite Row 1: 1x Scissors
Normal Battle #4: 10/64 Chance
Row 1: 1x Scissors
Normal Battle #5: 9/64 Chance
Row 1: 1x Parasite
Row 2: 2x Parasite
Normal Battle #6: 8/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Master Tonberry
Northern Crater - Graveyard (Upp/Lwr Pillar) Encounter Value: 32
Northern Crater - Graveyard (Hatchery+Spine) Encounter Value: 24
Normal Battle #1: 14/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Pollensalta RUN DIFFICULTY: 2
Normal Battle #2: 12/64 Chance Row 1: 1x Death Dealer
Row 1: 2x Death Dealer Ambush: 4/64 Chance
Normal Battle #3: 11/64 Chance Grp 1: 1x Death Dealer
Row 1: 1x Pollensalta, 2x Parasite Grp 2: 1x Death Dealer
Normal Battle #4: 10/64 Chance
Row 1: 3x Parasite
Normal Battle #5: 9/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Malboro
Normal Battle #6: 8/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Dragon Zombie
Northern Crater - Left Junction Encounter Value: 32
Northern Crater - Floating Platforms Encounter Value: 32
Northern Crater - Grassy Area Encounter Value: 32
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
RUN DIFFICULTY: 2 RUN DIFFICULTY: 3
Row 1: 1x King Behemoth Row 1: 1x Allemagne
Normal Battle #2: 17/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Allemagne
Normal Battle #3: 15/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Armored Golem
Normal Battle #4: 14/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Master Tonberry
Northern Crater - Water Area (1st Screen) Encounter Value: 24
Northern Crater - Water Area (2nd Screen) Encounter Value: 32
Normal Battle #1: 15/64 Chance Side Attack: 8/64 Chance
Row 1: 1x Christopher, 1x Gighee Row 1: 2x Magic Pot
Normal Battle #2: 13/64 Chance Ambush: 8/64 Chance
Row 1: 1x Magic Pot Grp 1: 1x Allemagne
Normal Battle #3: 12/64 Chance Grp 2: 1x Allemagne
Row 1: 2x Magic Pot
Normal Battle #4: 11/64 Chance
Row 1: 1x Allemagne
Normal Battle #5: 9/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Master Tonberry
Normal Battle #6: 4/64 Chance
Row 1: 3x Mover
3.2.3 Unique Random Encounters
----- ------------------------
There are a few areas in the game where encounters are random, but are
event-driven and do not use the standard encounter system. The first main
one is Battle Square, but that has been dealt with already in the individual
Battle Square sections within the Enemy Listing.
The other two areas that we will touch on are the Shinra HQ Elevator and the
final descent in the Northern Crater.
Shinra HQ Elevator
==================
When infiltrating Shinra HQ, one of the optional routes you can take is the
central elevator up to the 59th floor. As you do so, however, the elevator
goes haywire and you are forced to stop at random floors of the building,
which frequently prompt a battle. The battle you encounter is tied to the
floor you stop on.
You begin the trip starting on Floor 6. Everytime Cloud presses the button
to stop the elevator, you will end up a random number of floors higher than
your last stop with the following chances of each:
2/16 chance: 7 Floors higher
2/16 chance: 8 Floors higher
2/16 chance: 9 Floors higher
2/16 chance: 10 Floors higher
2/16 chance: 11 Floors higher
2/16 chance: 12 Floors higher
2/16 chance: 13 Floors higher
1/16 chance: 14 Floors higher
1/16 chance: 15 Floors higher
This means that your first stop will be between Floors 13 and 21 inclusive.
The doors will open and you will face the battle for that floor. Once the
battle is over, you are able to progress another 7 to 15 floors, all until
the elevator reaches Floor 59, ending this journey. Obviously, the elevator
will not go higher than this floor and will stop as soon as it passes it.
As stated previously, the encounter you get depends on the floor the elevator
stops at. However, not all the floors trigger a battle. Certain floors,
instead, reveal an unfortunate Shinra employee who simply lets you go on your
way. Meeting Hito (the name of this employee in the data files) is simply
an amusing little event that can happen randomly and can even happen multiple
times if you hit the right floors.
With that aside, we'll list the floors and their appropriate encounters.
Floor 13: 2x Grenade Combatant
Floor 14: 3x Grenade Combatant
Floor 15: 1x Mighty Grunt
Floor 16: 2x Mighty Grunt
Floor 17: 2x Grenade Combatant
Floor 18: 3x Grenade Combatant
Floor 19: 1x Mighty Grunt
Floor 20: 2x Mighty Grunt
Floor 21: 3x Grenade Combatant
Floor 22: 2x Mighty Grunt
Floor 23: 2x Grenade Combatant
Floor 24: 2x Mighty Grunt
Floor 25: 1x Mighty Grunt
Floor 26: 2x Grenade Combatant
Floor 27: 3x Grenade Combatant
Floor 28: 1x Mighty Grunt
Floor 29: Meeting with Hito
Floor 30: 1x Hammer Blaster
Floor 31: 1x Sword Dance
Floor 32: 2x Sword Dance
Floor 33: 1x Moth Slasher
Floor 34: 1x Hammer Blaster
Floor 35: 1x Sword Dance
Floor 36: 2x Sword Dance
Floor 37: 1x Moth Slasher
Floor 38: Meeting with Hito
Floor 39: 1x Hammer Blaster
Floor 40: 2x Sword Dance
Floor 41: 1x Moth Slasher
Floor 42: 1x Sword Dance
Floor 43: 1x Sword Dance
Floor 44: 1x Hammer Blaster
Floor 45: 1x Moth Slasher
Floor 46: 2x Sword Dance
Floor 47: Meeting with Hito
Floor 48: 1x Moth Slasher
Floor 49: 1x Sword Dance
Floor 50: 1x Hammer Blaster
Floor 51: 1x Sword Dance
Floor 52: 1x Moth Slasher
Floor 53: 1x Hammer Blaster
Floor 54: 2x Sword Dance
Floor 55: 2x Sword Dance
Floor 56: Meeting with Hito
Floor 57: 1x Hammer Blaster
Floor 58: 1x Moth Slasher
Floor 59: Final Stop
Final Descent
=============
After passing the point of no return in the Northern Crater, you descend
down a series of hovering platforms towards the battle with Jenova*SYNTHESIS.
Every time you hop to a new platform, you have a 76/256 (29.69%) chance of
being attacked. If you are attacked, the enemy will be one of the following:
1x Allemagne: 26/256 (10.2%) chance
1x Iron Man: 128/256 (50.0%) chance
1x Dragon Zombie: 102/256 (39.8%) chance
These battles occur only when you jump to a new platform. There are 5 jumps
on the first screen and 8 jumps on the second screen.
=============================================================================
4. ENEMY DATA KEY
=============================================================================
--------------
4.1 Basic Data
--------------
Throughout this document, enemies will be defined using the following format:
Name:
Lvl: EXP: Win:
HP: AP: Steal:
MP: Gil: Morph:
---
Elemental Properties
---
Att: Def: Df%: Dex:
MAt: MDf: Lck:
---
Special Attributes
---
Attacks:
Name
Attack Type
Formula:
Pwr:
PAt%:
Cost:
Tar:
Elm:
Attr:
Notes:
Each of these fields contain the following data:
Name - The name of the enemy
Lvl - The enemy's Level
HP - The Max HP the enemy has
MP - The Max MP the enemy has
EXP - The EXP earned when the enemy is killed
AP - The AP earned when the enemy is killed
Gil - The Gil earned when the enemy is killed
Win - The item(s) that are sometimes earned when the enemy is
killed, and the chance class they will drop (63 max)
If, when the item is checked, Rnd(0..63) is less or equal
to the chance class, then the item will drop
Items listed first are more likely to be dropped than
subsequent items
Steal - The item(s) that can be stolen from the enemy, and the
chance class you can steal it (63 max)
Items listed first are more likely to be stolen than
subsequent items
Morph - The item that the enemy can be morphed into
Elemental Properties:
Death - The elements the enemy will instantly die from
AutoH - The elements the enemy cannot normally evade
Weak - The elements the enemy is weak to
Half - The elements the enemy resists
Void - The elements the enemy is immune to
Asrb - The elements the enemy absorbs
NOTE: A few rare enemies have weaknesses and resistances to particular
Status Attributes. If this is the case, they will react to that
Status as if it were an Element. This is different from an Immunity
to that Status - for example, a physical attack that inflicts
Confusion as well will do double damage to a Corvette, who are weak
to 'Confusion' Status Abilities.
Att - The enemy's Attack stat
Def - The enemy's Defense stat
Df% - The enemy's Defense% stat
MAt - The enemy's Magic atk stat
MDf - The enemy's Magic def stat
Dex - The enemy's Dexterity stat
Lck - The enemy's Luck stat
Special Attributes:
Any special notes about the enemy, including forced formation battles,
special transformations, permenant status effects, status immunities and
so forth
Attacks:
Each attack is listed seperately.
Name - The name of the attack. If the attack name is in brackets
(like <Tonfa>), then this is what FF7 calls it, but when
the attack is used, no name will show up. You can see
hidden attack names if they are Manipulatable
Attack Type- See section 1.2.2 in the FF7 Battle Mechanics
Formula - See section 1.2.3 in the FF7 Battle Mechanics
Pwr - The Power of the attack. Closely linked with the Formula of
the ability. Note that for Physical and Magical Formula
attacks, this will be expressed as a fraction of Base -
however, the true Power value would be the fraction
multiplied by 16. For example, 1x Base indicates a Power
of 16 when used in the Physical and Magical Formulas,
while 1/4x Base would be a Power of 4. It has been done
this way simply to make it easier to see how it affects
damage, and how well attacks compare to each other.
If the attack uses the Physical, Magical, Cure, Item or
Fixed formulas, then the actual strength of the attack
(using the enemy's base) will be displayed in brackets
after the formula. For example, MP's Tonfa attack has a
base damage of 9, after using the formula given for it
PAt% - The basic chance to hit the ability has. 100 is average,
MAt% while 255 is the max. MAt% is used instead for abilities
Auto Hit that use the hit formula for magic abilities, and Auto Hit
is displayed for anything that uses neither the PAt% or
MAt% methods to hit. The algorithms and formulas that use
these values can be found in the Battle Mechanics guide
Cost - How much MP the attack costs the enemy. If an enemy does
not have the MP the attack requires, it can no longer use
this attack
Tar - The target(s) of the attack. See section 1.2.4 in the FF7
Battle Mechanics for details. In the case of attacks that
can switch between 1 Tar and All Tar, the first listed
will be the default the monster uses
Elm - Element of the attack. All attacks that cause damage have
an element. See section 1.2 in the FF7 Battle Mechanics
for an explaination about elements, including the hidden
physical ones
Attr - Any special effects the attack has in addition to the Attack
Type. Whether the attack is Manipulatable or not is also
shown here. In addition, Status Changes and their
respective chance classes to succeed also go here
Notes - Any special details about the attack that isn't covered in
any of the previous fields
Animations:
These are essentially 'Attacks' that have no effect and are used by FF7
to change the animation of the enemy. This is also why an enemy will
often have many versions of the same attack; the difference is not in
the stats, but in the animation they use.
A Note about Stats
------------------
Each of the main stats (Att, Def, Df%, MAt, MDf, Dex and Lck) are already
the derived versions of the stat. For example, an enemy's Df% will not get
any bonus from their Dex - for monsters, it's considered the final stat.
However, Dex is still used to help increase the enemy's chance to hit, for
example. Enemies also do not have a MD% stat, a weakness that is useful to
exploit.
Another note about Dex: with regards to how fast an enemy's Time Bar fills,
you should consider their Dex value to be *50 points lower* than their actual
value is when you compare to members of Cloud's party. That means that an
Unknown 2 - with a listed value of 150 Dex - is no faster than a party member
with 100 Dex, while a 1st Ray with a Dex of 40 will never be able to move
faster than any of your party members.
The reason for this is that party members get a 50 point bonus to their Dex
for calculating the rate their Time Bar fills up at, while enemies do not get
this same bonus. As such, don't be fooled by the seemingly high Dex values
of many of the enemies.
-----------
4.2 AI Data
-----------
This last field is always after the Attack section. It dictates how each
enemy decides what to do. It also covers the effects of how it reacts to
certain attacks via counters.
This part is split into sections:
Setup: This is used when battle starts.
Main: This is used whenever the enemy may take a turn.
Counter: This will always have a specific effect that this section can
counter, for example: Death, Damage or Physical. It will
be run whenever the enemy experiences the listed effect.
Note that the AI data listed in this document is translated, and is not an
*EXACT* translation of precisely what it's doing behind the scenes. But it
will always have the same effect and will hopefully be easier to understand
as a result. There are many cases where I have rewritten the structure of an
AI script so that it takes up less space and is easier to read. The end
effect should be the same in all cases however.
Also note that much of the time, an AI script has access to many temporary
variables. These are all reset to 0 at the start of battle, and are
sometimes set to other values in the Setup routine. However, a lot of the
time, these variables will be used to fulfil specific functions that crop up
time and again. To aid understanding, here are the names we will give to
certain temporary variables if they're used in a certain way:
Count: Often used to determine the order of attacks, or which
attack should be used next.
Stage: Similar to Count, but often dictates what moves are
available and sometimes used to reflect a change in
stats.
SelectTar: Used to predefine a target for an attack to be used on.
Often defined in counterattacks so that the enemy knows
who to redirect their anger against.
SpclChance: Often, the chance for using a certain special effect will
change depending on certain situations, like as the
enemy nears death. This variable dictates how often
they tend to use these moves. Lower values generally
indicate a higher chance that the enemy will use more
desperate attacks.
CustomVar: A special TempVar that can be checked by other monsters in
the same battle. These, like other TempVars, will be
given names.
In addition, there are GlobalVars and BattleVars. BattleVars only apply for
the current Battle, but are used by all enemies in the battle. GlobalVars
affect the entire game. Whenever an AI Script uses one of these, a unique
description will be allocated to it to describe to you exactly what this
value is used for. Most BattleVars referenced in this guide are custom
however and don't mean the same thing from battle to battle.
All other temporary variables will be labelled 'TempVar', with a description
after it identifying its general purpose.
A few common commands and terminology will also be described here:
Choose <Target>
This sets up a target selection for a later spell to be used. There are
many possibilities for targets. The most common are Random Opponent,
All Opponents, Self and All Allies. In the case of Random Opponent, All
Opponents and All Allies, these do not count targets that are flagged
as Dead (inflicted with Death and Petrify statuses, for example) by
default. If an enemy uses an attack that does affect these kind of
objects, then it will target one individually or it will be specified in
the selection - 'All Opponents (incl. Dead)' as an example. Also note
that if an enemy Chooses a target that the attack it uses doesn't accept
(a single target when the attack is an area), then the attack's targets
take priority, and a random target out of the default list will be chosen
regardless of who was Chosen. This can unfortunately lead to a few rare
bugs.
x/y Chance
This is a shorthand to indicate the chance of something happening. When
it is grouped with other chances ("1/2 Chance: Attack 1,
1/2 Chance: Attack 2" for example), then the chances are dependent; in
the example's case, you have a 50/50 chance of either Attack 1 or
Attack 2 activating, but not both. If it is alone in an If statement,
then it's an independent chance, with nothing else happening if it fails
(except the 'Else' part of the If statement if it exists) and the AI
script continuing on as normal.
Formation ID
Used to determine whether multiple monsters are part of the same 'group'.
A Formation ID is visible in battles with multiple monsters of the
same type by looking at the 'A'/'B'/'C' after the monster's name.
So, "Hammer Blaster A" has a Formation ID of 0, while "Hammer Blaster B"
has a Formation ID of 1.
Set <???> as Self
Rarely used, this replaces all references to 'Self' and the source of all
attacks used until the end of the current AI script.
In addition, here's the definition of the various Counter effects:
Counter - General
Used immediately after any targetted attack the enemy experiences,
providing it's still alive and able to do anything. Otherwise, there's
very few things it will not react to. Sense and statuses that miss or
fail due to immunities will generally not be countered. Abilities that
heal HP will be countered. Also, if the attack has caused the enemy's
death, then Counter - Death takes priority and Counter - General will not
be run at all.
Counter - Death
Used immediately upon the death or removal of the enemy. Note that the
enemy is still considered alive and well until this script has finished
running.
Counter - Physical
Will be used against any physical attack. Abilities that end up healing
or removing statuses will not be countered against by this script.
Counter - Magical
Will be used against any magical attack. Abilities that end up healing
or removing statuses will not be countered against by this script.
Counter - PreTurn
Will be used before *ANY* ability made by *ANY* character, INCLUDING the
enemy's allies or even themselves! Note that an ability must be used;
a run through the AI script is not enough. However, even 'moves' like
Defend and Change will activate this script. The script is run before
the effects of the move/ability are calculated. In general, it's used to
set/remove immunities and other effects that may or may not interfere
with the ability.
=============================================================================
5. ENEMY LISTING
=============================================================================
=============================================================================
5.1 Midgar (Disc One)
---------------------
5.1.1 No. 1 Reactor
----- -------------
Name: MP
Lvl: 2 EXP: 16 Win: [ 8] Potion
HP: 30 AP: 2 Steal: [ 8] Grenade
MP: 0 Gil: 10 Morph: Potion
---
No Elemental Properties
---
Att: 6 Def: 4 Df%: 0 Dex: 50
MAt: 0 MDf: 0 Lck: 4
---
BUG: Due to flaws in MP's AI Script, they will not react differently to
targets in different rows.
---
Attacks:
Machine Gun
Physical Attack
Formula: Physical
Pwr: 1x Base (6)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
<Tonfa>
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (9)
PAt%: 85
Tar: 1 Op
Elm: Hit
Attr: Manip.
---
AI: Main
{
If (MP is in Front Row) Then
{
If (1/2 Chance) Then
{
Choose Random Opponent
TempVar:ChosenAtt = Machine Gun
} Else {
Choose Random Opponent
TempVar:ChosenAtt = <Tonfa>
}
} Else {
If (1/6 Chance) Then
{
Choose Random Opponent
TempVar:ChosenAtt = <Tonfa>
} Else {
Choose Random Opponent
TempVar:ChosenAtt = Machine Gun
}
}
Use TempVar:ChosenAtt on Target
}
-----------------------------------------------------------------------------
Name: Guard Hound
Lvl: 3 EXP: 20 Win: [ 8] Potion
HP: 42 AP: 2 Steal: [32] Potion
MP: 0 Gil: 12 Morph: Potion
---
No Elemental Properties
---
Att: 8 Def: 4 Df%: 6 Dex: 64
MAt: 2 MDf: 2 Lck: 6
---
BUG: Due to flaws in Guard Hound's AI Script, they will not react differently
to targets in different rows.
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (8)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Always targets whoever has the lowest HP
Tentacle
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (12)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: Manip.
Notes: Always targets whoever has the lowest HP
---
AI: Main
{
If (1/3 Chance) Then {
Choose Random Opponent with Lowest HP
TempVar:ChosenAtt = Tentacle
} Else {
Choose Random Opponent with Lowest HP
TempVar:ChosenAtt = <Bite>
}
Use TempVar:ChosenAtt on Target
}
-----------------------------------------------------------------------------
Name: Mono Drive
Lvl: 2 EXP: 18 Win: [ 8] Potion, [ 2] Ether
HP: 28 AP: 3 Steal: -
MP: 28 Gil: 8 Morph: Ether
---
Weak: Wind
Void: Earth
---
Att: 3 Def: 6 Df%: 6 Dex: 49
MAt: 3 MDf: 4 Lck: 2
---
Immune: Stop, Frog, Paralysed
BUG: Due to flaws in Mono Drive's AI Script, they will not react differently
to targets in different rows.
---
Attacks:
<Drilldrive>
Physical Attack
Formula: Physical
Pwr: 1x Base (3)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Notes: Always targets whoever has the lowest Def
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (15)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Manip.
Notes: Always targets whoever has the lowest MDf
---
AI: Main
{
If (TempVar:Warning == 0) Then
{
TempVar:TakeTurn = 0
1/2 Chance: Print Message [Enemy Sighted!]
1/2 Chance: Print Message [Warning! Warning!]
TempVar:Warning = 1
} Else {
TempVar:TakeTurn = 1
If (1/3 Chance) Then
{
Choose Random Opponent with Lowest MDf
TempVar:ChosenAtt = Fire
TempVar:MagicAtt = 1
} Else {
Choose Random Opponent with Lowest Def
TempVar:ChosenAtt = <Drilldrive>
TempVar:MagicAtt = 0
}
}
If (TempVar:MagicAtt == 1) Then
{
If (Mono Drive's MP < 4) Then
{
Choose Random Opponent with Lowest Def
TempVar:ChosenAtt = <Drilldrive>
}
}
If (TempVar:TakeTurn == 1) Then
{
Use TempVar:ChosenAtt on Target
}
}
-----------------------------------------------------------------------------
Name: Grunt
Lvl: 7 EXP: 22 Win: [ 8] Potion, [ 8] Potion
HP: 40 AP: 2 Steal: [ 8] Grenade
MP: 0 Gil: 15 Morph: Potion
---
No Elemental Properties
---
Att: 12 Def: 10 Df%: 4 Dex: 58
MAt: 2 MDf: 2 Lck: 8
---
BUG: Due to flaws in Grunt's AI Script, they will not react differently to
targets in different rows.
---
Attacks:
<Handclaw>
Physical Attack
Formula: Physical
Pwr: 1x Base (12)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Beam Gun
Physical Attack
Formula: Physical
Pwr: 1 1/8x Base (13.5)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Can't Cover
---
AI: Main
{
If (Grunt is in Front Row) Then
{
If (1/2 Chance) Then
{
Choose Random Opponent
TempVar:ChosenAtt = Beam Gun
} Else {
Choose Random Opponent
TempVar:ChosenAtt = <Handclaw>
}
} Else {
If (1/12 Chance) Then
{
Choose Random Opponent
TempVar:ChosenAtt = <Handclaw>
} Else {
Choose Random Opponent
TempVar:ChosenAtt = Beam Gun
}
}
Use TempVar:ChosenAtt on Target
}
-----------------------------------------------------------------------------
Name: 1st Ray
Lvl: 4 EXP: 12 Win: -
HP: 18 AP: 1 Steal: -
MP: 0 Gil: 5 Morph: Potion
---
Weak: Lightning
---
Att: 10 Def: 2 Df%: 0 Dex: 40
MAt: 0 MDf: 0 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
<Laser Cannon>
Physical Attack
Formula: Physical
Pwr: 1x Base (10)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Can't Cover
Notes: Always targets whoever has the highest HP
---
AI: Main
{
If (Count = 0) Then
{
Choose Random Opponent with Highest HP
Use <Laser Cannon> on Target
Count = 1
} Else {
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Sweeper
Lvl: 8 EXP: 27 Win: -
HP: 140 AP: 3 Steal: -
MP: 0 Gil: 30 Morph: Potion
---
Weak: Lightning
---
Att: 18 Def: 20 Df%: 0 Dex: 48
MAt: 0 MDf: 4 Lck: 1
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (18)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Notes: Always targets whoever has the lowest HP
W Machine Gun
Physical Attack
Formula: Physical
Pwr: 1 3/4x Base (31.5)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Notes: Always targets whoever has the highest HP
Smoke Shot
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (27)
PAt%: 75
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Can't Cover
---
AI: Main
{
If (TempVar:Setup == 0) Then
{
Count = Rnd(0..3)
TempVar:Setup = 1
}
If (Count == 0) Then
{
If (At Least One Opponent doesn't have Darkness Status) Then
{
Choose Random Opponent without Darkness Status
} Else {
Choose Random Opponent
}
TempVar:ChosenAtt = Smoke Shot
Count = 1
} Else If (Count == 1) Then {
Choose Random Opponent with Lowest HP
TempVar:ChosenAtt = <Machine Gun>
Count = 2
} Else {
Choose Random Opponent with Highest HP
TempVar:ChosenAtt = W Machine Gun
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Guard Scorpion
Lvl: 12 EXP: 100 Win: 100% Assault Gun
HP: 800 AP: 10 Steal: -
MP: 0 Gil: 100 Morph: -
---
Weak: Lightning
Void: Gravity
---
Att: 30 Def: 40 Df%: 0 Dex: 60
MAt: 15 MDf: 300 Lck: 1
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed,
Darkness
Note: MDf listed is not the MDf used; see below for true MDf
Transformation: 1st Form is default; Def: 40, MDf: 256
2nd Form has tail above body; Def: 255, MDf: 384
Transforms to 2nd Form after using two Attacks (Rifle or Scorpion Tail)
Transforms to 1st Form after certain amount of time
Pattern: Search Scope, Attack, Search Scope, Attack, Transform to 2nd Form,
Wait, Wait, Transform to 1st Form, Repeat
---
Attacks:
Rifle
Physical Attack
Formula: Physical
Pwr: 1x Base (41)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Can only use during 1st Form
Scorpion Tail
Physical Attack
Formula: Physical
Pwr: 1 3/4x Base (71.75)
PAt%: 95
Tar: 1 Op
Elm: Shoot
Notes: Can only use during 1st Form
Tail Laser
Physical Attack
Formula: Physical
Pwr: 3x Base (123)
PAt%: 120
Tar: All Op
Elm: Shoot
Notes: 100% C/A during 2nd Form
Animations:
Search Scope
Notes: Selects target of next Attack
Can only use during 1st Form
---
AI: Setup
{
TempVar:DfltIdle = Guard Scorpion's IdleAnim
TempVar:DfltHurt = Guard Scorpion's HurtAnim
Guard Scorpion's MDf = 256
TempVar:DfltDef = Guard Scorpion's Def
TempVar:DfltMDf = Guard Scorpion's MDf
Stage = 0
}
AI: Main
{
If (Count == 0 or 2) Then
{
SelectTar = Random Opponent
Choose SelectTar
Use Search Scope on Target
Print Message [Locked On Target]
Count = Count + 1
} Else If (Count == 1 or 3) Then {
Choose SelectTar
If (1/3 Chance) Then
{
Use Scorpion Tail on Target
} Else {
If (Guard Scorpion's HP < 50% of Guard Scorpion's Max HP) Then {
Use Scorpion Tail on Target
} Else {
Use Rifle on Target
}
}
Count = Count + 1</pre><pre id="faqspan-4">
} Else If (Count == 4) Then {
Choose Self
Use <> on Target
Guard Scorpion's IdleAnim = 7
Guard Scorpion's HurtAnim = 8
Guard Scorpion's Def = 255
Guard Scorpion's MDf = 384
Stage = 1
If (TempVar:Warning == 0) Then
{
If (Cloud doesn't have Death Status) Then
{
If (Barret has Death Status) Then
{
Print Message [(Cloud) "It's gonna fire that laser..."]
} Else {
Print Message [(Cloud) "(Barret), be careful!"]
}
Print Message ["Attack while it's tail's up!]
Print Message [It's gonna counterattack with its laser."]
} Else {
Print Message [(Barret) "I dunno what's goin' on, but...]
Print Message [ it looks pretty bad.]
Print Message [ Let's see what it does when it's tail's up..."]
}
TempVar:Warning = 1
}
Count = Count + 1
} Else If (Count == 5 or 6) Then {
Count = Count + 1
} Else If (Count == 7) Then {
Choose Self
Use <> on Target
Guard Scorpion's IdleAnim = TempVar:DfltIdle
Guard Scorpion's HurtAnim = TempVar:DfltHurt
Guard Scorpion's Def = TempVar:DfltDef
Guard Scorpion's MDf = TempVar:DfltMDf
Stage = 0
Count = 0
}
}
AI: Counter - General
{
If (Stage == 1) Then
{
Choose All Opponents
Use Tail Laser on Target
}
}
AI: Counter - Death
{
If (Stage == 1) Then
{
Choose Self
Use <> on Target
Guard Scorpion's IdleAnim = TempVar:DfltIdle
Guard Scorpion's HurtAnim = TempVar:DfltHurt
}
}
-----------------------------------------------------------------------------
5.1.2 Lower Sector 4 Plate
----- --------------------
Name: Grashtrike
Lvl: 8 EXP: 20 Win: [ 2] Spider Web
HP: 42 AP: 2 Steal: [32] Spider Web
MP: 0 Gil: 20 Morph: Spider Web
---
No Elemental Properties
---
Att: 12 Def: 18 Df%: 3 Dex: 58
MAt: 15 MDf: 2 Lck: 6
---
No Special Attributes
---
Attacks:
<Sickle>
Physical Attack
Formula: Physical
Pwr: 1x Base (12)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Silk
Magical Change Status
MAt%: 90
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
Manip.
---
AI: Main
{
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Oppenent without Slow Status
Use Silk on Target
} Else {
If (At Least One Opponent has Slow Status) Then
{
Choose Random Opponent with Slow Status
} Else {
Choose Random Opponent
}
Use <Sickle> on Target
}
}
-----------------------------------------------------------------------------
Name: Rocket Launcher
Lvl: 5 EXP: 13 Win: -
HP: 50 AP: 3 Steal: -
MP: 0 Gil: 7 Morph: Potion
---
Weak: Lightning
---
Att: 30 Def: 2 Df%: 0 Dex: 50
MAt: 0 MDf: 200 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
Rocket Launcher
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (51)
PAt%: 75
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Can't Cover
Notes: Always targets whoever has the lowest HP
---
AI: Main
{
If (Count == 1) Then
{
Choose Random Opponent with Lowest HP
Use Rocket Launcher on Target
Count = 0
} Else {
Count = 1
}
}
-----------------------------------------------------------------------------
Name: Chuse Tank
Lvl: 6 EXP: 23 Win: [ 8] Potion
HP: 36 AP: 2 Steal: [32] Potion
MP: 0 Gil: 30 Morph: Potion
---
No Elemental Properties
---
Att: 10 Def: 6 Df%: 3 Dex: 57
MAt: 0 MDf: 66 Lck: 5
---
Immune: Frog
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (10)
PAt%: 110
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Rolling Claw
Magical Attack
Formula: HP%
Pwr: [Target's HP / 8]
MAt%: 75
Tar: 1 Op
Elm: Hit
Attr: Manip.
Notes: Always targets whoever has the highest HP
---
AI: Main
{
1/2 Chance:
{
If (At Least One Opponent is in Front Row) Then
{
Choose Random Opponent in Front Row
} Else {
Choose Random Opponent
}
Use <Claw> on Target
}
1/2 Chance:
{
Choose Random Opponent with Highest HP
Use Rolling Claw on Target
}
}
-----------------------------------------------------------------------------
Name: Blugu
Lvl: 4 EXP: 18 Win: [ 8] Potion
HP: 120 AP: 2 Steal: [32] Eye drop
MP: 0 Gil: 35 Morph: Potion
---
Weak: Lightning, Wind
Void: Earth
---
Att: 8 Def: 180 Df%: 1 Dex: 52
MAt: 24 MDf: 128 Lck: 2
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (8)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Hell Bubbles
Magical Change Status
Auto Hit
Tar: 1 Op
Elm: Non-Element
Attr: [ 80] Inflict 'Sleep'
Manip.
---
AI: Setup
{
Count = Rnd(0..3)
}
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed Status
} Else {
Choose Random Opponent
}
Use <Bodyblow> on Target
If (Count == 0 or 1) Then
{
Count = Count + 1
} Else {
1/3 Chance: Count = 3
2/3 Chance: Count = 1
}
} Else {
If (At Least One Opponent doesn't have Paralysed Status) Then
{
Choose Random Opponent without Paralysed Status
Use Hell Bubbles on Target
} Else If (At Least One Opponent has Paralysed Status) Then {
Choose Random Opponent with Paralysed Status
Use <Bodyblow> on Target
} Else {
Choose Random Opponent
Use <Bodyblow> on Target
}
Count = 0
}
}
-----------------------------------------------------------------------------
5.1.3 No. 5 Reactor
----- -------------
Name: Smogger
Lvl: 8 EXP: 32 Win: [ 8] Deadly Waste
HP: 90 AP: 3 Steal: [ 8] Smoke Bomb
MP: 0 Gil: 60 Morph: Hi-Potion
---
Asrb: Poison
---
Att: 22 Def: 24 Df%: 1 Dex: 47
MAt: 4 MDf: 64 Lck: 1
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (22)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Smog
Physical Attack
Formula: Physical
Pwr: 3/4x Base (16.5)
PAt%: 90
Tar: 1 Op
Elm: Non-Element
Attr: [ 88] Inflict 'Poison'
Manip.
Can't Cover
Smog
Physical Attack
Formula: Physical
Pwr: 3/4x Base (16.5)
PAt%: 105
Tar: 1 Op
Elm: Non-Element
Attr: [ 92] Inflict 'Darkness'
Manip.
Can't Cover
---
AI: Setup
{
Count = Rnd(0..4)
}
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
If (At Least One Opponent has Darkness Status) Then
{
Choose Random Opponent with Darkness Status
} Else {
Choose Random Opponent
}
Use <Punch> on Target
If (Count == 0 or 1) Then
{
Count = Count + 1
} Else {
1/4 Chance: Count = 3
1/4 Chance: Count = 4
1/2 Chance: Count = 0
}
} Else If (Count == 3) Then {
If (At Least One Opponent doesn't have Poison Status) Then
{
Choose Random Opponent without Poison Status
Use Smog (Poison Version) on Target
Count = 0
} Else If (At Least One Opponent has Darkness Status) Then {
Choose Random Opponent with Darkness Status
Use <Punch> on Target
Count = 4
} Else {
Choose Random Opponent
Use <Punch> on Target
Count = 4
}
} Else {
If (At Least One Opponent doesn't have Darkness Status) Then
{
Choose Random Opponent without Darkness Status
Use Smog (Darkness Version) on Target
} Else If (At Least One Opponent has Darkness Status) Then {
Choose Random Opponent with Darkness Status
Use <Punch> on Target
} Else {
Choose Random Opponent
Use <Punch> on Target
}
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Special Combatant
Lvl: 9 EXP: 28 Win: [ 8] Antidote, [ 2] Grenade
HP: 60 AP: 3 Steal: [32] Eye drop
MP: 0 Gil: 40 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 15 Def: 24 Df%: 5 Dex: 58
MAt: 2 MDf: 32 Lck: 12
---
No Special Attributes
---
Attacks:
<Handclaw>
Physical Attack
Formula: Physical
Pwr: 1x Base (15)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Beam Gun
Physical Attack
Formula: Physical
Pwr: 1 1/8x Base (16.875)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Can't Cover
Wave
Physical Attack
Formula: Physical
Pwr: 2x Base (30)
PAt%: 92
Tar: 1 Op
Elm: Shout
Attr: Manip.
Can't Cover
Notes: Always targets whoever has the lowest HP
---
AI: Setup
{
1/2 Chance: Count = 3
1/2 Chance: Count = 0
}
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
Choose Random Opponent
Use <Handclaw> on Target
If (Count == 0 or 1) Then {
Count = Count + 1
} Else {
Count = 6
TempVar:Cycle = 0
}
} Else If (Count == 3 or 4 or 5) Then {
Choose Random Opponent
Use Beam Gun on Target
If (Count == 3 or 4) Then {
Count = Count + 1
} Else {
Count = 6
TempVar:Cycle = 1
}
} Else If (Count == 6) Then {
Choose Random Opponent with Lowest HP
Use Wave on Target
If (TempVar:Cycle == 0) Then
{
Count = 3
} Else {
Count = 0
}
}
}
-----------------------------------------------------------------------------
Name: Blood Taste
Lvl: 8 EXP: 24 Win: [ 8] Antidote
HP: 72 AP: 2 Steal: [32] Eye drop
MP: 0 Gil: 32 Morph: Potion
---
No Elemental Properties
---
Att: 12 Def: 22 Df%: 8 Dex: 65
MAt: 14 MDf: 24 Lck: 6
---
No Special Attributes
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (12)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Bite twice in a single combo
Tentacle Drain
Physical Absorb
Formula: Physical
Pwr: 5/8x Base (7.5)
PAt%: 110
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
---
AI: Setup
{
SelectTar = Chosen Random Opponent
SpclChance = 8
}
AI: Main
{
If (Rnd(1..SpclChance) == 1) Then
{
If (Blood Taste's HP < Blood Taste's Max HP) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent with Highest HP
}
Use Tentacle Drain on Target
} Else {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Bite> on Target
}
} Else {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Bite> on Target
If (Rnd(1..SpclChance) == 1) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Bite> on Target
}
}
}
AI: Counter - General
{
SelectTar = Blood Taste's Last Attacker (General)
If (Blood Taste's HP <= 25% of Blood Taste's Max HP) Then
{
SpclChance = 1
} Else If (Blood Taste's HP <= 50% of Blood Taste's Max HP) Then {
SpclChance = 2
} Else If (Blood Taste's HP <= 75% of Blood Taste's Max HP) Then {
SpclChance = 3
} Else {
SpclChance = 8
}
}
-----------------------------------------------------------------------------
Name: Proto Machinegun
Lvl: 4 EXP: 16 Win: -
HP: 100 AP: 2 Steal: -
MP: 0 Gil: 15 Morph: Potion
---
Weak: Lightning
---
Att: 12 Def: 2 Df%: 0 Dex: 45
MAt: 0 MDf: 128 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
Machine Gun
Physical Attack
Formula: Physical
Pwr: 1x Base (12)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Notes: Always targets whoever has the lowest HP
---
AI: Main
{
If (Count == 0) Then:
{
Choose Random Opponent with Lowest HP
Use Machine Gun on Target
Count = 1
} Else {
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Air Buster
Lvl: 15 EXP: 180 Win: 100% Titan Bangle
HP: 1200 AP: 16 Steal: -
MP: 0 Gil: 150 Morph: -
---
Weak: Lightning
Half: Fire
Void: Earth, Gravity
---
Att: 24 Def: 80 Df%: 3 Dex: 75
MAt: 12 MDf: 320 Lck: 2
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed,
Darkness
Automatic Side Attack Battle
Forced Formation: 1.Barret, 2.Cloud, 3.Tifa
Air Buster takes 5x damage from Back Attacks (instead of the usual 2x)
---
Attacks:
Big Bomber
Physical Attack
Formula: Physical
Pwr: 3 1/8x Base (109.375)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Notes: Can only use in Program 1 Operation
Energy Ball
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (65.625)
PAt%: 100
Tar: 1 Op
Elm: Shout
Attr: Can't Cover
Notes: Can only use in Program 2 Operation
Rear Gun
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (43.75)
PAt%: 115
Tar: 1 Op
Elm: Shoot
Notes: Will not turn Air Buster
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (87.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Can only use as C/A against Cloud
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (87.5)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Can only use as C/A against Barret or Tifa
Animations:
<> (Cloud2Barret)
Air Buster turns from facing Cloud to facing Barret's group
<> (Barret2Cloud)
Air Buster turns from facing Barret's group to facing Cloud
---
AI: Setup
{
TempVar:InitFacing = Air Buster's Facing
TempVar:CurFacing = TempVar:InitFacing
Turn off Death Handling for Air Buster
TempVar:Ammo = 4
Air Buster's MDf = 320
}
AI: Main
{
TempVar:GroupsAlive = 0
If (At Least One Targetable Opponent in Cloud's Group exists) Then
{
TempVar:GroupsAlive = TempVar:GroupsAlive + 1
}
If (At Least One Targetable Opponent in Barret's Group exists) Then
{
TempVar:GroupsAlive = TempVar:GroupsAlive + 2
}
TempVar:Back2Target = 0
If (TempVar:Ammo > 0) Then
{
If (Stage == 0) Then
{
Print Message [Program 1 Operation]
Stage = 1
}
Choose Random Opponent
SelectTar = Target
If (TempVar:CurFacing == Not facing SelectTar) Then
{
If (TempVar:TurnBroken == 0) Then
{
Choose Self
If (TempVar:CurFacing == Facing Cloud) Then
{
Air Buster's IdleAnim = Facing Cloud
Use <> (Cloud2Barret) on Target
Air Buster's IdleAnim = Facing Barret
TempVar:CurFacing = Facing Barret
} Else {
Air Buster's IdleAnim = Facing Barret
Use <> (Barret2Cloud) on Target
Air Buster's IdelAnim = Facing Cloud
TempVar:CurFacing = Facing Cloud
}
} Else {
TempVar:Back2Target = 1
If (((TempVar:CurFacing == Facing Cloud) AND
(Only Barret's Group is Targetable))
OR ((TempVar:CurFacing == Not facing Cloud) AND
(Only Cloud's Group is Targetable))) Then
{
TempVar:Ammo = 0
}
}
}
If (TempVar:Back2Target == 0) Then
{
Choose SelectTar
If (TempVar:CurFacing == Facing Cloud) Then
{
Air Buster's IdleAnim = Facing Cloud
Use Big Bomber on Target
} Else {
Air Buster's IdleAnim = Facing Barret
Use Big Bomber on Target
}
TempVar:Ammo = TempVar:Ammo - 1
If (TempVar:Ammo == 0) Then
{
Print Message [Big Bomber's out of ammo.]
}
}
} Else {
If (Stage == 1) Then
{
Print Message [Program 2 Operation]
Stage = 2
}
Choose Random Opponent
If (Target is Barret or Tifa) Then
{
If (TempVar:CurFacing == Facing Cloud) Then
{
Air Buster's IdleAnim = Facing Cloud
Use Rear Gun on Target
} Else {
Air Buster's IdleAnim = Facing Barret
Use Energy Ball on Target
}
} Else {
If (TempVar:CurFacing == Facing Cloud) Then
{
Air Buster's IdleAnim = Facing Cloud
Use Energy Ball on Target
} Else {
Air Buster's IdleAnim = Facing Barret
Use Rear Gun on Target
}
}
}
}
AI: Counter - General
{
If (Air Buster's HP < 20% of Air Buster's Max HP) Then
{
If (TempVar:TurnBroken == 0) Then
{
Print Message [Turn Function non-operational]
TempVar:TurnBroken == 1
}
}
SelectTar = Air Buster's Last Attacker (General)
If (TempVar:CurFacing == Facing Cloud) Then
{
If (Air Buster's Last Attacker (General) is in Barret's Group) Then
{
Air Buster's IdleAnim = Facing Cloud
Air Buster's HurtAnim = Flinch (Facing Cloud)
} Else {
Air Buster's IdleAnim = Facing Barret
Air Buster's HurtAnim = Flinch (Facing Barret)
SelectTar = Air Buster's Last Attacker (General)
TempVar:Counter = 1
}
} Else {
If (Air Buster's Last Attacker (General) is in Cloud's Group) Then
{
Air Buster's IdleAnim = Facing Barret
Air Buster's HurtAnim = Flinch (Facing Cloud)
} Else {
Air Buster's IdleAnim = Facing Cloud
Air Buster's HurtAnim = Flinch (Facing Barret)
SelectTar = Air Buster's Last Attacker (General)
TempVar:Counter = 1
}
}
If (TempVar:Counter == 1) Then
{
TempVar:FacingTarget = 0
TempVar:Counter = 0
Print Message [Counter Attack]
Choose SelectTar
If ((TempVar:TurnBroken == 0) AND (2/3 Chance)) Then
{
If (TempVar:CurFacing == Facing Cloud) Then
{
Use <Bodyblow> (High Hit% Version) on Target
Air Buster's IdleAnim = Facing Barret
} Else {
Use <Bodyblow> (Low Hit% Version) on Target
Air Buster's IdleAnim = Facing Cloud
}
TempVar:CurFacing = Not TempVar:CurFacing
TempVar:FacingTarget = 1
}
If (TempVar:FacingTarget == 0) Then
{
If (TempVar:CurFacing == Facing Cloud) Then
{
Air Buster's IdleAnim = Facing Cloud
Use Rear Gun on Target
} Else {
Air Buster's IdleAnim = Facing Barret
Use Rear Gun on Target
}
}
}
}
AI: Counter - Death
{
Turn off Death Handling for Air Buster
Choose Self
If (TempVar:CurFacing == Facing Cloud) Then
{
Air Buster's IdleAnim = Facing Cloud
Use <Destroyed> (Facing Cloud Version) on Target
} Else {
Air Buster's IdleAnim = Facing Barret
Use <Destroyed> (Facing Barret Version) on Target
}
}
-----------------------------------------------------------------------------
5.1.4 Sector 5 Slum
----- -------------
Name: Whole Eater
Lvl: 9 EXP: 24 Win: -
HP: 72 AP: 2 Steal: [32] Potion
MP: 0 Gil: 70 Morph: Potion
---
No Elemental Properties
---
Att: 30 Def: 14 Df%: 2 Dex: 58
MAt: 0 MDf: 80 Lck: 4
---
No Special Attributes
---
Attacks:
<Sickle>
Physical Attack
Formula: Physical
Pwr: 1x Base (38)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Sickle twice in a single combo
---
AI: Setup
{
SelectTar = Choose Random Opponent
SpclChance = 8
}
AI: Main
{
If ((SelectTar doesn't have Death Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose SelectTar
Use <Sickle> on Target
}
Choose Random Opponent
Use <Sickle> on Target
}
AI: Counter - General
{
SelectTar = Whole Eater's Last Attacker (General)
If (Whole Eater's HP <= 50% of Whole Eater's Max HP) Then {
SpclChance = 2
} Else {
SpclChance = 8
}
}
-----------------------------------------------------------------------------
Name: Hedgehog Pie
Lvl: 6 EXP: 20 Win: [ 8] Potion
HP: 40 AP: 3 Steal: [ 8] Ether
MP: 52 Gil: 25 Morph: Ether
---
Weak: Ice
---
Att: 12 Def: 18 Df%: 4 Dex: 42
MAt: 4 MDf: 12 Lck: 8
---
No Special Attributes
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (12)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (30)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Manip.
---
AI: Setup
{
Count = Rnd(0..2)
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Bodyblow> on Target
Count = Count + 1
} Else {
Choose Random Opponent
If ((Hedgehog's Pie MP >= 4) AND (1/2 Chance)) Then
{
Use Fire on Target
} Else {
Use <Bodyblow> on Target
}
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Vice
Lvl: 7 EXP: 24 Win: [ 8] Potion
HP: 68 AP: 3 Steal: [32] Speed Drink
MP: 0 Gil: 80 Morph: Potion
---
No Elemental Properties
---
Att: 14 Def: 14 Df%: 16 Dex: 62
MAt: 0 MDf: 0 Lck: 6
---
Immune: Frog
---
Attacks:
<Hit>
Physical Attack
Formula: Physical
Pwr: 1x Base (14)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Vice will never use this normally
Steal
Physical Misc Ability
Auto Hit
Tar: 1 Op
Attr: Steal Inventory
Notes: Randomly picks item from party inventory and removes it
Kill enemy to get it back
Grind
Physical Misc Ability
Auto Hit
Tar: 1 Op
Attr: Steal Inventory
Notes: Randomly picks item from party inventory and removes it
Kill enemy to get it back
Seize
Physical Attack
Formula: Physical
Pwr: 1x Base (14)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Notes: Vice will never use this
<Escape>
Physical Escape Battle
Auto Hit
Tar: Self
---
AI: Setup
{
SelectTar = Choose Random Opponent
}
AI: Main
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
If (Count == 0) Then
{
1/6 Chance: Count = 1
1/6 Chance: Count = 2
2/3 Chance: Count = 0
} Else If (Count == 1) Then {
Use Grind on Target
1/3 Chance: Count = 4
2/3 Chance: Count = 3
} Else If (Count == 2) Then {
Use Steal on Target
1/3 Chance: Count = 4
2/3 Chance: Count = 3
} Else If (Count == 3) Then {
1/2 Chance: Count = 4
1/2 Chance: Count = 3
} Else {
Choose Self
Use <Escape> on Target
Remove Self
}
}
AI: Counter - General
{
SelectTar = Vice's Last Attacker (General)
}
-----------------------------------------------------------------------------
5.1.5 Sector 6
----- --------
Name: Hell House
Lvl: 11 EXP: 44 Win: [ 8] Potion
HP: 450 AP: 6 Steal: -
MP: 0 Gil: 250 Morph: Potion
---
No Elemental Properties
---
Att: 24 Def: 2 Df%: 0 Dex: 52
MAt: 20 MDf: 48 Lck: 2
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
Manipulate, Berserk
This is Type A: the Hell House that you will meet first in battle.
If it is not dead before it reaches below 337 HP, it has a 50% chance per
attack below that number where it will use Suicide Drop and immediately
transform to Type B below
---
Attacks:
<Erupt>
Physical Attack
Formula: Physical
Pwr: 1x Base (32)
PAt%: 80
Tar: 1 Op
Elm: Shoot
Attr: [ 28] Inflict 'Darkness'
Can't Cover
Hell Bomber
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (48)
PAt%: 88
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Suicide Drop
Physical Attack
Formula: Physical
Pwr: 1x Base (32)
PAt%: 255
Tar: All Op
Elm: Earth
Notes: 50% C/A used only when below 337 HP
Transforms to Hell House Type B after using this
---
AI: Main
{
Choose Random Opponent
1/3 Chance: Use <Erupt> on Target
2/3 Chance: Use Hell Bomber on Target
}
AI: Counter - General
{
If (Hell House's HP <= 3 * [Hell House's Max HP / 4]) Then
{
If (1/2 Chance) Then
{
Choose All Opponents
Use Suicide Drop on Target
Activate Hell House <Type B>
Copy Hell House's Stats to Hell House <Type B>
Remove Self
}
}
}
AI: Counter - Death
{
Remove Hell House <Type B>
}
-----------------------------------------------------------------------------
Name: Hell House
Lvl: 11 EXP: 44 Win: [ 8] Potion
HP: 450 AP: 6 Steal: -
MP: 0 Gil: 200 Morph: Potion
---
No Elemental Properties
---
Att: 32 Def: 2 Df%: 3 Dex: 59
MAt: 24 MDf: 64 Lck: 4
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Manipulate, Berserk
This is Type B: the Hell House Type A becomes when damaged enough
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (107.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Suicide Drop
Physical Attack
Formula: Physical
Pwr: 1x Base (43)
PAt%: 255
Tar: All Op
Elm: Earth
Lunattack
Physical Attack
Formula: Physical
Pwr: 1 3/4x Base (75.25)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Only used as 25% C/A when HP <= 112
Hell Press
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (64.5)
PAt%: 100
Tar: 1 Op
Elm: Hit
---
AI: Main
{
1/4 Chance:
{
Choose All Opponents
Use Suicide Drop on Target
}
1/4 Chance:
{
Choose Random Opoonent
Use Hell Press on Target
}
1/2 Chance:
{
If (At Least One Opponent is in Front Row) Then
{
Choose Random Opponent in Front Row
} Else {
Choose Random Opponent
}
Use <Bodyblow> on Target
}
}
AI: Counter - General
{
If (Hell House's HP <= 25% of Hell House's Max HP)
{
If (1/4 Chance) Then
{
Choose Hell House's Last Attacker (General)
Use Lunattack on Target
}
}
}
-----------------------------------------------------------------------------
5.1.6 Don Corneo's Mansion
----- --------------------
Name: Corneo's Lackey
Lvl: 8 EXP: 8 Win: -
HP: 42 AP: 0 Steal: -
MP: 0 Gil: 10 Morph: Potion
---
No Elemental Properties
---
Att: 14 Def: 12 Df%: 2 Dex: 48
MAt: 10 MDf: 6 Lck: 8
---
No Special Attributes
---
Attacks:
<Hit>
Physical Attack
Formula: Physical
Pwr: 1x Base (14)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (14)
PAt%: 100
Tar: 1 Op
Elm: Shoot
---
AI: Setup
{
TempVar:AllyGroup = All Allies
}
AI: Main
{
If ((TempVar:AllyGroup = At Least One has Death Status)
OR (At Least One in TempVar:AllyGroup's CustomVar:ScotchAngry == 1)
OR (At Least One in TempVar:AllyGroup's CustomVar:Angry == 1)) Then
{
Choose Random Opponent
Use <Machine Gun> on Target
} Else {
Choose Random Opponent
Use <Hit> on Target
}
}
AI: Counter - General
{
If (Corneo's Lackey's HP <= 50% of Corneo's Lackey's Max HP) Then
{
Corneo's Lackey's CustomVar:Angry = 1
}
}
-----------------------------------------------------------------------------
Name: Scotch
Lvl: 11 EXP: 22 Win: -
HP: 150 AP: 0 Steal: -
MP: 0 Gil: 60 Morph: Potion
---
No Elemental Properties
---
Att: 22 Def: 32 Df%: 5 Dex: 44
MAt: 33 MDf: 18 Lck: 10
---
No Special Attributes
---
Attacks:
<Hit>
Physical Attack
Formula: Physical
Pwr: 1x Base (29)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (29)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Will start using Machine Gun twice in a single combo if attacked
or one of his allies dies
---
AI: Setup
{
TempVar:AllyGroup = All Allies except Scotch
SelectTar = Choose Random Opponent
}
AI: Main
{
If ((Scotch's CustomVar:ScotchAngry == 1) OR
(TempVar:AllyGroup == At Least One has Death Status)) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Machine Gun> on Target
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Machine Gun> on Target
} Else If (At Least One in TempVar:AllyGroup's
CustomVar:Angry == 1) Then {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Machine Gun> on Target
} Else {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Hit> on Target
}
}
AI: Counter - General
{
SelectTar = Scotch's Last Attacker (General)
Scotch's CustomVar:Angry = 1
Scotch's CustomVar:ScotchAngry = 1
}
-----------------------------------------------------------------------------
5.1.7 Sewer
----- -----
Name: Aps
Lvl: 18 EXP: 240 Win: 100% Phoenix Down
HP: 1800 AP: 22 Steal: -
MP: 0 Gil: 253 Morph: -
---
Weak: Fire
Void: Gravity
---
Att: 40 Def: 36 Df%: 4 Dex: 63
MAt: 40 MDf: 160 Lck: 5
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
BUG: Due to flaws in Aps' AI Script, he will never use his 'Tsunami Flinch'
reaction to Sewer Tsunami
Aps takes 4x damage from Back Attacks (instead of the usual 2x)
---
Attacks:
<Tail Attack>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (77.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Lick
Physical Attack
Formula: Physical
Pwr: 1/4x Base (15.5)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Sadness'
Can't Cover
Sewer Tsunami
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (77.5)
PAt%: 100
Tar: All
Elm: Water
Notes: Forward Version - Aps takes Back Attack damage
Aps will take 180-192 damage from this
Sewer Tsunami
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (77.5)
PAt%: 100
Tar: All
Elm: Water
Notes: Backward Version - Party takes Back Attack damage
Aps will take 45-48 damage from this
---
AI: Setup
{
TempVar:DfltHurt = Aps' HurtAnim
}
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
Choose All Targets
Use Sewer Tsunami (Forward Version)
TempVar:OpeningAttack = 1
} Else If (TempVar:Tsunami == 0) Then {
If (1/4 Chance) Then
{
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
} Else {
Choose Random Opponent
}
Use Lick on Target
} Else {
If (At Least One Opponent is in Back Row) Then
{
Choose Random Opponent in Back Row
} Else {
Choose Random Opponent
}
Use <Tail Attack> on Target
}
} Else If (Count == 0) Then {
Count = 1
} Else If (Count == 1) Then {
Choose All Targets
Use Sewer Tsunami (Forward Version)
Count = 2
} Else If (Count == 2) Then {
Count = 3
} Else {
Choose All Targets
Use Sewer Tsunami (Backward Version)
Count = 0
TempVar:Tsunami = 0
}
}
AI: Counter - Physical
{
If (Last Sub-Command == 0x0144 (Sewer Tsunami (Forward Version))
or 0x0145 (Sewer Tsunami (Backward Version))) Then
{
Aps' HurtAnim = Tsunami Flinch
} Else {
Aps' HurtAnim = TempVar:DfltHurt
}
If (TempVar:HPDanger == 0) Then
{
If (Aps' HP <= 1/3rd of Aps' Max HP) Then
{
TempVar:Tsunami = 1
TempVar:HPDanger = 1
}
}
}
AI: Counter - Magical
{
If (Last Sub-Command == 0x0144 (Sewer Tsunami (Forward Version))
or 0x0145 (Sewer Tsunami (Backward Version))) Then
{
Aps' HurtAnim = Tsunami Flinch
} Else {
Aps' HurtAnim = TempVar:DfltHurt
}
TempVar:Tsunami = 1
}
-----------------------------------------------------------------------------
Name: Sahagin
Lvl: 10 EXP: 30 Win: [ 8] Potion, [ 2] Hyper
HP: 150 AP: 3 Steal: [ 8] Hyper
MP: 0 Gil: 89 Morph: Potion
---
AutoH: Punch
Asrb: Water
---
Att: 23 Def: 32 Df%: 2 Dex: 59
MAt: 8 MDf: 64 Lck: 12
---
No Special Attributes
---
Attacks:
<Harpoon>
Physical Attack
Formula: Physical
Pwr: 1x Base (30)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Water Gun
Physical Attack
Formula: Physical
Pwr: 1 3/8x Base (41.25)
PAt%: 90
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Can't Cover
Animations:
<Shell Defense>
Sahagin deflects the attack with its shell
Notes: When used, Sahagin's Def is 512
---
AI: Setup
{
TempVar:DfltHurt = Sahagin's HurtAnim
TempVar:DfltDef = Sahagin's Def
}
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
If (3/4 Chance) Then
{
Choose Random Opponent
Use Water Gun on Target
}
TempVar:OpeningAttack = 1
} Else {
Choose Random Opponent
1/2 Chance: Use Water Gun on Target
1/2 Chance: Use <Harpoon> on Target
}
}
AI: Counter - PreTurn
{
Sahagin's HurtAnim = TempVar:DfltHurt
Sahagin's Def = TempVar:DfltDef
If (1/16 Chance) Then
{
Sahagin's HurtAnim = Shell Defense
Sahagin's Def = 512
}
}
-----------------------------------------------------------------------------
Name: Ceasar
Lvl: 8 EXP: 23 Win: [ 8] Potion, [ 2] Tranquilizer
HP: 120 AP: 2 Steal: [ 8] Tranquilizer
MP: 0 Gil: 55 Morph: Potion
---
AutoH: Punch
Weak: Ice
---
Att: 14 Def: 108 Df%: 3 Dex: 47
MAt: 6 MDf: 32 Lck: 10
---
At 25% or less HP, they will continually use a Bubble+<Bodyblow> combo
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (14)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Bubble
Physical Attack
Formula: Physical
Pwr: 3/4x Base (10.5)
PAt%: 75
Tar: 1 Op
Elm: Water
Attr: Manip.
Can't Cover
---
AI: Main
{
If (Stage == 0) Then
{
Choose Random Opponent
1/4 Chance: Use <Bodyblow> on Target
3/4 Chance: Nothing
} Else If (Stage == 1) Then {
Choose Random Opponent
1/6 Chance: Use Bubble on Target
1/6 Chance: Use <Bodyblow> on Target
1/3 Chance: Nothing
} Else If (Stage == 2) Then {
Choose Random Opponent
1/4 Chance: Use Bubble on Target
1/4 Chance: Use <Bodyblow> on Target
1/2 Chance: Nothing
} Else If (Stage == 3) Then {
Choose Random Opponent
1/2 Chance: Use Bubble on Target
1/2 Chance: Use <Bodyblow> on Target
} Else {
Choose Random Opponent
Use Bubble on Target
Choose Random Opponent
Use <Bodyblow> on Target
}
}
AI: Counter - General
{
If (Ceasar's HP <= 25% of Ceasar's Max HP) Then
{
Stage = 4
} Else If (Ceasar's HP <= 50% of Ceasar's Max HP) Then {
Stage = 3
} Else If (Ceasar's HP <= 75% of Ceasar's Max HP) Then {
Stage = 2
} Else {
Stage = 1
}
}
-----------------------------------------------------------------------------
5.1.8 Train Graveyard
----- ---------------
Name: Eligor
Lvl: 12 EXP: 36 Win: [ 2] Echo Screen
HP: 300 AP: 4 Steal: [ 8] Striking Staff
MP: 67 Gil: 120 Morph: Mute Mask
---
Half: Gravity
---
Att: 33 Def: 46 Df%: 2 Dex: 56
MAt: 24 MDf: 110 Lck: 7
---
No Special Attributes
---
Attacks:
<Sword Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (45)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Mono Laser
Physical Attack
Formula: Physical
Pwr: 7/8x Base (39.375)
PAt%: 110
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Can't Cover
Notes: At 50% HP or lower, will start being used in a combo against all
party members
Silence
Magical Change Status
MAt%: 100
Cost: 24 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 60] Inflict 'Silence'
Reflectable
Manip.
Sleepel
Magical Change Status
MAt%: 100
Cost: 8 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Inflict 'Sleep'
Reflectable
---
AI: Main
{
TempVar:PhysAttack = 0
If (TempVar:OpeningAttack == 0) Then
{
1/3 Chance:
{
If (Eligor's MP >= 24) Then
{
Choose Random Opponent without Silence Status
Use Silence on Target
} Else {
TempVar:PhysAttack = 1
}
}
1/3 Chance:
{
If (Eligor's MP >= 8) Then
{
Choose Random Opponent without Sleep Status
Use Sleepel on Target
} Else {
TempVar:PhysAttack = 1
}
}
1/3 Chance: Nothing
TempVar:OpeningAttack = 1
} Else If (Stage == 0) Then {
1/6 Chance:
{
If (At Least One Opponent doesn't have Silence Status) Then
{
If (Eligor's MP >= 24) Then
{
Choose Random Opponent without Silence Status
Use Silence on Target
} Else {
TempVar:PhysAttack = 1
}
} Else If (At Least One Opponent doesn't have Sleep Status) Then {
If (Eligor's MP >= 8) Then
{
Choose Random Opponent without Sleep Status
Use Sleepel on Target
} Else {
TempVar:PhysAttack = 1
}
} Else {
TempVar:PhysAttack = 1
}
}
1/6 Chance:
{
If (At Least One Opponent doesn't have Sleep Status) Then
{
If (Eligor's MP >= 8) Then
{
Choose Random Opponent without Sleep Status
Use Sleepel on Target
} Else {
TempVar:PhysAttack = 1
}
} Else If (At Least One Opponent doesn't have Silence Status) Then {
If (Eligor's MP >= 24) Then
{
Choose Random Opponent without Silence Status
Use Silence on Target
} Else {
TempVar:PhysAttack = 1
}
} Else {
TempVar:PhysAttack = 1
}
}
1/3 Chance:
{
If (At Least One Opponent is in Back Row) Then
{
Choose Random Opponent in Back Row
} Else {
Choose Random Opponent
}
Use Mono Laser on Target
}
1/3 Chance: TempVar:PhysAttack = 1
} Else {
1/5 Chance:
{
If (At Least One Opponent doesn't have Silence Status) Then
{
If (Eligor's MP >= 24) Then
{
Choose Random Opponent without Silence Status
Use Silence on Target
} Else {
TempVar:PhysAttack = 1
}
} Else If (At Least One Opponent doesn't have Sleep Status) Then {
If (Eligor's MP >= 8) Then
{
Choose Random Opponent without Sleep Status
Use Sleepel on Target
} Else {
TempVar:PhysAttack = 1
}
} Else {
TempVar:PhysAttack = 1
}
}
1/5 Chance:
{
If (At Least One Opponent doesn't have Sleep Status) Then
{
If (Eligor's MP >= 8) Then
{
Choose Random Opponent without Sleep Status
Use Sleepel on Target
} Else {
TempVar:PhysAttack = 1
}
} Else If (At Least One Opponent doesn't have Silence Status) Then {
If (Eligor's MP >= 24) Then
{
Choose Random Opponent without Silence Status
Use Silence on Target
} Else {
TempVar:PhysAttack = 1
}
} Else {
TempVar:PhysAttack = 1
}
}
3/5 Chance: TempVar:PhysAttack = 1
}
If (TempVar:PhysAttack == 1) Then {
If (Stage == 0) Then
{
If (At Least One Opponent is in Front Row) Then
{
Choose Random Opponent in Front Row
} Else {
Choose Random Opponent
}
Use <Sword Attack> on Target
} Else {
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
Use Mono Laser on Target
}
If (1st Opponent doesn't have Death Status) Then
{
Choose 1st Opponent
Use Mono Laser on Target
}
If (3rd Opponent doesn't have Death Status) Then
{
Choose 3rd Opponent
Use Mono Laser on Target
}
}
}
}
AI: Counter - General
{
If (Eligor's HP <= 50% of Eligor's Max HP) Then
{
Stage = 1
} Else {
Stage = 0
}
}
-----------------------------------------------------------------------------
Name: Ghost
Lvl: 10 EXP: 30 Win: [ 2] Ghost Hand
HP: 130 AP: 3 Steal: [32] Ghost Hand
MP: 80 Gil: 22 Morph: Ether
---
Death: Holy
Weak: Fire
Half: Ice
Void: Earth, Water
Asrb: Restorative, 'Death' Status Abilities
---
Att: 25 Def: 8 Df%: 10 Dex: 48
MAt: 18 MDf: 56 Lck: 6
---
Immune: Silence, Stop, Frog, Paralysed
---
Attacks:
<Scratch>
Physical Attack
Formula: Physical
Pwr: 1x Base (32)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (84)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Manip.
Drain
Magical Absorb
Formula: Magical
Pwr: 3/8x Base (63)
MAt%: 255
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
Notes: Always targets whoever has the highest HP
Animations:
<Vanish>
Notes: 100% C/A
<Appear>
---
AI: Main
{
If (Ghost's [402E] == 0) Then
{
If (Count == 0) Then
{
Choose Random Opponent
Use <Scratch> on Target
1/2 Chance: Count = Count + 1
} Else If (Count == 1) Then {
Choose Random Opponent with Highest HP
Use Drain on Target
Count = Count + 1
} Else {
If (Ghost's MP >= 4) Then
{
Choose Random Opponent
Use Fire on Target
} Else {
Choose Random Opponent
Use <Scratch> on Target
}
Count = 0
}
} Else {
Choose Self
Use <Appear> on Target
Ghost's [402E] == 0
Count = 0
}
}
AI: Counter - General
{
If (Ghost's [402E] == 0) Then
{
Choose Self
Use <Vanish> on Target
Ghost's [402E] == 1
}
}
-----------------------------------------------------------------------------
Name: Cripshay
Lvl: 8 EXP: 26 Win: [ 8] Potion
HP: 100 AP: 3 Steal: [32] Potion
MP: 0 Gil: 53 Morph: Potion
---
No Elemental Properties
---
Att: 11 Def: 18 Df%: 3 Dex: 46
MAt: 0 MDf: 26 Lck: 2
---
No Special Attributes
---
Attacks:
<Scissors>
Physical Attack
Formula: Physical
Pwr: 1x Base (11)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Dual Spike
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (13.75)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Manip.
---
AI: Main
{
If (TempVar:Counter == 1) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use Dual Spike on Target
TempVar:Counter = 0
} Else {
Choose Random Opponent</pre><pre id="faqspan-5">
Use <Scissors> on Target
}
}
AI: Counter - Physical
{
SelectTar = Cripshay's Last Attacker (Physical)
TempVar:Counter = 1
}
-----------------------------------------------------------------------------
Name: Deenglow
Lvl: 10 EXP: 35 Win: [ 8] Graviball
HP: 120 AP: 4 Steal: [32] Ether
MP: 72 Gil: 70 Morph: Phoenix Down
---
Weak: Wind
Half: Lightning
Void: Earth, Water, Gravity
Asrb: Ice
---
Att: 22 Def: 32 Df%: 6 Dex: 58
MAt: 22 MDf: 240 Lck: 10
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Wing Cutter>
Physical Attack
Formula: Physical
Pwr: 1x Base (28)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Ice
Magical Attack
Formula: Magical
Pwr: 1/2x Base (96)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Manip.
Demi
Magical Attack
Formula: HP%
Pwr: [Target's HP / 4]
MAt%: 75
Cost: 14 MP
Tar: 1 Op/All Op (NS)
Elm: Gravity
Attr: Manip.
---
AI: Main
{
Choose Random Opponent with Highest HP
If (TempVar:Counter == 1) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
If (Deenglow's MP < TempVar:ChosenAtt's MP Cost) Then
{
TempVar:ChosenAtt = <Wing Cutter>
}
}
} Else {
TempVar:ChosenAtt = <Wing Cutter>
}
Use TempVar:ChosenAtt on Target
TempVar:Counter = 0
}
AI: Counter - Physical
{
TempVar:HitCount = TempVar:HitCount + 1
If (TempVar:HitCount == 3) Then
{
TempVar:Counter = 1
SelectTar = Deenglow's Last Attacker (Physical)
TempVar:ChosenAtt = Ice
TempVar:HitCount = 0
}
}
AI: Counter - Magical
{
TempVar:HitCount = TempVar:HitCount + 1
If (TempVar:HitCount == 3) Then
{
TempVar:Counter = 1
SelectTar = Deenglow's Last Attacker (Magical)
TempVar:ChosenAtt = Demi
TempVar:HitCount = 0
}
}
-----------------------------------------------------------------------------
5.1.9 Plate Support
----- -------------
Name: Aero Combatant
Lvl: 11 EXP: 40 Win: [ 8] Potion
HP: 190 AP: 4 Steal: [32] Potion
MP: 0 Gil: 110 Morph: Potion
---
Weak: Gravity, Wind
Void: Earth
---
Att: 22 Def: 24 Df%: 40 Dex: 72
MAt: 6 MDf: 24 Lck: 22
---
Immune: Confusion, Stop, Frog, Small, Slow-numb, Death-sentence, Manipulate,
Berserk, Paralysed
This is Type A: the Aero Combatant that you will meet first in battle.
It will transform to Type B as a 50% C/A during the battle
---
Attacks:
<Kick>
Physical Attack
Formula: Physical
Pwr: 1x Base (29)
PAt%: 120
Tar: 1 Op
Elm: Hit
Propeller
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (43.5)
PAt%: 110
Tar: 1 Op
Elm: Cut
---
AI: Main
{
Choose Random Opponent
1/3 Chance: Use <Kick> on Target
2/3 Chance: Use Propeller on Target
}
AI: Counter - General
{
If (1/2 Chance) Then
{
Choose Self
Use <> on Target
Activate Aero Combatant <Type B>
Copy Aero Combatant's Stats to Aero Combatant <Type B>
Remove Self
}
}
AI: Counter - Death
{
Remove Aero Combatant <Type B>
}
-----------------------------------------------------------------------------
Name: Aero Combatant
Lvl: 11 EXP: 40 Win: [ 8] Potion
HP: 190 AP: 4 Steal: [32] Potion
MP: 0 Gil: 110 Morph: Potion
---
Weak: Gravity
---
Att: 22 Def: 24 Df%: 1 Dex: 42
MAt: 33 MDf: 48 Lck: 1
---
This is Type B: the Aero Combatant form that stands on the ground
---
Attacks:
<Propeller Sword>
Physical Attack
Formula: Physical
Pwr: 1x Base (29)
PAt%: 75
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Sword Rush
Physical Attack
Formula: Physical
Pwr: 1 1/8x Base (32.625)
PAt%: 80
Tar: 1 Op
Elm: Hit
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/4 Chance: Use Sword Rush on Target
3/4 Chance: Use <Propeller Sword> on Target
}
-----------------------------------------------------------------------------
5.1.10 Reno of the Turks
------ -----------------
During this battle, the following extra script exists on the party:
AI: Counter - General
{
BattleVar:CharID = 0
While (BattleVar:CharID < 3)
{
If (BattleVar:CharID == 0) Then
{
Choose 1st Opponent
} Else If (BattleVar:CharID == 1) Then {
Choose 2nd Opponent
} Else If (BattleVar:CharID == 2) Then {
Choose 3rd Opponent
}
If (Target has Imprisoned Status) Then
{
Deactivate Target
}
BattleVar:CharID = BattleVar:CharID + 1
}
}
This script will remove any Imprisoned party member from being targetable.
-----------------------------------------------------------------------------
Name: Turks:Reno
Lvl: 17 EXP: 290 Win: 100% Ether
HP: 1000 AP: 22 Steal: -
MP: 0 Gil: 500 Morph: -
---
Half: Lightning
Void: Gravity
---
Att: 32 Def: 52 Df%: 6 Dex: 50
MAt: 20 MDf: 62 Lck: 15
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Paralysed, Seizure
BUG: Due to flaws in Turks:Reno's AI Script, he will also react to Ice
Crystal, Bolt Plume and Swift Bolt as if they were Bolt spells
---
Attacks:
<Short Staff>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (61.25)
PAt%: 110
Tar: 1 Op
Elm: Hit
Pyramid
Magical Change Status
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Imprisoned'
Notes: Create 'Pyramid' over target
This version of Imprisoned acts like Stop
Electro-mag Rod
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (73.5)
PAt%: 100
Tar: 1 Op
Elm: Lightning
Attr: [ 24] Inflict 'Paralysed'
Animations:
<Pyramid Release>
Pyramid vanishes
---
AI: Setup
{
Count = 2
}
AI: Main
{
TempVar:TurnTaken = 0
Count = Count + 1
TempVar:DisableChars = 0
For (TempVar:Char = 1st Character to 3rd Character) Then
{
Choose TempVar:Char
If ((Target has Death Status) OR (Target has Imprisoned Status)) Then
{
TempVar:DisableChars = TempVar:DisableChars + 1
}
Next TempVar:Char
}
If (Count >= TempVar:DisableChars + 3) Then
{
While (TempVar:TurnTaken != 0)
{
1/3 Chance:
{
Choose 1st Opponent
If ((Target doesn't have Death Status)
AND (Target doesn't have Imprisoned Status)) Then
{
Activate Pyramid A
Remove Death Status from Pyramid A
Set Pyramid A's HP to Pyramid A's Max HP
Use Pyramid (A Version) on Target
TempVar:TurnTaken = 1
Count = 0
}
}
1/3 Chance:
{
Choose 2nd Opponent
If ((Target doesn't have Death Status)
AND (Target doesn't have Imprisoned Status)) Then
{
Activate Pyramid B
Remove Death Status from Pyramid B
Set Pyramid B's HP to Pyramid B's Max HP
Use Pyramid (B Version) on Target
TempVar:TurnTaken = 1
Count = 0
}
}
1/3 Chance:
{
Choose 3rd Opponent
If ((Target doesn't have Death Status)
AND (Target doesn't have Imprisoned Status)) Then
{
Activate Pyramid C
Remove Death Status from Pyramid C
Set Pyramid C's HP to Pyramid C's Max HP
Use Pyramid (C Version) on Target
TempVar:TurnTaken = 1
Count = 0
}
}
}
If (TempVar:Warning == 0) Then
{
Print Message [Reno "Try and break it if you can."]
TempVar:Warning = 1
}
}
If (TempVar:TurnTaken == 0) Then
{
If (TempVar:Counter == 1) Then
{
Choose SelectTar
Use Electro-mag Rod on Target
TempVar:Counter = 0
} Else {
Choose Random Opponent
1/3 Chance: Use Electro-mag Rod on Target
2/3 Chance: Use <Short Staff> on Target
}
}
}
AI: Counter - Death
{
Remove Pyramids
Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/Manipulate/
Berserk Statuses from Turks:Reno
Print Message [Reno "It's time."]
Turn off Death Handling for Turks:Reno
Choose Self
Use <(Report)> on Target
}
AI: Counter - Magical
{
If (Last Sub-Command == 0x21 (Bolt) or 0x22 (Bolt2) or 0x23 (Bolt3)) Then
{
SelectTar = Turks:Reno's Last Attacker (Magical)
TempVar:Counter = 1
}
}
-----------------------------------------------------------------------------
Name: Pyramid
Lvl: 2 EXP: 0 Win: -
HP: 10 AP: 1 Steal: -
MP: 0 Gil: 0 Morph: -
---
Death: Gravity
---
Att: 0 Def: 2 Df%: 0 Dex: 50
MAt: 0 MDf: 0 Lck: 0
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Regen, Manipulate,
Berserk, Peerless
If killed, leaves no EXP/AP/Gil
---
Animations:
<Vanish>
<Appear>
---
AI: Counter - Death
{
Choose Imprisoned Character
Remove Imprisoned Status from Target
Remove Self
Choose Self
Use <Vanish> on Target
}
-----------------------------------------------------------------------------
5.1.11 Shinra HQ
------ ---------
Name: Grenade Combatant
Lvl: 10 EXP: 42 Win: [ 8] Grenade
HP: 130 AP: 4 Steal: [32] Tranquilizer
MP: 0 Gil: 72 Morph: Grenade
---
No Elemental Properties
---
Att: 18 Def: 24 Df%: 3 Dex: 54
MAt: 4 MDf: 30 Lck: 3
---
No Special Attributes
---
Attacks:
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (18)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Hand Grenade
Physical Attack
Formula: Physical
Pwr: 2 3/16x Base (39.375)
PAt%: 70
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Notes: Always targets whoever has the lowest HP
---
AI: Setup
{
TempVar:TurnsUntilGrenade = 3
TempVar:GrenadeAmmo = 4
}
AI: Main
{
If (Stage == 0) Then
{
If (TempVar:TurnsUntilGrenade == 0) Then
{
If (TempVar:GrenadeAmmo > 0) Then
{
Choose Random Opponent with Lowest HP
Use Hand Grenade on Target
TempVar:GrenadeAmmo = TempVar:GrenadeAmmo - 1
TempVar:TurnsUntilGrenade = 3
} Else {
Choose Random Opponent with Lowest HP
Use <Machine Gun> on Target
}
} Else {
Choose Random Opponent
Use <Machine Gun> on Target
TempVar:TurnsUntilGrenade = TempVar:TurnsUntilGrenade - 1
}
} Else {
If (TempVar:GrenadeAmmo > 0) Then
{
Choose Random Opponent with Lowest HP
Use Hand Grenade on Target
TempVar:GrenadeAmmo = TempVar:GrenadeAmmo - 1
} Else {
Choose Random Opponent
Use <Machine Gun> on Target
}
}
}
AI: Counter - General
{
If (Grenade Combatant's HP <= 3 * [Grenade Combatant's Max HP / 4]) Then
{
Stage = 1
} Else {
Stage = 0
}
}
-----------------------------------------------------------------------------
Name: Mighty Grunt
Lvl: 12 EXP: 50 Win: [ 8] Tranquilizer
HP: 230 AP: 5 Steal: [32] Tranquilizer, [ 8] Grenade
MP: 0 Gil: 98 Morph: -
---
No Elemental Properties
---
Att: 20 Def: 100 Df%: 0 Dex: 40
MAt: 6 MDf: 64 Lck: 0
---
Immune: Death, Frog, Small, Slow-numb, Petrify, Death-sentence, Manipulate,
Berserk
This is Type A: the Mighty Grunt that you will meet first in battle.
It will transform to Type B when it reaches 50% HP or lower without dying
---
Attacks:
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (27)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Double Shot
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (50.625)
PAt%: 110
Tar: 1 Op
Elm: Hit
Notes: Always targets whoever has the highest HP
Animations:
<Grunt Death>
Destroys outer covering, revealing Mighty Grunt Type B
Notes: Transforms to Mighty Grunt Type B
C/A when HP <= 50% of Max HP
---
AI: Main
{
1/2 Chance:
{
Choose Random Opponent
Use <Machine Gun> on Target
}
1/2 Chance:
{
Choose Random Opponent with Highest HP
Use Double Shot on Target
}
}
AI: Counter - General
{
If (Mighty Grunt's HP <= 50% of Mighty Grunt's Max HP) Then
{
Choose Self
Use <Grunt Death> on Target
Activate Mighty Grunt <Type B>
Copy Mighty Grunt's Stats to Mighty Grunt <Type B>
Remove Self
}
}
AI: Counter - Death
{
Remove Mighty Grunt <Type B>
}
-----------------------------------------------------------------------------
Name: Mighty Grunt
Lvl: 12 EXP: 50 Win: [ 8] Tranquilizer
HP: 230 AP: 5 Steal: [32] Tranquilizer, [ 8] Grenade
MP: 0 Gil: 98 Morph: -
---
No Elemental Properties
---
Att: 28 Def: 4 Df%: 33 Dex: 55
MAt: 6 MDf: 8 Lck: 12
---
Immune: Death, Frog, Small
This is Type B: the Mighty Grunt Type A becomes when damaged enough.
---
Attacks:
<Roller Dash>
Physical Attack
Formula: Physical
Pwr: 1x Base (38)
PAt%: 110
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Rollerspin
Physical Attack
Formula: Physical
Pwr: 1 3/4x Base (66.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Animations:
<Skating>
Skates around the area, doing nothing
---
AI: Main
{
2/8 Chance:
{
Choose Random Opponent
Use <Roller Dash> on Target
}
3/8 Chance:
{
Choose Random Opponent
Use Rollerspin on Target
}
3/8 Chance:
{
Choose Self
Use <Skating> on Target
}
}
-----------------------------------------------------------------------------
Name: Moth Slasher
Lvl: 13 EXP: 46 Win: -
HP: 260 AP: 5 Steal: [ 8] Carbon Bangle
MP: 0 Gil: 75 Morph: -
---
Weak: Lightning
---
Att: 31 Def: 28 Df%: 4 Dex: 59
MAt: 0 MDf: 58 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
<Verbal Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (43)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Speed Slash
Physical Attack
Formula: Physical
Pwr: 1 13/16x Base (77.9375)
PAt%: 85
Tar: 1 Op
Elm: Cut
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/3 Chance: Use Speed Slash on Target
2/3 Chance: Use <Verbal Attack> on Target
}
-----------------------------------------------------------------------------
Name: Sword Dance
Lvl: 11 EXP: 39 Win: [ 8] Loco weed
HP: 160 AP: 6 Steal: [ 8] Hyper
MP: 0 Gil: 90 Morph: Light Curtain
---
Weak: 'Confusion' Status Abilities
Void: Earth
---
Att: 22 Def: 24 Df%: 5 Dex: 52
MAt: 0 MDf: 32 Lck: 0
---
Immune: Stop, Paralysed
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (29)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Bodyblow twice in a single combo
Slap
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (36.25)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: [ 48] Inflict 'Fury'
Manip.
Sawback
Physical Attack
Formula: Physical
Pwr: 1x Base (29)
PAt%: 100
Tar: All Op
Elm: Cut
Notes: Will sometimes use Sawback twice in a single combo
Gash
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (36.25)
PAt%: 100
Tar: 1 Op
Elm: Cut
Notes: Sword Dance will never use this
Spinning Cut
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (54.375)
PAt%: 100
Tar: 1 Op
Elm: Cut
Notes: Sword Dance will never use this
---
AI: Setup
{
SelectTar = Choose Random Opponent
SpclChance = 5
Count = Rnd(0..3)
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Bodyblow> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Bodyblow> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
Choose All Opponents
Use Sawback on Target
If (Rnd(1..SpclChance) == 1) Then
{
Use Sawback on Target
}
Count = 0
} Else {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
Use Slap on Target
}
Count = 1
}
}
AI: Counter - General
{
SelectTar = Sword Dance's Last Attacker (General)
If ((Sword Dance's HP <= 50% of Sword Dance's Max HP)
AND (SpclChance == 5)) Then
{
SpclChance = 3
Count = 3
} Else {
SpclChance = 5
}
}
-----------------------------------------------------------------------------
Name: Hammer Blaster
Lvl: 12 EXP: 43 Win: [ 8] Loco weed
HP: 210 AP: 5 Steal: [32] Echo Screen
MP: 0 Gil: 80 Morph: Smoke Bomb
---
Weak: Lightning
---
Att: 18 Def: 12 Df%: 3 Dex: 50
MAt: 0 MDf: 44 Lck: 4
---
Immune: Death, Confusion, Stop, Frog, Small, Slow-numb, Petrify, Manipulate,
Berserk
---
Attacks:
<Hammer Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (18)
PAt%: 95
Tar: 1 Op
Elm: Hit
<Muyddle Mallet>
Physical Attack
Formula: Physical
Pwr: 1/2x Base (9)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: [ 48] Inflict 'Confusion'
<Zip Hammer>
Physical Attack
Formula: Physical
Pwr: 1x Base (18)
PAt%: 105
Tar: 1 Op
Elm: Hit
Notes: Hammer Blaster will never use this
<Zip Confu>
Physical Attack
Formula: Physical
Pwr: 1/2x Base (9)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: [ 48] Inflict 'Confusion'
Notes: Hammer Blaster will never use this
<Flying Hammer>
Physical Attack
Formula: Physical
Pwr: 1x Base (18)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Hammer Blaster will never use this
<Flying Muddle>
Physical Attack
Formula: Physical
Pwr: 1/2x Base (9)
PAt%: 85
Tar: 1 Op
Elm: Hit
Attr: [ 48] Inflict 'Confusion'
Notes: Hammer Blaster will never use this
<Flying Zip>
Physical Attack
Formula: Physical
Pwr: 1x Base (18)
PAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Hammer Blaster will never use this
<Flying Zip Confu>
Physical Attack
Formula: Physical
Pwr: 1/2x Base (9)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: [ 48] Inflict 'Confusion'
Notes: Hammer Blaster will never use this
Animations:
<Vanish>
<Appear>
<(Report)>
---
AI: Setup
{
If (Self is Hammer Blaster B) Then
{
Count = 1
} Else {
Count = 0
}
SpclChance = 5
}
AI: Main
{
If (Count == 0 or 1) Then
{
If ((At Least One Opponent doesn't have Confusion Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent without Confusion Status
Use <Muyddle Mallet> on Target
} Else {
Choose Random Opponent
Use <Hammer Attack> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
Choose Self
Make Hammer Blaster Invisible
Use <Vanish> on Target
Count = 3
} Else If (Count == 3) Then {
1/2 Chance: Count = 4
1/2 Chance: Count = 5
} Else If (Count == 4) Then {
Choose Self
Make Hammer Blaster Visible
Use <Appear> on Target
Count = 0
} Else {
Choose Self
Make Hammer Blaster Visible
Use <Appear> on Target
If ((At Least One Opponent doesn't have Confusion Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent without Confusion Status
Use <Muyddle Mallet> on Target
} Else {
Choose Random Opponent
Use <Hammer Attack> on Target
}
Count = 1
}
}
AI: Counter - General
{
If (Hammer Blaster's HP <= 1*[Hammer Blaster's Max HP / 4]) Then
{
SpclChance = 2
} Else If (Hammer Blaster's HP <= 2*[Hammer Blaster's Max HP / 4]) Then {
SpclChance = 3
} Else If (Hammer Blaster's HP <= 3*[Hammer Blaster's Max HP / 4]) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
}
AI: Counter - Death
{
Turn off Death Handling for Hammer Blaster
Choose Self
Use <(Report)> on Target
Remove Hammer Blaster's Base
}
-----------------------------------------------------------------------------
Name: Warning Board
Lvl: 12 EXP: 38 Win: -
HP: 270 AP: 4 Steal: -
MP: 0 Gil: 75 Morph: -
---
Void: Lightning
---
Att: 10 Def: 10 Df%: 0 Dex: 40
MAt: 0 MDf: 14 Lck: 0
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed,
Darkness
---
Animations:
<Vanish>
Death animation
Dummy Moves:
Leave at once!!
First Attack
Does nothing
---
AI: Setup
{
TempVar:WBGroup = Warning Board, Machine Gun and Laser Cannon with same
Formation ID as Warning Board
}
AI: Main
{
If (TempVar:Setup == 0) Then
{
1/2 Chance: Print Message [Warning! Warning!]
1/2 Chance: Print Message [Leave at once!!]
TempVar:Setup = 1
TempVar:WBGroup's CustomVar:Active = 1
}
}
AI: Counter - Death
{
Turn off Death Handling for Warning Board
Choose Self
Use <Vanish> on Target
Remove TempVar:WBGroup
}
-----------------------------------------------------------------------------
Name: Machine Gun
Lvl: 8 EXP: 5 Win: -
HP: 155 AP: 0 Steal: -
MP: 0 Gil: 0 Morph: Hi-Potion
---
Weak: Lightning
---
Att: 18 Def: 10 Df%: 0 Dex: 62
MAt: 0 MDf: 4 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Confusion, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Paralysed, Darkness
---
Attacks:
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (18)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Animations:
<Vanish>
<Appear>
---
AI: Main
{
If (Machine Gun's CustomVar:Active == 1) Then
{
If (Only Warning Board is active) Then
{
If (Machine Gun's CustomVar:SwitchTurn == 0) Then
{
If (At Least One Opponent doesn't have Paralysed Status) Then
{
If (1/2 Chance) Then
{
Make Machine Gun Visible
Choose Self
Use <Appear> on Target
Choose Random Opponent
Use <Machine Gun> on Target
}
} Else {
If (3/4 Chance) Then
{
Make Machine Gun Visible
Choose Self
Use <Appear> on Target
Choose Random Opponent
Use <Machine Gun> on Target
}
}
} Else {
Make Machine Gun Visible
Choose Self
Use <Appear> on Target
Machine Gun's CustomVar:SwitchTurn = 0
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Machine Gun> on Target
}
}
} Else If (Only Warning Board and Machine Gun are active) Then {
If (Laser Cannon doesn't have Death Status) Then
{
1/4 Chance:
{
Choose Self
Use <Vanish> on Target
Make Machine Gun Invisible
Laser Cannon's CustomVar:SwitchTurn = 1
}
1/4 Chance:
{
Choose Self
Use <Vanish> on Target
Make Machine Gun Invisible
}
1/2 Chance:
{
Choose Random Opponent
Use <Machine Gun> on Target
}
} Else {
Choose Random Opponent
Use <Machine Gun> on Target
}
}
}
}
-----------------------------------------------------------------------------
Name: Laser Cannon
Lvl: 8 EXP: 5 Win: -
HP: 155 AP: 0 Steal: -
MP: 0 Gil: 0 Morph: Hi-Potion
---
Weak: Lightning
---
Att: 20 Def: 10 Df%: 0 Dex: 58
MAt: 0 MDf: 4 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Confusion, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Paralysed, Darkness
---
Attacks:
Laser Cannon
Physical Attack
Formula: Physical
Pwr: 1x Base (20)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Can't Cover
Paralaser
Physical Attack
Formula: Physical
Pwr: 1x Base (20)
PAt%: 30
Tar: 1 Op
Elm: Shoot
Attr: [ 8] Inflict 'Paralysed'
Can't Cover
Animations:
<Vanish>
<Appear>
---
AI: Main
{
TempVar:Attack = 0
If (Laser Cannon's CustomVar:Active == 1) Then
{
If (Only Warning Board is active) Then
{
If (Laser Cannon's CustomVar:SwitchTurn == 0) Then
{
If (1/2 Chance) Then
{
Make Laser Cannon Visible
Choose Self
Use <Appear> on Target
TempVar:Attack = 1
}
} Else {
Make Laser Cannon Visible
Choose Self
Use <Appear> on Target
Laser Cannon's CustomVar:SwitchTurn = 0
If (1/2 Chance) Then
{
Choose Random Opponent
Use Laser Cannon on Target
}
}
} Else If (Only Warning Board and Laser Cannon are active) Then {
If (Machine Gun doesn't have Death Status) Then
{
1/4 Chance:
{
Choose Self
Use <Vanish> on Target
Make Laser Cannon Invisible
Machine Gun's CustomVar:SwitchTurn = 1
}
1/4 Chance:
{
Choose Self
Use <Vanish> on Target
Make Laser Cannon Invisible
}
1/2 Chance: TempVar:Attack = 1
} Else {
1/4 Chance:
{
If (At Least One Opponent doesn't have Paralysed Status) Then
{
Choose Random Opponent without Paralysed Status
} Else {
Choose Random Opponent
}
Use Paralaser on Target
}
3/4 Chance:
{
Choose Random Opponent
Use Laser Cannon on Target
}
}
}
}
If (TempVar:Attack == 1) Then {
If (At Least One Opponent doesn't have Paralysed Status) Then
{
1/4 Chance:
{
Choose Random Opponent without Paralysed Status
Use Paralaser on Target
}
3/4 Chance:
{
Choose Random Opponent
Use Laser Cannon on Target
}
} Else {
Choose Random Opponent
Use Laser Cannon on Target
}
}
}
-----------------------------------------------------------------------------
Name: SOLDIER:3rd
Lvl: 13 EXP: 54 Win: [ 8] Loco weed
HP: 250 AP: 6 Steal: [ 8] Hardedge
MP: 40 Gil: 116 Morph: Bolt Plume
---
Weak: Fire, 'Confusion' Status Abilities
---
Att: 27 Def: 38 Df%: 12 Dex: 60
MAt: 8 MDf: 72 Lck: 8
---
No Special Attributes
---
Attacks:
<Split>
Physical Attack
Formula: Physical
Pwr: 1x Base (37)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Split twice in a single combo
Bolt2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (157.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Ice2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (157.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Sleepel
Magical Change Status
MAt%: 100
Cost: 8 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Inflict 'Sleep'
Reflectable
Manip.
Flying Sickle
Magical Attack
Formula: Magical
Pwr: 3/4x Base (94.5)
MAt%: 255
Cost: 8 MP
Tar: 1 Op
Elm: Wind
Attr: Manip.
Notes: Will sometimes use Flying Sickle twice in a single combo
---
AI: Setup
{
Count = Rnd(0..3)
SpclChance = 4
TempVar:MgcChance = 4
}
AI: Main
{
TempVar:Attack = 0
TempVar:AttackNum = 1
If (Count == 0) Then
{
TempVar:Attack = 1
If (Rnd(1..SpclChance) == 1) Then
{
TempVar:AttackNum = 2
}
Count = 2
} Else If (Count == 1) Then {
TempVar:Attack = 2
If (Rnd(1..SpclChance) == 1) Then
{
TempVar:AttackNum = 2
}
Count = 2
} Else If (Count == 2) Then {
If ((At Least One Opponent doesn't have Sleep Status)
AND (SOLDIER:3rd's MP >= 8)
AND (Rnd(1..TempVar:MgcChance) == 1)) Then
{
Choose Random Opponent without Sleep Status
Use Sleepel on Target
} Else {
TempVar:Attack = Rnd(1..2)
}
1/2 Chance: Count = 3
1/2 Chance: Count = 4
} Else If (Count == 3) Then {
If ((SOLDIER:3rd's MP >= 22) AND (Rnd(1..TempVar:MgcChance) == 1)) Then
{
If (At Least One Opponent has Sleep Status) Then
{
Choose Random Opponent with Sleep Status
} Else {
Choose Random Opponent
}
Use Bolt2 on Target
} Else {
TempVar:Attack = Rnd(1..2)
}
1/2 Chance: Count = 0
1/2 Chance: Count = 1
} Else {
If ((SOLDIER:3rd's MP >= 22) AND (Rnd(1..TempVar:MgcChance) == 1)) Then
{
If (At Least One Opponent has Sleep Status) Then
{
Choose Random Opponent with Sleep Status
} Else {
Choose Random Opponent
}
Use Ice2 on Target
} Else {
TempVar:Attack = Rnd(1..2)
}
1/2 Chance: Count = 0
1/2 Chance: Count = 1
}
If (TempVar:Attack > 0) Then
{
While (TempVar:AttackNum != 0)
{
If (At Least One Opponent doesn't have Sleep Status) Then
{
Choose Random Opponent without Sleep Status
} Else {
Choose Random Opponent
}
If (TempVar:Attack == 1) Then
{
Use <Split> on Target
} Else {
Use Flying Sickle on Target
}
TempVar:AttackNum = TempVar:AttackNum - 1
}
}
}
AI: Counter - General
{
If (SOLDIER:3rd's HP <= 1 * [SOLDIER:3rd's Max HP / 4]) Then
{
TempVar:MgcChance = 1
SpclChance = 1
} Else If (SOLDIER:3rd's HP <= 2 * [SOLDIER:3rd's Max HP / 4]) Then {
TempVar:MgcChance = 1
SpclChance = 2
} Else If (SOLDIER:3rd's HP <= 3 * [SOLDIER:3rd's Max HP / 4]) Then {
TempVar:MgcChance = 2
SpclChance = 3
} Else {
TempVar:MgcChance = 4
SpclChance = 4
}
}
-----------------------------------------------------------------------------
Name: Sample:H0512
Lvl: 19 EXP: 300 Win: 100% Talisman
HP: 1000 AP: 30 Steal: -
MP: 120 Gil: 250 Morph: -
---
Half: Lightning
Void: Gravity
Asrb: Poison
---
Att: 40 Def: 60 Df%: 1 Dex: 65
MAt: 35 MDf: 64 Lck: 1
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
---
Attacks:
<Keyclaw>
Physical Attack
Formula: Physical
Pwr: 1x Base (63)
PAt%: 100
Tar: 1 Op
Elm: Cut
Shady Breath
Magical Change Status
MAt%: 255
Cost: 4 MP
Tar: All Op (NS)
Elm: Poison
Attr: [ 72] Inflict 'Poison'
Reanimagic
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP * 255 / 32]
MAt%: 255
Cost: 40 MP
Tar: All Al (NS)
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status and target does
not absorb Restorative
100% chance of killing targets that absorb Restorative
100% Cure 'Death'
Animations:
<Order>
---
AI: Setup
{
Turn off Death Handling for Sample:H0512
}
AI: Main
{
If (Sample:H0512's CustomVar:1 == 1) Then
{
[2120] = Sample:H0512's CustomVar:2
Sample:H0512's CustomVar:1 = 0
}
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use Shady Breath on Target
TempVar:OpeningAttack = 1
} Else {
If ((At Least One Sample:H0512-opt have Death Status)
AND (Sample:H0512's MP >= 40)) Then
{
Choose All Sample:H0512-opts with Death Status
Use Reanimagic on Target
} Else {
If ((At Least One Opponent doesn't have Poison Status)
AND (1/4 Chance)) Then
{
Choose All Opponents
Use Shady Breath on Target
} Else {
Choose Random Opponent with Poison Status
Use <Keyclaw> on Target
}
}
}
}
AI: Counter - Death
{
Choose Self
Use <Vanish> on Target
Remove Sample:H0512-opts
}
-----------------------------------------------------------------------------
Name: Sample:H0512-opt
Lvl: 7 EXP: 20 Win: 100% Tranquilizer
HP: 300 AP: 2 Steal: -
MP: 48 Gil: 0 Morph: -
---
Void: Earth
---
Att: 22 Def: 46 Df%: 4 Dex: 45
MAt: 18 MDf: 32 Lck: 2
---
Immune: Frog, Small, Manipulate
If Sample:H0512 dies, Sample:H0512-opt is removed leaving no XP, AP, Gil or
items (providing it is not already dead)
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (22)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (75)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Ice
Magical Attack
Formula: Magical
Pwr: 1/2x Base (75)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Rolling Attack
Physical Attack
Formula: Physical
Pwr: 3x Base (66)
PAt%: 90
Tar: 1 Op
Elm: Hit
---
AI: Main
{
TempVar:Random = Rnd(0..3)
If (TempVar:Random == 0) Then
{
Choose Random Opponent
Use <Bodyblow> on Target
} Else If (TempVar:Random == 1) Then {
If (At Least One Opponent doesn't have Paralysed Status) Then
{
Choose Random Opponent
Use Rolling Attack on Target
}
} Else If (TempVar:Random == 2) Then {
If (1/3 Chance) Then
{
If (Sample:H0512-opt's MP >= 4) Then
{
Choose Random Opponent
Use Fire on Target
} Else {
Choose Random Opponent
Use <Bodyblow> on Target
}
}
} Else {
If (1/3 Chance) Then
{
If (Sample:H0512-opt's MP >= 4) Then
{
Choose Random Opponent
Use Ice on Target
} Else {
Choose Random Opponent
Use <Bodyblow> on Target
}
}
}
}
AI: Counter - Death
{
Sample:H0512's CustomVar:1 = 1
Sample:H0512's CustomVar:2 = [2120]
}
-----------------------------------------------------------------------------
5.1.12 Escape
------ ------
Name: Brain Pod
Lvl: 15 EXP: 52 Win: [ 8] Deadly Waste
HP: 240 AP: 6 Steal: [32] Antidote
MP: 46 Gil: 95 Morph: Deadly Waste
---
Weak: Holy
Void: Earth
Asrb: Poison, Restorative
---
Att: 23 Def: 26 Df%: 3 Dex: 48
MAt: 6 MDf: 32 Lck: 6
---
Immune: Death
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (33)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Refuse
Magical Attack
Formula: Magical
Pwr: 3/8x Base (47.25)
PAt%: 95
Cost: 4 MP
Tar: 1 Op
Elm: Poison
Attr: [ 40] Inflict 'Sleep'
Manip.
Refuse
Magical Attack
Formula: Magical
Pwr: 3/4x Base (94.5)
PAt%: 95
Cost: 4 MP
Tar: 1 Op
Elm: Poison
Attr: [ 40] Inflict 'Poison'
Manip.
---
AI: Main
{
TempVar:PhysAttack = 0
If (At Least One Opponent has Poison Status) Then
{
If (At Least One Opponent has Sleep Status) Then
{
TempVar:PhysAttack = 1
} Else {
If (Brain Pod's MP >= 4) Then
{
Choose Random Opponent with Poison but without Sleep Status
Use Refuse (Sleep Version) on Target
} Else {
TempVar:PhysAttack = 1
}
} Else {
If (Brain Pod's MP >= 4) Then
{
Choose Random Opponent
Use Refuse (Poison Version) on Target
} Else {
TempVar:PhysAttack = 1
}
}
If (TempVar:PhysAttack == 1) Then
{
If ((At Least One Opponent has neither Poison nor Sleep Status) Then
{
Choose Random Opponent without both Poison AND Sleep Status
} Else {
Choose Random Opponent
}
Use <Bodyblow> on Target
}
}
-----------------------------------------------------------------------------
Name: Vargid Police
Lvl: 9 EXP: 44 Win: 100% Phoenix Down
HP: 140 AP: 7 Steal: [32] Tranquilizer
MP: 28 Gil: 40 Morph: Tranquilizer
---
No Elemental Properties
---
Att: 12 Def: 16 Df%: 5 Dex: 48
MAt: 24 MDf: 20 Lck: 2
---
No Special Attributes
---
Attacks:
Needle
Physical Attack
Formula: Physical
Pwr: 1/16x Base (0.75)
PAt%: 10
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Attr: [ 8] Inflict 'Paralysed'
Berserk Attack
Manip.
Suicide
Magical Attack
Formula: HP%
Pwr: [Target's HP * 3 / 16]
MAt%: 255
Cost: 10 MP
Tar: 1 Op
Elm: Non-Element
Notes: Kills Vargid Police when used
Vargid Police leaves no EXP/AP/Gil/Items after using this
---
AI: Main
{
If ([2020] == 2) Then
{
If (1/4 Chance) Then
{
Choose All Opponents
Use Suicide on Target
Remove Self
} Else {
If ((At Least One Ally with same Formation ID has Death Status)
OR (Vargid Police's HP <= 25% of Vargid Police's Max HP)) Then
{
Choose All Opponents
Use Suicide on Target
Remove Self
} Else {
Choose Random Opponent
Use Needle on Target
}
}
} Else {
If ((At Least One Ally with same Formation ID has Death Status)
OR (Vargid Police's HP <= 25% of Vargid Police's Max HP)) Then
{
Choose All Opponents
Use Suicide on Target
Remove Self
} Else {
Choose Random Opponent
Use Needle on Target
}
}
}
-----------------------------------------------------------------------------
Name: Zenene
Lvl: 14 EXP: 58 Win: [ 8] Ether
HP: 250 AP: 6 Steal: [32] Deadly Waste
MP: 93 Gil: 60 Morph: Remedy
---
Weak: Holy
Half: Fire
Asrb: Poison, Restorative, 'Death' Status Abilities
---
Att: 26 Def: 20 Df%: 8 Dex: 60
MAt: 16 MDf: 20 Lck: 5
---
Immune: Poison
---
Attacks:
<Fang>
Physical Attack
Formula: Physical
Pwr: 1x Base (37)
PAt%: 120
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Piazzo Shower
Magical Attack
Formula: Magical
Pwr: 1/2x Base (90)
MAt%: 255
Cost: 6 MP
Tar: 1 Op
Elm: Poison
Attr: [ 72] Inflict 'Poison'
Manip.
Ghenghana
Magical Attack
Formula: Magical
Pwr: 5/8x Base (112.5)
MAt%: 255
Cost: 6 MP
Tar: 1 Op
Elm: Fire
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/4 Chance: Use Piazzo Shower on Target
1/4 Chance: Use Ghenghana on Target
1/2 Chance: Use <Fang> on Target
}
-----------------------------------------------------------------------------
Name: Hundred Gunner
Lvl: 18 EXP: 330 Win: -
HP: 1600 AP: 35 Steal: -
MP: 0 Gil: 300 Morph: -
---
Weak: Lightning
Half: Gravity
---
Att: 52 Def: 46 Df%: 1 Dex: 63
MAt: 0 MDf: 240 Lck: 0
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Paralysed, Darkness
Can't Reach
Transformation: 1st Form is default
2nd Form occurs after 'Destroyed' (1st Form) is used
3rd Form occurs after 'Destroyed' (2nd Form) is used
EXP/AP/Gil from Hundred Gunner is not gained when defeated; once Hundred
Gunner is defeated, you move immediately on to the next battle with no pause
---
Attacks:
Aux Artillery
Physical Attack
Formula: Physical
Pwr: 1x Base (110)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Used only in 1st Form
Hidden Artillery
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (137.5)
PAt%: 120
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Notes: Used only in 1st Form
Main Artillery
Physical Attack
Formula: Physical
Pwr: 1 1/8x Base (123.75)
PAt%: 100
Tar: All Op
Elm: Shoot
Notes: Used only in 2nd Form
Wave Artillery
Physical Attack
Formula: Physical
Pwr: 1 11/16x Base (185.625)
PAt%: 255
Tar: All Op
Elm: Shoot
Notes: Used only in 3rd Form after Sensor Cannon Charged!
Sub Artillery
Physical Attack
Formula: Physical
Pwr: 1 3/8x Base (151.25)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Hundred Gunner will never use this
Animations:
<Glass Shatter>
Shatters the glass elevator seperating the combatants
Notes: Used just before battle starts
<Destroyed>
Transform into 2nd Form
Notes: C/A when HP <= 1066
<Destroyed>
Transform into 3rd Form
Notes: C/A when HP <= 533
<Charging>
Notes: Used only in 3rd Form
---
AI: Setup
{
Choose Self
Use <Glass Shatter> on Target
Hundred Gunner's Range = 16
}
AI: Main
{
If (Hundred Gunner's IdleAnim == 1st Form) Then
{
Choose Random Opponent
If (TempVar:OpeningAttack == 0) Then
{
Use Aux Artillery on Target
TempVar:OpeningAttack = 1
} Else {
1/4 Chance: Use Hidden Artillery on Target
3/4 Chance: Use Aux Artillery on Target
}
} Else If (Hundred Gunner's IdleAnim == 2nd Form) Then {
Choose All Opponents
Use Main Artillery on Target
} Else {
If (TempVar:ChargeCount < 2) Then
{
Choose Self
Use <Charging> on Target
If (TempVar:ChargeCount = 0) Then
{
Print Message [Sensor Cannon Charging!]
} Else {
Print Message [Sensor Cannon Charged!]
}
TempVar:ChargeCount = TempVar:ChargeCount + 1
} Else {
Choose All Opponents
Use Wave Artillery on Target
TempVar:ChargeCount = 0
}
}
}
AI: Counter - General
{
If (Stage == 0) Then
{
If (Hundred Gunner's HP <= 2/3rds of Hundred Gunner's Max HP) Then
{
Choose Self
Use <Destroyed> (1st Form Version) on Target
Hundred Gunner's IdleAnim = 2nd Form
Hundred Gunner's HurtAnim = Flinch (2nd Form)
Stage = 1
}
} Else If (Stage == 1) Then {
If (Hundred Gunner's HP <= 1/3rd of Hundred Gunner's Max HP) Then
{
Choose Self
Use <Destroyed> (2nd Form Version) on Target
Hundred Gunner's IdleAnim = 3rd Form
Hundred Gunner's HurtAnim = Flinch (3rd Form)
Stage = 2
}
}
}
AI: Counter - Death
{
Remove Self
}
-----------------------------------------------------------------------------
Name: Heli Gunner
Lvl: 19 EXP: 250 Win: 100% Mythril Armlet
HP: 1000 AP: 25 Steal: -
MP: 0 Gil: 200 Morph: -
---
Weak: Lightning, Wind
Void: Earth
---
Att: 55 Def: 40 Df%: 15 Dex: 66
MAt: 0 MDf: 220 Lck: 0
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Paralysed, Darkness
Can't Reach
Transformation: 1st Form is default
2nd Form occurs after 'Start Spin' is used
2nd Form has Def: 90, MDf: 270
---
Attacks:
AB Cannon
Physical Attack
Formula: Physical
Pwr: 1x Base (119)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: [ 28] Inflict 'Sleep'
Notes: Used only in 1st Form
C Cannon
Physical Attack
Formula: Physical
Pwr: 1x Base (119)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: [ 28] Inflict 'Poison'
Notes: Used only in 1st Form
Firing Line
Physical Attack
Formula: Physical
Pwr: 1 3/16x Base (141.3125)
PAt%: 100
Tar: All Op
Elm: Shoot
Attr: [ 20] Inflict 'Poison', 'Sleep'
Notes: Used only in 1st Form
Status infliction done via Firing Line is considered to be No
Split, even though the damage itself is split
Spinning Bodyblow
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (148.75)
PAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Used only in 2nd Form
Flying Drill
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (178.5)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Used only in 2nd Form
Animations:
<Start Spin>
Transform into 2nd Form
Notes: C/A when HP <= 250
---
AI: Setup</pre><pre id="faqspan-6">
{
Heli Gunner's Range = 16
Choose Self
Use <> on Target
Choose Random Opponent
Use AB Cannon on Target
}
AI: Main
{
If (Heli Gunner's IdleAnim = Hovering) Then
{
If (Count == 0) Then
{
Choose Random Opponent
Use AB Cannon on Target
Count = 1
} Else If (Count == 1) Then {
Choose Random Opponent
1/4 Chance:
{
Use Firing Line on Target
Count = 3
}
3/4 Chance
{
Use C Cannon on Target
Count = 2
}
} Else If (Count == 2) Then {
Choose Random Opponent
1/4 Chance:
{
Use Firing Line on Target
Count = 3
}
3/4 Chance:
{
Use AB Cannon on Target
Count = 1
}
} Else {
Choose Random Opponent
1/4 Chance:
{
Use C Cannon on Target
Count = 2
}
3/4 Chance:
{
Use AB Cannon on Target
Count = 1
}
}
} Else {
Choose Random Opponent
1/2 Chance: Use Spinning Bodyblow on Target
1/2 Chance: Use Flying Drill on Target
}
}
AI: Counter - General
{
If (Stage == 0) Then
{
If (Heli Gunner's HP <= 25% of Heli Gunner's Max HP) Then
{
Choose Self
Use <Start Spin> on Target
Heli Gunner's IdleAnim = Spinning
Heli Gunner's HurtAnim = Flinch (Spinning)
Heli Gunner's Def = Heli Gunner's Def + 50
Heli Gunner's MDf = Heli Gunner's MDf + 50
Stage = 1
}
}
}
-----------------------------------------------------------------------------
Name: Rufus
Lvl: 21 EXP: 240 Win: 100% Protect Vest
HP: 500 AP: 35 Steal: -
MP: 0 Gil: 400 Morph: -
---
Void: Gravity
---
Att: 35 Def: 32 Df%: 14 Dex: 72
MAt: 0 MDf: 160 Lck: 8
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
BUG: Since TempVar:PrevHP is not set until *before* TempVar:HPDiff is first
worked out, TempVar:HPDiff will be a colossal number after the 1st time the
Counter - General script is run, and will not return to normal until the 2nd
time it is run.
---
Attacks:
Shotgun
Physical Attack
Formula: Physical
Pwr: 1x Base (57)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Animations:
<Dodge>
---
AI: Main
{
If ((Rufus' HP > 200) AND (TempVar:HPDiff < 100) AND (1/3 Chance)) Then
{
Print Message [Rufus "Heh, Heh, Heh..."]
Choose Self
Use <> on Target
} Else {
Choose Random Opponent
Use Shotgun on Target
}
}
AI: Counter - General
{
TempVar:HPDiff = TempVar:PrevHP - Rufus' HP
TempVar:PrevHP = Rufus' HP
}
AI: Counter - Death
{
Print Message [Rufus "Heh... That's all for today..."]
Choose Self
Use <(Report)> on Target
If (Dark Nation doesn't have Death Status) Then
{
Remove Dark Nation
}
}
-----------------------------------------------------------------------------
Name: Dark Nation
Lvl: 18 EXP: 70 Win: 100% Guard Source
HP: 140 AP: 7 Steal: -
MP: 80 Gil: 250 Morph: -
---
No Elemental Properties
---
Att: 43 Def: 38 Df%: 18 Dex: 74
MAt: 15 MDf: 94 Lck: 3
---
Immune: Confusion
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (67)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Barrier
Magical Change Status
Auto Hit
Cost: 16 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'Barrier'
Reflectable
MBarrier
Magical Change Status
Auto Hit
Cost: 24 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'MBarrier'
Reflectable
Bolt
Magical Attack
Formula: Magical
Pwr: 1/2x Base (99)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
---
AI: Main
{
TempVar:NormalAtt = 0
If (Rufus doesn't have Death or Barrier Status) Then
{
If (Dark Nation's MP >= 16) Then
{
Choose Rufus
Use Barrier on Target
} Else {
Choose Random Opponent
Use <Bite> on Target
}
} Else If (Dark Nation doesn't have Barrier Status) Then {
1/2 Chance: TempVar:NormalAtt = 1
1/2 Chance:
{
If (Dark Nation's MP >= 16) Then
{
Choose Self
Use Barrier on Target
} Else {
Choose Random Opponent
Use <Bite> on Target
}
}
} Else If (Dark Nation doesn't have MBarrier Status) Then {
1/2 Chance: TempVar:NormalAtt = 1
1/2 Chance:
{
If (Dark Nation's MP >= 24) Then
{
Choose Self
Use MBarrier on Target
} Else {
Choose Random Opponent
Use <Bite> on Target
}
}
} Else {
1/2 Chance: TempVar:NormalAtt = 1
1/2 Chance:
{
If (Dark Nation's MP >= 4) Then
{
Choose All Opponents
Use Bolt on Target
} Else {
Choose Random Opponent
Use <Bite> on Target
}
}
}
If (TempVar:NormalAtt == 1) Then
{
1/2 Chance:
{
Choose Random Opponent
If (Dark Nation's MP >= 4) Then
{
Use Bolt on Target
} Else {
Use <Bite> on Target
}
}
1/2 Chance:
{
Choose Random Opponent
Use <Bite> on Target
}
}
}
-----------------------------------------------------------------------------
Name: Motor Ball
Lvl: 19 EXP: 440 Win: 100% Star Pendant
HP: 2600 AP: 45 Steal: -
MP: 120 Gil: 350 Morph: -
---
Weak: Lightning
Half: Fire
Void: Gravity
---
Att: 44 Def: 32 Df%: 10 Dex: 67
MAt: 17 MDf: 34 Lck: 1
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Paralysed, Darkness
Automatic Back Attack Battle
Transformation: 1st Form is default
2nd Form has main body bent over; flame thrower shown
---
Attacks:
<Highway>
Physical Attack
Formula: Physical
Pwr: 1x Base (70)
PAt%: 95
Tar: All Op
Elm: Hit
Notes: Only used as first attack
Deadly Wheel
Physical Attack
Formula: Physical
Pwr: 1x Base (70)
PAt%: 100
Tar: All Op/1 Op
Elm: Hit
Notes: Only used in 1st Form
<Deadly Wheel>
Physical Attack
Formula: Physical
Pwr: 1x Base (70)
PAt%: 100
Tar: All Op/1 Op
Elm: Hit
Notes: Only used in 2nd Form
Twin Burner
Magical Attack
Formula: Magical
Pwr: 5/8x Base (135)
MAt%: 255
Cost: 16 MP
Tar: All Op/1 Op
Elm: Fire
Notes: Only used in 2nd Form
Rolling Fire
Magical Attack
Formula: Magical
Pwr: 1x Base (216)
MAt%: 255
Cost: 24 MP
Tar: All Op (NS)
Elm: Fire
Notes: Only used in 1st Form
Arm Attack
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (87.5)
PAt%: 110
Tar: 1 Op
Elm: Hit
Notes: Only used in 1st Form
Will sometimes use Arm Attack twice in a single combo
Always targets whoever has the highest HP
---
AI: Setup
{
Choose Self
Use <x> on Target
Choose All Opponents
Use <Highway> on Target
Motor Ball's IdleAnim = Upright Form
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent with Highest HP
Use Arm Attack on Target
If (1/2 Chance) Then
{
Choose Random Opponent with Highest HP
Use Arm Attack on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
Choose Self
Use <> on Target
Motor Ball's IdleAnim = Flamethrower Form
If (Motor Ball's MP >= 16) Then
{
Choose All Opponents
Use Twin Burner on Target
} Else {
Choose All Opponents
Use <Deadly Wheel> on Target
}
Count = 3
} Else If (Count == 3) Then {
Count = 4
} Else If (Count == 4) Then {
Choose All Opponents
Use <Deadly Wheel> on Target
Count = 5
} Else If (Count == 5) Then {
Choose Self
Use <> on Target
Motor Ball's IdleAnim = Upright Form
Count = 6
} Else {
If (Motor Ball's MP >= 24) Then
{
Choose All Opponents
Use Rolling Fire on Target
} Else {
Choose All Opponents
Use Deadly Wheel on Target
}
Count = 0
}
}
AI: Counter - General
{
If (Motor Ball's IdleAnim == Flamethrower Form) Then
{
Motor Ball's HurtAnim = Flinch (Flamethrower Form)
} Else {
Motor Ball's HurtAnim = Flinch (Upright Form)
}
If (TempVar:HPReact == 0) Then
{
If (Motor Ball's HP <= 1/8th of Motor Ball's Max HP) Then
{
If (Motor Ball's IdleAnim == Flamethrower Form) Then
{
Choose Self
Use <> on Target
Motor Ball's IdleAnim = Upright Form
}
Count = 2
TempVar:HPReact = 1
}
}
}
=============================================================================
5.2 Midgar Overworld
--------------------
5.2.1 Midgar Area
----- -----------
Name: Devil Ride
Lvl: 13 EXP: 60 Win: [ 8] Potion
HP: 240 AP: 6 Steal: [32] Hi-Potion
MP: 0 Gil: 100 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 25 Def: 40 Df%: 3 Dex: 56
MAt: 4 MDf: 22 Lck: 2
---
Immune: Sleep, Poison, Sadness, Fury, Confusion, Frog, Small, Death-sentence,
Berserk, Paralysed, Darkness
---
Attacks:
<Wheelie>
Physical Attack
Formula: Physical
Pwr: 1x Base (35)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Manip.
Drift Turn
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (43.75)
PAt%: 95
Tar: All Op
Elm: Hit
Attr: Manip.
---
AI: Main
{
1/2 Chance:
{
Choose Random Opponent
Use <Wheelie> on Target
}
1/2 Chance:
{
Choose All Opponents
Use Drift Turn on Target
}
}
-----------------------------------------------------------------------------
Name: Custom Sweeper
Lvl: 15 EXP: 63 Win: [ 8] Potion
HP: 300 AP: 7 Steal: [ 8] Atomic Scissors
MP: 100 Gil: 120 Morph: X-Potion
---
Weak: Lightning
---
Att: 30 Def: 30 Df%: 1 Dex: 43
MAt: 3 MDf: 40 Lck: 1
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
W Machine Gun
Physical Attack
Formula: Physical
Pwr: 1 3/4x Base (77)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Smoke Shot
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (66)
PAt%: 75
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Can't Cover
Matra Magic
Magical Attack
Formula: Magical
Pwr: 11/16x Base (74.25)
MAt%: 100
Cost: 8 MP
Tar: All Op (NS)
Elm: Non-Element
Attr: Reflectable
Manip.
---
AI: Main
{
1/4 Chance:
{
Choose Random Opponent
Use Matra Magic on Target
}
1/4 Chance:
{
If (At Least One Opponent doesn't have Darkness Status) Then
{
Choose Random Opponent without Darkness Status
Use Smoke Shot on Target
} Else {
Choose Random Opponent
Use W Machine Gun on Target
}
}
1/2 Chance:
{
Choose Random Opponent
Use W Machine Gun on Target
}
}
-----------------------------------------------------------------------------
Name: Kalm Fang
Lvl: 10 EXP: 53 Win: [ 8] Potion
HP: 160 AP: 5 Steal: [ 8] Ether
MP: 0 Gil: 92 Morph: Hi-Potion
---
Weak: Fire
---
Att: 24 Def: 30 Df%: 14 Dex: 57
MAt: 16 MDf: 14 Lck: 6
---
No Special Attributes
---
Attacks:
<Fang>
Physical Attack
Formula: Physical
Pwr: 1x Base (31)
PAt%: 120
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Bodyblow
Physical Attack
Formula: Physical
Pwr: 1x Base (31)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/4 Chance: Use Bodyblow on Target
3/4 Chance: Use <Fang> on Target
}
-----------------------------------------------------------------------------
Name: Prowler
Lvl: 12 EXP: 55 Win: [ 8] Potion
HP: 150 AP: 5 Steal: [32] Ether
MP: 0 Gil: 160 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 23 Def: 28 Df%: 18 Dex: 66
MAt: 0 MDf: 28 Lck: 8
---
Immune: Frog
---
Attacks:
<Hit>
Physical Attack
Formula: Physical
Pwr: 1x Base (31)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Prowler will never use this normally
Steal
Physical Misc Ability
Auto Hit
Tar: 1 Op
Attr: Steal Inventory
Notes: Randomly picks item from party inventory and removes it
Kill enemy to get it back
Grind
Physical Misc Ability
Auto Hit
Tar: 1 Op
Attr: Steal Inventory
Notes: Randomly picks item from party inventory and removes it
Kill enemy to get it back
Seize
Physical Attack
Formula: Physical
Pwr: 1x Base (31)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
<Escape>
Physical Escape Battle
Auto Hit
Tar: Self
---
AI: Setup
{
SelectTar = Choose Random Opponent
}
AI: Main
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
If (Count == 0) Then
{
1/4 Chance: Count = 1
1/4 Chance: Count = 2
1/2 Chance: Count = 3
} Else If (Count == 1) Then {
Use Steal on Target
1/2 Chance: Count = 4
2/2 Chance: Count = 5
} Else If (Count == 2) Then {
Use Grind on Target
1/2 Chance: Count = 4
1/2 Chance: Count = 5
} Else If (Count == 3) Then {
Use Seize on Target
1/2 Chance: Count = 4
1/2 Chance: Count = 5
} Else If (Count == 4) Then {
Count = 5
} Else {
Choose Self
Use <Escape> on Target
Remove Self
}
}
AI: Counter - General
{
SelectTar = Prowler's Last Attacker (General)
}
-----------------------------------------------------------------------------
5.2.2 Grasslands Area
----- ---------------
Name: Elfadunk
Lvl: 14 EXP: 64 Win: [ 8] Potion
HP: 220 AP: 7 Steal: [ 8] Hi-Potion
MP: 34 Gil: 140 Morph: -
---
No Elemental Properties
---
Att: 28 Def: 40 Df%: 2 Dex: 55
MAt: 6 MDf: 8 Lck: 2
---
No Special Attributes
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (40)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Shower
Magical Attack
Formula: Magical
Pwr: 1/2x Base (20)
MAt%: 95
Cost: 5 MP
Tar: 1 Op
Elm: Shoot
Attr: [100] Inflict 'Sadness'
Manip.
---
AI: Main
{
If (Elfadunk's Last Attacker (Physical) doesn't exist) Then
{
Choose Random Opponent
1/2 Chance: Use Shower on Target
1/2 Chance: Use <Bodyblow> on Target
} Else {
Choose Elfadunk's Last Attacker (Physical)
1/4 Chance: Use Shower on Target
3/4 Chance: Use <Bodyblow> on Target
Elfadunk's Last Attacker (Physical) = [2040]
}
}
-----------------------------------------------------------------------------
Name: Mu
Lvl: 12 EXP: 54 Win: [ 8] Hi-Potion
HP: 210 AP: 6 Steal: -
MP: 52 Gil: 130 Morph: -
---
No Elemental Properties
---
Att: 23 Def: 30 Df%: 7 Dex: 59
MAt: 27 MDf: 32 Lck: 14
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Manipulate
---
Attacks:
<Rock Toss>
Physical Attack
Formula: Physical
Pwr: 1x Base (31)
PAt%: 120
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Can't Cover
Sewer
Magical Attack
Formula: Magical
Pwr: 1x Base (234)
MAt%: 100
Tar: 1 Op
Elm: Water
Sinking
Physical Attack
Formula: Physical
Pwr: 2 3/8x Base (73.625)
PAt%: 100
Tar: 1 Op
Elm: Earth
Attr: Can't Cover
Hot Springs
Magical HP Restore
Formula: Cure
Pwr: Base + 154 (388)
MAt%: 255
Tar: 1 Op
Elm: Restorative
L4 Suicide
Magical Attack
Formula: HP%
Pwr: [Target's HP * 31 / 32]
Auto Hit
Cost: 10 MP
Tar: All Op (NS)
Elm: Non-Element
Attr: 100% Inflict 'Small'
Reflectable
Notes: Miss if Target's Lvl not multiple of 4
---
AI: Main
{
Choose Random Opponent
1/14 Chance: Use Hot Springs on Target
2/7 Chance: Use <Rock Toss> on Target
2/7 Chance: Use Sewer on Target
2/7 Chance: Use Sinking on Target
1/14 Chance: Use L4 Suicide on Target
}
AI: Counter - Death
{
Remove Mu's Base
}
-----------------------------------------------------------------------------
Name: Mandragora
Lvl: 10 EXP: 55 Win: [ 8] Lasan Nut
HP: 120 AP: 6 Steal: [ 8] Lasan Nut
MP: 0 Gil: 135 Morph: Ether
---
No Elemental Properties
---
Att: 22 Def: 12 Df%: 2 Dex: 49
MAt: 53 MDf: 450 Lck: 3
---
Mandragora does not attack until *you* attack a Mandragora; at that point,
*all* Mandragoras will react once on their next turn
---
Attacks:
<Grass Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (28)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Notes: Only used after a Magical attack against any Mandragora
Always targets whoever has the lowest MP
Slow Dance
Physical Attack
Formula: Physical
Pwr: 5/8x Base (17.5)
PAt%: 115
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Slow'
Manip.
Notes: Only used after a Physical attack against any Mandragora
Always targets whoever has the lowest HP
---
AI: Main
{
If (Mandragora's CustomVar:MandragoraAttack == 1) Then
{
Choose Random Opponent with Lowest HP
Use Slow Dance on Target
Mandragora's CustomVar:MandragoraAttack = 0
} Else If (Mandragora's CustomVar:MandragoraAttack == 2) Then {
Choose Random Opponent with Lowest MP
Use <Grass Punch> on Target
Mandragora's CustomVar:MandragoraAttack = 0
}
}
AI: Counter - Physical
{
All Allies' CustomVar:MandragoraAttack = 1
}
AI: Counter - Magical
{
All Allies' CustomVar:MandragoraAttack = 2
}
-----------------------------------------------------------------------------
Name: Levrikon
Lvl: 14 EXP: 65 Win: [ 8] Hi-Potion
HP: 200 AP: 7 Steal: [ 8] Ether
MP: 0 Gil: 128 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 38 Def: 40 Df%: 5 Dex: 60
MAt: 6 MDf: 12 Lck: 4
---
No Special Attributes
---
Attacks:
Bird Kick
Physical Attack
Formula: Physical
Pwr: 1x Base (54)
PAt%: 108
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Flaming Peck
Physical Attack
Formula: Physical
Pwr: 2x Base (108)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: [ 8] Inflict 'Fury'
Manip.
---
AI: Setup
{
If ([2020] == 2) Then
{
[0000] = 1
}
}
AI: Main
{
If ([0000] == 0) Then
{
Choose Random Opponent
1/4 Chance: Use Flaming Peck on Target
3/4 Chance: Use Bird Kick on Target
} Else {
Choose Random Opponent
1/4 Chance: Use Bird Kick on Target
3/4 Chance: Use Flaming Peck on Target
[0000] = 0
}
}
-----------------------------------------------------------------------------
Name: Midgar Zolom
Lvl: 26 EXP: 250 Win: -
HP: 4000 AP: 25 Steal: -
MP: 348 Gil: 400 Morph: X-Potion
---
No Elemental Properties
---
Att: 120 Def: 90 Df%: 2 Dex: 54
MAt: 40 MDf: 70 Lck: 1
---
Immune: Death, Confusion, Silence, Stop, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Paralysed
Transformation: 1st Form is default
2nd Form occurs after 'Change' is used
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (508)
PAt%: 110
Tar: 1 Op
Elm: Hit
<Blown Away>
Removes Target From Battle
Auto Hit
Tar: 1 Op
Notes: Also used as C/A in 2nd Form when HP <= 2000
Target is counted as having Run Away
Can only use Blown Away twice per battle
Beta
Magical Attack
Formula: Magical
Pwr: 3 3/8x Base (1336.5)
MAt%: 100
Cost: 35 MP
Tar: All Op (NS)
Elm: Fire
Notes: Only used in 2nd Form as C/A when HP <= 1500
Can only use Beta once per battle
Animations:
<Change>
Transforms into 2nd Form
Notes: C/A when HP <= 3000
---
AI: Setup
{
SpclChance = 8
TempVar:BlownAway = 2
}
AI: Main
{
If (Midgar Zolom's IdleAnim == Sitting) Then
{
Choose Random Opponent
Use <Bite> on Target
} Else If (Count == 0 or 1 or 2) Then {
Choose Random Opponent
Use <Bite> on Target
Count = Count + 1
} Else {
If ((Rnd(1..SpclChance) == 1) AND (TempVar:BlownAway > 0)) Then
{
Choose Random Opponent
Use <Blown Away> on Target
TempVar:BlownAway = TempVar:BlownAway - 1
} Else {
Choose Random Opponent
Use <Bite> on Target
}
Count = Rnd(0..1)
}
}
AI: Counter - General
{
If (Midgar Zolom's IdleAnim == Sitting) Then
{
Midgar Zolom's HurtAnim = Flinch (Sitting)
} Else {
Midgar Zolom's HurtAnim = Flinch (Standing)
}
If ((Midgar Zolom's HP <= 3/8ths of Midgar Zolom's Max HP)
AND (SpclChance == 5)) Then
{
Choose All Opponents
Use Beta on Target
SpclChance = 4
} Else If ((Midgar Zolom's HP <= 4/8ths of Midgar Zolom's Max HP)
AND (SpclChance == 6)) Then {
If (TempVar:BlownAway == 2) Then
{
Choose Midgar Zolom's Last Attacker (General)
Use <Blown Away> on Target
TempVar:BlownAway = TempVar:BlownAway - 1
}
SpclChance = 5
} Else If ((Midgar Zolom's HP <= 5/8ths of Midgar Zolom's Max HP)
AND (SpclChance == 7)) Then {
SpclChance = 6
} Else If ((Midgar Zolom's HP <= 6/8ths of Midgar Zolom's Max HP)
AND (SpclChance == 8)) Then {
Choose Self
Use <Change> on Target
Midgar Zolom's IdleAnim = Standing
SpclChance = 7
}
}
-----------------------------------------------------------------------------
5.2.3 Chocobos!
----- ---------
Name: Chocobo
Lvl: ?? EXP: 10 Win: -
HP: ??? AP: 1 Steal: -
MP: ?? Gil: 1 Morph: -
---
No Elemental Properties
---
Att: 13 Def: 40 Df%: 1 Dex: 101
MAt: 52 MDf: 26 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
Seizure
Chocobos come in 8 different levels, each with the same basic stats:
L13, L16, L19, L22, L29, L30, L33, L36
Chocobo's HP = Chocobo's Lvl * 10
Chocobo's MP = Chocobo's Lvl (for L13 and L16)
= 30 (for L19)
= 100 (for L22+)
If a Chocobo's HP is reduced to 0, it will automatically counter with
'Chocobo, goes nuts' and 'Escape', leaving no EXP, AP or Gil.
---
Attacks:
Chocobuckle
Physical Attack
Formula: Custom
Pwr: Number of times Party has Escaped
PAt%: 100
Cost: 3 MP
Tar: 1 Op
Elm: Non-Element
Notes: Only used as a 100% C/A under the following conditions:
The Chocobo has been fed at least one Sylkis or Mimett Greens
during the battle
The Chocobo's HP is reduced to less than or equal to
[Chocobo's Max HP / 32] + 1, but greater than 0 HP
<Chocobo, goes nuts>
Physical Attack
Formula: Physical
Pwr: 1x Base
PAt%: 95
Tar: 1 Op
Elm: Punch
Notes: This is the version used if the Chocobo is reduced to 0 HP
<Chocobo, goes nuts>
Physical Attack
Formula: Physical
Pwr: 1x Base
PAt%: 95
Tar: All Op
Elm: Non-Element
Notes: Chocobo will never use this
Animations:
<Escape>
Chocobo escapes the battle
Notes: Two versions, depending on whether the Chocobo is standing or
eating greens
<Taking Bait>
Chocobo starts eating the greens
Notes: C/A against any Greens
Prevents random escapes
<Finished Bait>
Chocobo finishes eating the greens
Notes: Used a little after Taking Bait
Allows random escapes again
---
AI: Setup
{
TempVar:RunChance = 2
Turn off Death Handling for Chocobo
}
AI: Main
{
If (TempVar:1stTurnTaken == 0) Then
{
TempVar:1stTurnTaken = 1
} Else {
If (TempVar:EatingGreens == 0) Then
{
If (Rnd(1..TempVar:RunChance) == 1) Then
{
TempVar:Escape = 1
Print Message [Chocobo "Wark! Wark!"]
Choose Self
Use <Escape> (Standing Version) on Target
Remove Self
}
} Else {
If (TempVar:GreensAmount == 0) Then
{
Choose Self
Use <Finished Bait> on Target
Chocobo's IdleAnim = Standing
Chocobo's HurtAnim = Flinch (Standing)
TempVar:EatingGreens = 0
} Else {
TempVar:GreensAmount = TempVar:GreensAmount - 1
}
}
}
If ((Only One Enemy Left) AND (Chocobo doesn't have Death Status)) Then
{
Remove All Enemies
Print Message [Caught a Chocobo.]
GlobalVar:0x84 = 1
}
}
AI: Counter - General
{
If (Last Command was Item or W-Item) Then
{
TempVar:UsedGreens = 0
If (Last Sub-Command == 0x3E (Sylkis Greens)) Then
{
TempVar:UsedGreens = 1
TempVar:ChocobuckleGreens = 1
} Else If (Last Sub-Command == 0x3F (Reagan Greens)) Then {
TempVar:GreensAmount = 8
TempVar:RunChance = 8
TempVar:UsedGreens = 1
} Else If (Last Sub-Command == 0x40 (Mimett Greens)) Then {
TempVar:UsedGreens = 1
TempVar:ChocobuckleGreens = 1
} Else If (Last Sub-Command == 0x41 (Curiel Greens)) Then {
TempVar:GreensAmount = 5
TempVar:UsedGreens = 1
} Else If (Last Sub-Command == 0x42 (Pahsana Greens)) Then {
TempVar:RunChance = 5
TempVar:UsedGreens = 1
} Else If (Last Sub-Command == 0x43 (Tantal Greens)) Then {
TempVar:GreensAmount = 3
TempVar:UsedGreens = 1
} Else If (Last Sub-Command == 0x44 (Krakka Greens)) Then {
TempVar:RunChance = 3
TempVar:UsedGreens = 1
} Else If (Last Sub-Command == 0x45 (Gysahl Greens)) Then {
TempVar:GreensAmount = 2
TempVar:UsedGreens = 1
}
If ((TempVar:EatingGreens == 0) AND (TempVar:UsedGreens == 1)) Then
{
Print Message [Chocobo "Wark......kkk!"]
Choose Self
Use <Taking Bait> on Target
Chocobo's IdleAnim = Eating Greens
Chocobo's HurtAnim = Flinch (Eating Greens)
TempVar:EatingGreens = 1
}
} Else {
If ((Chocobo's HP <= [Chocobo's Max HP / 32] + 1)
AND (TempVar:ChocobuckleGreens == 1)) Then
{
Choose Chocobo's Last Attacker (General)
Use Chocobuckle on Target
}
TempVar:Escape = 1
Print Message [Chocobo "Wark! Wark!"]
Choose Self
If (TempVar:EatingGreens == 1) Then
{
Use <Escape> (Eating Greens Version) on Target
} Else {
Use <Escape> (Standing Version) on Target
}
Remove Self
}
}
AI: Counter - Death
{
Chocobo's CustomVar:RevengeTaken = 1
While (TempVar:CharsHit < 8)
{
Choose Random Target with CustomVar:RevengeTaken != 1
If (Target doesn't have Death Status) Then
{
Print Message [Chocobo "Warrrrk!"]
Use <Chocobo, goes nuts> on Target
}
Target's CustomVar:RevengeTaken = 1
TempVar:CharsHit = TempVar:CharsHit + 1
}
TempVar:Escape = 1
Print Message [Chocobo "Wark! Wark!"]
Choose Self
If (TempVar:EatingGreens == 1) Then
{
Use <Escape> (Eating Greens Version) on Target
} Else {
Use <Escape> (Standing Version) on Target
}
Remove Self
}
Note that all enemies that appear with Chocobos have the following extra
scripts occuring in addition to any enemy-specific code:
AI: Setup
{
If (At Least One Ally is a Chocobo) Then
{
TempVar:ChocoboBattle = 1
GlobalVar:0x84 = 0
Print Message [A Chocobo!]
}
}
AI: Counter - Death
{
If (TempVar:ChocoboBattle = 1) Then
{
If (Only Two Monsters are Left) Then
{
If (Chocobo is still in Battle and doesn't have Death Status) Then
{
Remove Chocobo
Print Message [Caught a Chocobo.]
GlobalVar:0x84 = 1
}
}
}
}
These extra scripts will not be listed with the enemies that have them in
this document. Only enemy specific code will be listed, if any.
=============================================================================
5.3 Mythril Mines
-----------------
Name: Madouge
Lvl: 16 EXP: 70 Win: [ 8] Hi-Potion
HP: 220 AP: 8 Steal: [ 8] Grand Glove
MP: 0 Gil: 150 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 36 Def: 22 Df%: 6 Dex: 56
MAt: 4 MDf: 26 Lck: 3
---
No Special Attributes
---
Attacks:
<Ironball>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (67.5)
PAt%: 115
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Swamp Shoot
Physical Attack
Formula: Physical
Pwr: 1/4x Base (13.5)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: 100% Inflict 'Darkness'
Manip.
Can't Cover
---
AI: Main
{
Choose Random Opponent
If (Madouge is in Front Row) Then
{
1/4 Chance: Use Swamp Shoot on Target
3/4 Chance: Use <Ironball> on Target
} Else {
1/4 Chance: Use <Ironball> on Target
3/4 Chance: Use Swamp Shoot on Target
}
}
-----------------------------------------------------------------------------
Name: Crawler
Lvl: 15 EXP: 56 Win: [ 8] Hi-Potion
HP: 140 AP: 6 Steal: -
MP: 48 Gil: 65 Morph: -
---
Weak: Earth
Half: Ice
---
Att: 28 Def: 10 Df%: 5 Dex: 36
MAt: 38 MDf: 32 Lck: 2
---
No Special Attributes
---
Attacks:
Bite
Physical Attack
Formula: Physical
Pwr: 1x Base (41)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Cold Breath
Magical Attack
Formula: Magical
Pwr: 1/16x Base (19.875)
MAt%: 100
Cost: 2 MP
Tar: 1 Op
Elm: Ice
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/2 Chance: Use Bite on Target
1/2 Chance: Use Cold Breath on Target
}
-----------------------------------------------------------------------------
Name: Ark Dragon
Lvl: 18 EXP: 84 Win: [ 8] Phoenix Down, [ 2] Ether
HP: 280 AP: 10 Steal: [32] Ether
MP: 124 Gil: 180 Morph: Phoenix Down
---
Weak: Wind
Void: Earth
Asrb: Fire
---
Att: 56 Def: 50 Df%: 5 Dex: 61
MAt: 18 MDf: 130 Lck: 7
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (67.5)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Flame Thrower
Magical Attack
Formula: Magical
Pwr: 7/8x Base (189)
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Fire
Attr: Reflectable
Manip.
Notes: Always targets whoever has the highest HP
---
AI: Main
{
1/4 Chance:
{
Choose Random Opponent
Use <Claw> on Target
}
3/4 Chance:
{
Choose Random Opponent with Highest HP
Use Flame Thrower on Target
}
}
-----------------------------------------------------------------------------
Name: Castanets
Lvl: 15 EXP: 65 Win: [ 8] Hi-Potion
HP: 190 AP: 7 Steal: -
MP: 0 Gil: 113 Morph: -
---
Weak: Fire
---
Att: 26 Def: 76 Df%: 3 Dex: 49
MAt: 2 MDf: 4 Lck: 2
---
No Special Attributes
---
Attacks:
2-stage Attack
Physical Attack
Formula: Physical
Pwr: 1x Base (38)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Scissor Spark
Physical Attack
Formula: Physical
Pwr: 1 3/8x Base (52.25)
PAt%: 75
Tar: 1 Op
Elm: Lightning
Attr: Manip.
Can't Cover
---
AI: Main
{
Choose Random Opponent
1/2 Chance: Use 2-stage Attack on Target
1/2 Chance: Use Scissor Spark on Target
}
=============================================================================
5.4 Junon Overworld
-------------------
5.4.1 Junon Area
----- ----------
Name: Hell Rider VR2
Lvl: 18 EXP: 72 Win: [ 8] Potion
HP: 350 AP: 8 Steal: [32] Hi-Potion
MP: 50 Gil: 130 Morph: Hi-Potion
---
Half: Gravity
---
Att: 76 Def: 46 Df%: 1 Dex: 60
MAt: 5 MDf: 60 Lck: 0
---
Immune: Death, Stop, Frog, Small, Petrify, Death-sentence, Manipulate,
Peerless, Paralysed
---
Attacks:
<Iron Mallet>
Physical Attack
Formula: Physical
Pwr: 1x Base (160)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
<Ballistic>
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (240)
PAt%: 95
Tar: 1 Op
Elm: Hit
Electromag
Magical Change Row
MAt%: 255
Tar: All Op
Elm: Hidden
Notes: Toggles Back Row to Front Row and vice versa for all party members
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use Electromag on Target
TempVar:OpeningAttack = 1
} Else {
Choose Random Opponent
1/2 Chance: Use <Iron Mallet> on Target
1/2 Chance: Use <Ballistic> on Target
}
}
-----------------------------------------------------------------------------
Name: Zemzelett
Lvl: 17 EXP: 70 Win: [ 8] Hi-Potion
HP: 285 AP: 7 Steal: -
MP: 36 Gil: 165 Morph: Hi-Potion
---
Weak: Wind
Void: Earth, Water, Gravity
---
Att: 30 Def: 50 Df%: 1 Dex: 58
MAt: 30 MDf: 50 Lck: 0
---
Immune: Confusion, Stop, Frog, Small, Berserk, Paralysed
Transformation: 1st Form is default
2nd Form flies in the air and changes attack animation of
'Clap' and 'Thunderbolt'
2nd Form has Can't Reach; Def: 20, Df%: 60
---
Attacks:
<Flap>
Physical Attack
Formula: Physical
Pwr: 1x Base (45)
PAt%: 100
Tar: All Op
Elm: Wind
Attr: Can't Cover
Thunderbolt
Magical Attack
Formula: Magical
Pwr: 15/16x Base (264.375)
MAt%: 75
Cost: 4 MP
Tar: 1 Op
Elm: Lightning
Attr: Manip.
White Wind
Physical HP Restore
Formula: Custom
Pwr: Caster's HP
PAt%: 255
Cost: 34 MP
Tar: All Al (NS)
Elm: Restorative
Attr: 100% Cure 'Sleep', 'Poison', 'Confusion', 'Silence', 'Slow',
'Stop', 'Frog', 'Small', 'Slow-numb', 'Petrify',
'Manipulate', 'Berserk', 'Paralysed', 'Darkness',
'Death Force', 'Resist'
Manip.
Notes: Zemzelett will never use this normally
---
AI: Setup
{
TempVar:DfltDf% = Zemzelett's Df%
TempVar:DfltDef = Zemzelett's Def
}
AI: Main
{
If (Zemzelett's IdleAnim == On Land) Then
{
If (TempVar:1stLandAttack == 0) Then
{
Choose Random Opponent
Use <Clap> on Target
TempVar:1stLandAttack = 1
} Else {
1/4 Chance:
{
Choose Self
Use <> on Target
Zemzelett's IdleAnim = In Air
Zemzelett's Df% = Zemzelett's Df% + 10
Zemzelett's Def = Zemzelett's Def - 30
Zemzelett's Range = 16
TempVar:1stFlyAttack = 0
}
1/4 Chance:
{
Choose Random Opponent
Use Thunderbolt on Target
}
1/2 Chance:
{
Choose Random Opponent
Use <Clap> on Target
}
}
} Else {
If (TempVar:1stFlyAttack == 0) Then
{
Choose Random Opponent
Use Thunderbolt on Target
TempVar:1stFlyAttack = 1
} Else {
1/4 Chance:
{
Choose Self
Use <> on Target
Zemzelett's IdleAnim = On Land
Zemzelett's Df% = TempVar:DfltDf%
Zemzelett's Def = TempVar:DfltDef
Zemzelett's Range = 1
TempVar:1stLandAttack = 0
}
1/4 Chance:
{
Choose Random Opponent
Use Thunderbolt on Target
}
1/2 Chance:
{
Choose Random Opponent
Use <Clap> on Target
}
}
}
}
AI: Counter - General
{
If (Zemzelett's IdleAnim == On Land) Then
{
Zemzelett's HurtAnim = Flinch (On Land)
} Else {
Zemzelett's HurtAnim = Flinch (In Air)
}
If (Zemzelett's IdleAnim == On Land) Then
{
If ([2120] AND 0x03 != 0) Then
{
Choose Self
Use <> on Target
Zemzelett's IdleAnim = In Air
Zemzelett's Df% = Zemzelett's Df% + 10
Zemzelett's Def = Zemzelett's Def - 30
Zemzelett's Range = 16
TempVar:1stFlyAttack = 0
}
}
}
-----------------------------------------------------------------------------
Name: Nerosuferoth
Lvl: 16 EXP: 53 Win: [ 8] Hi-Potion
HP: 150 AP: 5 Steal: -
MP: 20 Gil: 146 Morph: -
---
No Elemental Properties
---
Att: 23 Def: 34 Df%: 1 Dex: 53
MAt: 5 MDf: 24 Lck: 0
---
No Special Attributes
---
Attacks:
<Beak>
Physical Attack
Formula: Physical
Pwr: 1x Base (34)
PAt%: 103
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Heatwing
Magical Attack
Formula: Magical
Pwr: 1x Base (126)
MAt%: 255
Cost: 4 MP
Tar: 1 Op
Elm: Fire
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
If (TempVar:OpeningAttack == 0) Then
{
Use <Beak> on Target
TempVar:OpeningAttack = 1
} Else {
If (Nerosuferoth's HP <= 25% of Nerosuferoth's Max HP) Then
{
1/4 Chance: Use <Beak> on Target
3/4 Chance: Use Heatwing on Target
} Else If (Nerosuferoth's HP <= 50% of Nerosuferoth's Max HP) Then {
1/2 Chance: Use <Beak> on Target
1/2 Chance: Use Heatwing on Target
} Else {
1/4 Chance: Use Heatwing on Target
3/4 Chance: Use <Beak> on Target
}
}
}
-----------------------------------------------------------------------------
Name: Formula
Lvl: 16 EXP: 65 Win: [ 8] Hi-Potion
HP: 240 AP: 7 Steal: [ 8] Boomerang
MP: 100 Gil: 120 Morph: Speed Drink
---
Weak: Wind
Void: Earth
---
Att: 16 Def: 36 Df%: 1 Dex: 57
MAt: 5 MDf: 32 Lck: 0
---
Immune: Stop, Frog, Manipulate, Paralysed
---
Attacks:
<Air Bomber>
Magical Attack
Formula: Magical
Pwr: 1x Base (126)
MAt%: 115
Cost: 5 MP
Tar: 1 Op
Elm: Wind
Attr: Berserk Attack
Blue Impulse
Magical Attack
Formula: Magical
Pwr: 5/8x Base (78.75)
MAt%: 105
Cost: 18 MP
Tar: All Op (NS)
Elm: Wind
Cross Impulse
Magical Attack
Formula: Magical
Pwr: 7/8x Base (110.25)
MAt%: 125
Cost: 26 MP
Tar: All Op (NS)
Elm: Wind
---
AI: Setup
{
Count = Rnd(0..3)
Stage = 0
}
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
If (Formula's MP >= 5) Then
{
Choose Random Opponent
Use <Air Bomber> on Target
}
Count = Count + 1
} Else {
If ((Stage == 1) AND (Formula's MP >= 26)) Then
{
Choose All Opponents
Use Cross Impulse on Target
} Else If (Formula's MP >= 18) Then {
Choose All Opponents
Use Blue Impulse on Target
} Else If (Formula's MP >= 5) Then {
Choose Random Opponent
Use <Air Bomber> on Target
}
Count = Rnd(0..2)
}
}
AI: Counter - General
{
If (Formula's HP <= 60% of Formula's Max HP) Then
{
Stage = 1
} Else {
Stage = 0
}
}
-----------------------------------------------------------------------------
Name: Capparwire
Lvl: 15 EXP: 60 Win: [ 8] Potion
HP: 210 AP: 6 Steal: [ 8] Ether
MP: 20 Gil: 103 Morph: -
---
No Elemental Properties
---
Att: 16 Def: 38 Df%: 1 Dex: 42
MAt: 0 MDf: 10 Lck: 0
---
No Special Attributes
---
Attacks:
<Wire Attack>
Magical Attack
Formula: Magical
Pwr: 1x Base (90)
MAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Grand Spark
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (135)
MAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/2 Chance: Use <Wire Attack> on Target
1/2 Chance: Use Grand Spark on Target
}
-----------------------------------------------------------------------------
5.4.2 The Mystery Ninja
----- -----------------
Meeting the Mystery Ninja is key to getting to Yuffie. Mystery Ninja will
rarely appear in most overland forests and jungles, but only before you
acquire Yuffie. The base chances she will appear in a forest of any
particular area is as follows:
Junon Area: 32/256
Gongaga Area: 64/256
Nibel Area: 64/256
Rocket Town Area: 255/256
Woodlands Area: 128/256
Mideel Area: 128/256
Goblin/Round Island: 128/256
In addition, Mystery Ninja has different stats and sometimes different moves
depending on her level. To determine which level Mystery Ninja you will
fight, Cloud's level is used:
Cloud's Level Mystery Ninja Lvl
------------- -----------------
1 - 20 17
21 - 25 22
26 - 30 27
31 - 35 32
36 - 40 37
41 - 99 42
Name: Mystery Ninja
Lvl: 17 EXP: 160 Win: -
HP: 600 AP: 20 Steal: -
MP: 117 Gil: 400 Morph: -
---
No Elemental Properties
---
Att: 50 Def: 56 Df%: 9 Dex: 50
MAt: 30 MDf: 30 Lck: 20
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (102)
PAt%: 95
Tar: 1 Op
Elm: Cut
<Throw>
Physical Escape Battle
Auto Hit
Tar: Self
<Spider Web>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
<Impaler>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Frog'
<Fire Fang>
Physical Attack
Formula: Physical
Pwr: 1x Base (102)
PAt%: 95
Tar: All Op/1 Op
Elm: Fire
---
AI: Setup
{
Turn off Death Handling for Mystery Ninja
}
AI: Main
{
Count == Count + 1
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use <Fire Fang> on Target
TempVar:OpeningAttack = 1
} Else If (Count > 10) Then {
Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
Paralysed Statuses from Mystery Ninja
Choose Self
Use <Throw> on Target
RunCmd 0x22/0x0F
GlobalVar:0x02 = 0
} Else {
1/8 Chance:
{
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use <Spider Web> on Target
} Else {
Choose All Opponents
Use <Fire Fang> on Target
}
}
1/8 Chance:
{
If (At Least One Opponent doesn't have Frog Status) Then
{
Choose Random Opponent without Frog Status
Use <Impaler> on Target
} Else {
Choose All Opponents
Use <Fire Fang> on Target
}
}
1/4 Chance:
{
Choose All Opponents
Use <Fire Fang> on Target
}
1/2 Chance:
{
Choose Random Opponent
Use <Fight> on Target
}
}
}
AI: Counter - Death
{
GlobalVar:0x02 = 17
}
AI: Counter - 13
{
Remove Mystery Ninja
}
-----------------------------------------------------------------------------
Name: Mystery Ninja
Lvl: 22 EXP: 240 Win: -
HP: 800 AP: 40 Steal: -
MP: 150 Gil: 800 Morph: -
---
No Elemental Properties
---
Att: 57 Def: 60 Df%: 10 Dex: 62
MAt: 38 MDf: 34 Lck: 21
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (135)
PAt%: 95
Tar: 1 Op
Elm: Cut
<Throw>
Physical Escape Battle
Auto Hit
Tar: Self
<Spider Web>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
<Impaler>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Frog'
<Fire Fang>
Physical Attack</pre><pre id="faqspan-7">
Formula: Physical
Pwr: 1x Base (135)
PAt%: 95
Tar: All Op/1 Op
Elm: Fire
---
AI: Setup
{
Turn off Death Handling for Mystery Ninja
}
AI: Main
{
Count == Count + 1
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use <Fire Fang> on Target
TempVar:OpeningAttack = 1
} Else If (Count > 10) Then {
Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
Paralysed Statuses from Mystery Ninja
Choose Self
Use <Throw> on Target
RunCmd 0x22/0x0F
GlobalVar:0x02 = 0
} Else {
1/8 Chance:
{
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use <Spider Web> on Target
} Else {
Choose All Opponents
Use <Fire Fang> on Target
}
}
1/8 Chance:
{
If (At Least One Opponent doesn't have Frog Status) Then
{
Choose Random Opponent without Frog Status
Use <Impaler> on Target
} Else {
Choose All Opponents
Use <Fire Fang> on Target
}
}
1/4 Chance:
{
Choose All Opponents
Use <Fire Fang> on Target
}
1/2 Chance:
{
Choose Random Opponent
Use <Fight> on Target
}
}
}
AI: Counter - Death
{
GlobalVar:0x02 = 22
}
AI: Counter - 13
{
Remove Mystery Ninja
}
-----------------------------------------------------------------------------
Name: Mystery Ninja
Lvl: 27 EXP: 320 Win: -
HP: 1120 AP: 60 Steal: -
MP: 190 Gil: 1200 Morph: -
---
No Elemental Properties
---
Att: 64 Def: 68 Df%: 11 Dex: 64
MAt: 43 MDf: 40 Lck: 23
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (172)
PAt%: 95
Tar: 1 Op
Elm: Cut
<Throw>
Physical Escape Battle
Auto Hit
Tar: Self
<Spider Web>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
<Fire Veil>
Physical Attack
Formula: Physical
Pwr: 1x Base (172)
PAt%: 95
Tar: All Op/1 Op
Elm: Fire
<Leviathan Scales>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (215)
PAt%: 95
Tar: All Op/1 Op
Elm: Water
<Swift Bolt>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (215)
PAt%: 95
Tar: All Op/1 Op
Elm: Lightning
Attr: Can't Cover
Notes: Mystery Ninja can also use this against 1 Op
---
AI: Setup
{
Turn off Death Handling for Mystery Ninja
}
AI: Main
{
Count == Count + 1
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use <Fire Veil> on Target
TempVar:OpeningAttack = 1
} Else If (Count > 10) Then {
Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
Paralysed Statuses from Mystery Ninja
Choose Self
Use <Throw> on Target
RunCmd 0x22/0x0F
GlobalVar:0x02 = 0
} Else {
1/8 Chance:
{
Choose All Opponents
Use <Fire Veil> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Leviathan Scales> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Swift Bolt> on Target
}
1/8 Chance:
{
Choose Random Opponent
Use <Swift Bolt> on Target
}
1/4 Chance:
{
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use <Spider Web> on Target
} Else {
Choose Random Opponent
Use <Fight> on Target
}
}
1/4 Chance:
{
Choose Random Opponent
Use <Fight> on Target
}
}
}
AI: Counter - Death
{
GlobalVar:0x02 = 27
}
AI: Counter - 13
{
Remove Mystery Ninja
}
-----------------------------------------------------------------------------
Name: Mystery Ninja
Lvl: 32 EXP: 480 Win: -
HP: 1500 AP: 80 Steal: -
MP: 234 Gil: 1600 Morph: -
---
No Elemental Properties
---
Att: 69 Def: 72 Df%: 13 Dex: 80
MAt: 48 MDf: 46 Lck: 23
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (276)
PAt%: 95
Tar: 1 Op
Elm: Cut
<Throw>
Physical Escape Battle
Auto Hit
Tar: Self
<Spider Web>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
<Fire Veil>
Physical Attack
Formula: Physical
Pwr: 1x Base (276)
PAt%: 95
Tar: All Op/1 Op
Elm: Fire
<Leviathan Scales>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (345)
PAt%: 95
Tar: All Op/1 Op
Elm: Water
<Swift Bolt>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (345)
PAt%: 95
Tar: All Op/1 Op
Elm: Lightning
Attr: Can't Cover
Notes: Mystery Ninja can also use this against 1 Op
---
AI: Setup
{
Turn off Death Handling for Mystery Ninja
}
AI: Main
{
Count == Count + 1
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use <Fire Veil> on Target
TempVar:OpeningAttack = 1
} Else If (Count > 10) Then {
Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
Paralysed Statuses from Mystery Ninja
Choose Self
Use <Throw> on Target
RunCmd 0x22/0x0F
GlobalVar:0x02 = 0
} Else {
1/8 Chance:
{
Choose All Opponents
Use <Fire Veil> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Leviathan Scales> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Swift Bolt> on Target
}
1/8 Chance:
{
Choose Random Opponent
Use <Swift Bolt> on Target
}
1/4 Chance:
{
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use <Spider Web> on Target
} Else {
Choose Random Opponent
Use <Fight> on Target
}
}
1/4 Chance:
{
Choose Random Opponent
Use <Fight> on Target
}
}
}
AI: Counter - Death
{
GlobalVar:0x02 = 32
}
AI: Counter - 13
{
Remove Mystery Ninja
}
-----------------------------------------------------------------------------
Name: Mystery Ninja
Lvl: 37 EXP: 640 Win: -
HP: 1950 AP: 100 Steal: -
MP: 280 Gil: 2000 Morph: -
---
No Elemental Properties
---
Att: 74 Def: 78 Df%: 14 Dex: 90
MAt: 54 MDf: 54 Lck: 24
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (329)
PAt%: 95
Tar: 1 Op
Elm: Cut
<Throw>
Physical Escape Battle
Auto Hit
Tar: Self
<Spider Web>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
<Fire Veil>
Physical Attack
Formula: Physical
Pwr: 1x Base (329)
PAt%: 95
Tar: All Op/1 Op
Elm: Fire
<Leviathan Scales>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (411.25)
PAt%: 95
Tar: All Op/1 Op
Elm: Water
<Swift Bolt>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (411.25)
PAt%: 95
Tar: All Op/1 Op
Elm: Lightning
Attr: Can't Cover
Notes: Mystery Ninja can also use this against 1 Op
---
AI: Setup
{
Turn off Death Handling for Mystery Ninja
}
AI: Main
{
Count == Count + 1
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use <Fire Veil> on Target
TempVar:OpeningAttack = 1
} Else If (Count > 10) Then {
Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
Paralysed Statuses from Mystery Ninja
Choose Self
Use <Throw> on Target
RunCmd 0x22/0x0F
GlobalVar:0x02 = 0
} Else {
1/8 Chance:
{
Choose All Opponents
Use <Fire Veil> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Leviathan Scales> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Swift Bolt> on Target
}
1/8 Chance:
{
Choose Random Opponent
Use <Swift Bolt> on Target
}
1/4 Chance:
{
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use <Spider Web> on Target
} Else {
Choose Random Opponent
Use <Fight> on Target
}
}
1/4 Chance:
{
Choose Random Opponent
Use <Fight> on Target
}
}
}
AI: Counter - Death
{
GlobalVar:0x02 = 37
}
AI: Counter - 13
{
Remove Mystery Ninja
}
-----------------------------------------------------------------------------
Name: Mystery Ninja
Lvl: 42 EXP: 720 Win: -
HP: 2400 AP: 120 Steal: -
MP: 325 Gil: 2400 Morph: -
---
No Elemental Properties
---
Att: 80 Def: 82 Df%: 15 Dex: 100
MAt: 58 MDf: 58 Lck: 24
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (395)
PAt%: 95
Tar: 1 Op
Elm: Cut
<Throw>
Physical Escape Battle
Auto Hit
Tar: Self
<Spider Web>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
<Fire Veil>
Physical Attack
Formula: Physical
Pwr: 1x Base (395)
PAt%: 95
Tar: All Op/1 Op
Elm: Fire
<Leviathan Scales>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (493.75)
PAt%: 95
Tar: All Op/1 Op
Elm: Water
<Swift Bolt>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (493.75)
PAt%: 95
Tar: All Op/1 Op
Elm: Lightning
Notes: Mystery Ninja can also use this against 1 Op
---
AI: Setup
{
Turn off Death Handling for Mystery Ninja
}
AI: Main
{
Count == Count + 1
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use <Fire Veil> on Target
TempVar:OpeningAttack = 1
} Else If (Count > 10) Then {
Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
Paralysed Statuses from Mystery Ninja
Choose Self
Use <Throw> on Target
RunCmd 0x22/0x0F
GlobalVar:0x02 = 0
} Else {
1/8 Chance:
{
Choose All Opponents
Use <Fire Veil> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Leviathan Scales> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Swift Bolt> on Target
}
1/8 Chance:
{
Choose Random Opponent
Use <Swift Bolt> on Target
}
1/4 Chance:
{
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use <Spider Web> on Target
} Else {
Choose Random Opponent
Use <Fight> on Target
}
}
1/4 Chance:
{
Choose Random Opponent
Use <Fight> on Target
}
}
}
AI: Counter - Death
{
GlobalVar:0x02 = 42
}
AI: Counter - 13
{
Remove Mystery Ninja
}
-----------------------------------------------------------------------------
5.4.3 Fort Condor
----- -----------
There are three CMD.Grand Horns, and which you face if you lose the Fort
Condor mini-game depends on many things, but mostly on your average level and
which battle it is.
Name: CMD.Grand Horn
Lvl: 19 EXP: 200 Win: 100% Vagyrisk Claw
HP: 2000 AP: 20 Steal: -
MP: 100 Gil: 2400 Morph: -
---
No Elemental Properties
---
Att: 40 Def: 30 Df%: 5 Dex: 57
MAt: 20 MDf: 32 Lck: 10
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (63)
PAt%: 95
Tar: 1 Op
Elm: Hit
Poison Breath
Magical Attack
Formula: Magical
Pwr: 3/4x Base (175.5)
MAt%: 90
Cost: 10 MP
Tar: 1 Op
Elm: Poison
Attr: [ 84] Inflict 'Poison'
Grand Attack
Physical Attack
Formula: Physical
Pwr: 1x Base (63)
PAt%: 100
Tar: All Op/1 Op
Elm: Shoot
---
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
Choose Random Opponent
Use <Punch> on Target
Count = Count + 1
} Else If (Count == 3) Then {
If ((At Least One Opponent doesn't have Poison) AND (1/2 Chance)) Then
{
Choose Random Opponent without Poison
Use Poison Breath on Target
} Else {
Use <Punch> on Target
}
Count = 0
} Else {
Choose All Opponents
Use Grand Attack on Target
Count = 0
}
}
AI: Counter - General
{
If ((CMD.Grand Horn's HP <= 50% of CMD.Grand Horn's Max HP)
AND (1/2 Chance)) Then
{
Count = 4
}
}
-----------------------------------------------------------------------------
Name: CMD.Grand Horn
Lvl: 25 EXP: 400 Win: -
HP: 4000 AP: 40 Steal: -
MP: 200 Gil: 4800 Morph: -
---
No Elemental Properties
---
Att: 60 Def: 50 Df%: 5 Dex: 67
MAt: 50 MDf: 62 Lck: 20
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (152)
PAt%: 95
Tar: 1 Op
Elm: Hit
Poison Breath
Magical Attack
Formula: Magical
Pwr: 3/4x Base (337.5)
MAt%: 90
Cost: 10 MP
Tar: 1 Op
Elm: Poison
Attr: [ 84] Inflict 'Poison'
Grand Attack
Physical Attack
Formula: Physical
Pwr: 1x Base (152)
PAt%: 100
Tar: All Op/1 Op
Elm: Shoot
---
AI: Main
{
If (At Least One Opponent doesn't have Poison) Then
{
Choose Random Opponent without Poison
Use Poison Breath on Target
} Else {
If (Count == 0 or 1 or 2) Then
{
Choose Random Opponent with Poison
Use <Punch> on Target
Count = Count + 1
} Else {
Choose All Opponents
Use Grand Attack on Target
Count = 0
}
}
}
-----------------------------------------------------------------------------
Name: CMD.Grand Horn
Lvl: 37 EXP: 800 Win: 100% Imperial Guard
HP: 8000 AP: 80 Steal: -
MP: 300 Gil: 9600 Morph: -
---
No Elemental Properties
---
Att: 100 Def: 70 Df%: 5 Dex: 79
MAt: 95 MDf: 80 Lck: 30
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (560)
PAt%: 95
Tar: 1 Op
Elm: Hit
Poison Breath
Magical Attack
Formula: Magical
Pwr: 3/4x Base (594)
MAt%: 90
Cost: 10 MP
Tar: 1 Op
Elm: Poison
Attr: [ 84] Inflict 'Poison'
Notes: Will use Punch once or twice immediately after Poison Breath,
preferring to combo against the same target
Grand Attack
Physical Attack
Formula: Physical
Pwr: 1x Base (560)
PAt%: 100
Tar: All Op/1 Op
Elm: Shoot
Notes: Only used as a Final Attack
---
AI: Main
{
If (At Least One Opponent doesn't have Poison Status) Then
{
SelectTar = Choose Random Opponent without Poison Status
Choose SelectTar
Use Poison Breath on Target
}
If (SelectTar has Death Status) Then
{
SelectTar = Choose Random Opponent
}
Choose SelectTar
Use <Punch> on Target
If (1/2 Chance) Then
{
If (SelectTar has Death Status) Then
{
SelectTar = Choose Random Opponent
}
Choose SelectTar
Use <Punch> on Target
}
}
AI: Counter - Death
{
Choose All Opponents
Use Grand Attack on Target
}
-----------------------------------------------------------------------------
5.4.4 Junon (Disc One): Bottomswell
----- -----------------------------
During this battle, the following extra script exists on the party:
AI: Counter - Death
{
BattleVar:CharID = 0
While (BattleVar:CharID < 3)
{
If (BattleVar:CharID == 0) Then
{
Choose 1st Party Member
} Else If (BattleVar:CharID == 1) Then {
Choose 2nd Party Member
} Else If (BattleVar:CharID == 2) Then {
Choose 3rd Party Member
}
If (Target has Death and Imprisoned Status) Then
{
Set Waterpolo associated with Target as Self
Remove Imprisoned Status from Target
Choose Waterpolo (Self)
Use <Vanish> on Target
Turn off Death Handling for Waterpolo (Self)
Remove Waterpolo (Self)
}
BattleVar:CharID = BattleVar:CharID + 1
}
}
This script will remove the Waterpolo surrounding a party member if they die.
-----------------------------------------------------------------------------
Name: Bottomswell
Lvl: 23 EXP: 550 Win: 100% Power Wrist
HP: 2500 AP: 52 Steal: -
MP: 100 Gil: 1000 Morph: -
---
Weak: Wind
Half: Gravity
Void: Earth
---
Att: 42 Def: 36 Df%: 1 Dex: 69
MAt: 30 MDf: 96 Lck: 0
---
Immune: Death, Confusion, Silence, Stop, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Paralysed
Can't Reach
Transformation: 1st Form is default
2nd Form and 3rd Form occurs after 'Fury Blast' is used
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (255)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Always targets whoever has the highest HP
Only used in 1st Form
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (255)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Always targets whoever has the highest HP
Only used in 2nd Form
Tail Attack
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (127.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Only used in 1st Form
Moonstrike
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (127.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Only used in 2nd Form
<Waterball>
Magical Change Status
Auto Hit
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Death', 'Imprisoned'
Notes: Create 'Waterpolo' over target
This version of Imprisoned acts like Paralysed
Only used in 3rd Form
Despite attempting to inflict 'Death', this is actually only a
flag that will instead place a Seizure effect on the Imprisoned
character
Big Wave
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (191.25)
PAt%: 100
Tar: All Op
Elm: Water
Notes: Only used in 3rd Form
Also used as Final Attack
Animations:
<Fury Blast>
Transforms into 2nd Form or 3rd Form
Notes: C/A while in 1st Form or 2nd Form
<Chill>
Transforms into 1st Form
Notes: Used after a while in 2nd Form/3rd Form
---
AI: Setup
{
Turn off Death Handling for Bottomswell
TempVar:HitsTilNextStage = 6
Bottomswell's Range = 16
}
AI: Main
{
TempVar:AttackAll = 0
If (Bottomswell's IdleAnim == 1st Form) Then
{
If (Count == 0 or 1 or 2) Then
{
Choose Random Opponent
Use Tail Attack on Target
Count = Count + 1
} Else {
1/3 Chance:
{
TempVar:AttackAll = 1
TempVar:ChosenAtt = Tail Attack
}
2/3 Chance:
{
Choose Random Opponent with Highest HP
Use <Bodyblow> (Low Hit% Version) on Target
}
Count = 0
}
} Else If (Bottomswell's IdleAnim == 2nd Form) Then {
If (Count == 0) Then {
TempVar:AttackAll = 1
TempVar:ChosenAtt = Moonstrike
Count = 1
} Else If (Count == 1) Then {
Choose Random Opponent with Highest HP
Use <Bodyblow> (High Hit% Version) on Target
Count = 2
} Else If (Count == 2) Then {
Choose Random Opponent
Use Moonstrike on Target
Count = 3
} Else {
If (Stage < 1) Then
{
Choose Self
Use <Fury Blast> on Target
Bottomswell's IdleAnim = 1st Form
Count = 0
TempVar:HitsTilNextStage = 6
} Else {
Choose Random Opponent
Use Moonstrike on Target
1/2 Chance: Count = 0
1/2 Chance: Count = 1
}
}
} Else {
If (Count == 0) Then {
TempVar:Group = Opponents (incl. Dead) with neither Death nor
Imprisoned Status
If (TempVar:Group has more than one Opponent) Then
{
TempVar:PoloTarget = Choose Random Opponent in TempVar:Group
} Else {
TempVar:PoloTarget = [2040]
}
If (TempVar:PoloTarget != [2040]) Then
{
Choose TempVar:PoloTarget
Use <Waterball> on Target
Remove Death Status from Waterpolo
Activate Waterpolo
Waterpolo's HP = Waterpolo's Max HP
Waterpolo's Physical Immunity = On
}
Count = 1
} Else If (Count == 1 or 2) Then {
Count = Count + 1
} Else If (Count == 3) Then {
If (Stage < 2) Then
{
Choose Self
Use <Chill> on Target
Bottomswell's IdleAnim = 1st Form
Count = 0
TempVar:HitsTilNextStage = 6
} Else {
Choose All Opponents
Use Big Wave on Target
Count = 4
}
} Else {
If ((At Least One Opponent has Imprisoned Status)
AND (At Least One Opponent has Death Status)) Then
{
Count = 1
} Else {
Count = 0
}
}
}
If (TempVar:AttackAll == 1) Then
{
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
Use TempVar:ChosenAtt on Target
}
If (1st Opponent doesn't have Death Status) Then
{
Choose 1st Opponent
Use TempVar:ChosenAtt on Target
}
If (3rd Opponent doesn't have Death Status) Then
{
Choose 3rd Opponent
Use TempVar:ChosenAtt on Target
}
}
}
AI: Counter - General
{
If (Bottomswell's HP <= 50% of Bottomswell's Max HP) Then
{
Stage = 2
TempVar:HitsTilNextStage = 0
} Else If (Bottomswell's HP <= 75% of Bottomswell's Max HP) Then {
Stage = 1
TempVar:HitsTilNextStage = 0
} Else {
Stage = 0
}
If (Bottomswell's IdleAnim == 1st Form) Then
{
Bottomswell's HurtAnim = 1
If (TempVar:HitsTilNextStage == 0) Then
{
Choose Self
Use <Fury Blast> on Target
Bottomswell's IdleAnim = 2nd Form
Count = 0
TempVar:HitsTilNextStage = 6
If (Stage == 2) Then
{
Choose Self
Use <Fury Blast> on Target
Bottomswell's IdleAnim = 3rd Form
Count = 0
TempVar:HitsTilNextStage = 3
}
} Else {
TempVar:HitsTilNextStage = TempVar:HitsTilNextStage - 1
}
} Else If (Bottomswell's IdleAnim == 2nd Form) Then {
Bottomswell's HurtAnim = 7
If (TempVar:HitsTilNextStage == 0) Then
{
Choose Self
Use <Fury Blast> on Target
Bottomswell's IdleAnim = 3rd Form
Count = 0
TempVar:HitsTilNextStage = 3
} Else {
TempVar:HitsTilNextStage = TempVar:HitsTilNextStage - 1
}
} Else {
Bottomswell's HurtAnim = 13
}
}
AI: Counter - Death
{
Choose All Opponents
Use Big Wave on Target
If (At Least One Target is Imprisoned) Then
{
Choose All Targets with Imprisoned Status
Remove Imprisoned Status from Target
}
Choose Self
Use <Vanish> on Target
Remove Waterpolos
}
-----------------------------------------------------------------------------
Name: Waterpolo
Lvl: 4 EXP: 10 Win: -
HP: 40 AP: 0 Steal: -
MP: 0 Gil: 0 Morph: -
---
No Elemental Properties
---
Att: 1 Def: 100 Df%: 1 Dex: 1
MAt: 1 MDf: 254 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Frog, Small, Slow-numb,
Petrify, Regen, Death-sentence, Manipulate, Berserk, Peerless,
Paralysed, Darkness
Waterpolo is immune to all damage from Physical Attacks
If killed, leaves no EXP/AP/Gil
---
Animations:
<Vanish>
<Appear>
---
AI: Setup
{
Waterpolo's AI:Main = Off
Waterpolo's Physical Immunity = On
Waterpolo's HP = Waterpolo's Max HP
}
AI: Counter - Death
{
Choose Imprisoned Character
Remove Imprisoned Status from Target
Remove Death Status from Self
Remove Self
Choose Self
Use <Vanish> on Target
}
=============================================================================
5.5 Cargo Ship
--------------
Name: Scrutin Eye
Lvl: 15 EXP: 80 Win: [ 2] Ether
HP: 240 AP: 8 Steal: [32] Ether
MP: 60 Gil: 120 Morph: Turbo Ether
---
Weak: Wind
Void: Earth, Water
---
Att: 20 Def: 20 Df%: 16 Dex: 36
MAt: 5 MDf: 96 Lck: 0
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Drilldrive>
Physical Attack
Formula: Physical
Pwr: 1x Base (29)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Ice2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (150)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Manip.
Fire2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (150)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Manip.
---
AI: Main
{
If (Scrutin Eye is in Front Row) Then
{
1/4 Chance:
{
Choose Random Opponent
If (Scrutin Eye's MP >= 22) Then
{
Use Fire2 on Target
} Else {
Use <Drilldrive> on Target
}
}
1/4 Chance:
{
Choose Random Opponent
If (Scrutin Eye's MP >= 22) Then
{
Use Ice2 on Target
} Else {
Use <Drilldrive> on Target
}
}
1/2 Chance:
{
Choose Random Opponent
Use <Drilldrive> on Target
}
} Else {
3/8 Chance:
{
Choose Random Opponent
If (Scrutin Eye's MP >= 22) Then
{
Use Fire2 on Target
} Else {
Use <Drilldrive> on Target
}
}
3/8 Chance:
{
Choose Random Opponent
If (Scrutin Eye's MP >= 22) Then
{
Use Ice2 on Target
} Else {
Use <Drilldrive> on Target
}
}
1/4 Chance:
{
Choose Random Opponent
Use <Drilldrive> on Target
}
}
}
-----------------------------------------------------------------------------
Name: Marine
Lvl: 16 EXP: 75 Win: 100% Eye drop
HP: 300 AP: 8 Steal: [ 8] Shinra Beta
MP: 20 Gil: 150 Morph: X-Potion
---
No Elemental Properties
---
Att: 36 Def: 30 Df%: 10 Dex: 59
MAt: 5 MDf: 60 Lck: 0
---
No Special Attributes
---
Attacks:
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (54)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Grenade
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (67.5)
PAt%: 85
Tar: All Op
Elm: Non-Element
Attr: Manip.
Can't Cover
<Smoke Bullet>
Physical Change Status
PAt%: 75
Tar: 1 Op
Elm: Hidden
Attr: [100] Inflict 'Sleep', 'Darkness'
Manip.
---
AI: Setup
{
TempVar:GrenadeAmmo = 4
}
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent
Use <Smoke Bullet> on Target
Count = 1
} Else If (Count == 1 or 2 or 3) Then {
Choose Random Opponent
Use <Machine Gun> on Target
Count = Count + 1
} Else {
If (Stage == 1) Then
{
If (TempVar:GrenadeAmmo > 0) Then
{
Choose All Opponents
Use Grenade on Target
TempVar:GrenadeAmmo = TempVar:GrenadeAmmo - 1
Count = 3
} Else {
Choose Random Opponent
Use <Machine Gun> on Target
Count = 1
}
} Else {
Count = 0
}
}
}
AI: Counter - General
{
If (Marine's HP <= 2/3rds of Marine's Max HP) Then
{
Stage = 1
} Else {
Stage = 0
}
}
-----------------------------------------------------------------------------
Name: Jenova*BIRTH
Lvl: 25 EXP: 680 Win: 100% White Cape
HP: 4000 AP: 64 Steal: -
MP: 110 Gil: 800 Morph: -
---
Void: Gravity
---
Att: 38 Def: 56 Df%: 1 Dex: 60
MAt: 30 MDf: 180 Lck: 10
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed
---
Attacks:
<Laser>
Physical Attack
Formula: Physical
Pwr: 3x Base (201)
PAt%: 90
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Notes: Cannot Critical
Will sometimes use Laser against all non-Stopped/non-Dead party
members in a single combo
Gas
Physical Attack
Formula: Physical
Pwr: 3x Base (201)
PAt%: 90
Tar: 1 Op
Elm: Non-Element
Attr: Can't Cover
Notes: Cannot Critical
W-Laser
Physical Attack
Formula: Physical
Pwr: 3x Base (201)
PAt%: 90
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Notes: Cannot Critical
Will sometimes use W-Laser against all non-Stopped/non-Dead party
members in a single combo
Tail Laser
Physical Attack
Formula: Physical
Pwr: 3x Base (201)
PAt%: 90
Tar: All Op
Elm: Shoot
Notes: Cannot Critical
Stop
Magical Change Status
Auto Hit
Cost: 34 MP
Tar: All Op/1 Op
Elm: Non-Element
Attr: [ 60] Inflict 'Stop'
Reflectable
---
AI: Setup
{
1/2 Chance: Count = 3
1/2 Chance: Count = 0
}
AI: Main
{
TempVar:LaserAttack = 0
If (Count == 0) Then
{
If (At Least One Opponent has Stop Status) Then
{
Choose Random Opponent with Stop Status
Use Gas on Target
} Else {
If (Jenova*BIRTH's MP >= 34) Then
{
Choose Random Opponent
Use Stop on Target
}
}
Count = 1
} Else If (Count == 1 or 2) Then {
Count = Count + 1
} Else If (Count == 3) Then {
TempVar:LaserAttack = 1
TempVar:ChosenAtt = Laser
Count = 4
} Else If (Count == 4) Then {
Choose All Opponents
Use Tail Laser on Target
If (1/2 Chance) Then
{
Choose All Opponents
Use Tail Laser on Target
}
Count = 5
} Else If (Count == 5) Then {
TempVar:LaserAttack = 1
TempVar:ChosenAtt = W-Laser
Count = 6
} Else {
If (At Least One Opponent has Stop Status) Then
{
Choose Random Opponent with Stop Status
Use Gas on Target
} Else {
If (1/3 Chance) Then
{
Choose Random Opponent
Use Gas on Target
}
}
Count = 0
}
If (TempVar:LaserAttack == 1) Then
{
If (1/3 Chance) Then
{
If (2nd Opponent has neither Death nor Stop Status) Then
{
Choose 2nd Opponent
Use TempVar:ChosenAtt on Target
}
If (1st Opponent has neither Death nor Stop Status) Then
{
Choose 1st Opponent
Use TempVar:ChosenAtt on Target
}
If (3rd Opponent has neither Death nor Stop Status) Then
{
Choose 3rd Opponent
Use TempVar:ChosenAtt on Target
}
} Else {
If (At Least One Opponent doesn't have Stop Status) Then
{
Choose Random Opponent without Stop Status
} Else {
Choose Random Opponent
}
Use TempVar:ChosenAtt on Target
}
}
}
=============================================================================
5.6 Corel
---------
5.6.1 Corel Area
----- ----------
Name: Grangalan
Lvl: 16 EXP: 88 Win: [ 8] Hi-Potion
HP: 550 AP: 10 Steal: -
MP: 60 Gil: 220 Morph: -
---
Void: Earth, Water, Gravity
---
Att: 40 Def: 88 Df%: 1 Dex: 50
MAt: 25 MDf: 120 Lck: 0
---
Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
Manipulate, Peerless, Paralysed
---
Attacks:
Darkeye
Magical Change Status
MAt%: 255
Cost: 4 MP
Tar: 1 Op
Elm: Non-Element
Attr: [ 72] Inflict 'Darkness'
Berserk Attack
Notes: Can only use once Grangalan Jr. is destroyed
Silver Wheel
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (75)
PAt%: 100
Tar: 1 Op
Elm: Shout
Attr: Can't Cover
Animations:
<Put out>
Releases Grangalan Jr.
Notes: Only used once per battle as C/A
<Vanish>
Removes Grangalan Jr. and Grangalan Jr.Jr.
Notes: Final Attack
---
AI: Main
{
If (Stage == 0) Then
{
Choose Random Opponent
Use Silver Wheel on Target
} Else {
If (Grangalan's [402B] == 1) Then
{
If (Count >= 4) Then
{
Count = 0
Choose Random Opponent
Use Silver Wheel on Target
} Else {
Count = Count + 1
}
} Else {
If (Count >= 4) Then
{
Count = 0
Use Darkeye on Target
} Else {
Count = Count + 1
Use Silver Wheel on Target
}
}
}
}
AI: Counter - General
{
Count = Count + 1
If ((Count >= 3) AND (Stage == 0)) Then
{
Choose Self
Use <Put out> on Target
Activate Grangalan Jr.
Stage = 1
}
If (Count > 3) Then
{
Count = 0
}
}
AI: Counter - Death
{
Choose Self
Use <Vanish> on Target
Remove Grangalan Jr.
Remove all Grangalan Jr.Jrs.
}
-----------------------------------------------------------------------------
Name: Grangalan Jr.
Lvl: 15 EXP: 77 Win: [ 8] Hi-Potion
HP: 330 AP: 8 Steal: -
MP: 40 Gil: 110 Morph: -
---
Void: Earth, Water, Gravity
---
Att: 30 Def: 66 Df%: 1 Dex: 55
MAt: 15 MDf: 80 Lck: 0
---
Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
Manipulate, Peerless, Paralysed
If Grangalan dies before Grangalan Jr. is killed, Grangalan will remove
Grangalan Jr., leaving no EXP, AP, Gil or items.
---
Attacks:
Triclops
Magical Change Status
MAt%: 255
Cost: 4 MP
Tar: 1 Op
Elm: Non-Element
Attr: [ 72] Inflict 'Sadness', 'Slow-numb'
Berserk Attack
Notes: Can only use once all Grangalan Jr.Jr. are dead
Silver Wheel
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (55)
PAt%: 100
Tar: 1 Op
Elm: Shout
Attr: Can't Cover
Animations:
<Put out>
Releases 3x Grangalan Jr.Jr.
Notes: Only used once per battle as C/A
---
AI: Main
{
If (Stage == 0) Then
{
Choose Random Opponent
Use Silver Wheel on Target
} Else {
If (Grangalan Jr.'s [402B] == 1) Then
{
If (Count >= 3) Then
{
Count = 0
Choose Random Opponent
Use Silver Wheel on Target
} Else {
Count = Count + 1
}
} Else {
If (Count >= 4) Then
{
Count = 0
Use Triclops on Target
} Else {
Count = Count + 1
Use Silver Wheel on Target
}
}
}
}
AI: Counter - General
{
Count = Count + 1
If (((Count >= 3) OR (1/4 Chance)) AND (Stage == 0) Then
{
Choose Self
Use <Put out> on Target
Activate all Grangalan Jr.Jrs.
Stage = 1
}
}
-----------------------------------------------------------------------------
Name: Grangalan Jr.Jr.
Lvl: 14 EXP: 66 Win: [ 8] Potion
HP: 110 AP: 6 Steal: -
MP: 20 Gil: 55 Morph: -
---
Void: Earth, Water, Gravity
---
Att: 20 Def: 44 Df%: 1 Dex: 60
MAt: 5 MDf: 40 Lck: 0
---
Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
Manipulate, Peerless, Paralysed
If Grangalan dies before Grangalan Jr.Jr. is killed, Grangalan will remove
Grangalan Jr.Jr., leaving no EXP, AP, Gil or items.
---
Attacks:
Stop Eye
Magical Change Status
MAt%: 255
Cost: 4 MP
Tar: 1 Op
Elm: Non-Element
Attr: [ 72] Inflict 'Stop'
Berserk Attack
Notes: Grangalan Jr.Jr. will never use this normally
Silver Wheel
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (35)
PAt%: 100
Tar: 1 Op
Elm: Shout
Attr: Can't Cover
---
AI: Main
{
If (1/4 Chance) Then
{
Choose Random Opponent
Use Silver Wheel on Target
}
}
-----------------------------------------------------------------------------
Name: Needle Kiss
Lvl: 17 EXP: 75 Win: [ 8] Bolt Plume
HP: 180 AP: 8 Steal: [32] Soft
MP: 40 Gil: 130 Morph: Remedy
---
Weak: Wind
Void: Lightning, Earth
---
Att: 26 Def: 38 Df%: 1 Dex: 47
MAt: 25 MDf: 60 Lck: 0
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Chute Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (39)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Chute Attack twice in a single combo
Thunder Kiss
Magical Attack
Formula: Magical
Pwr: 3/4x Base (189)
MAt%: 255
Cost: 4 MP
Tar: 1 Op
Elm: Lightning
Attr: Manip.
---
AI: Setup
{
SpclChance = 8
}
AI: Main
{
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent without Petrify Status
Use Thunder Kiss on Target
} Else {
Choose Random Opponent without Petrify Status
Use <Chute Attack> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent without Petrify Status
Use <Chute Attack> on Target
}
}
}
AI: Counter - General
{
If (Needle Kiss's HP <= 25% of Needle Kiss's Max HP) Then
{
SpclChance = 2
} Else If (Needle Kiss's HP <= 50% of Needle Kiss's Max HP) Then {
SpclChance = 4
} Else If (Needle Kiss's HP <= 75% of Needle Kiss's Max HP) Then {
SpclChance = 6
} Else {
SpclChance = 8
}
}
-----------------------------------------------------------------------------
Name: Beachplug
Lvl: 16 EXP: 95 Win: [ 8] Hi-Potion
HP: 200 AP: 10 Steal: -
MP: 100 Gil: 155 Morph: Turbo Ether
---
Half: Ice
---
Att: 22 Def: 36 Df%: 1 Dex: 52
MAt: 8 MDf: 36 Lck: 0
---
No Special Attributes
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (33)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Berserk Attack
Manip.
Big Guard
Magical Change Status
MAt%: 255
Cost: 56 MP
Tar: All Al (NS)
Elm: Non-Element
Attr: 100% Inflict 'Barrier', 'MBarrier', 'Haste'
Manip.
Notes: Beachplug will never use this normally
Ice
Magical Attack
Formula: Magical
Pwr: 1/2x Base (72)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Manip.
---
AI: Setup
{
Count = Rnd(0..1)
}
AI: Main
{
If (Count == 0) Then
{
Count = 1
} Else If (Count == 1) Then {
Choose Random Opponent
Use <Bite> on Target
Count = 0
} Else If (Count == 2) Then {
Choose Random Opponent
If (Beachplug's MP < 4) Then
{
Use <Bite> on Target
} Else {
Use Ice on Target
}
Count = 3
} Else If (Count == 3) Then {
Count = 4
} Else {
Choose Random Opponent
Use <Bite> on Target
Count = 0
}
}
AI: Counter - Magical
{
Count = 2
}
-----------------------------------------------------------------------------
5.6.2 Mt. Corel
----- ---------
Name: Search Crown
Lvl: 16 EXP: 80 Win: [ 8] Hi-Potion
HP: 150 AP: 8 Steal: [ 8] Turbo Ether
MP: 30 Gil: 111 Morph: Hi-Potion
---
Half: Fire
---
Att: 20 Def: 26 Df%: 1 Dex: 40
MAt: 30 MDf: 70 Lck: 0
---
Immune: Confusion, Frog, Small, Manipulate
---
Attacks:
Seed Shot
Physical Attack
Formula: Physical
Pwr: 1x Base (30)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Can't Cover
Four Laser
Magical Attack
Formula: Magical
Pwr: 7/16x Base (120.75)
MAt%: 100
Cost: 8 MP
Tar: 1 Op
Elm: Non-Element
---
AI: Main
{
Choose Random Opponent
1/2 Chance: Use Seed Shot on Target
1/2 Chance: Use Four Laser on Target
}
-----------------------------------------------------------------------------
Name: Bagnadrana
Lvl: 16 EXP: 110 Win: [ 8] Hi-Potion
HP: 450 AP: 11 Steal: [ 8] Diamond Pin
MP: 60 Gil: 120 Morph: Guard Source
---
Weak: Ice
Void: Fire, Gravity
---
Att: 40 Def: 40 Df%: 1 Dex: 43
MAt: 23 MDf: 80 Lck: 0
---
Immune: Death, Stop, Frog, Small, Petrify, Death-sentence, Manipulate,
Peerless, Paralysed
---
Attacks:
Fang
Physical Attack
Formula: Physical
Pwr: 1x Base (60)
PAt%: 120
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Claw
Physical Attack
Formula: Physical
Pwr: 1x Base (60)
PAt%: 100
Tar: 1 Op
Elm: Hit
Horn
Physical Attack
Formula: Physical
Pwr: 1 1/8x Base (67.5)
PAt%: 100
Tar: 1 Op
Elm: Punch
Poison Breath
Magical Attack
Formula: Magical
Pwr: 3/4x Base (175.5)
MAt%: 90
Cost: 10 MP
Tar: 1 Op
Elm: Poison
Attr: [ 84] Inflict 'Poison'
---
AI: Main
{
Choose Random Opponent
1/4 Chance: Use Fang on Target
1/4 Chance: Use Claw on Target
1/4 Chance: Use Horn on Target
1/4 Chance: Use Poison Breath on Target
}
-----------------------------------------------------------------------------
Name: Bloatfloat
Lvl: 18 EXP: 90 Win: [ 8] Hi-Potion
HP: 240 AP: 9 Steal: [ 8] Soft
MP: 0 Gil: 125 Morph: Hi-Potion
---
Weak: Wind
Void: Earth
---
Att: 20 Def: 36 Df%: 1 Dex: 52
MAt: 24 MDf: 40 Lck: 0
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (31)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Vacuum
Physical Attack
Formula: Physical
Pwr: 1 9/16x Base (48.4375)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
Can't Cover
Spiky Hell
Magical Attack
Formula: Fixed
Pwr: 200
MAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Manip.
Notes: Used only once per battle as a 100% C/A against any magical
ability
Always targets whoever has the highest HP
---
AI: Main
{
Choose Random Opponent
1/2 Chance: Use <Bodyblow> on Target
1/2 Chance: Use Vacuum on Target
}
AI: Counter Magical Ability
{
If (TempVar:SpikyHell == 0) Then
{
Choose Random Opponent with Highest HP
Use Spiky Hell on Target
TempVar:SpikyHell = 1
}
}
-----------------------------------------------------------------------------
Name: Cokatolis
Lvl: 17 EXP: 97 Win: [ 8] Soft
HP: 420 AP: 10 Steal: [32] Soft
MP: 0 Gil: 168 Morph: Soft
---
No Elemental Properties
---
Att: 30 Def: 36 Df%: 1 Dex: 55
MAt: 24 MDf: 60 Lck: 0
---
Immune: Slow-numb, Petrify
---
Attacks:
<Beak>
Physical Attack
Formula: Physical
Pwr: 1x Base (45)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Bird Kick
Physical Attack
Formula: Physical
Pwr: 1x Base (45)
PAt%: 108
Tar: 1 Op
Elm: Hit
Attr: Manip.
Petrify Smog
Magical Change Status
MAt%: 100
Tar: 1 Op
Elm: Hidden
Attr: [ 72] Inflict 'Slow-numb'
Manip.
---
AI: Setup
{
TempVar:AttackTurns = 8
TempVar:PetrifyUses = 2
}
AI: Main
{
If (Count == 0) Then
{
If ((1/4 Chance)
AND (At Least One Opponent doesn't have Slow-numb Status)
AND (At Least One Opponent doesn't have Petrify Status)) Then
{
Choose Random Opponent without both Slow-numb AND Petrify Status</pre><pre id="faqspan-8">
Use Petrify Smog on Target
TempVar:PetrifyUses = TempVar:PetrifyUses - 1
}
Count = 1
} Else If (Count == 1) Then {
If ((At Least One Opponent doesn't have Slow-numb Status)
AND (At Least One Opponent doesn't have Petrify Status)) Then
{
Choose Random Opponent without both Slow-numb AND Petrify Status
1/2 Chance: Use <Beak> on Target
1/2 Chance: Use Bird Kick on Target
TempVar:AttackTurns = TempVar:AttackTurns - 1
If (TempVar:AttackTurns == 0) Then
{
Count = 2
} Else {
Count = 1
}
}
} Else {
If ((TempVar:PetrifyUses > 0) AND (1/3 Chance)) Then
{
If ((At Least One Opponent doesn't have Slow-numb Status)
AND (At Least One Opponent doesn't have Petrify Status)) Then
{
Choose Random Opponent without both Slow-numb AND Petrify Status
Use Petrify Smog on Target
TempVar:AttackTurns = 8
TempVar:PetrifyUses = TempVar:PetrifyUses - 1
}
} Else {
If ((At Least One Opponent doesn't have Slow-numb Status)
AND (At Least One Opponent doesn't have Petrify Status)) Then
{
Choose Random Opponent without both Slow-numb AND Petrify Status
1/2 Chance: Use <Beak> on Target
1/2 Chance: Use Bird Kick on Target
}
}
Count = 1
}
}
-----------------------------------------------------------------------------
Name: Bomb
Lvl: 18 EXP: 150 Win: [ 8] Shrapnel
HP: 600 AP: 20 Steal: [ 8] Right arm
MP: 30 Gil: 192 Morph: Shrapnel
---
Void: Fire, Earth
---
Att: 24 Def: 60 Df%: 1 Dex: 65
MAt: 22 MDf: 60 Lck: 0
---
Immune: Confusion, Stop, Frog, Small, Manipulate, Berserk, Paralysed
Transformation: 1st Form is default
2nd Form occurs as a C/A if HP <= 75% of Max HP
3rd Form occurs as a C/A if HP <= 50% of Max HP
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (37)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Only in 1st Form
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (37)
PAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Only in 2nd Form
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (92.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Only in 3rd Form
Fireball
Magical Attack
Formula: Magical
Pwr: 1x Base (240)
MAt%: 100
Cost: 3 MP
Tar: 1 Op
Elm: Fire
Notes: Only in 2nd and 3rd Form
Bomb Blast
Physical Attack
Formula: Physical
Pwr: 15 7/8x Base (587.375)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: Can't Cover
Notes: 100% C/A if HP drops to 25% of Max HP and below without dying
Kills Bomb when used
Bomb leaves no EXP/AP/Gil/Items after using this
---
AI: Main
{
If (Stage == 0) Then
{
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Bodyblow> (1st Form Version) on Target
}
} Else If (Stage == 1) Then {
Choose Random Opponent
1/4 Chance: Nothing
1/4 Chance: Use Fireball on Target
1/2 Chance: Use <Bodyblow> (2nd Form Version) on Target
} Else {
Choose Random Opponent
1/2 Chance: Use <Bodyblow> (3rd Form Version) on Target
1/2 Chance: Use Fireball on Target
}
}
AI: Counter - General
{
If (Bomb's HP <= 25% of Bomb's Max HP) Then
{
Choose Random Opponent
Use Bomb Blast on Target
Remove Self
} Else If (Bomb's HP <= 50% of Bomb's Max HP) Then {
If (Stage < 2) Then
{
Bomb's [4098] = Bomb's [4098] + 8
Stage = 2
}
} Else If (Bomb's HP <= 75% of Bomb's Max HP) Then {
If (Stage < 1) Then
{
Bomb's [4098] = Bomb's [4098] + 8
Stage = 1
}
}
}
=============================================================================
5.7 Gold Saucer
---------------
5.7.1 Corel Prison
----- ------------
Name: 2-Faced
Lvl: 18 EXP: 100 Win: [ 8] Hi-Potion
HP: 330 AP: 10 Steal: [32] Phoenix Down
MP: 80 Gil: 156 Morph: Hi-Potion
---
Void: Earth
---
Att: 40 Def: 38 Df%: 1 Dex: 48
MAt: 25 MDf: 150 Lck: 0
---
Immune: Stop, Frog, Manipulate, Paralysed
2-Faced will not attack normally; all moves it has are counterattacks.
Although 2-Faced is not immune to Berserk, it does not have a designated
Berserk Attack. As such, it will try to use a non-existant attack, which
happens to cost more MP than it will ever have. Because of this, it will
continually print the message "2-Faced's skill power is used up."
---
Attacks:
Cure3
Magical HP Restore
Formula: Cure
Pwr: Base + 2860 (3118)
MAt%: 255
Cost: 64 MP
Tar: All Op/1 Op
Elm: Restorative
Attr: Reflectable
Notes: Used only as a C/A
Removes 2-Faced when used
2-Faced leaves no EXP/AP/Gil/Items after using this
Self-destruct
Magical Attack
Formula: HP%
Pwr: [Target's HP * 3 / 4]
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: Used only as a C/A
Kills 2-Faced when used
2-Faced leaves no EXP/AP/Gil/Items after using this
---
AI: Counter - General
{
1/8 Chance:
{
Choose Random Opponent
Use Self-destruct on Target
Remove Self
}
1/8 Chance:
{
Choose All Opponents
Use Cure3 on Target
Remove Self
}
3/4 Chance: Nothing
}
-----------------------------------------------------------------------------
Name: Bandit
Lvl: 17 EXP: 99 Win: [ 8] Tent
HP: 360 AP: 10 Steal: [ 8] X-Potion
MP: 0 Gil: 220 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 38 Def: 40 Df%: 1 Dex: 68
MAt: 5 MDf: 96 Lck: 0
---
Immune: Frog
---
Attacks:
<Hit>
Physical Attack
Formula: Physical
Pwr: 1x Base (58)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Bandit will never use this normally
Hold-up
Physical Misc Ability
Auto Hit
Tar: 1 Op
Attr: Steal Gil
Notes: Steals 340 gil
Kill enemy to get it back
Mug
Physical Attack
Formula: Physical
Pwr: 1x Base (58)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: Steal Inventory
Notes: Randomly picks item from party inventory and removes it
Kill enemy to get it back
<Escape>
Physical Escape Battle
Auto Hit
Tar: Self
---
AI: Setup
{
SelectTar = Choose Random Opponent
}
AI: Main
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
If (Count == 0) Then
{
1/4 Chance: Count = 1
3/4 Chance: Count = 2
} Else If (Count == 1) Then {
Use Hold-up on Target
1/2 Chance: Count = 3
2/2 Chance: Count = 4
} Else If (Count == 2) Then {
Use Mug on Target
1/2 Chance: Count = 3
1/2 Chance: Count = 4
} Else If (Count == 3) Then {
Count = 4
} Else {
Choose Self
Use <Escape> on Target
Remove Self
}
}
AI: Counter - General
{
SelectTar = Prowler's Last Attacker (General)
}
-----------------------------------------------------------------------------
5.7.2 Corel Desert
----- ------------
Name: Death Claw
Lvl: 19 EXP: 96 Win: [ 8] Hi-Potion
HP: 400 AP: 10 Steal: [32] Platinum Bangle
MP: 120 Gil: 168 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 41 Def: 44 Df%: 1 Dex: 51
MAt: 30 MDf: 100 Lck: 0
---
No Special Attributes
---
Attacks:
Claw
Physical Attack
Formula: Physical
Pwr: 1x Base (65)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Death Claw
Physical Attack
Formula: Physical
Pwr: 1x Base (65)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: [ 20] Inflict 'Paralysed'
Manip.
Laser
Magical Attack
Formula: HP%
Pwr: [Target's HP / 2]
MAt%: 100
Cost: 16 MP
Tar: 1 Op
Elm: Gravity
Attr: Reflectable
Manip.
Barrier
Magical Change Status
Auto Hit
Cost: 16 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'Barrier'
Reflectable
MBarrier
Magical Change Status
Auto Hit
Cost: 24 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'MBarrier'
Reflectable
---
AI: Main
{
1/4 Chance:
{
SelectTar = Choose Random Opponent
TempVar:ChosenAtt = Claw
}
1/4 Chance:
{
SelectTar = Choose Random Opponent
TempVar:ChosenAtt = Death Claw
}
1/4 Chance:
{
If (Death Claw has neither Barrier nor MBarrier Status) Then
{
SelectTar = Choose Self
TempVar:ChosenAtt = Barrier
} Else {
SelectTar = Choose Random Opponent
TempVar:ChosenAtt = Laser
}
}
1/4 Chance:
{
If (Death Claw doesn't have MBarrier Status) Then
{
SelectTar = Choose Self
TempVar:ChosenAtt = MBarrier
} Else If (Death Claw doesn't have Barrier Status) Then {
SelectTar = Choose Self
TempVar:ChosenAtt = Barrier
} Else {
SelectTar = Choose Random Opponent
TempVar:ChosenAtt = Death Claw
}
}
Choose SelectTar
Use TempVar:ChosenAtt on Target
}
-----------------------------------------------------------------------------
Name: Bullmotor
Lvl: 19 EXP: 92 Win: [ 8] Ether
HP: 420 AP: 9 Steal: [32] X-Potion
MP: 96 Gil: 140 Morph: Turbo Ether
---
No Elemental Properties
---
Att: 36 Def: 40 Df%: 1 Dex: 61
MAt: 8 MDf: 120 Lck: 0
---
No Special Attributes
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (57)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Matra Magic
Magical Attack
Formula: Magical
Pwr: 11/16x Base (111.375)
MAt%: 100
Cost: 8 MP
Tar: All Op (NS)
Elm: Non-Element
Attr: Reflectable
Manip.
---
AI: Main
{
1/2 Chance:
{
If (At Least One Opponent is in Front Row) Then
{
Choose Random Opponent in Front Row
} Else {
Choose Random Opponent
}
Use <Bodyblow> on Target
}
1/2 Chance:
{
Choose All Opponents
Use Matra Magic on Target
}
}
-----------------------------------------------------------------------------
Name: Land Worm
Lvl: 22 EXP: 400 Win: [ 8] Ether
HP: 1500 AP: 40 Steal: [ 8] Turbo Ether
MP: 80 Gil: 256 Morph: Fire Fang
---
Weak: Ice
Half: Fire, Gravity
Asrb: Earth
---
Att: 60 Def: 80 Df%: 1 Dex: 68
MAt: 42 MDf: 230 Lck: 0
---
Immune: Confusion, Frog
---
Attacks:
Earthquake
Magical Attack
Formula: Magical
Pwr: 3/8x Base (144)
MAt%: 255
Cost: 10 MP
Tar: All Op (NS)
Elm: Earth
Attr: Berserk Attack
Manip.
Sandstorm
Physical Attack
Formula: Physical
Pwr: 2x Base (284)
PAt%: 255
Tar: All Op
Elm: Earth
Attr: [ 48] Inflict 'Darkness'
Manip.
Notes: Status infliction done via Sandstorm is considered to be No Split,
even though the damage itself is split
---
AI: Main
{
If (Land Worm has Poison or Confusion Status) Then
{
Choose All Opponents
Use Sandstorm on Target
} Else {
If (Land Worm's HP <= 50% of Land Worm's Max HP) Then
{
Choose All Opponents
1/2 Chance: Use Sandstorm on Target
1/2 Chance: Use Earthquake on Target
} Else {
Choose All Opponents
Use Earthquake on Target
}
}
}
-----------------------------------------------------------------------------
Name: Cactuar
Lvl: 20 EXP: 1 Win: -
HP: 200 AP: 1 Steal: -
MP: 20 Gil: 10000 Morph: Hi-Potion
---
Void: Fire, Ice, Lightning, Earth, Gravity, Water, Holy, Hidden
---
Att: 30 Def: 40 Df%: 20 Dex: 40
MAt: 20 MDf: 0 Lck: 40
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Haste, Slow,
Stop, Frog, Small, Slow-numb, Petrify, Regen, Death-sentence,
Manipulate, Berserk, Peerless, Paralysed, Darkness
Cactuar has a 7/8th chance per hit that his Df% will be 255 instead of 20
---
Attacks:
<Mystery Kick>
Physical Attack
Formula: Physical
Pwr: 3x Base (144)
PAt%: 90
Tar: 1 Op
Elm: Hit
1000 Needles
Magical Attack
Formula: Fixed
Pwr: 1000
MAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Cactuar will never use this
<(Report)>
Physical Escape Battle
Auto Hit
Tar: Self
Animations:
<Dodge>
---
AI: Setup
{
TempVar:DfltDf% = Cactuar's Df%
}
AI: Main
{
If (Count == 0 or 1) Then
{
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Mystery Kick> on Target
}
} Else If (Count = 2 or 3 or 4) Then {
Choose Random Opponent
Use <Mystery Kick> on Target
If (1/2 Chance) Then
{
Choose Self
Use <(Report)> on Target
RunCmd 0x22/0x0F
}
} Else {
Choose Random Opponent
Use <Mystery Kick> on Target
Choose Self
Use <(Report)> on Target
RunCmd 0x22/0x0F
}
Count = Count + 1
}
AI: Counter - PreTurn
{
Cactuar's Df% = TempVar:DfltDf%
If (7/8 Chance) Then
{
Cactuar's Df% = 255
}
}
AI: Counter - 13
{
Remove Self
}
-----------------------------------------------------------------------------
Name: Dyne
Lvl: 23 EXP: 600 Win: 100% Silver Armlet
HP: 1200 AP: 55 Steal: -
MP: 20 Gil: 750 Morph: -
---
Void: Gravity
---
Att: 32 Def: 64 Df%: 1 Dex: 55
MAt: 25 MDf: 250 Lck: 0
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
---
Attacks:
Needle Gun
Physical Attack
Formula: Physical
Pwr: 3x Base (165)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Will sometimes use S-Mine or Molotov Cocktail immediately after
Needle Gun in a combo, depending on his HP
S-Mine
Physical Attack
Formula: Physical
Pwr: 3 1/8x Base (171.875)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: Can't Cover
Molotov Cocktail
Physical Attack
Formula: Physical
Pwr: 3 1/4x Base (178.75)
PAt%: 90
Tar: All Op
Elm: Hit
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (144)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Dyne will never use this
---
AI: Setup
{
Stage = 3
Turn off Death Handling for Dyne
}
AI: Main
{
If (Stage == 0) Then
{
Choose Random Opponent
Use Needle Gun on Target
Choose All Opponents
Use Molotov Cocktail on Target
} Else If (Stage == 1) Then {
Choose Random Opponent
Use Needle Gun on Target
Choose Random Opponent
Use S-Mine on Target
} Else If (Stage == 2) Then {
Choose Random Opponent
1/4 Chance: Use S-Mine on Target
3/4 Chance: Use Needle Gun on Target
} Else {
Choose Random Opponent
Use Needle Gun on Target
}
}
AI: Counter - General
{
If (Dyne's HP <= 25% of Dyne's Max HP) Then
{
Stage = 0
} Else If (Dyne's HP <= 50% of Dyne's Max HP) Then {
Stage = 1
} Else If (Dyne's HP <= 75% of Dyne's Max HP) Then {
Stage = 2
} Else {
Stage = 3
}
}
AI: Counter - Death
{
If (1/2 Chance) Then
{
Choose All Opponents
Use Molotov Cocktail on Target
}
Print Message [Dyne "Urgh!"]
RunCmd 0x24/0x00
Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from Dyne
Choose Self
Use <> on Target
Dyne's IdleAnim = Kneeling
}
-----------------------------------------------------------------------------
5.7.3 Gold Saucer Area
----- ----------------
Name: Spencer
Lvl: 17 EXP: 110 Win: [ 8] Saraha Nut
HP: 250 AP: 11 Steal: [ 8] Saraha Nut
MP: 0 Gil: 175 Morph: -
---
No Elemental Properties
---
Att: 42 Def: 22 Df%: 1 Dex: 48
MAt: 30 MDf: 120 Lck: 0
---
No Special Attributes
---
Attacks:
<Swordblade>
Physical Attack
Formula: Physical
Pwr: 1x Base (64)
PAt%: 95
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Upper Cutter
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (80)
PAt%: 110
Tar: 1 Op
Elm: Cut
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/2 Chance: Use <Swordblade> on Target
1/2 Chance: Use Upper Cutter on Target
}
-----------------------------------------------------------------------------
Name: Flapbeat
Lvl: 18 EXP: 140 Win: [ 8] T/S Bomb
HP: 330 AP: 15 Steal: [32] T/S Bomb
MP: 60 Gil: 186 Morph: T/S Bomb
---
Weak: Wind
Void: Earth
---
Att: 40 Def: 36 Df%: 1 Dex: 50
MAt: 32 MDf: 156 Lck: 0
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Tailbeat>
Physical Attack
Formula: Physical
Pwr: 1x Base (62)
PAt%: 255
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Flying Sickle
Magical Attack
Formula: Magical
Pwr: 3/4x Base (225)
MAt%: 255
Cost: 8 MP
Tar: 1 Op
Elm: Wind
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
If (At Least One Ally (Except Self) with same Formation ID
doesn't have Death Status) Then
{
1/4 Chance: Use Flying Sickle on Target
3/4 Chance: Use <Tailbeat> on Target
} Else 37 {
1/3 Chance: Use <Tailbeat> on Target
2/3 Chance: Use Flying Sickle on Target
}
}
-----------------------------------------------------------------------------
Name: Joker
Lvl: 18 EXP: 150 Win: [ 8] Hi-Potion
HP: 370 AP: 30 Steal: -
MP: 0 Gil: 260 Morph: -
---
Weak: Wind
Void: Earth
---
Att: 45 Def: 32 Df%: 1 Dex: 60
MAt: 31 MDf: 162 Lck: 0
---
Immune: Frog, Small, Manipulate
---
Attacks:
<Spinning Card>
Physical Attack
Formula: Physical
Pwr: 1x Base (70)
PAt%: 110
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Spade
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (105)
PAt%: 130
Tar: 1 Op
Elm: Non-Element
Attr: Can't Cover
Heart
Magical HP Restore
Formula: Cure
Pwr: Base + 220 (514)
MAt%: 255
Tar: 1 Op
Elm: Restorative
Club
Magical Attack
Formula: Magical
Pwr: 3/4x Base (220.5)
MAt%: 255
Tar: 1 Op
Elm: Earth
Diamond
Magical Attack
Formula: Magical
Pwr: 1/16x Base (18.375)
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Joker
Magical Change Status
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: [ 48] Inflict 'Death'
---
AI: Main
{
Choose Random Opponent
1/8 Chance: Use Heart on Target
1/8 Chance: Use Club on Target
1/8 Chance: Use Diamond on Target
1/8 Chance: Use Joker on Target
1/4 Chance: Use <Spinning Card> on Target
1/4 Chance: Use Spade on Target
}
-----------------------------------------------------------------------------
Name: Harpy
Lvl: 18 EXP: 148 Win: [ 8] Hi-Potion
HP: 800 AP: 14 Steal: [ 8] Striking Staff
MP: 200 Gil: 210 Morph: Elixir
---
Half: Gravity
---
Att: 50 Def: 32 Df%: 1 Dex: 58
MAt: 13 MDf: 100 Lck: 0
---
Immune: Death, Stop, Frog, Small, Petrify, Death-sentence, Peerless,
Paralysed
Note: The Harpy's Counter - General script sets an unused temporary variable
(SpclChance) which, unfortunately, overwrites the Harpy's knowledge of which
object in battle is the Chocobo (should a Chocobo battle occur). Thus,
killing a Harpy may not cause immediate capture of the Chocobo. However, in
most cases, the Chocobo's own AI script should rectify the situation. Don't
be surprised if you get occassions when the Chocobo runs away immediately
after the Harpy dies, however
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (106)
PAt%: 130
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Poison Storm
Magical Change Status
MAt%: 100
Cost: 20 MP
Tar: 1 Op
Elm: Non-Element
Attr: [100] Inflict 'Poison'
Manip.
Aqualung
Magical Attack
Formula: Magical
Pwr: 3 1/4x Base (604.5)
MAt%: 100
Cost: 34 MP
Tar: All Op (NS)
Elm: Water
Attr: Reflectable
Manip.
---
AI: Setup
{
Count = Rnd(0..1)
}
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent
Use Poison Storm on Target
Count = Count + 1
} Else If (Count == 1) Then {
Choose Random Opponent
Use <Claw> on Target
Count = Count + 1
} Else {
Choose Random Opponent
Use Aqualung on Target
Count = 0
}
}
AI: Counter - General
{
If (Harpy's HP <= 25% of Harpy's Max HP) Then
{
SpclChance = 3
} If (Harpy's HP <= 50% of Harpy's Max HP) Then {
SpclChance = 4
} If (Harpy's HP <= 75% of Harpy's Max HP) Then {
SpclChance = 5
} Else {
SpclChance = 8
}
}
=============================================================================
5.8 Battle Square (Part One)
----------------------------
The enemies you meet in Battle Square at this point are simply replicas of
enemies mentioned previously in this guide, but with the following changes:
[200% HP]
[125% Att]
[125% MAt]
When you begin a fight in Battle Square, you have a 50/50 chance of being
placed in either Group A or Group B. This dictates the precise selection of
enemies you will face as you progress through the battles. Each battle has
4 possible enemy formations per Group, and the one you face is picked
randomly (25% of each) when you start that battle.
Until you get the Tiny Bronco, Battle Square will have the following battle
sets:
1st Battle - Group A
2x Mono Drive
2x Grunt
3x Grunt
1x Guard Hound
1st Battle - Group B
2x Guard Hound
1x Grashtrike
2x Chuse Tank
3x Grashtrike
2nd Battle - Group A
3x Blugu
2x Hedgehog Pie
2x Whole Eater
2x Sahagin, 1x Ceasar
2nd Battle - Group B
3x Hedgehog Pie
1x Whole Eater, 2x Hedgehog Pie
3x Ceasar
1x Sweeper
3rd Battle - Group A
2x Cripshay, 1x Deenglow
3x Ghost
2x Ghost, 1x Deenglow
1x Eligor
3rd Battle - Group B
2x Deenglow
3x Deenglow
2x Aero Combatant
1x Eligor
4th Battle - Group A
2x Sword Dance
1x Moth Slasher
2x Brain Pod
1x Vargid Police, 1x Zenene
4th Battle - Group B
1x Sword Dance
3x Sword Dance
2x Moth Slasher
1x Brain Pod
5th Battle - Group A
1x Devil Ride
3x Kalm Fang
3x Levrikon
2x Elfadunk
5th Battle - Group B
2x Custom Sweeper
1x Levrikon, 2x Mu
1x Levrikon, 2x Elfadunk
2x Levrikon
6th Battle - Group A
2x Madouge
3x Castanets
3x Crawler, 1x Ark Dragon
5x Crawler
6th Battle - Group B
2x Madouge, 3x Crawler
4x Castanets
2x Castanets, 1x Ark Dragon, 1x Crawler
4x Scrutin Eye
7th Battle - Group A
2x Nerosuferoth
1x Zemzelett
5x Capparwire
4x Beachplug
7th Battle - Group B
2x Nerosuferoth, 1x Formula
2x Formula
1x Zemzelett
1x Nerosuferoth, 2x Capparwire
8th Battle - Group A and B
1x Hell Rider VR2
1x Grangalan
2x Bagnadrana
1x Harpy
=============================================================================
5.9 Gongaga
-----------
5.9.1 Gongaga Area
----- ------------
Name: Grand Horn
Lvl: 19 EXP: 180 Win: [ 8] War Gong, [ 8] Hi-Potion
HP: 460 AP: 15 Steal: -
MP: 43 Gil: 240 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 46 Def: 42 Df%: 1 Dex: 60
MAt: 15 MDf: 90 Lck: 0
---
No Special Attributes
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (100)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Grand Punch
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (306)
MAt%: 255
Tar: 1 Op
Elm: Earth
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/2 Chance: Use <Punch> on Target
1/2 Chance: Use Grand Punch on Target
}
-----------------------------------------------------------------------------
Name: Gagighandi
Lvl: 19 EXP: 173 Win: [ 8] Soft
HP: 480 AP: 18 Steal: [32] Soft
MP: 55 Gil: 220 Morph: Remedy
---
No Elemental Properties
---
Att: 40 Def: 38 Df%: 1 Dex: 45
MAt: 25 MDf: 72 Lck: 0
---
No Special Attributes
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (63)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Stone Stare
Magical Change Status
MAt%: 255
Cost: 5 MP
Tar: 1 Op
Elm: Hidden
Attr: 100% Inflict 'Slow-numb'
Manip.
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
If ((3/4 Chance) AND (At Least One Opponent
doesn't have Petrify Status)) Then
{
Choose Random Opponent without Petrify Status
Use Stone Stare on Target
} Else {
Choose Random Opponent
Use <Claw> on Target
}
TempVar:OpeningAttack = 1
} Else {
If ((1/4 Chance) AND (At Least One Opponent
doesn't have Petrify Status)) Then
{
Choose Random Opponent without Petrify Status
Use Stone Stare on Target
} Else {
Choose Random Opponent
Use <Claw> on Target
}
}
}
-----------------------------------------------------------------------------
Name: Touch Me
Lvl: 18 EXP: 170 Win: [ 8] Maiden's Kiss
HP: 300 AP: 23 Steal: [32] Impaler
MP: 74 Gil: 180 Morph: Remedy
---
No Elemental Properties
---
Att: 30 Def: 20 Df%: 1 Dex: 68
MAt: 28 MDf: 100 Lck: 0
---
Immune: Frog, Small
---
Attacks:
Frog Jab
Physical Attack
Formula: Physical
Pwr: 1/8x Base (5.75)
PAt%: 85
Tar: 1 Op
Elm: Hit
Attr: 100% Toggle 'Frog'
Berserk Attack
Manip.
Frog Song
Magical Change Status
MAt%: 100
Cost: 5 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Toggle 'Frog', 'Sleep'
Reflectable
Manip.
---
AI: Setup
{
TempVar:TurnsUntilFrogSong = Rnd(0..3)
TempVar:StartFrogJabs = Rnd(1..2)
}
AI: Main
{
If (TempVar:StartFrogJabs > 0) Then
{
Choose Random Opponent
Use Frog Jab on Target
TempVar:StartFrogJabs = TempVar:StartFrogJabs - 1
} Else If (TempVar:TurnsUntilFrogSong == 0) Then {
If (At Least One Opponent doesn't have Frog Status) Then
{
Choose Random Opponent without Frog Status
Use Frog Song on Target
TempVar:TurnsUntilFrogSong = Rnd(1..3)
} Else {
Choose Random Opponent
Use Frog Jab on Target
TempVar:TurnsUntilFrogSong = 0
}
} Else {
TempVar:TurnsUntilFrogSong = TempVar:TurnsUntilFrogSong - 1
}
}
AI: Counter - Physical
{
If (1/5 Chance) Then
{
Choose Touch Me's Last Attacker (Physical)
Use Frog Jab on Target
}
}
AI: Counter - Magical
{
If (1/5 Chance) Then
{
Choose Touch Me's Last Attacker (Magical)
Use Frog Song on Target
}
}
-----------------------------------------------------------------------------
5.9.2 Jungle
----- ------
Name: Turks:Reno
Lvl: 22 EXP: 660 Win: 100% Fairy Tale
HP: 2000 AP: 60 Steal: -
MP: 80 Gil: 1500 Morph: -
---
Void: Gravity
---
Att: 35 Def: 66 Df%: 1 Dex: 69
MAt: 35 MDf: 164 Lck: 0
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
Turks:Reno will escape on the next turn after Turks:Rude is defeated. If
this happens, Turks:Reno will not drop any EXP/AP/Gil/Items
BUG: Due to flaws in Turks:Reno's AI Script, he will also react to Ice
Crystal, Bolt Plume and Swift Bolt as if they were Bolt spells
---
Attacks:
<Short Staff>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (73.75)
PAt%: 110
Tar: 1 Op
Elm: Hit
Turk Light
Magical Attack
Formula: Magical
Pwr: 3/4x Base (256.5)
MAt%: 90
Tar: 1 Op
Elm: Non-Element
Electroprod
Physical Attack
Formula: Physical
Pwr: 3x Base (177)
PAt%: 90
Tar: 1 Op
Elm: Lightning
<(Report)>
Physical Escape Battle
Auto Hit
Tar: Self
---
AI: Main
{
TempVar:TurnTaken = 0
If (Turks:Rude has Death Status) Then
{
Choose Self
Use <(Report)> on Target
Remove Self
TempVar:TurnTaken = 1
}
If ((TempVar:TurnTaken == 0) AND (TempVar:Counter == 1)) Then
{
Choose SelectTar
Use Electroprod on Target
TempVar:Counter = 0
} Else {
Choose Random Opponent
1/2 Chance: Use <Short Staff> on Target
1/2 Chance: Use Turk Light on Target
}
}
AI: Counter - Death
{
Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/
Manipulate/Berserk Statuses from Turks:Reno
Print Message [Reno "We may be retreating, but...]
Print Message [we're still victorious."]
Turn off Death Handling for Turks:Reno
Choose Self
Use <(Report)> on Target
}
AI: Counter - Magical
{
If (Last Sub-Command == 0x21 (Bolt) or 0x22 (Bolt2) or 0x23 (Bolt3)) Then
{
SelectTar = Turks:Reno's Last Attacker (Magical)
TempVar:Counter = 1
}
}
-----------------------------------------------------------------------------
Name: Turks:Rude
Lvl: 23 EXP: 720 Win: 100% X-Potion
HP: 2000 AP: 70 Steal: -
MP: 135 Gil: 2000 Morph: -
---
Void: Gravity
---
Att: 40 Def: 100 Df%: 1 Dex: 65
MAt: 35 MDf: 200 Lck: 0
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
Turks:Rude will escape on the next turn after Turks:Reno is defeated. If
this happens, Turks:Rude will not drop any EXP/AP/Gil/Items
Turks:Rude also has an aversion to attacking Tifa, and will only target her
once all other party members have been disabled. Even then, he has a 1/3
chance of hesitating instead
---
Attacks:
<Shoulder Attack>
Physical Attack
Formula: Physical
Pwr: 3x Base (204)
PAt%: 90
Tar: 1 Op
Elm: Hit
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (174)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Will never be used on Tifa
Cure
Magical HP Restore
Formula: Cure
Pwr: Base + 110 (458)
MAt%: 255
Cost: 5 MP
Tar: 1 Al/All Al
Elm: Restorative
Attr: Reflectable
Grand Spark
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (522)
MAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Turks:Rude will never use this
<(Report)>
Physical Escape Battle
Auto Hit
Tar: Self
<Cover>
Tar: Self
Auto Hit
Notes: Turks:Rude will sometimes take hits for Turks:Reno
---
AI: Main
{
TempVar:TurnTaken = 0
If (Turks:Reno has Death Status) Then
{
Choose Self
Use <(Report)> on Target
Remove Self
TempVar:TurnTaken = 1
}
If ((TempVar:TurnTaken == 0)
AND (Turks:Reno's HP < 50% of Turks:Reno's Max HP)) Then
{
TempVar:CureCounter = TempVar:CureCounter + 1
If ((Turks:Rude's MP >= 5) AND (TempVar:CureCounter >= 2)) Then
{
Choose Turks:Reno
Use Cure on Target
TempVar:TurnTaken = 1
TempVar:CureCounter = 0
}
}
If (TempVar:TurnTaken == 0) Then
{
If (1/3 Chance) Then
{
If (Turks:Rude's MP >= 4) Then
{
Choose Random Opponent
If (Target isn't Tifa) Then
{
Use Fire on Target
TempVar:TurnTaken = 1
}
}
}
}
If (TempVar:TurnTaken == 0) Then
{
Choose Random Opponent who isn't Tifa
If (Target exists) Then
{
Use <Shoulder Attack> on Target
} Else {
1/3 Chance: Print Message [Rude ".................."]
2/3 Chance:
{
Choose Tifa
Use <Shoulder Attack> on Target
}
}
}
}
AI: Counter - Death
{
Print Message [Rude ".................."]
Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/
Manipulate/Berserk Statuses from Turks:Rude
Turn off Death Handling for Turks:Reno
Choose Self
Use <(Report)> on Target
}
-----------------------------------------------------------------------------
Name: Kimara Bug
Lvl: 19 EXP: 190 Win: [ 8] Hi-Potion
HP: 700 AP: 19 Steal: [32] Spider Web
MP: 25 Gil: 278 Morph: Hourglass
---
Void: Gravity
---
Att: 37 Def: 40 Df%: 1 Dex: 61
MAt: 5 MDf: 180 Lck: 0
---
No Special Attributes
---
Attacks:
Butterfly Attack
Physical Attack
Formula: Physical
Pwr: 1x Base (58)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Stop Web
Magical Change Status
MAt%: 100
Cost: 5 MP
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Stop'
Manip.
Spider Attack
Physical Attack
Formula: Physical
Pwr: 2 1/8x Base (123.25)
PAt%: 255
Tar: 1 Op
Elm: Cut
Attr: Manip.
Can't Cover
---
AI: Main
{
If (At Least One Opponent doesn't have Stop Status) Then
{
Choose Random Opponent
1/2 Chance: Use Butterfly Attack on Target
1/2 Chance: Use Stop Web on Target
} Else {
Choose Random Opponent
1/2 Chance: Use Spider Attack on Target
1/2 Chance: Use Butterfly Attack on Target
}
}
-----------------------------------------------------------------------------
Name: Flower Prong
Lvl: 19 EXP: 240 Win: [ 8] Earth Drum
HP: 550 AP: 24 Steal: -
MP: 68 Gil: 400 Morph: -
---
Weak: Fire, Earth
Asrb: Poison
---
Att: 40 Def: 58 Df%: 1 Dex: 68
MAt: 30 MDf: 200 Lck: 0
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
Manipulate, Berserk
This is Type A: the Flower Prong that you will meet first in battle.
If it is not dead before it reaches 70% of Max HP or below, it will use
<Change> and immediately transform to Type B below. Type B should be
considered an entirely new enemy, as no damage or stats from the Type A
battle carry over
---
Attacks:
Bio2
Magical Attack
Formula: Magical
Pwr: 1 5/16x Base (385.875)
MAt%: 100
Cost: 36 MP
Tar: 1 Op/All Op
Elm: Poison
Attr: [ 48] Inflict 'Poison'
Reflectable
Drain
Magical Absorb
Formula: Magical
Pwr: 3/8x Base (110.25)
MAt%: 255
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Notes: Flower Prong will never use this
Energy Siphon
Magical MP Absorb
Formula: Magical
Pwr: [Target's MP * 3 / 4]
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: Flower Prong will never use this
Animations:
<Change>
Transforms into 2nd Form
Notes: Only used when HP is at 70% or lower
---
AI: Main
{
If (Count == 0) Then
{
If (Flower Prong's MP >= 36) Then
{
If (At Least One Opponent doesn't have Poison Status) Then
{
Choose Random Opponent without Poison
} Else {
Choose Random Opponent
}
Use Bio2 on Target
}
Count = 1
} Else {
Count = 0
}
}
AI: Counter - General
{
If (Flower Prong's HP <= 70% of Flower Prong's Max HP) Then
{
If (TempVar:Changed == 0) Then
{
Choose Self
Use <Change> on Target
Activate Flower Prong <Type B>
Remove Self
TempVar:Changed = 1
}
}
}
-----------------------------------------------------------------------------
Name: Flower Prong
Lvl: 19 EXP: 220 Win: [ 8] Earth Drum
HP: 550 AP: 22 Steal: -
MP: 68 Gil: 350 Morph: -
---
Weak: Fire, Earth
Asrb: Poison
---
Att: 42 Def: 58 Df%: 1 Dex: 68
MAt: 38 MDf: 250 Lck: 0
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
Manipulate, Berserk
This is Type B: the Flower Prong Type A becomes when damaged enough.
If it is not dead before it reaches 70% of Max HP or below, it will use
<Change> and immediately transform to Type C below. Type C should be
considered an entirely new enemy, as no damage or stats from the Type B
battle carry over
---
Attacks:
Seed Bullet
Physical Attack
Formula: Physical
Pwr: 1x Base (66)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Energy Siphon
Magical MP Absorb
Formula: Magical
Pwr: [Target's MP * 7 / 8]
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: Flower Prong will never use this
Animations:
<Change>
Transforms into 3rd Form
Notes: Only used when HP is at 70% or lower
---
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent with Highest HP
Use Seed Bullet on Target
Count = 1
} Else {
Count = 0
}
}
AI: Counter - General
{
If (Flower Prong's HP <= 70% of Flower Prong's Max HP) Then
{
If (TempVar:Changed == 0) Then
{
Choose Self
Use <Change> on Target
Activate Flower Prong <Type C>
Remove Self
TempVar:Changed = 1
}
}
}
-----------------------------------------------------------------------------
Name: Flower Prong
Lvl: 19 EXP: 200 Win: [ 8] Earth Drum
HP: 550 AP: 20 Steal: -
MP: 68 Gil: 300 Morph: -
---
Weak: Fire, Earth
Asrb: Poison
---
Att: 44 Def: 58 Df%: 1 Dex: 68
MAt: 46 MDf: 300 Lck: 0
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
Manipulate, Berserk
This is Type C: the Flower Prong Type B becomes when damaged enough
---
Attacks:
W Laser
Magical Attack
Formula: HP%
Pwr: [Target's HP * 15 / 16]
MAt%: 98
Tar: 1 Op
Elm: Shoot
Pollen
Physical Attack
Formula: Physical
Pwr: 3/4x Base (52.5)
PAt%: 130
Tar: All Op
Elm: Non-Element
Attr: [ 80] Inflict 'Sleep'
Notes: Status infliction done via Pollen is considered to be No Split,
even though the damage itself is split
Bio2
Magical Attack
Formula: Magical
Pwr: 1 5/16x Base (511.875)
MAt%: 100
Cost: 36 MP
Tar: 1 Op/All Op
Elm: Poison
Attr: [ 48] Inflict 'Poison'
Reflectable
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
Choose Random Opponent
Use Pollen on Target
TempVar:OpeningAttack = 1
} Else {
If ((1/8 Chance) AND (Flower Prong's MP >= 36)) Then
{
Choose Random Opponent
Use Bio2 on Target
} Else {
Choose Random Opponent with Highest HP
Use W Laser on Target
}
}
}
-----------------------------------------------------------------------------
5.9.3 Meltdown Reactor
----- ----------------
Name: Heavy Tank
Lvl: 21 EXP: 340 Win: [ 8] Hi-Potion
HP: 1600 AP: 45 Steal: [32] Phoenix Down
MP: 25 Gil: 1300 Morph: Power Source
---
Void: Gravity
---
Att: 49 Def: 34 Df%: 1 Dex: 68
MAt: 37 MDf: 90 Lck: 0
---
Immune: Frog
---
Attacks:
<Charge>
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (169.5)
PAt%: 80
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Wheelie Attack
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (169.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: Manip.
Big Spiral
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (169.5)
PAt%: 110
Tar: All Op
Elm: Hit
Attr: Manip.
---
AI: Setup
{
Count = Rnd(0..3)
SpclChance = 8
}
AI: Main
{
TempVar:NormalAttack = 0
If (Count == 0 or 1) Then
{
TempVar:NormalAttack = 1
TempVar:ChosenAtt = <Charge>
Count = Count + 1
} Else If (Count == 2) Then {
TempVar:NormalAttack = 1
TempVar:ChosenAtt = Wheelie Attack
Count = 3
} Else {
Choose All Opponents
Use Big Spiral on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose All Opponents
Use Big Spiral on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
Choose All Opponents
Use Big Spiral on Target
}
Count = 0
}
If (TempVar:NormalAttack == 1) Then
{
TempVar:AttackedTarget = 0
If ((2nd Opponent doesn't have Death Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose 2nd Opponent
Use TempVar:ChosenAtt on Target
TempVar:AttackedTarget = 1
}
If ((1st Opponent doesn't have Death Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose 1st Opponent
Use TempVar:ChosenAtt on Target
TempVar:AttackedTarget = 1
}
If ((3rd Opponent doesn't have Death Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose 3rd Opponent
Use TempVar:ChosenAtt on Target
TempVar:AttackedTarget = 1
}
If (TempVar:AttackedTarget == 0) Then
{
Choose Random Opponent
Use TempVar:ChosenAtt on Target
}
}
}
AI: Counter - General
{
If (Heavy Tank's HP <= 25% of Heavy Tank's Max HP) Then
{
SpclChance = 2
} Else If (Heavy Tank's HP <= 50% of Heavy Tank's Max HP) Then {
SpclChance = 3
} Else If (Heavy Tank's HP <= 75% of Heavy Tank's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 8
}
}
=============================================================================
5.10 Cosmo Canyon
-----------------
5.10.1 Cosmo Area
------ ----------
Name: Crown Lance
Lvl: 20 EXP: 225 Win: [ 8] Hi-Potion
HP: 440 AP: 23 Steal: -
MP: 70 Gil: 400 Morph: Dream Powder
---
Weak: Fire
Void: Earth
Asrb: Lightning
---
Att: 34 Def: 30 Df%: 1 Dex: 60
MAt: 31 MDf: 140 Lck: 0
---
Immune: Confusion, Stop, Manipulate, Berserk, Paralysed
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (55)
PAt%: 130
Tar: 1 Op
Elm: Punch
Notes: Only used while Crown Lance is in the frontmost row
Sleepel
Magical Change Status
MAt%: 100
Cost: 8 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Inflict 'Sleep'
Reflectable
Notes: Only used while Crown Lance is not in the frontmost row
Bolt
Magical Attack
Formula: Magical
Pwr: 1/2x Base (153)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Notes: Only used while Crown Lance is not in the frontmost row
Deadly Needles
Magical Attack
Formula: Magical
Pwr: 1/16x Base (19.125)
MAt%: 124
Tar: 1 Op
Elm: Punch
Attr: 100% Inflict 'Petrify'
Notes: Only used as 100% C/A if Crown Lance has Advanced to the front
and HP < 220
Animations:
<Advance>
Moves Crown Lance forward
<Retreat>
Moves Crown Lance backward
---
AI: Setup
{
TempVar:DfltRange = Crown Lance's Range
}
AI: Main
{
Count = Count + 1
If (Crown Lance's Range == 1) Then
{
If (Count > 3) Then {
If (TempVar:DfltRange != 1) Then
{
Choose Self
Use <Retreat> on Target
Crown Lance's Range = Crown Lance's Range + 1
}
Count = 0
} Else {
Choose Random Opponent
Use <Claw> on Target
}
} Else If (Count > 2) Then {
Choose Self
Use <Advance> on Target
Crown Lance's Range = Crown Lance's Range - 1
Count = 0
} Else {
Choose Random Opponent
If ((3/4 Chance) AND (Target doesn't have Sleep Status)) Then
{
Use Sleepel on Target
} Else {
Use Bolt on Target
}
}
}
AI: Counter - General
{
If ((Crown Lance's Range == 1) AND (Crown Lance's HP < 220)) Then
{
Choose Crown Lance's Last Attacker (General)
Use Deadly Needles on Target
Crown Lance's Range = TempVar:DfltRange
}
}
-----------------------------------------------------------------------------
Name: Skeeskee
Lvl: 20 EXP: 222 Win: [ 8] Hyper
HP: 540 AP: 22 Steal: [32] Tranquilizer
MP: 0 Gil: 222 Morph: Hyper
---
No Elemental Properties
---
Att: 45 Def: 40 Df%: 1 Dex: 55
MAt: 33 MDf: 120 Lck: 0
---
Immune: Frog
---
Attacks:
<Beak>
Physical Attack
Formula: Physical
Pwr: 1x Base (101)
PAt%: 103
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Rage Bomber
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (252.5)
PAt%: 75
Tar: 1 Op
Elm: Shout
Attr: [ 72] Inflict 'Fury'
Manip.
Notes: Only used as C/A when HP <= 50% of Max HP, or when Poisoned
---
AI: Main
{
If (Skeeskee has Poison Status) Then
{
Choose Random Opponent
1/2 Chance: Use <Beak> on Target
1/2 Chance: Use Rage Bomber on Target
} Else {
Choose Random Opponent
Use <Beak> on Target
}
}
AI: Counter - General
{
If (Skeeskee's HP <= 50% of Skeeskee's Max HP) Then
{
Choose Skeeskee's Last Attacker (General)
Use Rage Bomber on Target
}
}
-----------------------------------------------------------------------------
Name: Bagrisk
Lvl: 19 EXP: 240 Win: [ 8] Soft
HP: 400 AP: 30 Steal: See Attributes
MP: 50 Gil: 275 Morph: Remedy
---
No Elemental Properties
---
Att: 50 Def: 44 Df%: 1 Dex: 45
MAt: 39 MDf: 100 Lck: 0
---</pre><pre id="faqspan-9">
(Full List) Steal: [32] Soft, [32] Soft, [ 8] Vagyrisk Claw
---
Attacks:
<Tail>
Physical Attack
Formula: Physical
Pwr: 1x Base (108)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Tail twice in a single combo
Stone Strike
Magical Change Status
MAt%: 255
Cost: 10 MP
Tar: 1 Op
Elm: Hidden
Attr: 100% Inflict 'Petrify'
Manip.
Notes: Only used normally once per battle
Quake2
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (522)
MAt%: 100
Cost: 28 MP
Tar: 1 Op/All Op
Elm: Earth
Attr: Reflectable
---
AI: Setup
{
1/3 Chance: Count = 1
2/3 Chance: Count = 0
SpclChance = 16
TempVar:StoneStrike = 1
}
AI: Main
{
If (Count == 0) Then
{
If (At Least One Opponent doesn't have Petrify) Then
{
Choose Random Opponent without Petrify
Use <Tail> on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent without Petrify
Use <Tail> on Target
}
Count = 1
} Else If (Count == 1) Then {
If (At Least One Opponent doesn't have Petrify) Then
{
If ((Bagrisk's MP >= 28) AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent without Petrify
Use Quake2 on Target
} Else {
Choose Random Opponent without Petrify
Use <Tail> on Target
}
}
Count = 2
} Else {
If (At Least One Opponent doesn't have Petrify Status) Then
{
If ((Rnd(1..SpclChance) == 1) AND (TempVar:StoneStrike == 1)) Then
{
Choose Random Opponent without Petrify Status
Use Stone Strike on Target
TempVar:StoneStrike = 0
} Else {
Choose Random Opponent without Petrify Status
Use <Tail> on Target
}
}
Count = 0
}
}
AI: Counter - General
{
If (Bagrisk's HP <= 25% of Bagrisk's Max HP) Then
{
SpclChance = 3
} Else If (Bagrisk's HP <= 50% of Bagrisk's Max HP) Then {
SpclChance = 6
} Else If (Bagrisk's HP <= 75% of Bagrisk's Max HP) Then {
SpclChance = 9
} Else {
SpclChance = 16
}
}
-----------------------------------------------------------------------------
Name: Desert Sahagin
Lvl: 20 EXP: 230 Win: [ 8] Potion
HP: 580 AP: 21 Steal: [32] Potion
MP: 0 Gil: 300 Morph: Fire Veil
---
AutoH: Punch
Weak: Ice
Half: Fire
Asrb: Water
---
Att: 46 Def: 32 Df%: 1 Dex: 56
MAt: 38 MDf: 120 Lck: 0
---
No Special Attributes
---
Attacks:
<Harpoon>
Physical Attack
Formula: Physical
Pwr: 1x Base (102)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Sandgun
Physical Change Status
PAt%: 120
Tar: 1 Op
Elm: Earth
Attr: [ 48] Inflict 'Darkness'
Manip.
Animations:
<Shell Defense>
Notes: Used as Hurt Animation when Desert Sahagin's Def is set to 512
BUG: Desert Sahagin's Def will permenantly be 512 once this is
active. There is a 1/16 chance per action *ANY* ally or enemy
takes (whether it hits Desert Sahagin or not) that Shell
Defense will be set
---
AI: Setup
{
TempVar:CurHurt = Desert Sahagin's HurtAnim
TempVar:CurDef = Desert Sahagin's Def
}
AI: Main
{
Choose Random Opponent
1/2 Chance: Use Sandgun on Target
1/2 Chance: Use <Harpoon> on Target
}
AI: Counter - PreTurn
{
TempVar:CurHurt = Desert Sahagin's HurtAnim
TempVar:CurDef = Desert Sahagin's Def
If (1/16 Chance) Then
{
Desert Sahagin's HurtAnim = Shell Defense
Desert Sahagin's Def = 512
}
}
-----------------------------------------------------------------------------
Name: Griffin
Lvl: 21 EXP: 260 Win: 100% Phoenix Down
HP: 760 AP: 25 Steal: [32] Phoenix Down
MP: 40 Gil: 350 Morph: Phoenix Down
---
No Elemental Properties
---
Att: 45 Def: 42 Df%: 1 Dex: 58
MAt: 35 MDf: 160 Lck: 0
---
Immune: Sleep, Confusion, Stop, Frog, Small, Manipulate, Berserk, Paralysed
Transformation: 1st Form is default
2nd Form flies in the air and has Can't Reach
Note that the first time Griffin takes to the air, it'll have 31 Df%
The first time it lands again after that, it'll have 0 Df%
After that, it will have 0 Df% on the ground, and 30 Df% in the air
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (103)
PAt%: 130
Tar: 1 Op
Elm: Punch
Notes: Only in 1st Form
Peacock
Magical MP Attack
Formula: Magical
Pwr: 1/4x Base (84)
MAt%: 140
Cost: 8 MP
Tar: All Op (NS)
Elm: Non-Element
Notes: Only in 1st Form
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (103)
PAt%: 130
Tar: 1 Op
Elm: Punch
Notes: Only in 2nd Form
<Peacock>
Magical MP Attack
Formula: Magical
Pwr: 1/4x Base (84)
MAt%: 140
Cost: 8 MP
Tar: All Op (NS)
Elm: Non-Element
Notes: Only in 2nd Form
---
AI: Setup
{
TempVar:DfltDf% = Griffin's Df%
}
AI: Main
{
If (Griffin's IdleAnim == On Land) Then
{
1/4 Chance:
{
If (TempVar:1stLandAttack == 1) Then
{
Choose Random Opponent
Use <Claw> on Target
} Else {
Choose Self
Use <> on Target
Griffin's IdleAnim = In Air
Griffin's Df% = Griffin's Df% + 30
Griffin's Range = 16
TempVar:1stFlyAttack = 1
}
TempVar:1stLandAttack = 0
}
1/4 Chance:
{
Choose Random Opponent
Use Peacock on Target
TempVar:1stLandAttack = 0
}
1/2 Chance:
{
Choose Random Opponent
Use <Claw> on Target
TempVar:1stLandAttack = 0
}
} Else {
1/4 Chance:
{
If (TempVar:1stFlyAttack == 1) Then
{
Choose Random Opponent
Use <Peacock> on Target
} Else {
Choose Self
Use <> on Target
Griffin's IdleAnim = On Land
Griffin's Df% = 0
Griffin's Range = 1
TempVar:1stLandAttack = 1
}
TempVar:1stFlyAttack = 0
}
1/4 Chance:
{
Choose Random Opponent
Use <Claw> on Target
TempVar:1stFlyAttack = 0
}
1/2 Chance:
{
Choose Random Opponent
Use <Peacock> on Target
TempVar:1stFlyAttack = 0
}
}
}
AI: Counter - General
{
If (Griffin's IdleAnim == On Land) Then
{
Griffin's HurtAnim = Flinch (On Land)
} Else {
Griffin's HurtAnim = Flinch (In Air)
}
}
-----------------------------------------------------------------------------
Name: Golem
Lvl: 24 EXP: 300 Win: [ 8] Hi-Potion
HP: 1000 AP: 22 Steal: [ 8] Turbo Ether
MP: 0 Gil: 500 Morph: -
---
No Elemental Properties
---
Att: 60 Def: 56 Df%: 1 Dex: 80
MAt: 5 MDf: 100 Lck: 0
---
Immune: Confusion, Frog, Small, Manipulate, Berserk
Listed above are Golem's default stats. Immediately after its first turn,
those stats will be reset to:
No Advance 1st Advance 2nd Advance
Att: 48 52 56
Def: 80 72 64
MAt: 243 249 255
MDf: 130 120 110
Also note that if the Golem is restored to *MORE* HP than he had last time
he countered, it will count as a *COLOSSAL* amount of HP Difference; the
script has no real concept of negative numbers. This means that a drop of
200 HP or more or a gain of 1 HP or more from the last time the Golem
retreated is enough to make it retreat again.
This is also why the Golem's MAt is so high once battle begins.
---
Attacks:
<Golem Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (150)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Only used if Golem has not Advanced at all
Finger Shot
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (187.5)
PAt%: 120
Tar: 1 Op
Elm: Shoot
Notes: Only used if Golem has not Advanced at all
Megaton Punch
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (281.25)
PAt%: 110
Tar: 1 Op
Elm: Hit
Notes: Only used when Golem has Advanced twice
Animations:
<Advance>
Moves Golem forward
<Retreat>
Moves Golem backward
Notes: Only as a C/A once 200 damage has been dealt since last Retreat
---
AI: Setup
{
TempVar:Row = 3
TempVar:DfltAtt = Golem's Att
TempVar:DfltMAt = Golem's MAt
TempVar:DfltDef = Golem's Def
TempVar:DfltMDf = Golem's MDf
TempVar:LastHP = Golem's HP
}
AI: Main
{
If (TempVar:BackRowAttack == 0) Then
{
Choose Random Opponent
2/3 Chance: Use <Golem Punch> on Target
1/3 Chance: Use Finger Shot on Target
TempVar:BackRowAttack = 1
} Else If (TempVar:Row == 1) Then {
Choose Random Opponent
Use Megaton Punch on Target
} Else {
Choose Self
Use <Advance> on Target
TempVar:Row = TempVar:Row - 1
}
Golem's Att = TempVar:DfltAtt - TempVar:Row * 4
Golem's MAt = TempVar:DfltMAt - TempVar:Row * 6
Golem's Def = TempVar:DfltDef + TempVar:Row * 8
Golem's MDf = TempVar:DfltMDf + TempVar:Row * 10
}
AI: Counter - General
{
TempVar:DmgCounter = TempVar:DmgCounter + (TempVar:LastHP - Golem's HP)
If (TempVar:DmgCounter > 200) Then
{
Choose Self
If (TempVar:Row < 3) Then
{
Use <Retreat> on Target
TempVar:Row = TempVar:Row + 1
Golem's Att = TempVar:DfltAtt - TempVar:Row * 4
Golem's MAt = TempVar:DfltMAt - TempVar:Row * 6
Golem's Def = TempVar:DfltDef + TempVar:Row * 8
Golem's MDf = TempVar:DfltMDf + TempVar:Row * 10
If (TempVar:Row == 3) Then
{
TempVar:BackRowAttack = 0
}
}
TempVar:DmgCounter = 0
}
TempVar:LastHP = Golem's HP
}
-----------------------------------------------------------------------------
5.10.2 Caves of the Gi
------ ---------------
Name: Sneaky Step
Lvl: 21 EXP: 270 Win: [ 8] M-Tentacles
HP: 600 AP: 24 Steal: -
MP: 65 Gil: 330 Morph: Ghost Hand
---
No Elemental Properties
---
Att: 52 Def: 30 Df%: 1 Dex: 62
MAt: 25 MDf: 130 Lck: 0
---
No Special Attributes
---
Attacks:
Triple Attack
Physical Attack
Formula: Physical
Pwr: 1x Base (120)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Death Sentence
Magical Change Status
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Death-sentence'
Manip.
---
AI: Main
{
If (At Least One Opponent doesn't have Death-sentence Status) Then
{
Choose Random Opponent without Death-sentence
1/4 Chance: Use Death Sentence on Target
3/4 Chance: Use Triple Attack on Target
}
}
-----------------------------------------------------------------------------
Name: Heg
Lvl: 22 EXP: 250 Win: [ 8] Hi-Potion
HP: 400 AP: 20 Steal: -
MP: 0 Gil: 240 Morph: -
---
Weak: Ice
Asrb: Poison
---
Att: 46 Def: 30 Df%: 1 Dex: 40
MAt: 5 MDf: 64 Lck: 0
---
Immune: Poison
---
Attacks:
<Poison Fang>
Physical Attack
Formula: Physical
Pwr: 1x Base (108)
PAt%: 110
Tar: 1 Op
Elm: Hit
Attr: 100% Inflict 'Poison'
Berserk Attack
Manip.
Halt Whip
Physical Attack
Formula: Physical
Pwr: 7/8x Base (94.5)
PAt%: 110
Tar: 1 Op
Elm: Punch
Attr: [ 28] Inflict 'Paralysed'
Manip.
---
AI: Setup
{
Count = Rnd(0..3)
}
AI: Main
{
If (Count < 2) Then
{
If (At Least One Opponent doesn't have Poison Status) Then
{
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed but without Poison Status
} Else {
Choose Random Opponent without Poison Status
}
Use <Poison Fang> on Target
}
Count = Count + 1
} Else {
If (At Least One Opponent doesn't have Paralysed Status) Then
{
If (At Least One Opponent has Poison Status) Then
{
Choose Random Opponent with Poison but without Paralysed Status
} Else {
Choose Random Opponent without Paralysed Status
}
Use Halt Whip on Target
}
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Gi Spector
Lvl: 23 EXP: 260 Win: [ 8] Smoke Bomb
HP: 450 AP: 20 Steal: -
MP: 88 Gil: 150 Morph: Ghost Hand
---
Weak: Fire, Holy
Asrb: Restorative
---
Att: 45 Def: 30 Df%: 1 Dex: 59
MAt: 35 MDf: 120 Lck: 0
---
Immune: Frog
---
Attacks:
Skewer
Physical Attack
Formula: Physical
Pwr: 1x Base (109)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Hell Spear
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (136.25)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: [ 28] Inflict 'Paralysed'
Manip.
Death Sentence
Magical Change Status
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Death-sentence'
Manip.
Notes: Only used as C/A
---
AI: Main
{
If (Count < 3) Then
{
If (At Least One Opponent doesn't have Death-sentence) Then
{
Choose Random Opponent without Death-sentence with Lowest HP
Use Skewer on Target
}
Count = Count + 1
} Else {
If (At Least One Opponent doesn't have Death-sentence Status) Then
{
Choose Random Opponent without Death-sentence with Lowest HP
If ((Target's HP <= 50% of Target's Max HP) AND (1/2 Chance)) Then
{
Use Hell Spear on Target
} Else {
Use Skewer on Target
}
}
Count = 0
}
}
AI: Counter - General
{
If ((At Least One Opponent doesn't have Death-sentence Status)
AND (1/2 Chance)) Then
{
Choose Random Opponent without Death-sentence with Lowest HP
If (Target's HP <= 3 * [Target's Max HP / 4]) Then
{
Use Death Sentence on Target
}
} Else {
Choose Gi Spector's Last Attacker (General)
Use Skewer on Target
}
}
-----------------------------------------------------------------------------
Name: Stinger
Lvl: 25 EXP: 290 Win: [ 8] Hi-Potion
HP: 2200 AP: 25 Steal: [ 8] Ether
MP: 60 Gil: 358 Morph: -
---
No Elemental Properties
---
Att: 60 Def: 56 Df%: 1 Dex: 68
MAt: 40 MDf: 100 Lck: 0
---
Immune: Manipulate, Paralysed
---
Attacks:
<Sting>
Physical Attack
Formula: Physical
Pwr: 1x Base (152)
PAt%: 110
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Notes: Will sometimes use Sting twice in a single combo
Sting Bomb
Magical Attack
Formula: HP%
Pwr: [Target's HP * 3 / 4]
MAt%: 100
Cost: 20 MP
Tar: 1 Op
Elm: Punch
Notes: Also used as possible C/A twice during battle
Rabbit Gouge
Physical Attack
Formula: Physical
Pwr: 2x Base (304)
PAt%: 110
Tar: 1 Op
Elm: Punch
---
AI: Setup
{
SpclChance = 4
Count = Rnd(0..3)
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Sting> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Sting> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Sting Bomb on Target
} Else {
Choose Random Opponent
Use <Sting> on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 3
} Else {
Count = 0
}
} Else {
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Rabbit Gouge on Target
} Else {
Choose Random Opponent
Use <Sting> on Target
}
Count = 0
}
}
AI: Counter - General
{
If ((Stinger's HP <= 25% of Stinger's Max HP) AND (SpclChance == 2)) Then
{
Choose Stinger's Last Attacker (General)
Use Sting Bomb on Target
SpclChance = 1
} Else If ((Stinger's HP <= 50% of Stinger's Max HP)
AND (SpclChance == 3)) Then {
Choose Stinger's Last Attacker (General)
Use Sting Bomb on Target
SpclChance = 2
} Else If ((Stinger's HP <= 75% of Stinger's Max HP)
AND (SpclChance == 4)) Then {
SpclChance = 3
}
}
-----------------------------------------------------------------------------
Name: Gi Nattak
Lvl: 29 EXP: 1400 Win: 100% Wizer Staff
HP: 5500 AP: 150 Steal: -
MP: 200 Gil: 3000 Morph: -
---
Weak: Holy
Void: Earth, Gravity, Water
Asrb: Restorative
---
Att: 70 Def: 70 Df%: 1 Dex: 75
MAt: 25 MDf: 140 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed
---
Attacks:
<Spear Attack>
Physical Attack
Formula: Physical
Pwr: 2 3/16x Base (566.5625)
PAt%: 100
Tar: 1 Op
Elm: Punch
Drain
Magical Absorb
Formula: Magical
Pwr: 3/8x Base (121.5)
MAt%: 255
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Aspil
Magical MP Absorb
Formula: Magical
Pwr: 1/8x Base (40.5)
MAt%: 255
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
DeBarrier
Magical Change Status
MAt%: 255
Cost: 12 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: 100% Cure 'Barrier', 'MBarrier', 'Reflect', 'Shield'
Animations:
Take Over
Orders a Soul Fire to possess the selected target
<Vanish>
Gi Nattak's Death Animation
---
AI: Main
{
Count = Count + 1
Choose Random Opponent
If (Count == 0 or 2) Then
{
If ((Target has Barrier or MBarrier Status) AND (1/3 Chance)) Then
{
Use DeBarrier on Target
} Else {
3/5 Chance: Use Drain on Target
1/5 Chance:
{
Use Aspil on Target
Use Spear Attack on Target
}
1/5 Chance: Use Spear Attack on Target
}
} Else If (Count == 1) Then {
If ((Soul Fire A's CustomVar:SoulFire == 0)
AND (Target's CustomVar:SoulFire == 0)
AND (Soul Fire A doesn't have Death Status)) Then
{
Use Take Over on Target
Soul Fire A's CustomVar:SoulFire = 1
Make Soul Fire A Invisible
Soul Fire A's IdleAnim = Invisible
Target's CustomVar:SoulFire = 100
} Else {
Use <Spear Attack> on Target
}
} Else If (Count == 3) Then {
If ((Soul Fire B's CustomVar:SoulFire == 0)
AND (Target's CustomVar:SoulFire == 0)
AND (Soul Fire B doesn't have Death Status)) Then
{
Use Take Over on Target
Soul Fire B's CustomVar:SoulFire = 1
Make Soul Fire B Invisible
Soul Fire B's IdleAnim = Invisible
Target's CustomVar:SoulFire = 101
} Else {
Use <Spear Attack> on Target
}
Count = -1
}
}
AI: Counter - Death
{
Turn off Death Handling for all Soul Fires
Remove Soul Fires
Turn off Death Handling for Gi Nattak
Choose Self
Use <Vanish> on Target
}
-----------------------------------------------------------------------------
Name: Soul Fire
Lvl: 21 EXP: 200 Win: [ 8] Phoenix Down
HP: 1300 AP: 10 Steal: -
MP: 220 Gil: 100 Morph: -
---
Weak: Wind, Holy
Void: Earth, Poison, Gravity, Water
Asrb: Fire
---
Att: 16 Def: 130 Df%: 1 Dex: 60
MAt: 16 MDf: 10 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Paralysed
If Gi Nattak dies, Soul Fire is removed leaving no XP, AP, Gil or items
(providing it is not already dead)
Soul Fire has two main modes; either in resting position, where it casts
Fire2 on itself continually, or in attack mode, where Gi Nattak has ordered
it to take over a character. In this mode, it is untargetable, and Soul
Fire will cast Fire2 on that target every chance it gets. If this casting of
Fire2 is reflected, it will hit the hidden Soul Fire and heal it
The Soul Fire will not emerge unless the possessed character dies or four
turns have passed
---
Attacks:
Fire2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (277.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Soul Fire uses special targeting as shown in the Attributes
section
<Take Over>
Physical Misc Ability
PAt%: 255
Tar: 1 Op
Attr: Never used
Animations:
<Return>
Soul Fire reappears back into resting state
Notes: Soul Fire reappears and is again a valid target for the player
---
AI: Main
{
If (Self is Soul Fire A)
{
Choose Target with CustomVar:SoulFire = 100
} Else {
Choose Target with CustomVar:SoulFire = 101
}
If (SoulFire's CustomVar:SoulFire != 0) Then
{
If ((Target has Death Status) OR (TempVar:PossessTurns > 3)) Then
{
Target's CustomVar:SoulFire = 0
Choose Self
Use <Return> on Target
Make Soul Fire Visible
Soul Fire's IdleAnim = Visible
Soul Fire's CustomVar:SoulFire = 0
TempVar:PossessTurns = 0
} Else {
Use Fire2 on Target
TempVar:PossessTurns = TempVar:PossessTurns + 1
If (Target has Death Status) Then
{
Target's CustomVar:SoulFire = 0
Choose Self
Use <Return> on Target
Make Soul Fire Visible
Soul Fire's IdleAnim = Visible
Soul Fire's CustomVar:SoulFire = 0
TempVar:PossessTurns = 0
}
}
} Else {
If (Soul Fire's MP >= 22) Then
{
Choose Self
Use Fire2 on Target
}
}
}
=============================================================================
5.11 Nibelheim
--------------
5.11.1 Nibel Area
------ ----------
Name: Nibel Wolf
Lvl: 23 EXP: 265 Win: [ 8] Luchile Nut
HP: 700 AP: 24 Steal: [ 8] Luchile Nut
MP: 0 Gil: 260 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 50 Def: 36 Df%: 1 Dex: 57
MAt: 5 MDf: 160 Lck: 0
---
Nibel Wolves will gain 265 EXP and 260 Gil per successful casting of Howling
They can only use Howling three times per battle maximum however
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (120)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Fang
Physical Attack
Formula: Physical
Pwr: 1x Base (120)
PAt%: 120
Tar: 1 Op
Elm: Hit
Attr: Manip.
Howling
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP]
MAt%: 255
Tar: 1 Al
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status and target does
not absorb Restorative
100% chance of killing targets that absorb Restorative
100% Cure 'Death'
Notes: Only targets dead Nibel Wolves
Animations:
<Howling>
May be used if there's a Nibel Wolf ally is dead
Designates a 'failed' attempt at Howling
---
AI: Setup
{
TempVar:EXP = Nibel Wolf's EXP Value
TempVar:Gil = Nibel Wolf's Gil Value
TempVar:Howling = 3
}
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
Choose Random Opponent
Use <Bodyblow> on Target
Count = Count + 1
} Else If (Count == 3) Then {
Choose Random Opponent
Use Fang on Target
Count = 4
} Else {
If ((At Least One Nibel Wolf has Death Status)
AND (TempVar:Howling > 0)) Then
{
If (1/3 Chance) Then
{
Choose Random Nibel Wolf with Death Status
Use Howling on Target
Nibel Wolf's EXP Value = Nibel Wolf's EXP Value + TempVar:EXP
Nibel Wolf's Gil Value = Nibel Wolf's Gil Value + TempVar:Gil
TempVar:Howling = TempVar:Howling - 1
} Else {
Choose Self
Use <Howling> on Target
}
} Else {
Choose Random Opponent
Use Fang on Target
}
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Valron
Lvl: 24 EXP: 300 Win: [ 8] Hi-Potion
HP: 950 AP: 30 Steal: -
MP: 80 Gil: 300 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 50 Def: 50 Df%: 1 Dex: 49
MAt: 45 MDf: 180 Lck: 0
---
Immune: Confusion, Frog, Small, Berserk
Transformation: 1st Form stands on the ground; Default Stats
2nd Form flies in the air
2nd Form has Can't Reach; Df%: 21
Valron is randomly in 1st or 2nd Form at start of battle
---
Attacks:
<Speed Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (124)
PAt%: 110
Tar: 1 Op
Elm: Hit
Attr: Manip.
Jump Kick
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (155)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Manip.
<Dive Kick>
Magical Attack
Formula: Max HP%
Pwr: [Target's Max HP / 4]
MAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Manip.
DeSpell
Magical Change Status
MAt%: 255
Cost: 20 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: 100% Cure 'Haste', 'Slow', 'Stop', 'Regen', 'Barrier', 'MBarrier',
'Reflect', 'Shield', 'Death Force', 'Resist'
MBarrier
Magical Change Status
Auto Hit
Cost: 24 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'MBarrier'
Reflectable
Demi3
Magical Attack
Formula: HP%
Pwr: [Target's HP * 3 / 4]
MAt%: 75
Cost: 48 MP
Tar: 1 Op/All Op (NS)
Elm: Gravity
---
AI: Setup
{
TempVar:DfltDf% = Valron's Df%
If (1/2 Chance) Then
{
Valron's IdleAnim = In Air
Valron's HurtAnim = Flinch (In Air)
Valron's Df% = Valron's Df% + 20
}
}
AI: Main
{
TempVar:FlyAttack == None
If (Valron's IdleAnim = On Land) Then
{
1/4 Chance:
{
Valron's IdleAnim = In Air
Valron's HurtAnim = Flinch (In Air)
Valron's Df% = Valron's Df% + 20
1/2 Chance: TempVar:FlyAttack = Demi3
1/2 Chance: TempVar:FlyAttack = Dive Kick
}
1/4 Chance:
{
Choose Random Opponent
Use <Speed Punch> on Target
}
1/2 Chance:
{
Choose Random Opponent
Use Jump Kick on Target
}
} Else If (Valron doesn't have MBarrier Status) Then {
11/64 Chance:
{
Valron's IdleAnim = On Land
Valron's HurtAnim = Flinch (On Land)
Valron's Df% = TempVar:DfltDf%
}
3/64 Chance: TempVar:FlyAttack = Demi3
3/64 Chance: TempVar:FlyAttack = MBarrier on Ally
3/64 Chance: TempVar:FlyAttack = Dive Kick
12/64 Chance: TempVar:FlyAttack = DeSpell
32/64 Chance: TempVar:FlyAttack = MBarrier on Self
} Else {
1/8 Chance:
{
Valron's IdleAnim = On Land
Valron's HurtAnim = Flinch (On Land)
Valron's Df% = TempVar:DfltDf%
}
1/8 Chance: TempVar:FlyAttack = Demi3
1/8 Chance: TempVar:FlyAttack = MBarrier on Ally
1/8 Chance: TempVar:FlyAttack = Dive Kick
1/2 Chance: TempVar:FlyAttack = DeSpell
}
If (TempVar:FlyAttack != None) Then
{
If (TempVar:FlyAttack == Dive Kick) Then
{
Choose Random Opponent
Use <Dive Kick> on Target
}
If (TempVar:FlyAttack == MBarrier on Self) Then
{
If (Valron's MP >= 24) Then
{
Choose Self
Use MBarrier on Target
} Else {
Choose Random Opponent
Use <Dive Kick> on Target
}
}
If (TempVar:FlyAttack == MBarrier on Ally) Then
{
If ((Valron's MP >= 24)
AND (At Least One Ally doesn't have MBarrier Status)) Then
{
Choose Random Ally without MBarrier Status
Cast MBarrier on Target
} Else {
Choose Random Opponent
Use <Dive Kick> on Target
}
}
If (TempVar:FlyAttack == Demi3) Then
{
If (Valron's MP >= 48) Then
{
Choose Random Opponent with Highest HP
Use Demi3 on Target
} Else {
Choose Random Opponent
Use <Dive Kick> on Target
}
}
If (TempVar:FlyAttack == DeSpell) Then
{
TempVar:ChosenAtt = DeSpell
TempVar:UseDeSpell = 1
If (Valron has Slow Status) Then
{
Choose Self
} Else If (At Least One Ally has Slow Status) Then {
Choose Random Ally with Slow Status
} Else If (At Least One Ally has Stop Status) Then {
Choose Random Ally with Stop Status
} Else If (At Least One Ally has Silence Status) Then {
Choose Random Ally with Silence Status
} Else If (At Least One Opponent has Barrier Status) Then {
Choose Random Opponent with Barrier Status
} Else If (At Least One Opponent has Haste Status) Then {
Choose Random Opponent with Haste Status
} Else If (At Least One Opponent has MBarrier Status) Then {
Choose Random Opponent with MBarrier Status
} Else If (At Least One Opponent has Reflect Status) Then {
Choose Random Opponent with Reflect Status
} Else If (At Least One Opponent has Regen Status) Then {
Choose Random Opponent with Regen Status
} Else (
Choose Random Opponent
TempVar:ChosenAtt = <Dive Kick>
TempVar:UseDeSpell = 0
}
If (TempVar:UseDeSpell == 1) Then
{
If (Valron's MP < TempVar:ChosenAtt's MP Cost) Then
{
Choose Random Opponent
TempVar:ChosenAtt = <Dive Kick>
}
}
Use TempVar:ChosenAtt on Target
}
}
}
-----------------------------------------------------------------------------
5.11.2 Shinra Mansion
------ --------------
Name: Mirage
Lvl: 24 EXP: 290 Win: [ 8] Mirror
HP: 570 AP: 22 Steal: -
MP: 0 Gil: 280 Morph: -
---
No Elemental Properties
---
Att: 50 Def: 36 Df%: 1 Dex: 50
MAt: 45 MDf: 100 Lck: 0
---
Immune: Confusion, Frog, Reflect, Manipulate, Berserk
Perma-Reflect
---
Attacks:
<Swing Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (124)
PAt%: 90
Tar: 1 Op
Elm: Hit
---
AI: Setup
{
Inflict Reflect on Mirage
}
AI: Main
{
If (At Least One Opponent doesn't have Death-sentence)
{
Choose Random Opponent without Death-sentence
} Else {
Choose Random Opponent
}
Use <Swing Attack> on Target
If (1/2 Chance) Then
{
If (At Least One Opponent doesn't have Death-sentence)
{
Choose Random Opponent without Death-sentence
} Else {
Choose Random Opponent
}
Use <Swing Attack> on Target
}
}
-----------------------------------------------------------------------------
Name: Dorky Face
Lvl: 23 EXP: 300 Win: [ 8] Phoenix Down
HP: 520 AP: 35 Steal: [32] Echo Screen
MP: 80 Gil: 202 Morph: Mute Mask
---
No Elemental Properties
---
Att: 50 Def: 36 Df%: 30 Dex: 35
MAt: 40 MDf: 120 Lck: 0
---
No Special Attributes
---
Attacks:
<Cutter>
Physical Attack
Formula: Physical
Pwr: 1x Base (120)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Curses
Magical Change Status
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Hidden
Attr: 100% Inflict 'Silence'
Manip.
Funny Breath
Magical Change Status
MAt%: 255
Cost: 10 MP
Tar: All Op (NS)
Elm: Hidden
Attr: [ 24] Inflict 'Confusion'
Manip.
Animations:
<Ascend>
Dorky Face rises up into the ceiling
Notes: Used when you have three party members all inflicted with Silence
and Paralysed at the same time
---
AI: Setup
{
1/2 Chance: TempVar:FunnyBreath = 1
1/2 Chance: TempVar:FunnyBreath = 0
}
AI: Main
{
If (TempVar:Escape == 1) Then
Remove Self
} Else If (All Three Opponents have Silence and Paralysed Status) Then {
Make Dorky Face Invisible
Choose Self
Use <Ascend> on Target
TempVar:Escape = 1
} Else {
If (Count == 0) Then
{
If (TempVar:FunnyBreath == 0) Then
{
If (At Least One Opponent doesn't have Silence Status) Then
{
Choose Random Opponent without Silence Status
Use Curses on Target
} Else {
Choose Random Opponent
Use <Cutter> on Target
}
TempVar:FunnyBreath = 1
} Else {
If (At Least One Opponent doesn't have Paralysed Status) Then
{
Choose All Opponents without Paralysed Status
Use Funny Breath on Target
} Else {
Choose Random Opponent
Use <Cutter> on Target
}
TempVar:FunnyBreath = 0
}
Count = 1
} Else If (Count == 1 or 2) Then {
Count = Count + 1
} Else {
Choose Random Opponent
Use <Cutter> on Target
Count = 0
}
}
}
-----------------------------------------------------------------------------
Name: Jersey
Lvl: 25 EXP: 320 Win: [ 8] Turbo Ether
HP: 500 AP: 30 Steal: [32] Turbo Ether
MP: 100 Gil: 384 Morph: -
---
No Elemental Properties
---
Att: 55 Def: 40 Df%: 5 Dex: 60
MAt: 15 MDf: 144 Lck: 10
---
Immune: Confusion, Stop, Frog, Manipulate, Berserk, Paralysed
Transformation: 1st Form is default and is immune to Magical Attacks
2nd Form occurs as a C/A and is immune to Physical Attacks
---
Attacks:
Spin Attack
Physical Attack
Formula: Physical
Pwr: 1x Base (139)
PAt%: 90
Tar: 1 Op
Elm: Hit
????
Physical Attack
Formula: Custom
Pwr: Caster's Max HP - Caster's HP
PAt%: 100
Cost: 3 MP
Tar: 1 Op
Elm: Non-Element
Notes: Only in 1st Form
Fire2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (300)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Only in 2nd Form
Animations:
<Lean to LL>
Tilt the scales to the left: Change to 2nd Form
Notes: 100% C/A against physical damage
<Lean to LR>
Tilt the scales to the right: Change to 1st Form
Notes: BUG: Jersey will never use this
---
AI: Setup
{
If (Jersey's IdleAnim == Lean-to-Right) Then
{
Jersey's Physical Immunity = Off
Jersey's Magical Immunity = On
} Else {
Jersey's Physical Immunity = On
Jersey's Magical Immunity = Off
}
SpclChance = 6
}
AI: Main
{
If (Jersey's IdleAnim == Lean-to-Right) Then
{
If ((Jersey's MP >= 3) AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent
Use ???? on Target
} Else {
Choose Random Opponent
Use Spin Attack on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Spin Attack on Target
}
}
} Else {
If ((Jersey's MP >= 22) AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent
Use Fire2 on Target
} Else {
Choose Random Opponent
Use Spin Attack on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Spin Attack on Target
}
}
}
}
AI: Counter - General
{
If (Jersey's HP <= 25% of Jersey's Max HP) Then
{
SpclChance = 3
} Else If (Jersey's HP <= 50% of Jersey's Max HP) Then {
SpclChance = 4
} Else If (Jersey's HP <= 75% of Jersey's Max HP) Then {
SpclChance = 5
} Else {
SpclChance = 6
}
}
AI: Counter - Physical
{
If (Jersey's IdleAnim == Lean-to-Right) Then
{
Choose Self
Use <Lean to LL> on Target
Jersey's IdleAnim = Lean-to-Left
Jersey's HurtAnim = Flinch (Lean-to-Left)
Jersey's Physical Immunity = On
Jersey's Magical Immunity = Off
}
}
AI: Counter - Magical
{
If (Jersey's IdleAnim == Flinch (Lean-to-Left)) Then
{
Choose Self
Use <Lean to LR> on Target
Jersey's IdleAnim = Lean-to-Right
Jersey's HurtAnim = Flinch (Lean-to-Right)
Jersey's Physical Immunity = Off
Jersey's Magical Immunity = On
}
}
-----------------------------------------------------------------------------
Name: Ghirofelgo
Lvl: 26 EXP: 380 Win: [ 8] Phoenix Down
HP: 1600 AP: 44 Steal: -
MP: 0 Gil: 300 Morph: -
---
Weak: Gravity
Void: Earth
---
Att: 50 Def: 100 Df%: 33 Dex: 120
MAt: 35 MDf: 400 Lck: 0
---
Immune: Death, Poison, Confusion, Haste, Slow, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed
Transformation: 1st Form is default
2nd Form has Ghirofelgo on ground
Transforms to 2nd Form occurs as a 1/8 chance after anything that causes
a general counter
Transforms to 1st Form after successful use of <Catch Chain>
---
Attacks:
<Guillotine>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (325)
PAt%: 255
Tar: 1 Op
Elm: Cut
Notes: Only used in 1st Form
Animations:
<Catch Chain>
Notes: Only used when Ghirofelgo is in 2nd Form
Transforms Ghirofelgo back to 1st form
<Fail to catch>
Notes: Only used when Ghirofelgo is in 2nd form
---
AI: Setup
{
TempVar:FallenTurns = 2
TempVar:SwingTurns = 3
}
AI: Main
{
If (Ghirofelgo's IdleAnim == Swinging) Then
{
If ((1/8 Chance) OR (TempVar:SwingTurns == 0)) Then
{
Choose Random Opponent
Use <Guillotine> on Target
TempVar:SwingTurns = 3
} Else {
TempVar:SwingTurns = TempVar:SwingTurns - 1
}
} Else {
If ((1/3 Chance) OR (TempVar:FallenTurns == 0)) Then
{
Choose Self
Use <Catch Chain> on Target
Ghirofelgo's IdleAnim = Swinging
} Else {
Choose Self
Use <Fail to catch> on Target
TempVar:FallenTurns = TempVar:FallenTurns - 1
}
}
}
AI: Counter - General
{
If (Ghirofelgo's IdleAnim == Swinging) Then
{
Ghirofelgo's HurtAnim = Flinch (Swinging)
If (1/8 Chance) Then
{
Choose Self
Use <> on Target
Ghirofelgo's IdleAnim = Fallen
TempVar:FallenTurns = 2
}
} Else {
Ghirofelgo's HurtAnim = Flinch (Fallen)
}
}
-----------------------------------------------------------------------------
Name: Lost Number
Lvl: 35 EXP: 2000 Win: 100% Cosmo Memory
HP: 7000 AP: 80 Steal: -
MP: 300 Gil: 2000 Morph: -
---
Void: Gravity
---
Att: 80 Def: 120 Df%: 1 Dex: 82
MAt: 35 MDf: 280 Lck: 1
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
This is Type A: the Lost Number you meet first in battle
He will transform to either Type B or Type C as a 100% C/A if his
SpclChance variable falls to 3. This can only occur at 3498 HP or
below
He will change to Type B if the hit that causes this was a magical attack
He will change to Type C if the hit that causes this was a physical attack
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (341)
PAt%: 95
Tar: 1 Op
Elm: Hit
Bolt
Magical Attack
Formula: Magical
Pwr: 1/2x Base (210)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Notes: Lost Number will never use this
Bolt2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (525)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
---
AI: Setup
{
Count = Rnd(0..2)
SpclChance = 6
}
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent
Use <Punch> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Punch> on Target
}
1/3 Chance: Count = 2
2/3 Chance: Count = 1
} Else If (Count == 1) Then {
Choose Random Opponent
Use <Punch> on Target
If ((Target doesn't have Death Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent
Use <Punch> on Target
}
1/3 Chance: Count = 2
2/3 Chance: Count = 0
} Else {
If ((Lost Number's MP >= 22)
AND (At Least One Opponent doesn't have Reflect)) Then
{
Choose Random Opponent without Reflect
Use Bolt2 on Target
} Else {
Choose Random Opponent
Use <Punch> on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
If ((Lost Number's MP >= 22)
AND (At Least One Opponent doesn't have Reflect)) Then
{
Choose Random Opponent without Reflect
Use Bolt2 on Target
} Else {
Choose Random Opponent
Use <Punch> on Target
}
}
1/2 Chance: Count = 0
1/2 Chance: Count = 1
}
}
AI: Counter - General
{
If ((Lost Number's HP <= 3 * [Lost Number's Max HP / 6])
And (SpclChance == 4)) Then
{
SpclChance = 3
} Else If ((Lost Number's HP <= 4 * [Lost Number's Max HP / 6])
And (SpclChance == 5)) Then {
SpclChance = 4
} Else If ((Lost Number's HP <= 5 * [Lost Number's Max HP / 6])
And (SpclChance == 6)) Then {
SpclChance = 5
} Else {
SpclChance = 6
}
}
AI: Counter - Death
{
Remove Lost Number <Type B>
Remove Lost Number <Type C>
}
AI: Counter - Physical
{
If (Lost Number doesn't have Sleep, Stop or Paralysed Status) Then
{
If (SpclChance <= 3) Then
{
Choose Self
Use <> on Target
Activate Lost Number <Type C>
Copy Lost Number's Stats to Lost Number <Type C>
Remove Self
}
}
}
AI: Counter - Magical
{
If (Lost Number doesn't have Sleep, Stop or Paralysed Status) Then
{
If (SpclChance <= 3) Then
{
Choose Self
Use <> on Target
Activate Lost Number <Type B>
Copy Lost Number's Stats to Lost Number <Type B>
Remove Self
}
}
}
-----------------------------------------------------------------------------
Name: Lost Number
Lvl: 35 EXP: 2000 Win: 100% Cosmo Memory
HP: 7000 AP: 80 Steal: -
MP: 300 Gil: 2000 Morph: -
---
Void: Gravity
---
Att: 80 Def: 40 Df%: 1 Dex: 82
MAt: 55 MDf: 440 Lck: 1
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
This is Type B: the version of Lost Number that specialises in magic. It can
only be encountered by changing Type A into it.
---
Attacks:
<Tentacle>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (852.5)
PAt%: 120
Tar: 1 Op
Elm: Hit
Aspil
Magical MP Absorb
Formula: Magical
Pwr: 1/8x Base (40.5)
MAt%: 255
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Bolt
Magical Attack
Formula: Magical
Pwr: 1/2x Base (270)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Bolt2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (675)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Quake
Magical Attack
Formula: Magical
Pwr: 11/16x Base (371.25)
MAt%: 100
Cost: 6 MP
Tar: 1 Op/All Op
Elm: Earth
Attr: Reflectable
Quake2
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (810)
MAt%: 100
Cost: 28 MP
Tar: 1 Op/All Op
Elm: Earth
Attr: Reflectable
Bio
Magical Attack
Formula: Magical
Pwr: 5/8x Base (337.5)
MAt%: 100
Cost: 8 MP
Tar: 1 Op/All Op
Elm: Poison
Attr: [ 48] Inflict 'Poison'
Reflectable
Bio2
Magical Attack
Formula: Magical
Pwr: 1 5/16x Base (708.75)
MAt%: 100
Cost: 36 MP
Tar: 1 Op/All Op
Elm: Poison
Attr: [ 48] Inflict 'Poison'
Reflectable
---
AI: Main
{
1/7 Chance:
{
Choose Random Opponent
Use <Tentacle> on Target
}
2/7 Chance:
{
If (At Least One Opponent doesn't have Reflect Status) Then
{
If (Lost Number's MP >= 36) Then
{
If (At Least One Opponent
has neither Reflect nor Poison Status) Then
{
Choose Random Opponent with neither Reflect nor Poison Status
} Else {
Choose Random Opponent without Reflect
}
Use Bio2 on Target
} Else {
Choose Random Opponent without Reflect with Highest MP
Use Aspil on Target
}
} Else {
Choose Random Opponent
Use <Tentacle> on Target
}
}
2/7 Chance:
{
If (At Least One Opponent doesn't have Reflect Status) Then
{
If (Lost Number's MP >= 22) Then
{
Choose Random Opponent without Reflect
Use Bolt2 on Target
} Else {
Choose Random Opponent without Reflect with Highest MP
Use Aspil on Target
}
} Else {
Choose Random Opponent
Use <Tentacle> on Target
}
}
2/7 Chance:
{
If (At Least One Opponent doesn't have Reflect Status) Then
{
If (Lost Number's MP >= 28) Then
{
Choose Random Opponent without Reflect
Use Quake2 on Target
} Else {
Choose Random Opponent without Reflect with Highest MP
Use Aspil on Target
}
} Else {
Choose Random Opponent</pre><pre id="faqspan-10">
Use <Tentacle> on Target
}
}
}
-----------------------------------------------------------------------------
Name: Lost Number
Lvl: 35 EXP: 2000 Win: 100% Cosmo Memory
HP: 7000 AP: 80 Steal: -
MP: 300 Gil: 2000 Morph: -
---
Void: Gravity
---
Att: 140 Def: 400 Df%: 1 Dex: 82
MAt: 5 MDf: 200 Lck: 1
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
This is Type C: the version of Lost Number that specialises in physical
attacks. It can only be encountered by changing Type A into it.
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (905)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Will sometimes use Punch twice in a single combo
Lost Blow
Physical Attack
Formula: Physical
Pwr: 3 1/8x Base (2828.125)
PAt%: 95
Tar: 1 Op
Elm: Hit
---
AI: Main
{
1/4 Chance:
{
Choose Random Opponent
Use Lost Blow on Target
}
3/4 Chance:
{
Choose Random Opponent
Use <Punch> on Target
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Punch> on Target
}
}
}
-----------------------------------------------------------------------------
Name: Black Bat
Lvl: 25 EXP: 270 Win: [ 8] Vampire Fang
HP: 550 AP: 24 Steal: -
MP: 0 Gil: 80 Morph: Vampire Fang
---
Weak: Wind, Holy
Void: Earth
Asrb: Restorative
---
Att: 30 Def: 36 Df%: 1 Dex: 52
MAt: 44 MDf: 180 Lck: 0
---
Immune: Stop, Frog, Paralysed
Black Bat has a 1/8th chance per hit that his Df% will be 255 instead of 1
---
Attacks:
Blood Suck
Physical Absorb
Formula: Physical
Pwr: 1x Base (53)
PAt%: 255
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Animations:
<Dodge>
---
AI: Setup
{
TempVar:DfltEvde = Black Bat's EvadeAnim
TempVar:DfltDf% = Black Bat's Df%
}
AI: Main
{
Choose Random Opponent
Use Blood Suck on Target
}
AI: Counter - PreTurn
{
Black Bat's EvadeAnim = TempVar:DfltEvde
Black Bat's Df% = TempVar:DfltDf%
If (1/8 Chance) Then
{
Black Bat's EvadeAnim = <Dodge>
Black Bat's Df% = 255
}
}
-----------------------------------------------------------------------------
Name: Ying
Lvl: 24 EXP: 400 Win: -
HP: 1200 AP: 30 Steal: -
MP: 0 Gil: 400 Morph: -
---
Half: Gravity
---
Att: 75 Def: 420 Df%: 1 Dex: 75
MAt: 5 MDf: 50 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Haste, Slow, Stop, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
Paralysed
---
Attacks:
<Ying Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (243)
PAt%: 100
Tar: 1 Op
Elm: Hit
Sadistic Attack
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (303.75)
PAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Always targets whoever has the lowest HP
---
AI: Main
{
If (1/4 Chance) Then
{
Choose Random Opponent with Lowest HP
Use Sadistic Attack on Target
} Else {
Choose Random Opponent
Use <Ying Punch> on Target
}
}
AI: Counter - Death
{
If (Yang has Death Status) Then
{
Turn off Death Handling for Ying
Choose Self
Use <Vanish> on Target
Remove Ying/Yang
}
}
-----------------------------------------------------------------------------
Name: Yang
Lvl: 24 EXP: 300 Win: -
HP: 1200 AP: 40 Steal: -
MP: 220 Gil: 400 Morph: -
---
Half: Gravity
---
Att: 5 Def: 50 Df%: 1 Dex: 75
MAt: 32 MDf: 420 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Haste, Slow, Stop, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
Paralysed
---
Attacks:
Bolt2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (420)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Ice2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (420)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Suicide Yang
Magical Attack
Formula: Max HP%
Pwr: [Target's Max HP * 31 / 32]
MAt%: 100
Tar: 1 Op
Elm: Non-Element
Notes: Kills Yang when used
Yang leaves no EXP/AP/Gil/Items after using this
Only used when Yang is below 1/8th of Max HP or has less than
22 MP
Animations:
<Happy Yang>
100% C/A to Physical Damage
Notes: Yang gets an Att increase of 10 after this
<Enchanted Yang>
100% C/A to Magical Damage
Notes: Yang gets an MAt increase of 10 after this
---
AI: Main
{
If (Yang's HP <= 1/8th of Yang's Max HP) Then
{
Choose Random Opponent
Use Suicide Yang on Target
Remove Self
} Else {
If (1/2 Chance) Then
{
If (Yang's MP >= 22) Then
{
Choose Random Opponent
Use Bolt2 on Target
} Else {
Choose Random Opponent
Use Suicide Yang on Target
Remove Self
}
} Else {
If (Yang's MP >= 22) Then
{
Choose Random Opponent
Use Ice2 on Target
} Else {
Choose Random Opponent
Use Suicide Yang on Target
Remove Self
}
}
}
}
AI: Counter - Death
{
If (Ying has Death Status) Then
{
Turn off Death Handling for Yang
Choose Self
Use <Vanish> on Target
Remove Ying/Yang
}
}
AI: Counter - Physical
{
Choose Self
Use <Happy Yang> on Target
If (Yang's Att < 255) Then
{
Yang's Att = Yang's Att + 10
Print Message [Yang's happy.]
}
RunCmd 0x24/0x00
}
AI: Counter - Magical
{
Choose Self
Use <Enchanted Yang> on Target
If (Yang's MAt < 255) Then
{
Yang's MAt = Yang's MAt + 10
Print Message [Yang's excited.]
}
RunCmd 0x24/0x00
}
-----------------------------------------------------------------------------
5.11.3 Mt. Nibel
------ ---------
Name: Dragon
Lvl: 32 EXP: 900 Win: 100% Fire Fang
HP: 3500 AP: 110 Steal: [32] Gold Armlet
MP: 250 Gil: 1400 Morph: -
---
Void: Gravity
Asrb: Fire
---
Att: 90 Def: 120 Df%: 20 Dex: 90
MAt: 65 MDf: 300 Lck: 40
---
Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
Peerless, Paralysed
---
Attacks:
<Dragon Fang>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (900)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Flame Thrower
Magical Attack
Formula: Magical
Pwr: 7/8x Base (509.25)
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Fire
Attr: Reflectable
Manip.
---
AI: Main
{
1/4 Chance:
{
Choose Random Opponent
Use <Dragon Fang> on Target
}
3/4 Chance:
{
Choose Random Opponent
Use Flame Thrower on Target
}
}
-----------------------------------------------------------------------------
Name: Sonic Speed
Lvl: 26 EXP: 370 Win: [ 8] Hi-Potion
HP: 750 AP: 28 Steal: [ 8] Ether
MP: 50 Gil: 330 Morph: Speed Drink
---
Weak: Wind
Void: Earth
---
Att: 52 Def: 52 Df%: 1 Dex: 60
MAt: 44 MDf: 96 Lck: 0
---
Immune: Stop, Frog, Manipulate, Paralysed
---
Attacks:
<Sonic Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (136)
PAt%: 255
Tar: 1 Op
Elm: Wind
Attr: Berserk Attack
Notes: Will sometimes use Sonic Attack twice in a single combo
Harrier
Physical Attack
Formula: Physical
Pwr: 2x Base (272)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Can't Cover
---
AI: Setup
{
SelectTar = Choose Random Opponent
}
AI: Main
{
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Sonic Attack> on Target
If (1/3 Chance) Then
{
Choose Random Opponent
Use <Sonic Attack> on Target
}
} Else {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
Use Harrier on Target
} Else {
Choose Random Opponent
Use <Sonic Attack> on Target
}
}
}
AI: Counter - General
{
SelectTar = Sonic Speed's Last Attacker (General)
}
-----------------------------------------------------------------------------
Name: Twin Brain
Lvl: 25 EXP: 340 Win: [ 8] Ether
HP: 400 AP: 32 Steal: [32] Ether
MP: 20 Gil: 320 Morph: Turbo Ether
---
No Elemental Properties
---
Att: 45 Def: 44 Df%: 1 Dex: 48
MAt: 25 MDf: 96 Lck: 0
---
No Special Attributes
---
Attacks:
Absorb
Physical Absorb
Formula: Physical
Pwr: 1 1/4x Base (115)
PAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: Berserk Attack
Manip.
Stare Down
Magical Change Status
MAt%: 255
Cost: 5 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Paralysed'
Manip.
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
If ((At Least One Opponent doesn't have Paralysed Status)
AND (1/2 Chance)) Then
{
Choose Random Opponent without Paralysed Status
} Else {
Choose Random Opponent
}
Use Stare Down on Target
TempVar:OpeningAttack = 1
} Else {
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed Status
} Else {
Choose Random Opponent with Highest HP
}
Use Absorb on Target
}
}
-----------------------------------------------------------------------------
Name: Zuu
Lvl: 27 EXP: 450 Win: [ 8] Bird Wing
HP: 1200 AP: 38 Steal: [32] Bird Wing
MP: 40 Gil: 430 Morph: Bird Wing
---
Weak: Wind
Void: Earth, Gravity
---
Att: 55 Def: 50 Df%: 1 Dex: 64
MAt: 40 MDf: 150 Lck: 0
---
Immune: Death, Stop, Frog, Small, Petrify, Death-sentence, Manipulate,
Peerless, Paralysed
Note: Zuus fought on the wooden bridge in Mt Nibel will have Can't Reach
status. All other Zuus may be hit with close range attacks
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 2x Base (294)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Notes: Will sometimes use Claw twice in a single combo
Great Gale
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (275.625)
PAt%: 100
Tar: All Op
Elm: Wind
Attr: [ 40] Inflict 'Darkness'
Notes: Status infliction done via Great Gale is considered to be No
Split, even though the damage itself is split
---
AI: Setup
{
Count = Rnd(0..3)
SpclChance = 8
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Claw> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Claw> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
Choose Random Opponent
Use <Claw> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Claw> on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 3
} Else {
Count = 0
}
} Else {
Choose All Opponents
Use Great Gale on Target
Count = 0
}
}
AI: Counter - General
{
If (Zuu's HP <= 25% of Zuu's Max HP) Then
{
SpclChance = 2
If (TempVar:Fury == 0) Then
{
Print Message [Zuu feels Fury.]
TempVar:Fury = 1
Count = 3
}
} Else If (Zuu's HP <= 50% of Zuu's Max HP) Then {
SpclChance = 3
If (TempVar:Fury == 0) Then
{
Print Message [Zuu feels Fury.]
TempVar:Fury = 1
Count = 3
}
} Else If (Zuu's HP <= 75% of Zuu's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 8
}
}
-----------------------------------------------------------------------------
Name: Kyuvilduns
Lvl: 24 EXP: 340 Win: [ 8] Hi-Potion
HP: 800 AP: 34 Steal: -
MP: 0 Gil: 368 Morph: Hi-Potion
---
Weak: Fire
---
Att: 48 Def: 42 Df%: 1 Dex: 56
MAt: 40 MDf: 64 Lck: 0
---
No Special Attributes
---
Attacks:
Lay Flat
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (300)
PAt%: 97
Tar: 1 Op
Elm: Non-Element
Attr: Berserk Attack
Manip.
---
AI: Main
{
Choose Random Opponent
Use Lay Flat on Target
}
-----------------------------------------------------------------------------
Name: Screamer
Lvl: 26 EXP: 400 Win: [ 8] Earth Drum
HP: 800 AP: 33 Steal: -
MP: 40 Gil: 400 Morph: Power Source
---
Void: Gravity
---
Att: 67 Def: 44 Df%: 1 Dex: 68
MAt: 40 MDf: 120 Lck: 0
---
No Special Attributes
---
Attacks:
<Ironball>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (218.75)
PAt%: 115
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Iron Attack
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (437.5)
PAt%: 100
Tar: All Op
Elm: Earth
Attr: Manip.
War Cry
Magical Change Status
MAt%: 94
Cost: 4 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Sadness'
Manip.
---
AI: Main
{
If (Count == 0) Then
{
Count = 1
} Else If (Count == 1) Then {
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed Status
} Else If (At Least One Opponent has Sadness Status) Then {
Choose Random Opponent with Sadness Status
} Else {
Choose Random Opponent with Highest HP
}
Use <Ironball> on Target
Count = 2
} Else If (Count == 2) Then {
Count = 3
} Else If (Count == 3) Then {
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed Status
} Else If (At Least One Opponent has Sadness Status) Then {
Choose Random Opponent with Sadness Status
} Else {
Choose Random Opponent with Highest HP
}
Use <Ironball> on Target
If ((At Least One Opponent doesn't have Sadness) AND (1/3 Chance)) Then
{
Count = 4
} Else {
Count = 0
}
} Else {
If (At Least One Opponent doesn't have Sadness) Then
{
Choose Random Opponent without Sadness
} Else {
Choose Random Opponent
}
Use War Cry on Target
Count = 0
}
}
AI: Counter - General
{
If (TempVar:HPDanger == 0) Then
{
If (Screamer's HP <= 1/8th of Screamer's Max HP) Then
{
If (1/2 Chance) Then
{
Choose All Opponents
Use Iron Attack on Target
}
TempVar:HPDanger = 1
}
}
}
-----------------------------------------------------------------------------
Name: Materia Keeper
Lvl: 38 EXP: 3000 Win: 100% Jem Ring
HP: 8400 AP: 200 Steal: -
MP: 300 Gil: 2400 Morph: -
---
Void: Gravity
Asrb: Fire
---
Att: 90 Def: 100 Df%: 10 Dex: 90
MAt: 12 MDf: 280 Lck: 10
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
---
Attacks:
<Keyclaw>
Physical Attack
Formula: Physical
Pwr: 1x Base (514)
PAt%: 100
Tar: 1 Op
Elm: Cut
Big Horn
Physical Attack
Formula: Physical
Pwr: 1x Base (514)
PAt%: 95
Tar: 1 Op
Elm: Punch
Hell Combo
Physical Attack
Formula: Physical
Pwr: 1 3/4x Base (899.5)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Trine
Magical Attack
Formula: Magical
Pwr: 2 1/8x Base (637.5)
MAt%: 100
Cost: 20 MP
Tar: All Op (NS)
Elm: Lightning
Cure2
Magical HP Restore
Formula: Cure
Pwr: Base + 770 (1070)
MAt%: 255
Cost: 24 MP
Tar: 1 Al/All Al
Elm: Restorative
Attr: Reflectable
---
AI: Setup
{
Count = Rnd(0..4)
SpclChance = 5
}
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Hell Combo on Target
} Else {
Choose Random Opponent
1/2 Chance: Use <Keyclaw> on Target
1/2 Chance: Use Big Horn on Target
}
Count = Count + 1
} Else If (Count = 3) Then {
If ((SpclChance < 4) AND (Materia Keeper's MP >= 24) Then
{
Choose Self
Use Cure2 on Target
Count = 4
} Else {
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Hell Combo on Target
Count = 0
} Else {
Choose Random Opponent
1/2 Chance: Use <Keyclaw> on Target
1/2 Chance: Use Big Horn on Target
Count = Rnd(0..2)
}
}
} Else {
If (Materia Keeper's MP >= 20) Then
{
Choose All Opponents
Use Trine on Target
} Else {
Choose Random Opponent
Use Hell Combo on Target
}
Count = 0
}
}
AI: Counter - General
{
If (Materia Keeper's HP <= 25% of Materia Keeper's Max HP) Then
{
SpclChance = 2
} Else If (Materia Keeper's HP <= 50% of Materia Keeper's Max HP) Then {
SpclChance = 3
} Else If (Materia Keeper's HP <= 75% of Materia Keeper's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
}
=============================================================================
5.12 Rocket Town
----------------
5.12.1 Nibel Area Forests
------ ------------------
Name: Bahba Velamyu
Lvl: 23 EXP: 285 Win: [ 8] Mute Mask
HP: 640 AP: 20 Steal: -
MP: 40 Gil: 280 Morph: Mute Mask
---
No Elemental Properties
---
Att: 40 Def: 38 Df%: 1 Dex: 55
MAt: 44 MDf: 176 Lck: 0
---
Immune: Frog, Small
---
Attacks:
Bonecutter
Physical Attack
Formula: Physical
Pwr: 1x Base (68)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Bonecutter twice in a single combo
Jumping Cutter
Physical Attack
Formula: Physical
Pwr: 1x Base (68)
PAt%: 255
Tar: 1 Op
Elm: Cut
Attr: Manip.
Notes: Will sometimes use Jumping Cutter twice in a single combo
Magic Cutter
Magical MP Absorb
Formula: Magical
Pwr: 1/8x Base (50.25)
MAt%: 255
Cost: 4 MP
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
Silence
Magical Change Status
MAt%: 255
Cost: 24 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 60] Inflict 'Silence'
Reflectable
Slow
Magical Change Status
Auto Hit
Cost: 20 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [100] Inflict 'Slow'
Reflectable
---
AI: Setup
{
SelectTar = Choose Random Opponent
Count = Rnd(0..4)
SpclChance = 5
}
AI: Main
{
TempVar:PhysAttack = 0
TempVar:NumAttack = 1
If (Count == 0 or 1) Then
{
TempVar:PhysAttack = 1
TempVar:ChosenAtt = Bonecutter
If (Rnd(1..SpclChance) == 1) Then
{
TempVar:NumAttack = 2
}
Count = Count + 1
} Else If (Count == 2) Then {
TempVar:PhysAttack = 1
TempVar:ChosenAtt = Jumping Cutter
If (Rnd(1..SpclChance) == 1) Then
{
TempVar:NumAttack = 2
}
Count = 0
} Else If (Count == 3) Then {
If (SelectTar has neither Death nor Slow Status) Then
{
Choose SelectTar
If (Bahba Velamyu's MP >= 20) Then
{
Use Slow on Target
} Else {
Use Magic Cutter on Target
}
}
Count = 0
} Else {
If (SelectTar has neither Death nor Silence Status) Then
{
Choose SelectTar
If (Bahba Velamyu's MP >= 24) Then
{
Use Silence on Target
} Else {
Use Magic Cutter on Target
}
}
Count = 0
}
If (TempVar:PhysAttack == 1) Then
{
While (TempVar:NumAttack != 0)
{
If (At Least One Opponent has Slow Status) Then
{
Choose Random Opponent with Slow Status
} Else {
Choose Random Opponent
}
Use TempVar:ChosenAtt on Target
TempVar:NumAttack = TempVar:NumAttack - 1
}
}
}
AI: Counter - General
{
If (Bahba Velamyu's HP <= 25% of Bahba Velamyu's Max HP) Then
SpclChance = 2
} Else If (Bahba Velamyu's HP <= 50% of Bahba Velamyu's Max HP) Then {
SpclChance = 3
} Else If (Bahba Velamyu's HP <= 75% of Bahba Velamyu's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
}
AI: Counter - Physical
{
SelectTar = Bahba Velamyu's Last Attacker (Physical)
Count = 3
}
AI: Counter - Magical
{
SelectTar = Bahba Velamyu's Last Attacker (Magical)
Count = 4
}
-----------------------------------------------------------------------------
Name: Battery Cap
Lvl: 24 EXP: 270 Win: [ 8] Eye drop
HP: 640 AP: 32 Steal: [32] Dazers
MP: 58 Gil: 386 Morph: -
---
No Elemental Properties
---
Att: 41 Def: 38 Df%: 1 Dex: 40
MAt: 42 MDf: 146 Lck: 0
---
Immune: Confusion, Frog, Small, Manipulate
---
Attacks:
Seed Shot
Physical Change Status
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Darkness'
Berserk Attack
Four Laser
Magical Attack
Formula: Magical
Pwr: 1x Base (396)
MAt%: 100
Cost: 16 MP
Tar: 1 Op
Elm: Non-Element
---
AI: Main
{
If (1/2 Chance) Then
{
If (At Least One Opponent has Poison Status) Then
{
Choose Random Opponent with Poison Status
} Else {
Choose Random Opponent
}
Use Seed Shot on Target
} Else {
Choose Random Opponent
Use Four Laser on Target
}
}
-----------------------------------------------------------------------------
5.12.2 Rocket Launch Pad Area
------ ----------------------
Name: Velcher Task
Lvl: 26 EXP: 320 Win: [ 8] Hi-Potion
HP: 900 AP: 31 Steal: [32] Remedy
MP: 28 Gil: 350 Morph: Remedy
---
Asrb: Poison
---
Att: 50 Def: 50 Df%: 1 Dex: 58
MAt: 45 MDf: 130 Lck: 0
---
No Special Attributes
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (130)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Poison Blow
Magical Change Status
MAt%: 100
Cost: 4 MP
Tar: 1 Op
Elm: Shoot
Attr: [ 72] Inflict 'Poison'
Manip.
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
If (At Least One Opponent doesn't have Poison Status) Then
{
Choose Random Opponent without Poison Status
1/4 Chance: Use Poison Blow on Target
3/4 Chance: Use <Claw> on Target
}
TempVar:OpeningAttack = 1
} Else {
If (At Least One Opponent doesn't have Poison Status) Then
{
Choose Random Opponent without Poison Status
1/3 Chance: Use Poison Blow on Target
2/3 Chance: Use <Claw> on Target
}
}
}
AI: Counter - General
{
If (Velcher Task doesn't have Poison Status) Then
{
If (Velcher Task's HP <= 1/8th of Velcher Task's Max HP) Then
{
Choose Velcher Task's Last Attacker (General)
Use <Claw> on Target
}
} Else If (At Least One Opponent doesn't have Poison Status) Then {
Choose Random Opponent without Poison Status
Use Poison Blow on Target
}
}
-----------------------------------------------------------------------------
5.12.3 The Tiny Bronco
------ ---------------
Name: Palmer
Lvl: 38 EXP: 1800 Win: 100% Edincoat
HP: 6000 AP: 98 Steal: -
MP: 240 Gil: 5000 Morph: -
---
Weak: 'Sleep' Status Abilities
Void: Gravity
---
Att: 100 Def: 100 Df%: 50 Dex: 60
MAt: 25 MDf: 200 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless
---
Attacks:
<Fire2>
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (472.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Attack name is shown as Mako Gun
<Ice2>
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (472.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Notes: Attack name is shown as Mako Gun
<Bolt2>
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (472.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Notes: Attack name is shown as Mako Gun
Animations
<Incite>
Notes: Palmer taunts the target
Palmer "Ugh!"
Notes: Runs animation of Palmer dodging Tiny Bronco but being
hit by truck
Used as Final Attack
---
AI: Main
{
1/4 Chance:
{
If (At Least One Opponent doesn't have Sadness Status) Then
{
Print Message [Palmer "Heh-hic-heh-hic!"]
Choose Random Opponent without Sadness Status
Use <Incite> on Target
}
}
1/4 Chance:
{
If (Palmer's MP >= 22) Then
{
Print Message [Mako Gun]
Choose Random Opponent
Use <Fire2> on Target
}
}
1/4 Chance:
{
If (Palmer's MP >= 22) Then
{
Print Message [Mako Gun]
Choose Random Opponent
Use <Ice2> on Target
}
}
1/4 Chance:
{
If (Palmer's MP >= 22) Then
{
Print Message [Mako Gun]
Choose Random Opponent
Use <Bolt2> on Target
}
}
}
AI: Counter - Death
{
Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from Palmer
Print Message [Palmer "Heh heh hic!"]
Choose Self
Use Palmer "Ugh!" on Target
}
=============================================================================
5.13 Battle Square (Part Two)
-----------------------------
The enemies you meet in Battle Square now are replicas of enemies found
between sections 5.8 and 5.12, but with the following changes:
[200% HP]
[125% Att]
[125% MAt]
Until Battle Square reopens after Meteor is summoned, Battle Square will have
the following battle sets:
1st Battle - Group A
1x Bullmotor
2x Bullmotor
2x Spencer
4x Flapbeat
1st Battle - Group B
2x Joker
1x Flapbeat
2x Flapbeat
3x Spencer, 1x Flapbeat
2nd Battle - Group A
1x Grand Horn
2x Gagighandi
2x Grand Horn
1x Crown Lance
2nd Battle - Group B
3x Gagighandi
2x Gagighandi
3x Needle Kiss
1x Needle Kiss, 1x Search Crown, 1x Bagnadrana
3rd Battle - Group A
1x Kimara Bug
1x Flower Prong
1x Heavy Tank
1x Gagighandi, 2x Touch Me
3rd Battle - Group B
1x Touch Me
2x Kimara Bug
1x Flower Prong
1x Heavy Tank
4th Battle - Group A
3x Bagrisk
1x Griffin
1x Golem
2x Desert Sahagin
4th Battle - Group B
1x Griffin
2x Desert Sahagin
2x Skeeskee, 1x Griffin
2x Crown Lance
5th Battle - Group A
3x Skeeskee
4x Heg
3x Sneaky Step
2x Gi Spector
5th Battle - Group B
2x Heg, 1x Sneaky Step
5x Heg
1x Sneaky Step, 3x Heg
3x Gi Spector
6th Battle - Group A
2x Bahba Velamyu
6x Battery Cap
3x Nibel Wolf
2x Nibel Wolf, 1x Velcher Task
6th Battle - Group B
4x Battery Cap, 1x Valron
2x Velcher Task
3x Valron
2x Bahba Velamyu (Switch to Group A for 7th/8th if this is selected)
7th Battle - Group A
4x Black Bat
1x Sonic Speed, 2x Kyuvilduns
3x Twin Brain
2x Screamer, 1x Twin Brain
7th Battle - Group B
3x Black Bat
3x Kyuvilduns
3x Sonic Speed
5x Kyuvilduns
8th Battle - Group A and B
1x Ghirofelgo
1x Ying, 1x Yang
1x Zuu
1x Dragon
=============================================================================
5.14 Wutai
----------
5.14.1 Wutai Area
------ ----------
Name: Thunderbird
Lvl: 28 EXP: 385 Win: See Attributes
HP: 800 AP: 36 Steal: [32] Bolt Plume
MP: 80 Gil: 420 Morph: Swift Bolt
---
Asrb: Lightning
---
Att: 70 Def: 40 Df%: 1 Dex: 45
MAt: 32 MDf: 100 Lck: 0
---
Immune: Stop, Frog, Paralysed
(Full List) Win: [ 8] Bolt Plume, [ 8] Hi-Potion, [ 8] Echo Screen
---
Attacks:
<Stab>
Physical Attack
Formula: Physical
Pwr: 1x Base (253)
PAt%: 95
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Lightning
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (450)
MAt%: 95
Cost: 16 MP
Tar: All Op (NS)
Elm: Lightning
Attr: Manip.
---
AI: Main
{
1/4 Chance:
{
Choose All Opponents
Use Lightning on Target
}
3/4 Chance:
{
Choose Random Opponent
Use <Stab> on Target
}
}
AI: Counter - General
{
If ([2120] AND 0x02 != 0) Then
{
Choose All Opponents
Use Lightning on Target
}
}
-----------------------------------------------------------------------------
Name: Razor Weed
Lvl: 27 EXP: 375 Win: See Attributes
HP: 1000 AP: 30 Steal: -
MP: 145 Gil: 350 Morph: -
---
No Elemental Properties
---
Att: 58 Def: 50 Df%: 1 Dex: 60
MAt: 25 MDf: 100 Lck: 0
---
(Full List) Win: [ 8] Tranquilizer, [ 8] Hi-Potion, [ 8] Loco Weed
---
Attacks:
<Glasscutter>
Physical Attack
Formula: Physical
Pwr: 1x Base (154)
PAt%: 95
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Spaz Voice
Magical Change Status
MAt%: 95
Cost: 15 MP
Tar: 1 Op
Elm: Non-Element
Attr: [ 48] Inflict 'Fury'
Notes: 100% C/A against physical damage
Magic Hammer
Magical MP Absorb
Formula: Fixed
Pwr: 100
MAt%: 100
Cost: 3 MP
Tar: 1 Op
Elm: Non-Element
Attr: Reflectable
Manip.
Notes: Razor Weed will never use this normally
---
AI: Main
{
If (TempVar:SpazVoice == 0) Then
{
If (1/3 Chance) Then
{
Choose Random Opponent
Use <Glasscutter> on Target
}
} Else {
TempVar:SpazVoice = 0
}
}
AI: Counter - Physical
{
Choose Razor Weed's Last Attacker (Physical)
Use Spaz Voice on Target
TempVar:SpazVoice = 1
}
-----------------------------------------------------------------------------
Name: Edgehead
Lvl: 27 EXP: 370 Win: See Attributes
HP: 900 AP: 36 Steal: -
MP: 80 Gil: 385 Morph: -
---
Asrb: Lightning
---
Att: 60 Def: 48 Df%: 1 Dex: 62
MAt: 31 MDf: 140 Lck: 0
---
(Full List) Win: [ 8] X-Potion, [ 8] Smoke Bomb, [ 8] Hourglass
---
Attacks:
<Scissors>
Physical Attack
Formula: Physical
Pwr: 1x Base (160)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Electric Burst
Magical Attack
Formula: Magical
Pwr: 1x Base (348)
MAt%: 95
Cost: 8 MP
Tar: 1 Op
Elm: Lightning
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/4 Chance: Use Electric Burst on Target
3/4 Chance: Use <Scissors> on Target
}
-----------------------------------------------------------------------------
Name: Bizarre Bug
Lvl: 28 EXP: 420 Win: 100% X-Potion
HP: 975 AP: 40 Steal: -
MP: 0 Gil: 340 Morph: -
---
No Elemental Properties
---
Att: 75 Def: 50 Df%: 1 Dex: 59
MAt: 24 MDf: 160 Lck: 0
---
Immune: Confusion, Frog, Small, Manipulate, Berserk
Transformation: 1st Form is default Def: 50, Df%: 1
2nd Form hovers in the air; Def: 0, Df%: 51
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (270)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Only used in 1st Form
<Scorpion Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (270)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Notes: Only used in 2nd Form
Toxic Powder
Physical Attack
Formula: Physical
Pwr: 1 9/16x Base (421.875)
PAt%: 95
Tar: All Op
Elm: Poison
Attr: 100% Inflict 'Poison'
Notes: Only used in 2nd Form and once per battle
Status infliction done via Toxic Powder is considered to be No
Split, even though the damage itself is split
---
AI: Setup
{
TempVar:DfltDf% = Bizarre Bug's Df%
TempVar:DfltDef = Bizarre Bug's Def
TempVar:DfltIdle = Bizarre Bug's IdleAnim
TempVar:DfltHurt = Bizarre Bug's HurtAnim
}
AI: Main
{
If (Bizarre Bug's IdleAnim == On Land) Then
{
If (TempVar:LandTurns == 0) Then
{
Choose Self
Use <> on Target
Bizarre Bug's IdleAnim = In Air
Bizarre Bug's Df% = Bizarre Bug's Df% + 50
Bizarre Bug's Def = Bizarre Bug's Def - 50
TempVar:AirTurns = 5
} Else {
Choose Random Opponent
Use <Bodyblow> on Target
TempVar:LandTurns = TempVar:LandTurns - 1
}
} Else If (TempVar:AirTurns == 0) Then {
Choose Self
Use <> on Target
Bizarre Bug's IdleAnim = TempVar:DfltIdle
Bizarre Bug's Df% = TempVar:DfltDf%
Bizarre Bug's Def = TempVar:DfltDef
TempVar:LandTurns = 3
} Else {
If ((TempVar:ToxicPowder == 0) AND (1/4 Chance)) Then
{
Choose All Opponents
Use Toxic Powder on Target
TempVar:ToxicPowder = 1
} Else {
Choose Random Opponent
Use <Scorpion Attack> on Target
}
TempVar:AirTurns = TempVar:AirTurns - 1
}
}
AI: Counter - General
{
If (Bizarre Bug's IdleAnim == On Land) Then
{
Bizarre Bug's HurtAnim = TempVar:DfltHurt
} Else {
Bizarre Bug's HurtAnim = Flinch (In Air)
}
}
-----------------------------------------------------------------------------
Name: Tail Vault
Lvl: 28 EXP: 440 Win: 100% Phoenix Down
HP: 960 AP: 36 Steal: -
MP: 0 Gil: 380 Morph: -
---
No Elemental Properties
---
Att: 69 Def: 46 Df%: 1 Dex: 60
MAt: 25 MDf: 120 Lck: 0
---
No Special Attributes
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (249)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Berserk Attack
Manip.
Somersault
Physical Attack
Formula: Physical
Pwr: 1x Base (249)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
Notes: Only used as C/A against all party members
---
AI: Setup
{
TempVar:HitsTilCounter = 3
}
AI: Main
{
If (TempVar:Somersault == 0) Then
{
Choose Random Opponent
Use <Bite> on Target
} Else {
TempVar:Somersault = 0
}
}
AI: Counter - Physical
{
If (TempVar:HitsTilCounter == 0) Then
{
If (1st Opponent doesn't have Death Status) Then
{
Choose 1st Opponent
Use Somersault on Target
}
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
Use Somersault on Target
}
If (3rd Opponent doesn't have Death Status) Then
{
Choose 3rd Opponent
Use Somersault on Target
}
TempVar:Somersault = 1
TempVar:HitsTilCounter = 3
} Else {
TempVar:HitsTilCounter = TempVar:HitsTilCounter - 1
}
}
-----------------------------------------------------------------------------
Name: Adamantaimai
Lvl: 30 EXP: 720 Win: See Attributes
HP: 1600 AP: 100 Steal: [32] Adaman Bangle
MP: 240 Gil: 2000 Morph: -
---
Void: Gravity
---
Att: 71 Def: 60 Df%: 1 Dex: 62
MAt: 75 MDf: 280 Lck: 0
---
Immune: Confusion, Frog, Small
(Full List) Win: [ 8] Dragon Scales, [ 8] Phoenix Down
BUG: If you manage to inflict Barrier and MBarrier on an Adamantaimai before
it takes its first turn, it will try to cast Cure. Since Cure is not in its
Attack List, the game will freeze or crash.
---
Attacks:
<Light Shell>
Physical Attack
Formula: Physical
Pwr: 1x Base (269)
PAt%: 95
Tar: 1 Op
Elm: Shout
Attr: Berserk Attack
Manip.
Can't Cover
Notes: Only used as a 100% C/A
Death Force
Magical Change Status
MAt%: 255
Cost: 3 MP
Tar: 1 Al
Elm: Non-Element
Attr: 100% Inflict 'Death Force'
Manip.
Notes: Adamantaimai will never use this normally
Barrier
Magical Change Status
Auto Hit
Cost: 16 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'Barrier'
Reflectable
MBarrier
Magical Change Status
Auto Hit
Cost: 24 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'MBarrier'
Reflectable
---
AI: Main
{
If (Adamantaimai doesn't have Barrier Status) Then
{
TempVar:ChosenAtt = Barrier
} Else If (Adamantaimai doesn't have MBarrier Status) Then {
TempVar:ChosenAtt = MBarrier
}
If (Adamantaimai's MP >= TempVar:ChosenAtt's MP Cost) Then
{
Choose Self
Use TempVar:ChosenAtt on Target
}
}
AI: Counter - General
{
Choose Adamantaimai's Last Attacker (General)
Use <Light Shell> on Target
}
-----------------------------------------------------------------------------
5.14.2 Wutai, Da-chao Statue
------ ---------------------
Name: Foulander
Lvl: 27 EXP: 440 Win: [ 8] Lunar Curtain, [ 8] Fire Veil
HP: 800 AP: 34 Steal: -
MP: 100 Gil: 460 Morph: -
---
Asrb: Fire
---
Att: 50 Def: 46 Df%: 1 Dex: 54
MAt: 25 MDf: 100 Lck: 0
---
No Special Attributes
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (134)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Claw twice in a single combo
Flame Dance
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (390)
MAt%: 95
Cost: 16 MP
Tar: All Op/1 Op
Elm: Fire
Attr: Manip.
---
AI: Setup
{
SelectTar = Choose Random Opponent
Count = Rnd(0..4)
}
AI: Main
{
If (Count < 4) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Claw> on Target
If ((Target doesn't have Death Status) AND (1/3 Chance)) Then
{
Use <Claw> on Target
}
Count = Count + 1
} Else {
If (Foulander's MP >= 16) Then
{
Choose All Opponents
Use Flame Dance on Target
}
Count = Rnd(0..1)
}
}
AI: Counter - General
{
SelectTar = Foulander's Last Attacker (General)
}
-----------------------------------------------------------------------------
Name: Garuda
Lvl: 29 EXP: 520 Win: See Attributes
HP: 1400 AP: 30 Steal: -
MP: 200 Gil: 520 Morph: -
---
Weak: Wind
Void: Earth
Asrb: Ice, Lightning
---
Att: 56 Def: 52 Df%: 1 Dex: 59
MAt: 35 MDf: 150 Lck: 0
---
Immune: Stop, Frog, Paralysed
(Full List) Win: [ 8] Ice Crystal, [ 8] Bolt Plume, [ 8] Light Curtain,
[ 8] Mute Mask
---
Attacks:
<Rod>
Physical Attack
Formula: Physical
Pwr: 1x Base (156)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Ice2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (480)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Manip.
Bolt2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (480)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Manip.
Dance
Magical MP Absorb
Formula: Magical
Pwr: 1/2x Base (192)
MAt%: 255
Cost: 8 MP
Tar: 1 Op
Elm: Non-Element
---
AI: Main
{
1/4 Chance:
{
If (Garuda's MP >= 22) Then
{
Choose Random Opponent
Use Ice2 on Target
} Else {
Choose Random Opponent with Highest MP
Use Dance on Target
}
}
1/4 Chance:
{
If (Garuda's MP >= 22) Then
{
Choose Random Opponent
Use Bolt2 on Target
} Else {
Choose Random Opponent with Highest MP
Use Dance on Target
}
}
1/4 Chance:
{
Choose Random Opponent with Highest MP
Use Dance on Target
}
1/4 Chance:
{
Choose Random Opponent
Use <Rod> on Target
}
}
-----------------------------------------------------------------------------
Name: Jayjujayme
Lvl: 28 EXP: 410 Win: See Attributes
HP: 640 AP: 35 Steal: -
MP: 20 Gil: 350 Morph: -
---
No Elemental Properties
---
Att: 52 Def: 46 Df%: 1 Dex: 45
MAt: 35 MDf: 160 Lck: 0
---
(Full List) Win: [ 8] Remedy, [ 8] Remedy, [ 8] Deadly Waste, [ 8] X-Potion
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (142)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Confu-scales
Magical Attack
Formula: Magical
Pwr: 3/4x Base (283.5)
MAt%: 95
Cost: 5 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Confusion'
Manip.
Notes: Jayjujayme will never use this normally
Silk
Magical Change Status
MAt%: 90
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
Thread
Magical Change Status
MAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: [100] Inflict 'Stop'
Notes: Only used on targets that are in 'Slow' Status
---
AI: Setup
{
Count = Rnd(0..1)
}
AI: Main
{
If (Count == 0) Then
{
If (At Least One Opponent has Stop Status) Then
{
Choose Random Opponent with Stop Status
Use <Bite> on Target
} Else {
If ((At Least One Opponent has Slow Status)
AND (More Than One Opponent doesn't have Death Status)) Then
{
Choose Random Opponent with Slow Status
Use Thread on Target
} Else {
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use Silk on Target
} Else {
Choose Random Opponent
Use <Bite> on Target
}
}
}
Count = 1
} Else {
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use Silk on Target
} Else {
If ((At Least One Opponent doesn't have Stop Status)
AND (More Than One Opponent doesn't have Death Status)) Then
{
Choose Random Opponent without Stop Status
Use Thread on Target
} Else {
Choose Random Opponent
Use <Bite> on Target
}
}
Count = 0
}
}
-----------------------------------------------------------------------------
5.14.3 The Stolen Materia
------ ------------------
Name: Attack Squad
Lvl: 34 EXP: 300 Win: [ 8] S-mine
HP: 1300 AP: 10 Steal: [ 8] 8-inch Cannon
MP: 100 Gil: 420 Morph: -
---
No Elemental Properties
---
Att: 60 Def: 66 Df%: 1 Dex: 55
MAt: 20 MDf: 60 Lck: 0
---
No Special Attributes
---
Attacks:
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (186)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Grenade
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (232.5)
PAt%: 85
Tar: All Op
Elm: Non-Element
Attr: Manip.
<Smoke Bullet>
Physical Change Status
PAt%: 75
Tar: 1 Op
Elm: Hidden
Attr: [100] Inflict 'Sleep', 'Darkness'
Manip.
---
AI: Main
{
Choose Random Opponent
1/3 Chance: Use <Machine Gun> on Target
1/3 Chance: Use Grenade on Target
1/3 Chance: Use <Smoke Bullet> on Target
}
AI: Counter - General
{
If (Attack Squad's HP <= 2 * [Attack Squad's Max HP / 3]) Then
{
If (TempVar:Counter == 0) Then
{
Choose Attack Squad's Last Attacker (General)
Use <Smoke Bullet> on Target
TempVar:Counter = 1
}
} Else {
TempVar:Counter = 0
}
}
-----------------------------------------------------------------------------
Name: Rapps
Lvl: 39 EXP: 3200 Win: 100% Peace Ring
HP: 6000 AP: 33 Steal: -
MP: 300 Gil: 20000 Morph: -
---
No Elemental Properties
---
Att: 90 Def: 58 Df%: 1 Dex: 120
MAt: 55 MDf: 400 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Paralysed
---
Attacks:
<Wing Cut>
Physical Attack
Formula: Physical
Pwr: 1x Base (526)
PAt%: 95
Tar: 1 Op
Elm: Cut
Scorpion's Tail
Physical Attack
Formula: Physical
Pwr: 1x Base (526)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: [ 48] Inflict 'Poison'
Notes: Will sometimes use Scorpion's Tail twice in a single combo
Aero3
Magical Attack
Formula: Magical
Pwr: 3 1/8x Base (1762.5)
MAt%: 100
Cost: 50 MP
Tar: 1 Op
Elm: Wind
---
AI: Setup
{
SpclChance = 9
Count = Rnd(0..4)
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Wing Cut> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Wing Cut> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
Choose Random Opponent
Use Scorpion's Tail on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent</pre><pre id="faqspan-11">
Use Scorpion's Tail on Target
}
Count = 3
} Else {
If (Rapps' MP >= 50) Then
{
Choose Random Opponent
Use Aero3 on Target
}
Count = 0
}
}
AI: Counter - General
{
If (Rapps' HP <= 25% of Rapps' Max HP) Then
{
SpclChance = 3
} Else If (Rapps' HP <= 50% of Rapps' Max HP) Then {
SpclChance = 5
} Else If (Rapps' HP <= 75% of Rapps' Max HP) Then {
SpclChance = 7
} Else {
SpclChance = 9
}
}
-----------------------------------------------------------------------------
5.14.4 Wutai, Godo's Pagoda
------ --------------------
Name: Gorkii
Lvl: 30 EXP: 1500 Win: 100% X-Potion
HP: 3000 AP: 50 Steal: -
MP: 150 Gil: 0 Morph: -
---
Weak: Wind
Void: Earth, Gravity
---
Att: 71 Def: 60 Df%: 5 Dex: 70
MAt: 75 MDf: 280 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
Gorkii begins battle In Air and never lands. His Df% is increased to 25
as a result
---
Attacks:
<Dive Kick>
Magical Attack
Formula: Max HP%
Pwr: [Target's Max HP / 4]
MAt%: 100
Tar: 1 Op
Elm: Hit
Barrier
Magical Change Status
Auto Hit
Cost: 16 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'Barrier'
Reflectable
Demi2
Magical Attack
Formula: HP%
Pwr: [Target's HP / 2]
MAt%: 75
Cost: 33 MP
Tar: 1 Op/All Op (NS)
Elm: Gravity
Reflect
Magical Change Status
Auto Hit
Cost: 30 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'Reflect'
Regen
Magical Change Status
MAt%: 255
Cost: 30 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'Regen'
Reflectable
---
AI: Setup
{
Gorkii's IdleAnim = In Air
Gorkii's HurtAnim = Flinch (In Air)
Gorkii's Df% = Gorkii's Df% + 20
}
AI: Main
{
Count = Count + 1
Choose Random Opponent
If (Count == 1) Then
{
Choose Self
If (Gorkii doesn't have Barrier Status) Then
{
Use Barrier on Target
} Else If (Gorkii doesn't have Regen Status) Then {
Use Regen on Target
} Else If (Gorkii doesn't have Reflect Status) Then {
Use Reflect on Target
} Else {
Choose Random Opponent
Use Demi2 on Target
}
} Else If (Count == 2) Then {
Use <Dive Kick> on Target
} Else {
1/2 Chance: Use Demi2 on Target
1/2 Chance: Use <Dive Kick> on Target
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Shake
Lvl: 32 EXP: 2200 Win: 100% Turbo Ether
HP: 4000 AP: 50 Steal: -
MP: 180 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 71 Def: 60 Df%: 1 Dex: 68
MAt: 75 MDf: 280 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Beak>
Physical Attack
Formula: Physical
Pwr: 1x Base (284)
PAt%: 103
Tar: 1 Op
Elm: Punch
Rage Bomber
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (710)
PAt%: 75
Tar: 1 Op
Elm: Shout
Attr: [ 72] Inflict 'Fury'
Notes: Only used as C/A or when Shake is Poisoned
---
AI: Main
{
If (Shake has Poison Status) Then
{
Choose Random Opponent
1/2 Chance: Use <Beak> on Target
1/2 Chance: Use Rage Bomber on Target
} Else {
Choose Random Opponent
Use <Beak> on Target
}
}
AI: Counter - General
{
If (Shake's HP <= 50% of Shake's Max HP) Then
{
Choose Shake's Last Attacker (General)
Use Rage Bomber on Target
}
}
-----------------------------------------------------------------------------
Name: Chekov
Lvl: 34 EXP: 2900 Win: 100% Ice Ring
HP: 5000 AP: 50 Steal: -
MP: 210 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 71 Def: 60 Df%: 1 Dex: 70
MAt: 75 MDf: 280 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
Absorb
Physical Absorb
Formula: Physical
Pwr: 1 1/4x Base (296)
PAt%: 255
Tar: 1 Op
Elm: Non-Element
Stare Down
Magical Change Status
MAt%: 255
Cost: 5 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Paralysed'
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
If (1/2 Chance) Then
{
If (At Least One Opponent doesn't have Paralysed Status) Then
{
Choose Random Opponent without Paralysed Status
} Else {
Choose Random Opponent
}
Use Stare Down on Target
}
TempVar:OpeningAttack = 1
} Else If (Chekov's HP <= 50% of Chekov's Max HP) Then {
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed Status
} Else {
Choose Random Opponent with Highest HP
}
Use Absorb on Target
}
}
AI: Counter - Magical
{
Choose Chekov's Last Attacker (Magical)
Use Stare Down on Target
}
-----------------------------------------------------------------------------
Name: Staniv
Lvl: 36 EXP: 3600 Win: 100% Elixir
HP: 6000 AP: 50 Steal: -
MP: 240 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 71 Def: 60 Df%: 1 Dex: 72
MAt: 75 MDf: 280 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Ironball>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (385)
PAt%: 115
Tar: 1 Op
Elm: Hit
Iron Attack
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (770)
PAt%: 100
Tar: All Op
Elm: Earth
Notes: Only used as C/A
War Cry
Magical Change Status
MAt%: 94
Cost: 4 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Sadness'
---
AI: Main
{
If (Count == 0) Then
{
Count = 1
} Else If (Count == 1) Then {
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed Status
} Else If (At Least One Opponent has Sadness Status) Then {
Choose Random Opponent with Sadness Status
} Else {
Choose Random Opponent with Highest HP
}
Use <Ironball> on Target
Count = 2
} Else If (Count == 2) Then {
Count = 3
} Else If (Count == 3) Then {
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed Status
} Else If (At Least One Opponent has Sadness Status) Then {
Choose Random Opponent with Sadness Status
} Else {
Choose Random Opponent with Highest HP
}
Use <Ironball> on Target
If (At Least One Opponent doesn't have Sadness Status) Then
{
} Else {
Count = 0
}
} Else {
If ((At Least One Opponent doesn't have Sadness Status)
AND (1/3 Chance)) Then
{
Choose Random Opponent without Sadness Status
} Else {
Choose Random Opponent
}
Use War Cry on Target
Count = 0
}
}
AI: Counter - General
{
If (TempVar:HPDanger == 0) Then
{
If (Staniv's HP <= 1/8th of Staniv's Max HP) Then
{
If (1/2 Chance) Then
{
Choose All Opponents
Use Iron Attack on Target
}
TempVar:HPDanger = 1
}
}
}
-----------------------------------------------------------------------------
Name: Godo
Lvl: 41 EXP: 5000 Win: 100% All Creation
HP: 10000 AP: 60 Steal: -
MP: 1000 Gil: 40000 Morph: -
---
No Elemental Properties
---
Att: 70 Def: 60 Df%: 1 Dex: 68
MAt: 45 MDf: 100 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
Seizure
Transformation: 1st Form has face of a demon human
2nd Form has face of a red beast
3rd Form has face of a white joker
---
Attacks:
<Cure2>
Magical HP Restore
Formula: Cure
Pwr: Base + 770 (1286)
MAt%: 255
Cost: 24 MP
Tar: 1 Al/All Al
Elm: Restorative
Attr: Reflectable
Notes: Transforms to 1st Form to use this
Only used as a general C/A when at 40% of less HP
Will cast on attacker instead if attacker is at 20% or less HP
<Sleepel>
Magical Change Status
MAt%: 100
Cost: 8 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Inflict 'Sleep'
Reflectable
Notes: Transforms to 1st Form to use this
<Mini>
Magical Change Status
MAt%: 100
Cost: 10 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Toggle 'Small'
Reflectable
Notes: Transforms to 1st Form to use this
When curing a target that already has the 'Small' Status, the
Toggle effect has a 100% chance of success
Drain
Magical Absorb
Formula: Magical
Pwr: 3/8x Base (193.5)
MAt%: 255
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Notes: Transforms to 3rd Form to use this
Bio2
Magical Attack
Formula: Magical
Pwr: 1 5/16x Base (677.25)
MAt%: 100
Cost: 36 MP
Tar: 1 Op/All Op
Elm: Poison
Attr: [ 48] Inflict 'Poison'
Reflectable
Notes: Transforms to 3rd Form to use this
Trine
Magical Attack
Formula: Magical
Pwr: 2 1/8x Base (1096.5)
MAt%: 100
Cost: 20 MP
Tar: All Op (NS)
Elm: Lightning
Notes: Transforms to 2nd Form to use this
Demi3
Magical Attack
Formula: HP%
Pwr: [Target's HP * 3 / 4]
MAt%: 75
Cost: 48 MP
Tar: 1 Op/All Op (NS)
Elm: Gravity
Notes: Transforms to 3rd Form to use this
Beast Sword
Physical Attack
Formula: Physical
Pwr: 1x Base (337)
PAt%: 95
Tar: All Op/1 Op
Elm: Non-Element
Notes: Transforms to 2nd Form to use this
Animations:
<to Beast>
Transform to 2nd Form
Notes: Only used in 1st Form
<to Cheater>
Transform to 3rd Form
Notes: Only used in 1st Form
<to Human>
Transform to 1st Form
Notes: Only used in 2nd Form
<to Cheat>
Transform to 3rd Form
Notes: Only used in 2nd Form
<to Beast>
Transform to 2nd Form
Notes: Only used in 3rd Form
<to Human>
Transform to 1st Form
Notes: Only used in 3rd Form
---
AI: Setup
{
Stage = 0
Count = Rnd(0..7)
SpclChance = 5
TempVar:CounterTar = Choose Random Opponent
}
AI: Main
{
SelectTar = Choose All Opponents
TempVar:ChosenAtt = Beast Sword
TempVar:NewStage = 1
If (Count == 0) Then
{
1/4 Chance: Count = 2
1/4 Chance: Count = 4
1/4 Chance: Count = 5
1/4 Chance: Count = 1
} Else If (Count == 1) Then {
1/4 Chance: Count = 3
1/4 Chance: Count = 4
1/4 Chance: Count = 6
1/4 Chance: Count = 0
} Else If (Count == 2) Then {
If ((At Least One Opponent doesn't have Reflect Status)
AND (At Least One Opponent doesn't have Sleep Status)
AND (Godo's MP >= 8)) Then
{
SelectTar = Choose All Opponents
TempVar:ChosenAtt = <Sleepel>
TempVar:NewStage = 0
}
1/3 Chance: Count = 0
2/3 Chance: Count = 1
} Else If (Count == 3) Then {
If ((At Least One Opponent doesn't have Reflect Status)
AND (At Least One Opponent doesn't have Small Status)
AND (Godo's MP >= 10)) Then
{
SelectTar = Choose All Opponents
TempVar:ChosenAtt = <Mini>
TempVar:NewStage = 0
}
1/3 Chance: Count = 1
2/3 Chance: Count = 0
} Else If (Count == 4) Then {
If (Godo's MP >= 1) Then
{
SelectTar = Choose Random Opponent with Highest HP
TempVar:ChosenAtt = Drain
TempVar:NewStage = 2
}
1/4 Chance: Count = 0
1/4 Chance: Count = 1
1/4 Chance: Count = 5
1/4 Chance: Count = 6
} Else If (Count == 5) Then {
If ((At Least One Opponent doesn't have Reflect)
AND (Godo's MP >= 36)) Then
{
SelectTar = Choose All Opponents
TempVar:ChosenAtt = Bio2
TempVar:NewStage = 2
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 7
} Else {
Count = 1
}
} Else If (Count == 6) Then {
If (Godo's MP >= 20) Then
{
SelectTar = Choose All Opponents
TempVar:ChosenAtt = Trine
TempVar:NewStage = 1
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 7
} Else {
Count = 0
}
} Else {
If (Godo's MP >= 48) Then
{
SelectTar = Choose All Opponents
TempVar:ChosenAtt = Demi3
TempVar:NewStage = 2
}
Count = Rnd(0..1)
}
If (Stage != TempVar:NewStage) Then
{
If (Stage == 0) Then
{
If (TempVar:NewStage == 1) Then
{
TempVar:FormMove = <to Beast>
TempVar:NewForm = Beast
} Else If (TempVar:NewStage == 2) Then {
TempVar:FormMove = <to Cheater>
TempVar:NewForm = Joker
}
} Else If (Stage == 1) Then {
If (TempVar:NewStage == 0) Then
{
TempVar:FormMove = <to Human>
TempVar:NewForm = Human
} Else If (TempVar:NewStage == 2) Then {
TempVar:FormMove = <to Cheat>
TempVar:NewForm = Joker
}
} Else {
If (TempVar:NewStage == 0) Then
{
TempVar:FormMove = <to Human>
TempVar:NewForm = Human
} Else If (TempVar:NewStage == 1) Then {
TempVar:FormMove = <to Beast>
TempVar:NewForm = Beast
}
}
Choose Self
Use TempVar:FormMove on Target
Godo's IdleAnim = TempVar:NewForm
}
Stage = TempVar:NewStage
Choose SelectTar
Use TempVar:ChosenAtt on Target
}
AI: Counter - General
{
If (Godo's IdleAnim == Human) Then
{
Godo's HurtAnim = Flinch (Human)
} Else If (Godo's IdleAnim == 6) Then {
Godo's HurtAnim = 7
} Else {
Godo's HurtAnim = 12
}
If (Godo's HP <= 40% of Godo's Max HP) Then
{
SpclChance = 2
} Else If (Godo's HP <= 60% of Godo's Max HP) Then {
SpclChance = 3
} Else If (Godo's HP <= 80% of Godo's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
If ((SpclChance <= 2) AND (Godo doesn't have Reflect Status)
AND (Godo's MP >= 24)) Then
{
If (Stage == 1) Then
{
Choose Self
Use <to Human> on Target
Godo's IdleAnim = Human
Godo's HurtAnim = Flinch (Human)
Stage = 0
} Else If (Stage == 2) Then {
Choose Self
Use <to Human> on Target
Godo's IdleAnim = Human
Godo's HurtAnim = Flinch (Human)
Stage = 0
}
TempVar:CounterTar = Godo's Last Attacker (General)
If ((TempVar:CounterTar's HP <= 2 * [TempVar:CounterTar's Max HP / 10])
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose TempVar:CounterTar
} Else {
Choose Self
}
Use <Cure2> on Target
}
}
=============================================================================
5.15 The Temple of the Ancients
-------------------------------
5.15.1 Woodlands Area
------ --------------
Name: Slaps
Lvl: 29 EXP: 370 Win: [ 8] Hi-Potion
HP: 900 AP: 30 Steal: -
MP: 50 Gil: 450 Morph: Hyper
---
Weak: Wind
Void: Earth
---
Att: 46 Def: 42 Df%: 1 Dex: 56
MAt: 34 MDf: 66 Lck: 0
---
Immune: Confusion, Stop, Frog, Small, Manipulate, Berserk, Paralysed
---
Attacks:
Bug Needle
Magical Attack
Formula: Magical
Pwr: 1/16x Base (23.625)
MAt%: 120
Tar: 1 Op
Elm: Punch
Attr: [ 88] Inflict 'Poison', 'Sadness'
Berserk Needle
Magical Attack
Formula: Magical
Pwr: 1/16x Base (23.625)
MAt%: 120
Tar: 1 Op
Elm: Punch
Attr: [ 48] Inflict 'Berserk'
Notes: When used against a Player Character, the Inflict effect has a
100% chance of success
Paralyzer Needle
Magical Attack
Formula: Magical
Pwr: 1/16x Base (23.625)
MAt%: 120
Tar: 1 Op
Elm: Punch
Attr: [ 20] Inflict 'Paralysed'
Notes: Always targets whoever has the lowest HP
Only used once per battle
---
AI: Main
{
1/8 Chance:
{
If (TempVar:Paralyzer == 0) Then
{
Choose Random Opponent with Lowest HP
Use Paralyzer Needle on Target
TempVar:Paralyzer = 1
} Else {
Choose Random Opponent
Use Berserk Needle on Target
}
}
1/8 Chance:
{
Choose Random Opponent
Use Bug Needle on Target
}
3/4 Chance:
{
Choose Random Opponent
Use Berserk Needle on Target
}
}
-----------------------------------------------------------------------------
Name: Under Lizard
Lvl: 29 EXP: 440 Win: [ 8] Remedy
HP: 1400 AP: 45 Steal: [32] Remedy
MP: 140 Gil: 420 Morph: Remedy
---
No Elemental Properties
---
Att: 70 Def: 50 Df%: 1 Dex: 66
MAt: 50 MDf: 130 Lck: 0
---
No Special Attributes
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (259)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Petrified Frog
Magical Change Status
MAt%: 95
Cost: 45 MP
Tar: 1 Op
Elm: Non-Element
Attr: [ 84] Inflict 'Frog', 'Slow-numb'
Manip.
---
AI: Setup
{
Count = Rnd(0..3)
}
AI: Main
{
If (Count == 0 or 1) Then
{
If (At Least One Opponent doesn't have Petrify) Then
{
Choose Random Opponent without Petrify
Use <Bodyblow> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
If (At Least One Opponent doesn't have Petrify) Then
{
Choose Random Opponent without Petrify
Use <Bodyblow> on Target
}
1/2 Chance: Count = Rnd(0..1)
1/2 Chance: Count = 3
} Else {
If ((At Least One Opponent doesn't have Petrify)
AND (At Least One Opponent doesn't have Slow-numb)) Then
{
Choose Random Opponent without Petrify and Slow-numb Status
Use Petrified Frog on Target
} Else If (At Least One Opponent doesn't have Petrify Status) Then {
Choose Random Opponent without Petrify
Use <Bodyblow> on Target
}
Count = Rnd(0..1)
}
}
-----------------------------------------------------------------------------
Name: Kelzmelzer
Lvl: 30 EXP: 410 Win: [ 8] Potion
HP: 800 AP: 35 Steal: [32] Antidote
MP: 0 Gil: 400 Morph: Antidote
---
No Elemental Properties
---
Att: 50 Def: 56 Df%: 14 Dex: 53
MAt: 35 MDf: 90 Lck: 1
---
No Special Attributes
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (142)
PAt%: 110
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Liquid poison
Physical Change Status
PAt%: 100
Tar: 1 Op
Elm: Poison
Attr: 100% Inflict 'Poison'
Manip.
---
AI: Main
{
Choose Random Opponent
If (At Least One Ally (Except Self) with same Formation ID
doesn't have Death Status) Then
{
1/4 Chance: Use Liquid poison on Target
3/4 Chance: Use <Claw> on Target
} Else {
1/4 Chance: Use <Claw> on Target
3/4 Chance: Use Liquid poison on Target
}
}
-----------------------------------------------------------------------------
Name: Dual Horn
Lvl: 30 EXP: 550 Win: [ 8] Pepio Nut
HP: 2500 AP: 45 Steal: [ 8] Pepio Nut
MP: 0 Gil: 500 Morph: -
---
No Elemental Properties
---
Att: 68 Def: 70 Df%: 1 Dex: 62
MAt: 25 MDf: 166 Lck: 0
---
BUG: Dual Horn has a third attack that has been dummied out. Its AI script
tells it to have a chance to use it when it has 50% HP or less, but it will
never have enough MP to use what it thinks the attack should be
---
Attacks:
<Angle Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (257)
PAt%: 95
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Horn Lift
Physical Attack
Formula: Physical
Pwr: 1x Base (257)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
<>
Dummy Move
Cost: 65535 MP
Notes: Dual Horn will never have enough MP to use this
Animation effect is a double horn lift, which ends up doing 0
damage since the attack details do not exist
---
AI: Main
{
Choose Random Opponent
If (Dual Horn's HP <= 50% of Dual Horn's Max HP) Then
{
1/4 Chance: Use <> on Target
1/4 Chance: Use <Angle Punch> on Target
1/2 Chance: Use Horn Lift on Target
} Else {
1/4 Chance: Use Horn Lift on Target
3/4 Chance: Use <Angle Punch> on Target
}
}
-----------------------------------------------------------------------------
Name: Tonadu
Lvl: 30 EXP: 600 Win: 100% Bird Wing
HP: 1600 AP: 45 Steal: [63] Bird Wing
MP: 0 Gil: 600 Morph: -
---
Weak: Wind
Void: Earth, Water
---
Att: 54 Def: 52 Df%: 5 Dex: 66
MAt: 55 MDf: 150 Lck: 0
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 2x Base (308)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Claw twice in a single combo
Great Gale
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (288.75)
PAt%: 100
Tar: All Op
Elm: Wind
Attr: [ 40] Inflict 'Darkness'
Manip.
Notes: Status infliction done via Great Gale is considered to be No
Split, even though the damage itself is split
Big Sound
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (192.5)
PAt%: 95
Tar: All Op/1 Op
Elm: Wind
Attr: Manip.
Can't Cover
Notes: Tonadu will never use this normally
---
AI: Setup
{
Count = Rnd(0..3)
SpclChance = 8
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Claw> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Claw> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
Choose Random Opponent
Use <Claw> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Claw> on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 3
} Else {
Count = 0
}
} Else {
Choose All Opponents
Use Great Gale on Target
Count = 0
}
}
AI: Counter - General
{
If (Tonadu's HP <= 25% of Tonadu's Max HP) Then
{
SpclChance = 2
} Else If (Tonadu's HP <= 50% of Tonadu's Max HP) Then {
SpclChance = 3
} Else If (Tonadu's HP <= 75% of Tonadu's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 8
}
}
-----------------------------------------------------------------------------
5.15.2 Temple of the Ancients
------ ----------------------
Name: Toxic Frog
Lvl: 26 EXP: 420 Win: [ 8] Impaler
HP: 500 AP: 30 Steal: [32] Impaler
MP: 100 Gil: 260 Morph: Remedy
---
Weak: Ice
Asrb: Poison
---
Att: 56 Def: 30 Df%: 1 Dex: 74
MAt: 35 MDf: 120 Lck: 0
---
Immune: Frog, Small
---
Attacks:
Frog Jab
Physical Attack
Formula: Physical
Pwr: 1/8x Base (18.25)
PAt%: 85
Tar: 1 Op
Elm: Hit
Attr: 100% Toggle 'Frog'
Berserk Attack
Manip.
Frog Song
Magical Change Status
MAt%: 100
Cost: 5 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Toggle 'Frog', 'Sleep'
Reflectable
Manip.
Poisona
Magical Change Status
MAt%: 255
Cost: 3 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Cure 'Poison'
Reflectable
Manip.
Notes: Toxic Frog will never use this normally
---
AI: Setup
{
TempVar:Delay = Rnd(0..3)
TempVar:FrogJabCount = Rnd(1..2)
}
AI: Main
{
If (TempVar:FrogJabCount > 0) Then
{
Choose Random Opponent
Use Frog Jab on Target
TempVar:FrogJabCount = TempVar:FrogJabCount - 1
} Else If (TempVar:Delay == 0) Then {
If (At Least One Opponent doesn't have Frog Status) Then
{
Choose Random Opponent without Frog Status
Use Frog Song on Target
TempVar:Delay = Rnd(0..3)
} Else {
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
} Else {
Choose Random Opponent
}
Use Frog Jab on Target
TempVar:Delay = 0
}
} Else {
TempVar:Delay = TempVar:Delay - 1
}
}
AI: Counter - Physical
{
If (1/3 Chance) Then
{
Choose Toxic Frog's Last Attacker (Physical)
Use Frog Jab on Target
}
}
AI: Counter - Magical
{
If (1/3 Chance) Then
{
Choose Toxic Frog's Last Attacker (Magical)
Use Frog Song on Target
}
}
-----------------------------------------------------------------------------
Name: Doorbull
Lvl: 35 EXP: 760 Win: [ 8] Hi-Potion
HP: 2800 AP: 50 Steal: [32] Hi-Potion
MP: 160 Gil: 680 Morph: -
---
Void: Gravity
Asrb: Fire
---
Att: 70 Def: 66 Df%: 5 Dex: 80
MAt: 50 MDf: 160 Lck: 0
---
Immune: Manipulate, Peerless, Seizure
Although Doorbull is not immune to Berserk, it does not have a designated
Berserk Attack. As such, it will try to use a non-existant attack, which
happens to cost more MP than it will ever have. Because of this, it will
continually print the message "Doorbull's skill power is used up."
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (298)
PAt%: 100
Tar: 1 Op
Elm: Hit
Fang
Physical Attack
Formula: Physical
Pwr: 1x Base (298)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Fire Shell
Physical Attack
Formula: Physical
Pwr: 1x Base (298)
PAt%: 95
Tar: 1 Op
Elm: Fire
Attr: Can't Cover
Light Shell
Physical Attack
Formula: Physical
Pwr: 1x Base (298)
PAt%: 95
Tar: 1 Op
Elm: Shout
Attr: Can't Cover
---
AI: Main
{
Choose Random Opponent
If (Doorbull has Poison or Confusion Status) Then
{
1/2 Chance: Count = 1
1/2 Chance: Count = 2
}
If (Count == 0) Then
{
Use <Claw> on Target
Count = 1
} Else If (Count == 1) Then {
Use Fang on Target
Count = 2
} Else If (Count == 2) Then {
Use Fire Shell on Target
Count = 3
} Else {
Use Light Shell on Target
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Ancient Dragon
Lvl: 34 EXP: 800 Win: [ 8] Turbo Ether
HP: 2400 AP: 80 Steal: -
MP: 450 Gil: 800 Morph: -
---
Weak: Gravity, Wind
Void: Earth, Water
---
Att: 70 Def: 90 Df%: 1 Dex: 70
MAt: 55 MDf: 280 Lck: 10
---
Immune: Stop, Frog, Peerless, Paralysed, Seizure
---
Attacks:
<Horn>
Physical Attack
Formula: Physical
Pwr: 1 1/8x Base (328.5)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Southern Cross
Physical Attack
Formula: Physical
Pwr: 2x Base (584)
PAt%: 95
Tar: 1 Op
Elm: Ice
Attr: Manip.
Can't Cover
---
AI: Setup
{
Count = Rnd(0..3)
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Horn> on Target
If (1/3 Chance) Then
{
Choose Random Opponent
Use <Horn> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
Choose Random Opponent
Use <Horn> on Target
If (1/3 Chance) Then
{
Choose Random Opponent
Use <Horn> on Target
}
1/2 Chance: Count = 3
1/2 Chance: Count = Rnd(0..1)
} Else {
Choose Random Opponent
Use Southern Cross on Target
Count = Rnd(0..1)
}
}
-----------------------------------------------------------------------------
Name: 8 eye
Lvl: 30 EXP: 1000 Win: -
HP: 500 AP: 100 Steal: -
MP: 220 Gil: 720 Morph: Magic Source
---
Death: Poison
Void: Gravity
---
Att: 40 Def: 200 Df%: 0 Dex: 25
MAt: 60 MDf: 400 Lck: 0
---
Immune: Confusion, Silence, Frog, Manipulate, Berserk
---
Attacks:
<Eyesight>
Magical MP Attack
Formula: HP%
Pwr: [Target's MP * 3 / 4]
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: Only used as a C/A against Magical abilities
<Eyesight>
Magical Attack
Formula: HP%
Pwr: [Target's HP * 3 / 4]
MAt%: 255
Tar: 1 Op
Elm: Non-Element
<Eyesight>
Magical Attack
Formula: Magical
Pwr: 3x Base (1620)
MAt%: 255
Tar: 1 Op
Elm: Non-Element
<Eyesight>
Magical Change Status
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow', 'Darkness'
Notes: Only used as a C/A against Physical abilities
---
AI: Main
{
If ((At Least One Opponent has Darkness Status)
AND (At Least One Opponent has Slow Status)
AND (TempVar:NormAttack == 0)) Then
{
Choose Random Opponent with Slow Status
Use <Eyesight> (HP% Version) on Target
TempVar:NormAttack = 1
} Else {
Choose Random Opponent with Highest HP
Use <Eyesight> (3xBase Version) on Target
TempVar:NormAttack = 0
}
}
AI: Counter - Physical
{
Choose 8 eye's Last Attacker (Physical)
Use <Eyesight> (Status Version) on Target
TempVar:NormAttack = 1
}
AI: Counter - Magical
{
Choose 8 eye's Last Attacker (Magical)
Use <Eyesight> (MP Attack Version) on Target
TempVar:NormAttack = 1
}
-----------------------------------------------------------------------------
Name: Jemnezmy
Lvl: 24 EXP: 510 Win: -
HP: 800 AP: 50 Steal: -
MP: 80 Gil: 400 Morph: -
---
Death: Poison
Void: Ice
---
Att: 55 Def: 58 Df%: 1 Dex: 60
MAt: 34 MDf: 80 Lck: 25
---
Immune: Sleep, Confusion, Frog, Small, Manipulate, Berserk, Paralysed
---
Attacks:
Toad
Magical Change Status
MAt%: 100
Cost: 14 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Toggle 'Frog'
Reflectable
Notes: Only used as a C/A on attacker if they have Frog Status
When curing a target that already has the 'Frog' Status, the
Toggle effect has a 100% chance of success
Poisona
Magical Change Status
MAt%: 255
Cost: 3 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Cure 'Poison'
Reflectable
Notes: Only used as a C/A on attacker if they have Poison Status
Fascination
Magical Change Status
MAt%: 90
Cost: 5 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Confusion'
Notes: Only used on Cloud, Barret, Red XIII, Cait Sith, Vincent or Cid
Cold Breath
Magical Attack
Formula: Magical
Pwr: 3/8x Base (130.5)
MAt%: 90
Cost: 12 MP
Tar: 1 Op
Elm: Ice
Notes: Only used on targets with Frog status or anything that isn't one
of the male party members
---
AI: Main
{
If ((TempVar:FrogAtt == 0)
AND (At Least One Opponent has Frog Status)) Then
{
SelectTar = All Opponents with Frog Status
If (At Least One in SelectTar doesn't have Confusion Status) Then
{
Choose Random from SelectTar without Confusion Status
} Else {
Choose Random from SelectTar
}
Use Cold Breath on Target
TempVar:FrogAtt = 1
} Else If (1/2 Chance) Then {
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion
} Else {
Choose Random Opponent
}
If (Target is Cloud, Barret, Red XIII, Cait Sith, Vincent or Cid) Then
{
Use Fascination on Target
} Else {
Use Cold Breath on Target
}
TempVar:FrogAtt = 0
}
}
AI: Counter - General
{
Choose Jemnezmy's Last Attacker (General)
If ((Target has Frog Status) AND (Jemnezmy's MP >= 14)) Then
{
Use Toad on Target
} Else If ((Target has Poison Status) AND (Jemnezmy's MP >= 3)) Then {
Use Poisona on Target
}
}
-----------------------------------------------------------------------------
Name: Red Dragon
Lvl: 39 EXP: 3500 Win: 100% Dragon Armlet
HP: 6800 AP: 200 Steal: -
MP: 300 Gil: 1000 Morph: -
---
Void: Gravity
Asrb: Fire
---
Att: 95 Def: 80 Df%: 5 Dex: 90
MAt: 85 MDf: 260 Lck: 5
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Dragon Fang>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (1387.5)
PAt%: 100
Tar: 1 Op
Elm: Hit
<Tail Attack>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (693.75)
PAt%: 90
Tar: 1 Op
Elm: Hit
Red Dragon Breath
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (930)
MAt%: 95
Tar: 1 Op
Elm: Fire
---
AI: Main
{
Choose Random Opponent
If (TempVar:OpeningAttack = 0) Then
{
1/4 Chance: Use <Dragon Fang> on Target
3/4 Chance: Use Red Dragon Breath on Target
TempVar:OpeningAttack = 1
} Else {
1/4 Chance: Use Red Dragon Breath on Target
1/4 Chance: Use <Tail Attack> on Target
1/2 Chance: Use <Dragon Fang> on Target
}
}
-----------------------------------------------------------------------------
Name: Demons Gate
Lvl: 45 EXP: 3800 Win: 100% Gigas Armlet
HP: 10000 AP: 220 Steal: -
MP: 400 Gil: 4000 Morph: -
---
Half: Earth
Void: Poison, Gravity
---
Att: 150 Def: 100 Df%: 0 Dex: 120
MAt: 96 MDf: 450 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Paralysed
---
Attacks:
<Falling Rocks>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (1762.5)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Can't Cover
Cave-in
Physical Attack
Formula: Physical
Pwr: 1x Base (1410)
PAt%: 100
Tar: All Op
Elm: Ice
Notes: Cave-in will only be used on one target if all other party
members are either non-targetable or under either the Slow-numb
or Petrify statuses
Petrif-Eye
Magical Change Status
MAt%: 255
Cost: 12 MP
Tar: 1 Op
Elm: Hidden
Attr: 100% Inflict 'Slow-numb'
Demon Rush
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (2115)
PAt%: 255
Tar: All Op
Elm: Non-Element
Notes: Only used after Advance
Animations:
<Advance>
Moves Demons Gate forward
Notes: Used on next turn after being reduced below 7500, 5000 or 2500 HP
May also begin battle by using it on first turn
Will always use Demon Rush next
<Retreat>
Moves Demons Gate backward
Notes: Only used after Demon Rush
---
AI: Setup
{
SpclChance = 8
Count = Rnd(0..4)
}
AI: Main
{
If (Count == 0 or 1) Then {
If (At Least One Opponent has neither Slow-numb
nor Petrify Status) Then
{
Choose Random Opponent without Slow-numb and Petrify Status
Use <Falling Rocks> on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
If (At Least One Opponent has neither Slow-numb
nor Petrify Status) Then
{
Choose Random Opponent without Slow-numb and Petrify Status
Use <Falling Rocks> on Target
}
}
Count = Count + 1
} Else If (Count = 2) Then {
If (At Least One Opponent has neither Slow-numb
nor Petrify Status) Then
{
Choose All Opponents without Slow-numb and Petrify Status
Use Cave-in on Target
}
Count = 3
} Else If (Count = 3) Then {
If (At Least One Opponent has neither Slow-numb
nor Petrify Status) Then
{
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent without Slow-numb and Petrify Status
Use Petrif-Eye on Target
} Else {
Choose Random Opponent without Slow-numb and Petrify Status
Use <Falling Rocks> on Target
}
}
Count = Rnd(0..2)
} Else If (Count = 4) Then {
Choose Self
Use <Advance> on Target
Demons Gate's IdleAnim = Demon Rush Position
1/3 Chance: Count = 5
2/3 Chance: Count = 6
} Else If (Count = 5) Then {
Count = 6
} Else {
If (At Least One Opponent doesn't have Petrify Status) Then
{
Choose All Opponents without Petrify Status
Use Demon Rush on Target
}
Choose Self
Use <Retreat> on Target
Demons Gate's IdleAnim = Normal Position
Stage = 0
Count = 0
}
}
AI: Counter - General
{
If (Demons Gate's IdleAnim = Normal Position) Then
{
Demons Gate's HurtAnim = Flinch (Normal Position)
} Else {
Demons Gate's HurtAnim = Flinch (Demon Rush Position)
}
If (Demons Gate's HP <= 25% of Demons Gate's Max HP) Then
{
If ((SpclChance == 3) AND (Stage == 0)) Then
{
Count = 4
Stage = 1
}
SpclChance = 2
} Else If (Demons Gate's HP <= 50% of Demons Gate's Max HP) Then {
If ((SpclChance == 4) AND (Stage == 0)) Then
{
Count = 4
Stage = 1
}
SpclChance = 3
} Else If (Demons Gate's HP <= 75% of Demons Gate's Max HP) Then {
If ((SpclChance == 8) AND (Stage == 0)) Then
{
Count = 4
Stage = 1
}
SpclChance = 4
} Else {
SpclChance = 8
}
}
=============================================================================
5.16 The Forgotten City
-----------------------
5.16.1 Icicle Area (Part One)
------ ----------------------
Name: Vlakorados
Lvl: 33 EXP: 510 Win: [32] Carob Nut
HP: 33333 AP: 40 Steal: [32] Carob Nut
MP: 333 Gil: 460 Morph: Elixir
---
Half: Gravity
---
Att: 60 Def: 60 Df%: 10 Dex: 73
MAt: 57 MDf: 48 Lck: 15
---
Immune: Death, Confusion, Frog, Small, Slow-numb, Petrify, Manipulate,
Berserk
---
Attacks:
<Tail Attack>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (227.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Violent Advance
Physical Attack
Formula: Physical
Pwr: 1x Base (182)
PAt%: 95
Tar: 1 Op
Elm: Punch
Bolt Ball
Magical Attack
Formula: Magical
Pwr: 1x Base (540)
MAt%: 95
Cost: 22 MP
Tar: 1 Op
Elm: Lightning
---
AI: Setup
{
Count = Rnd(0..2)
SpclChance = 5
}
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent
Use Bolt Ball on Target
If (Rnd(1..SpclChance) == 1) Then
{
Count = 3
} Else {
Count = Rnd(0..1)
}
} Else If (Count == 1) Then {
Choose Random Opponent
Use <Tail Attack> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Count = 3
} Else {
Count = Rnd(0..1)
}
} Else {
Choose Random Opponent
Use Violent Advance on Target
Count = Rnd(0..1)
}
}
AI: Counter - General
{
If ((Vlakorados's HP <= 1 * [Vlakorados's Max HP / 4])
AND (SpclChance == 3)) Then
{
Count = 3
SpclChance = 2
} Else If ((Vlakorados's HP <= 2 * [Vlakorados's Max HP / 4])
AND (SpclChance == 4)) Then {
Count = 3
SpclChance = 3
} Else If ((Vlakorados's HP <= 3 * [Vlakorados's Max HP / 4])
AND (SpclChance == 5)) Then {
Count = 3
SpclChance = 4
} Else {
SpclChance = 5
}
}
-----------------------------------------------------------------------------
Name: Trickplay
Lvl: 24 EXP: 480 Win: [ 8] Hi-Potion
HP: 1500 AP: 35 Steal: -
MP: 100 Gil: 800 Morph: -
---
Asrb: Earth
---
Att: 100 Def: 40 Df%: 0 Dex: 53
MAt: 45 MDf: 96 Lck: 20
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Manipulate
---
Attacks:
<Rock Toss>
Physical Attack
Formula: Physical
Pwr: 1x Base (325)
PAt%: 120
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Can't Cover
Magma
Physical Attack
Formula: Physical
Pwr: 1x Base (325)
PAt%: 95
Tar: 1 Op
Elm: Fire
Attr: Can't Cover
Sewer
Magical Attack
Formula: Magical
Pwr: 1x Base (414)
MAt%: 100
Tar: 1 Op
Elm: Water
Sinking
Physical Attack
Formula: Physical
Pwr: 1x Base (325)
PAt%: 95
Tar: 1 Op
Elm: Earth
Attr: Can't Cover
Hot Springs
Magical HP Restore
Formula: Cure
Pwr: Base + 154 (568)
MAt%: 255
Tar: 1 Op
Elm: Restorative
Gold Mountain
Physical Attack
Formula: Physical
Pwr: 1x Base (325)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Can't Cover
Notes: Adds 800 to Trickplay's Gil Value
L4 Suicide
Magical Attack
Formula: HP%
Pwr: [Target's HP * 31 / 32]
Auto Hit
Cost: 10 MP
Tar: All Op (NS)
Elm: Non-Element
Attr: 100% Inflict 'Small'
Reflectable
Notes: Miss if Target's Lvl not multiple of 4
---
AI: Main
{
Choose Random Opponent
1/23 Chance: Use Hot Springs on Target
4/23 Chance: Use <Rock Toss> on Target
4/23 Chance: Use Sewer on Target
4/23 Chance: Use Sinking on Target
4/23 Chance:
{
Use Gold Mountain on Target
Trickplay's Gil Value = Trickplay's Gil Value + 800
}
4/23 Chance: Use Magma on Target
2/23 Chance: Use L4 Suicide on Target
}
AI: Counter - Death
{
Remove Trickplay's Base
}
-----------------------------------------------------------------------------
5.16.2 Corel Valley
------ ------------
Name: Boundfat
Lvl: 27 EXP: 420 Win: [ 8] Dazers
HP: 500 AP: 40 Steal: [32] Dazers
MP: 80 Gil: 350 Morph: Dazers
---
Asrb: Ice
---
Att: 55 Def: 60 Df%: 1 Dex: 60
MAt: 50 MDf: 100 Lck: 0
---
No Special Attributes
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (147)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Always targets whoever has the lowest HP
Ice2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (577.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Berserk Attack
Manip.
Notes: Always targets whoever has the lowest MDf
Dark Needle
Physical Attack
Formula: Physical
Pwr: 1x Base (147)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Darkness'
Manip.
Notes: Always targets whoever has the lowest Def
Death Sentence
Magical Change Status
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Death-sentence'
Manip.
Notes: Only as a Final Attack against a Magic or Summon command
---
AI: Setup
{
TempVar:BodyblowUses = 5
}
AI: Main
{
If (TempVar:MagicAtt == 0) Then
{
If (TempVar:BodyblowUses == 0) Then
{
Choose Random Opponent with Lowest Def
Use Dark Needle on Target
TempVar:BodyblowUses = 5
} Else {
Choose Random Opponent with Lowest HP
Use <Bodyblow> on Target
TempVar:BodyblowUses = TempVar:BodyblowUses - 1
}
} Else {
TempVar:BodyblowUses = 3
If (Boundfat's MP >= 22) Then
{
Choose Random Opponent with Lowest MDf
Use Ice2 on Target
} Else {
Choose Random Opponent with Lowest Def
Use Dark Needle on Target
}
}
}
AI: Counter - Death
{
If (Last Command was Summon, W-Summon, Magic or W-Magic) Then
{
Choose Boundfat's Last Attacker (General)
Use Death Sentence on Target
}
}
AI: Counter - Physical
{
TempVar:MagicAtt = 0
}
AI: Counter - Magical
{
TempVar:MagicAtt = 1
}
-----------------------------------------------------------------------------
Name: Malldancer
Lvl: 32 EXP: 500 Win: [ 8] Hi-Potion
HP: 600 AP: 56 Steal: [ 8] Phoenix Down
MP: 100 Gil: 700 Morph: X-Potion
---
Void: Earth, Water
---
Att: 61 Def: 58 Df%: 10 Dex: 60
MAt: 50 MDf: 96 Lck: 0
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (183)
PAt%: 110
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Dance
Physical Attack
Formula: Physical
Pwr: 1x Base (183)
PAt%: 95
Tar: All Op
Elm: Non-Element
Attr: 100% Inflict 'Slow', 'Darkness'
Manip.
Notes: Status infliction done via Dance is considered to be No Split,
even though the damage itself is split
---
AI: Main
{
If ((TempVar:OpeningAttack == 0)
AND (At Least One Opponent doesn't have Darkness Status)) Then
{
Choose All Opponents without Darkness Status
Use Dance on Target
TempVar:OpeningAttack = 1
} Else {
If (At Least One Opponent has Darkness Status) Then
{
Choose Random Opponent with Darkness Status
} Else {
Choose Random Opponent
}
Use <Claw> on Target
}
}
-----------------------------------------------------------------------------
Name: Hungry
Lvl: 33 EXP: 700 Win: [ 8] Ether
HP: 2000 AP: 60 Steal: -
MP: 100 Gil: 600 Morph: -
---
No Elemental Properties
---
Att: 60 Def: 64 Df%: 5 Dex: 62
MAt: 45 MDf: 130 Lck: 30
---
Immune: Confusion, Frog, Small, Manipulate
---
Attacks:
<Bodyblow>
Physical Attack</pre><pre id="faqspan-12">
Formula: Physical
Pwr: 1x Base (182)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Mini
Magical Change Status
MAt%: 100
Cost: 10 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Toggle 'Small'
Reflectable
Notes: When curing a target that already has the 'Small' Status, the
Toggle effect has a 100% chance of success
Eat
Removes Target From Battle
Auto Hit
Tar: 1 Op
Notes: Target is counted as Dead
Only used on targets in 'Small' Status
---
AI: Setup
{
Count = Rnd(0..2)
SpclChance = 4
}
AI: Main
{
If (Count == 0) Then
{
If (At Least One Opponent doesn't have Small Status) Then
{
Choose Random Opponent without Small Status
} Else {
Choose Random Opponent
}
Use <Bodyblow> on Target
Count = Rnd(1..2)
} Else If (Count == 1) Then {
If (At Least One Opponent doesn't have Small Status) Then
{
If (Hungry's MP >= 10) Then
{
Choose Random Opponent without Small Status
Use Mini on Target
} Else {
Choose Random Opponent without Small Status
Use <Bodyblow> on Target
}
} Else {
If ((More Than One Targetable Opponent remains)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent
Use Eat on Target
} Else {
Choose Random Opponent
Use <Bodyblow> on Target
}
}
1/3 Chance: Count = 2
2/3 Chance: Count = 0
} Else {
If (At Least One Opponent has Small Status) Then
If ((More Than One Targetable Opponent remains)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent with Small Status
Use Eat on Target
} Else {
If (At Least One Opponent doesn't have Small Status) Then
{
Choose Random Opponent withou Small Status
} Else {
Choose Random Opponent
}
Use <Bodyblow> on Target
}
} Else {
If (Hungry's MP >= 10) Then
{
Choose Random Opponent
Use Mini on Target
} Else {
Choose Random Opponent
Use <Bodyblow> on Target
}
}
1/3 Chance: Count = 1
2/3 Chance: Count = 0
}
}
AI: Counter - General
{
If (Hungry's HP <= 25% of Hungry's Max HP) Then
{
SpclChance = 1
} Else If (Hungry's HP <= 50% of Hungry's Max HP) Then {
SpclChance = 2
} Else If (Hungry's HP <= 75% of Hungry's Max HP) Then {
SpclChance = 3
} Else {
SpclChance = 4
}
}
-----------------------------------------------------------------------------
5.16.3 Water Altar
------ -----------
Name: Jenova*LIFE
Lvl: 50 EXP: 4000 Win: 100% Wizard Bracelet
HP: 10000 AP: 350 Steal: -
MP: 300 Gil: 1500 Morph: -
---
Weak: Earth
Void: Gravity
Asrb: Water
---
Att: 128 Def: 110 Df%: 10 Dex: 140
MAt: 40 MDf: 290 Lck: 40
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
Seizure
---
Attacks:
Blue Light
Magical Attack
Formula: Magical
Pwr: 7/8x Base (472.5)
MAt%: 100
Cost: 8 MP
Tar: 1 Op
Elm: Water/Shout
Blue Flame
Magical Attack
Formula: Magical
Pwr: 1x Base (540)
MAt%: 100
Cost: 12 MP
Tar: 1 Op
Elm: Water
Aqualung
Magical Attack
Formula: Magical
Pwr: 3 1/4x Base (1755)
MAt%: 100
Cost: 34 MP
Tar: All Op (NS)
Elm: Water
Attr: Reflectable
Reflect
Magical Change Status
Auto Hit
Cost: 30 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'Reflect'
Notes: Only used as 100% C/A against Magical Damage if Jenova*LIFE is not
in 'Reflect' Status
---
AI: Setup
{
Count = Rnd(0..3)
SpclChance = 5
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use Blue Light on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Blue Light on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
Choose Random Opponent
Use Blue Flame on Target
If (Rnd(1..SpclChance) == 1) Then
{
Count = 3
} Else {
Count = 0
}
} Else {
Choose All Opponents
Use Aqualung on Target
Count = 0
}
}
AI: Counter - General
{
If (Jenova*LIFE's HP <= 25% of Jenova*LIFE's Max HP) Then
{
SpclChance = 2
} Else If (Jenova*LIFE's HP <= 50% of Jenova*LIFE's Max HP) Then {
SpclChance = 3
} Else If (Jenova*LIFE's HP <= 75% of Jenova*LIFE's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
}
AI: Counter - Magical
{
If ((Jenova*LIFE doesn't have Reflect Status)
AND (Jenova*LIFE's MP >= 30)) Then
{
Choose Self
Use Reflect on Target
}
}
-----------------------------------------------------------------------------
5.16.4 Corel Valley Cave
------ -----------------
Name: Acrophies
Lvl: 35 EXP: 800 Win: -
HP: 2400 AP: 90 Steal: [ 8] Water Ring
MP: 220 Gil: 1200 Morph: -
---
Void: Gravity
Asrb: Water
---
Att: 60 Def: 70 Df%: 8 Dex: 54
MAt: 55 MDf: 160 Lck: 1
---
Immune: Confusion, Frog, Manipulate
Acrophies takes 8x damage from Back Attacks (instead of the usual 2x)
---
Attacks:
<Big Red Clipper>
Physical Attack
Formula: Physical
Pwr: 1x Base (190)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Berserk Attack
Isogin Smog
Magical Attack
Formula: Magical
Pwr: 1x Base (540)
MAt%: 95
Cost: 10 MP
Tar: 1 Op
Elm: Non-Element
Attr: [100] Inflict 'Darkness'
Notes: BUG: Acrophies will only use this when *all* targetable opponents
have Darkness Status
Huge Tidal Wave
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (237.5)
PAt%: 95
Cost: 20 MP
Tar: All
Elm: Water
Notes: Acrophies takes Back Attack damage from this
Acrophies can use this to heal itself for 1025-1093 HP
---
AI: Main
{
TempVar:ChosenAtt = <Big Red Clipper>
If (Acrophies' HP <= 25% of Acrophies' Max HP) Then
{
1/4 Chance: TempVar:ChosenAtt = Isogin Smog
3/8 Chance: TempVar:ChosenAtt = Huge Tidal Wave
3/8 Chance: TempVar:ChosenAtt = <Big Red Clipper>
} Else If (Acrophies' HP <= 50% of Acrophies' Max HP) Then {
1/4 Chance: TempVar:ChosenAtt = Isogin Smog
1/4 Chance: TempVar:ChosenAtt = Huge Tidal Wave
1/2 Chance: TempVar:ChosenAtt = <Big Red Clipper>
} Else If (Acrophies' HP <= 75% of Acrophies' Max HP) Then {
1/4 Chance: TempVar:ChosenAtt = Isogin Smog
1/8 Chance: TempVar:ChosenAtt = Huge Tidal Wave
5/8 Chance: TempVar:ChosenAtt = <Big Red Clipper>
} Else {
1/4 Chance: TempVar:ChosenAtt = Isogin Smog
3/4 Chance: TempVar:ChosenAtt = <Big Red Clipper>
}
If (TempVar:ChosenAtt == <Big Red Clipper>) Then
{
Choose Random Opponent
Use <Big Red Clipper> on Target
} Else If (TempVar:ChosenAtt == Isogin Smog) Then {
If (At Least One Opponent doesn't have Darkness) Then
{
Choose Random Opponent
Use <Big Red Clipper> on Target
} Else {
Choose All Opponents
Use Isogin Smog on Target
}
} Else If (TempVar:ChosenAtt == Huge Tidal Wave) Then {
Choose All Opponents
Use Huge Tidal Wave on Target
}
}
-----------------------------------------------------------------------------
Name: Grimguard
Lvl: 31 EXP: 600 Win: [ 8] Shrivel
HP: 880 AP: 45 Steal: [32] Shrivel
MP: 120 Gil: 560 Morph: -
---
No Elemental Properties
---
Att: 60 Def: 52 Df%: 1 Dex: 58
MAt: 25 MDf: 180 Lck: 0
---
Immune: Confusion, Frog, Small, Manipulate, Berserk
Transformation: 1st Form has Def: 52, MDf: 510
2nd Form has Def: 254, MDf: 180
Randomly starts in either 1st or 2nd Form
---
Attacks:
Ice2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (420)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Notes: Used only in 1st Form
Bolt2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (420)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Notes: Used only in 1st Form
Grim Rod
Physical Attack
Formula: Physical
Pwr: 1x Base (176)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Used only in 2nd Form
Animations:
Spin Shield
Transform to 1st Form
Spin Shield
Transform to 2nd Form
<Magic Defense>
Defends against Magical attacks in 2nd Form
<Defense>
Defends against Physical attacks in 1st Form
---
AI: Setup
{
TempVar:DfltDef = Grimguard's Def
TempVar:DfltMDf = Grimguard's MDf
Count = Rnd(0..3)
If (Count > 1) Then
{
Grimguard's Def = 254
Grimguard's MDf = TempVar:DfltMDf
Grimguard's IdleAnim = Def Mode
} Else {
Grimguard's Def = TempVar:DfltDef
Grimguard's MDf = 510
Grimguard's IdleAnim = MDf Mode
}
}
AI: Main
{
Count = Count + 1
If (Count == 1) Then
{
Choose Random Opponent
1/2 Chance: Use Ice2 on Target
1/2 Chance: Use Bolt2 on Target
} Else If (Count == 2) Then {
Choose Self
Use Spin Shield on Target
Grimguard's Def = 254
Grimguard's MDf = TempVar:DfltMDf
} Else If (Count == 3) Then {
Choose Random Opponent
Use Grim Rod on Target
} Else {
Choose Self
Use Spin Shield on Target
Grimguard's Def = TempVar:DfltDef
Grimguard's MDf = 510
Count = 0
}
}
AI: Counter - Physical
{
If (Grimguard's Def == TempVar:DfltDef) Then
{
Grimguard's HurtAnim = Flinch (MDf Mode)
} Else {
Grimguard's HurtAnim = Defense
}
}
AI: Counter - Magical
{
If (Grimguard's MDf == TempVar:DfltMDf) Then
{
Grimguard's HurtAnim = Flinch (Def Mode)
} Else {
Grimguard's HurtAnim = Magic Defense
}
}
=============================================================================
5.17 Icicle Area (Part Two)
---------------------------
Name: Jumping
Lvl: 24 EXP: 400 Win: [ 8] Hi-Potion
HP: 999 AP: 30 Steal: -
MP: 0 Gil: 50 Morph: Antarctic Wind
---
No Elemental Properties
---
Att: 30 Def: 40 Df%: 15 Dex: 74
MAt: 15 MDf: 50 Lck: 10
---
No Special Attributes
---
Attacks:
Dive Kick
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (65)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Berserk Attack
Manip.
Club Sword
Physical Attack
Formula: Physical
Pwr: 12 1/2x Base (650)
PAt%: 95
Tar: 1 Op
Elm: Cut
Attr: Manip.
---
AI: Setup
{
TempVar:DfltDf% = Jumping's Df%
}
AI: Main
{
Choose Random Opponent
If (1/2 Chance) Then
{
Use Club Sword on Target
} Else {
Use Dive Kick on Target
}
}
-----------------------------------------------------------------------------
Name: Bandersnatch
Lvl: 30 EXP: 510 Win: [ 8] Hi-Potion
HP: 860 AP: 40 Steal: -
MP: 100 Gil: 600 Morph: Ice Crystal
---
Weak: Fire
Half: Ice
---
Att: 68 Def: 46 Df%: 1 Dex: 55
MAt: 25 MDf: 76 Lck: 0
---
Immune: Confusion, Frog, Small, Manipulate
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (257)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Bite
Physical Attack
Formula: Physical
Pwr: 1x Base (257)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: [ 48] Inflict 'Confusion'
Howling
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP]
MAt%: 255
Tar: 1 Al
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status and target does
not absorb Restorative
100% chance of killing targets that absorb Restorative
100% Cure 'Death'
Notes: Only targets dead Bandersnatchs
Animations:
<Howling>
May be used if there's a Bandersnatch ally is dead
Designates a 'failed' attempt at Howling
---
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
} Else {
Choose Random Opponent
}
Use <Bodyblow> on Target
Count = Count + 1
} Else If (Count == 3) Then {
If ((1/2 Chance)
AND (At Least One Opponent doesn't have Confusion Status)) Then
{
Choose Random Opponent without Confusion Status
Use Bite on Target
} Else {
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
} Else {
Choose Random Opponent
}
Use <Bodyblow> on Target
}
Count = 4
} Else {
If (At Least One Bandersnatch has Death Status) Then
{
If (1/2 Chance) Then
{
Choose Random Bandersnatch with Death Status
Use Howling on Target
} Else {
Choose Self
Use <Howling> on Target
}
} Else {
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
} Else {
Choose Random Opponent
}
Use <Bodyblow> on Target
}
Count = 0
}
}
=============================================================================
5.18 The Snow Fields
--------------------
5.18.1 Great Glacier
------ -------------
Name: Ice Golem
Lvl: 40 EXP: 1000 Win: [ 8] Hi-Potion
HP: 4000 AP: 70 Steal: [32] Hi-Potion
MP: 300 Gil: 1500 Morph: -
---
Asrb: Ice
---
Att: 100 Def: 80 Df%: 10 Dex: 75
MAt: 70 MDf: 100 Lck: 0
---
Immune: Confusion, Frog, Small, Manipulate, Berserk
---
Attacks:
Golem Punch
Physical Attack
Formula: Physical
Pwr: 1x Base (600)
PAt%: 95
Tar: 1 Op
Elm: Hit
Cold Snap
Physical Attack
Formula: Physical
Pwr: 1x Base (600)
PAt%: 95
Tar: 1 Op
Elm: Ice
Attr: Can't Cover
Wide Grazer
Magical Attack
Formula: Magical
Pwr: 15/16x Base (618.75)
MAt%: 120
Cost: 15 MP
Tar: All Op (NS)
Elm: Lightning
Megaton Punch
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (1125)
PAt%: 110
Tar: 1 Op
Elm: Hit
Notes: Ice Golem will never use this
---
AI: Main
{
Count = Count + 1
If (Count == 1) Then
{
If (Ice Golem's HP < 50% of Ice Golem's Max HP) Then
{
Choose All Opponents
Use Wide Grazer on Target
} Else {
Choose Random Opponent
Use Cold Snap on Target
}
} Else If (Count == 2) Then {
Choose Random Opponent
Use Golem Punch on Target
} Else If (Count == 3) Then {
Choose Random Opponent
1/2 Chance: Use Golem Punch on Target
1/2 Chance: Use Cold Snap on Target
} Else {
Choose Random Opponent
Use Wide Grazer on Target
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Shred
Lvl: 32 EXP: 500 Win: [ 2] Ether
HP: 900 AP: 40 Steal: -
MP: 100 Gil: 950 Morph: -
---
Weak: Fire, Wind
Void: Ice, Earth, Water
---
Att: 70 Def: 66 Df%: 1 Dex: 55
MAt: 55 MDf: 120 Lck: 0
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Tail>
Physical Attack
Formula: Physical
Pwr: 1x Base (280)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Crazy Claw
Physical Attack
Formula: Physical
Pwr: 1/16x Base (17.5)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: [100] Inflict 'Berserk'
Manip.
Notes: When used against a Player Character, the Inflict effect has a
100% chance of success
Cure3
Magical HP Restore
Formula: Cure
Pwr: Base + 2860 (3382)
MAt%: 255
Cost: 64 MP
Tar: 1 Al/All Al
Elm: Restorative
Attr: Reflectable
Manip.
Notes: Only used as C/A once per battle
Will cast on all allies if an ally has 25% or less HP
---
AI: Main
{
If (TempVar:Cure3 == 0) Then
{
Choose Random Opponent with Highest HP
1/3 Chance: TempVar:ChosenAtt = Crazy Claw
2/3 Chance: TempVar:ChosenAtt = <Tail>
} Else {
Choose Random Opponent with Lowest HP
1/2 Chance: TempVar:ChosenAtt = Crazy Claw
1/2 Chance: TempVar:ChosenAtt = <Tail>
}
Use TempVar:ChosenAtt on Target
}
AI: Counter - General
{
If ((TempVar:Cure3 == 0) AND (Shred's MP >= 64)
AND (Shred's HP <= 25% of Shred's Max HP)) Then
{
Choose All Allies with HP Less or Equal to 25% of their Max HP
Use Cure3 on Target
TempVar:Cure3 = 1
}
}
-----------------------------------------------------------------------------
Name: Lessaloploth
Lvl: 34 EXP: 920 Win: [ 8] Phoenix Down
HP: 2000 AP: 65 Steal: [32] Phoenix Down
MP: 400 Gil: 1000 Morph: -
---
Weak: Wind
Void: Ice, Earth, Gravity, Water
---
Att: 65 Def: 74 Df%: 12 Dex: 77
MAt: 67 MDf: 190 Lck: 20
---
Immune: Stop, Frog, Paralysed
Lessaloploth will never use the same attack twice in a row
---
Attacks:
<Wing Cut>
Physical Attack
Formula: Physical
Pwr: 1x Base (272)
PAt%: 95
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Scorpion's Tail
Physical Attack
Formula: Physical
Pwr: 1x Base (272)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: [ 48] Inflict 'Poison'
Attr: Manip.
Snowstorm
Magical Attack
Formula: Magical
Pwr: 6 1/4x Base (3787.5)
MAt%: 100
Cost: 16 MP
Tar: 1 Op
Elm: Ice
Notes: Lessaloploth will never use this
Avalanche
Physical Attack
Formula: Physical
Pwr: 3 3/4x Base (1020)
PAt%: 95
Tar: All Op/1 Op
Elm: Ice
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
1/4 Chance:
{
Choose Random Opponent
Use <Wing Cut> on Target
Count = 0
}
1/4 Chance:
{
Choose All Opponents
Use Avalanche on Target
Count = 1
}
1/2 Chance:
{
Choose Random Opponent
Use Scorpion's Tail on Target
Count = 2
}
TempVar:OpeningAttack = 1
} Else If (Count == 0) Then {
If (1/2 Chance) Then
{
Choose Random Opponent
Use Scorpion's Tail on Target
Count = 2
} Else {
Choose All Opponents
Use Avalanche on Target
Count = 1
}
} Else If (Count == 1) Then {
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Wing Cut> on Target
Count = 0
} Else {
Choose Random Opponent
Use Scorpion's Tail on Target
Count = 2
}
} Else {
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Wing Cut> on Target
Count = 0
} Else {
Choose All Opponents
Use Avalanche on Target
Count = 1
}
}
}
-----------------------------------------------------------------------------
Name: Frozen Nail
Lvl: 28 EXP: 520 Win: -
HP: 1300 AP: 50 Steal: -
MP: 100 Gil: 800 Morph: -
---
No Elemental Properties
---
Att: 67 Def: 52 Df%: 5 Dex: 60
MAt: 65 MDf: 128 Lck: 5
---
No Special Attributes
---
Attacks:
Continu-claw
Physical Attack
Formula: Physical
Pwr: 1x Base (183)
PAt%: 184
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Flying Sickle
Magical Attack
Formula: Magical
Pwr: 3/4x Base (418.5)
MAt%: 255
Cost: 8 MP
Tar: 1 Op
Elm: Wind
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/4 Chance: Use Flying Sickle on Target
3/4 Chance: Use Continu-claw on Target
}
-----------------------------------------------------------------------------
Name: Snow
Lvl: 32 EXP: 500 Win: [ 8] Ice Crystal
HP: 4000 AP: 42 Steal: [ 8] Circlet
MP: 160 Gil: 700 Morph: -
---
Weak: Fire
Asrb: Ice
---
Att: 50 Def: 66 Df%: 1 Dex: 70
MAt: 80 MDf: 138 Lck: 10
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
---
Attacks:
Ice
Magical Attack
Formula: Magical
Pwr: 1/2x Base (336)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Notes: Snow will never use this
Ice2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (840)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Notes: Only used as a C/A
Fascination
Magical Change Status
MAt%: 90
Cost: 5 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Confusion'
Cold Breath
Magical Attack
Formula: Magical
Pwr: 3/8x Base (252)
MAt%: 90
Cost: 12 MP
Tar: 1 Op
Elm: Ice
---
AI: Setup
{
Count = Rnd(0..3)
SpclChance = 5
}
AI: Main
{
If (Count < 3) Then
{
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
} Else {
Choose Random Opponent
}
Use Cold Breath on Target
Count = Count + 1
} Else {
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
} Else {
Choose Random Opponent
}
Use Fascination on Target
Count = Rnd(0..1)
}
}
AI: Counter - Physical
{
If ((Snow's HP <= 25% of Snow's Max HP) AND (SpclChance == 3)) Then
{
If (Snow's MP >= 22) Then
{
Choose Snow's Last Attacker (Physical)
Use Ice2 on Target
}
SpclChance = 2
} Else If ((Snow's HP <= 50% of Snow's Max HP)
AND (SpclChance == 4)) Then {
If (Snow's MP >= 22) Then
{
Choose Snow's Last Attacker (Physical)
Use Ice2 on Target
}
SpclChance = 3
} Else If (Snow's HP <= 75% of Snow's Max HP)
AND (SpclChance == 5)) Then {
If (Snow's MP >= 22) Then
{
Choose Snow's Last Attacker (Physical)
Use Ice2 on Target
}
SpclChance = 4
} Else {
SpclChance = 5
}
}
AI: Counter - Magical
{
Choose Snow's Last Attacker (Magical)
If (Target doesn't have Confusion Status) Then
{
Use Fascination on Target
}
}
-----------------------------------------------------------------------------
Name: Magnade
Lvl: 35 EXP: 980 Win: [ 8] X-Potion
HP: 1000 AP: 50 Steal: [32] Phoenix Down
MP: 100 Gil: 1200 Morph: -
---
Weak: Fire, Gravity
---
Att: 134 Def: 70 Df%: 5 Dex: 50
MAt: 60 MDf: 48 Lck: 10
---
Immune: Death, Sleep, Poison, Confusion, Haste, Slow, Stop, Frog, Small,
Slow-numb, Petrify, Manipulate, Berserk, Peerless, Paralysed, Seizure
Magnade will have a Df% of 255 until his Shields break, which will do so
after 20 to 24 abilities have been used collectively by all battle objects.
After this, his Df% will return to 5
---
Attacks:
<Shield Throw>
Physical Attack
Formula: Physical
Pwr: 3/8x Base (324)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Can't Cover
Notes: Only used if Magnade has his Shields
W-Shield Throw
Physical Attack
Formula: Physical
Pwr: 3/4x Base (648)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Can't Cover
Notes: Only used if Magnade has his Shields
Strong Kick
Physical Attack
Formula: Physical
Pwr: 5/8x Base (540)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Notes: Only used if Magnade has lost both Shields
Animations:
<Shield Defense>
Tar: Self
Notes: Used as counter while Shields are around
Magnade's Df% is 255 with this
<Vanish>
Causes Shields to vanish
Notes: Used if Shield Durability falls to 0
<Vanish>
Causes Shields to vanish
Notes: Used if Magnade dies
---
AI: Setup
{
TempVar:ShieldDurability = 20 + Rnd(0..4)
Count = Rnd(0..4)
SpclChance = 5
TempVar:DfltHurt = Magnade's HurtAnim
TempVar:DfltDf% = Magnade's Df%
}
AI: Main
{
If (TempVar:ShieldDurability > 0) Then
{
If (Count < 4) Then
{
If (1/2 Chance) {
Choose Random Opponent
Use <Shield Throw> on Target
If ((Target doesn't have Death Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent
Use <Shield Throw> on Target
}
} Else {
Choose Random Opponent
Use <Shield Throw> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Shield Throw> on Target
}
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 4
} Else {
Count = Count + 1
}
} Else {
If (1/2 Chance) Then
{
Choose Random Opponent
Use W-Shield Throw on Target
If ((Target doesn't have Death Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent
Use W-Shield Throw on Target
}
} Else {
Choose Random Opponent
Use W-Shield Throw on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use W-Shield Throw on Target
}
}
Count = 0
}
} Else {
Choose Random Opponent
Use Strong Kick on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Strong Kick on Target
}
}
}
AI: Counter - General
{
If (Magnade's HP <= 25% of Magnade's Max HP) Then
{
SpclChance = 2
} Else If (Magnade's HP <= 50% of Magnade's Max HP) Then {
SpclChance = 3
} Else If (Magnade's HP <= 75% of Magnade's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
}
AI: Counter - Death
{
Turn off Death Handling for Magnade
Choose Self
Use <Vanish> on Target
}
AI: Counter - PreTurn
{
Magnade's Df% = TempVar:DfltDf%
Magnade's HurtAnim = TempVar:DfltHurt
If (TempVar:ShieldDurability > 0) Then
{
Magnade's Df% = 255
Magnade's HurtAnim = <Shield Defense>
TempVar:ShieldDurability = TempVar:ShieldDurability - 1
} Else {
Choose Self
Use <Vanish> on Target
}
}
-----------------------------------------------------------------------------
5.18.2 Gaea's Cliff
------ ------------
Name: Zolokalter
Lvl: 30 EXP: 700 Win: [ 8] X-Potion
HP: 950 AP: 60 Steal: -
MP: 90 Gil: 700 Morph: Antidote
---
Asrb: Poison
---
Att: 70 Def: 58 Df%: 3 Dex: 58
MAt: 50 MDf: 80 Lck: 9
---
No Special Attributes
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (265)
PAt%: 95
Tar: 1 Op
Elm: Shout
Attr: Berserk Attack
Manip.
Notes: Only used on *ANY* target that has Poison status
(includes allies and even itself!)
Toxic Barf
Magical Change Status
MAt%: 95
Cost: 58 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Poison', 'Slow'
Manip.
Notes: Also used as C/A against Physical Abilities
When used as C/A, will target a random target on the battlefield
(even an ally) with the exception of itself
---
AI: Main
{
If (At Least One Battle Object has Poison Status) Then
{
Choose Battle Object with Poison Status
Use <Bite> on Target
} Else {
Choose Random Opponent
Use Toxic Barf on Target
}
}
AI: Counter - Physical
{
Choose Random Battle Object (incl. Dead)
If (Target is Self) Then
{
Choose Random Opponent
}
Use Toxic Barf on Target
}
-----------------------------------------------------------------------------
Name: Headbomber
Lvl: 35 EXP: 640 Win: [ 2] Hyper
HP: 1600 AP: 64 Steal: [63] Tranquilizer
MP: 200 Gil: 460 Morph: Tranquilizer
---
No Elemental Properties
---
Att: 70 Def: 60 Df%: 10 Dex: 60
MAt: 40 MDf: 46 Lck: 10
---
When alone or all other allies are dead, Headbomber will power up and have
120 Dex instead of 60. It will then use Extreme Bomber repeatedly until
the battle ends
---
Attacks:
<Dorsal Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (298)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Extreme Bomber
Physical Attack
Formula: Physical
Pwr: 4 3/8x Base (1303.75)
PAt%: 100
Tar: 1 Op
Elm: Shout
Attr: [ 72] Inflict 'Fury'
Notes: Only used once Headbomber has Powered Up
---
AI: Main
{
If (Headbomber is Only Targetable Monster remaining) Then
{
If (TempVar:PowerUp == 0) Then
{
If (Headbomber's Dex * 2 > 255) Then
{
Headbomber's Dex = 255
} Else {
Headbomber's Dex = Headbomber's Dex * 2
}
TempVar:PowerUp = 1
} Else {
Choose Random Opponent
Use Extreme Bomber on Target
}
} Else {
Choose Random Opponent
Use <Dorsal Punch> on Target
}
}
-----------------------------------------------------------------------------
Name: Malboro
Lvl: 44 EXP: 1000 Win: 100% M-Tentacles
HP: 4400 AP: 100 Steal: [32] M-Tentacles, [32] Echo Screen
MP: 900 Gil: 100 Morph: -
---
Weak: Water
Void: Gravity
Asrb: Poison
---
Att: 70 Def: 110 Df%: 15 Dex: 80
MAt: 50 MDf: 120 Lck: 5
---
Immune: Poison, Confusion, Frog, Small, Slow-numb, Petrify, Manipulate,
Berserk, Peerless, Seizure
---
Attacks:
Frozen Beam
Magical Attack
Formula: Magical
Pwr: 1 7/8x Base (1057.5)
MAt%: 100
Cost: 20 MP
Tar: 1 Op
Elm: Ice
Bio2
Magical Attack
Formula: Magical
Pwr: 1 5/16x Base (740.25)
MAt%: 100
Cost: 36 MP
Tar: 1 Op/All Op
Elm: Poison
Attr: [ 48] Inflict 'Poison'
Reflectable
Bad Breath
Magical Change Status
MAt%: 100
Cost: 58 MP
Tar: All Op (NS)
Elm: Non-Element
Attr: 100% Inflict 'Poison', 'Confusion', 'Sleep', 'Silence', 'Frog',
'Small'
Notes: Only used three times per battle max
---
AI: Setup
{
Count = Rnd(0..3)
SpclChance = 8
TempVar:BadBreath = 3
}
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent
Use Frozen Beam on Target
If (Rnd(1..SpclChance) == 1) Then
{
Count = 3
} Else {
Count = 1
}
} Else If (Count == 1) Then {
Choose Random Opponent
Use Frozen Beam on Target
If (Rnd(1..SpclChance) == 1) Then
{
Count = 4
} Else {
Count = 0
}
} Else If (Count == 3) Then {
If ((At Least One Opponent doesn't have Poison Status)
AND (Malboro's MP >= 36)) Then
{
Choose Random Opponent without Poison
} Else {
Choose Random Opponent
}
Use Bio2 on Target
Count = 1
} Else {
If (TempVar:BadBreath > 0) Then
{
Choose All Opponents
Use Bad Breath on Target
TempVar:BadBreath = TempVar:BadBreath - 1
}
Count = 0
}
}
AI: Counter - General
{
If (Malboro's HP <= 25% of Malboro's Max HP) Then
{
SpclChance = 3
} Else If (Malboro's HP <= 50% of Malboro's Max HP) Then {
SpclChance = 3
} Else If (Malboro's HP <= 75% of Malboro's Max HP) Then {
SpclChance = 6
} Else {
SpclChance = 8
}
}
-----------------------------------------------------------------------------
Name: Blue Dragon
Lvl: 41 EXP: 1200 Win: 100% Dragon Armlet
HP: 8800 AP: 200 Steal: -
MP: 500 Gil: 1000 Morph: -
---
Void: Gravity
Asrb: Ice
---
Att: 121 Def: 86 Df%: 2 Dex: 80
MAt: 90 MDf: 240 Lck: 10
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Paralysed
---
Attacks:
<Dragon Fang>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (2240)
PAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Will sometimes use Dragon Fang twice in a single combo
Tail Attack
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (1120)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Will sometimes use Tail Attack twice in a single combo
Blue Dragon Breath
Magical Attack
Formula: Magical
Pwr: 7/8x Base (687.75)
MAt%: 100
Cost: 20 MP
Tar: All Op (NS)
Elm: Ice
Great Gale
Physical Attack
Formula: Physical
Pwr: 1 7/8x Bsae (1680)
PAt%: 100
Tar: All Op
Elm: Wind
Attr: [ 40] Inflict 'Darkness'
Notes: Status infliction done via Great Gale is considered to be No
Split, even though the damage itself is split
Dragon Force
Increase Base Defensive Power
MAt%: 255
Cost: 19 MP
Tar: 1 Al
Notes: Each Dragon Force adds 50% to: Def Mod, MDf Mod
These Modifiers cannot exceed 100%
After 1 Dragon Force, Blue Dragon will have Def: 129, MDf: 360
After 2 Dragon Forces, Blue Dragon will have Def: 172, MDf: 480
---
AI: Setup
{
SpclChance = 5
TempVar:HPDanger = 3
Count = Rnd(0..4)
}
AI: Main
{
If (Count == 0) Then
{
If ((Blue Dragon's MP >= 19) AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Self
Use Dragon Force on Target
1/2 Chance: Count = 3
1/2 Chance: Count = 4
} Else {
Choose Random Opponent
1/2 Chance:
{
Use <Dragon Fang> on Target
Count = 1
}
1/2 Chance:
{
Use Tail Attack on Target
Count = 2
}
}
} Else If (Count == 1) Then {
Choose Random Opponent
Use <Dragon Fang> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Dragon Fang> on Target
}
Count = 2
} Else If (Count == 2) Then {
Choose Random Opponent
Use Tail Attack on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Tail Attack on Target
}
Count = 2
} Else If (Count == 3) Then {
If (Blue Dragon's MP >= 20) Then
{
Choose Random Opponent with Highest HP
Use Blue Dragon Breath on Target
} Else {
Choose Random Opponent
Use Tail Attack on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 1
} Else {
Count = 0
}
} Else {
Choose All Opponents
Use Great Gale on Target
Count = Rnd(0..1)
}
}
AI: Counter - General
{
If ((Blue Dragon's HP <= 25% of Blue Dragon's Max HP)
AND (TempVar:HPDanger == 1)) Then
{
SpclChance = 2
TempVar:HPDanger = TempVar:HPDanger - 1
Count = 4
} Else If ((Blue Dragon's HP <= 50% of Blue Dragon's Max HP)
AND (TempVar:HPDanger == 2)) Then {
SpclChance = 3
TempVar:HPDanger = TempVar:HPDanger - 1
Count = 4
} Else If ((Blue Dragon's HP <= 75% of Blue Dragon's Max HP)
AND (TempVar:HPDanger == 3)) Then {
SpclChance = 4
TempVar:HPDanger = TempVar:HPDanger - 1
Count = 3
} Else {
SpclChance = 5
}
}
-----------------------------------------------------------------------------
Name: Stilva
Lvl: 40 EXP: 1000 Win: [ 8] Tent
HP: 2000 AP: 110 Steal: -
MP: 300 Gil: 1100 Morph: Holy Torch
---
Void: Gravity
---
Att: 75 Def: 60 Df%: 0 Dex: 80
MAt: 55 MDf: 120 Lck: 5
---
Immune: Confusion, Frog, Small, Berserk
---
Attacks:
<Big Red Clipper>
Physical Attack
Formula: Physical
Pwr: 1x Base (354)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
Big Horn
Physical Attack
Formula: Physical
Pwr: 1x Base (354)
PAt%: 95
Tar: 1 Op
Elm: Punch
Jump Attack
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (442)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Notes: Always targets whoever has the highest HP
Trine
Magical Attack
Formula: Magical
Pwr: 2 1/8x Base (1211.25)
MAt%: 100
Cost: 20 MP
Tar: All Op (NS)
Elm: Lightning
Attr: Manip.
Notes: Stilva will never use this normally
Magic Breath
Magical Attack
Formula: Magical
Pwr: 4 13/16x Base (2743.125)
MAt%: 100
Cost: 75 MP
Tar: All Op (NS)
Elm: Fire/Ice/Lightning
Attr: Manip.
---
AI: Setup
{
Count = Rnd(0..3)
TempVar:MoveSet = Rnd(0..1)
}
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent with Highest HP
Use Jump Attack on Target
Count = 1
} Else If (Count == 1) Then {
If (TempVar:MoveSet == 0) Then
{
Choose Random Opponent
Use Big Horn on Target
TempVar:MoveSet = 1
} Else {
Choose Random Opponent
Use <Big Red Clipper> on Target
TempVar:MoveSet = 0
}
Count = 2
} Else If (Count == 2) Then {
Choose Random Opponent
1/2 Chance: Use Big Horn on Target
1/2 Chance: Use <Big Red Clipper> on Target
Count = 3
} Else {
If (Stilva's MP >= 75) Then
{
Choose All Opponents
Use Magic Breath on Target
} Else {
Choose Random Opponent with Highest HP
Use Jump Attack on Target
}
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Icicle
Lvl: 30 EXP: 500 Win: -
HP: 3000 AP: 0 Steal: -
MP: 300 Gil: 0 Morph: -
---
Weak: Fire, Earth, Gravity
Asrb: Ice
---
Att: 73 Def: 64 Df%: 0 Dex: 60
MAt: 63 MDf: 96 Lck: 2
---
Immune: Death, Sleep, Poison, Confusion, Silence, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Paralysed
When killed, all unkilled Evilheads will be removed giving
no EXP/AP/Gil/Items
---
Attacks:
Icicle Drop
Physical Attack
Formula: Physical
Pwr: 3x Base (831)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: Can't Cover
Notes: Only used as 50% C/A
<Crack>
Physical Attack
Formula: Physical
Pwr: 3x Base (831)
PAt%: 90
Tar: Self
Elm: Hit
Notes: Used for cracking animation - does not show damage
Only used when Icicle dies
---
AI: Counter - General
{
If (1/2 Chance) Then
{
Choose Random Opponent
Use Icicle Drop on Target
}
}
AI: Counter - Death
{
Turn off Death Handling for Icicle
Choose Self
Use <Crack> on Target
Remove Self
Remove All Evilheads
}
-----------------------------------------------------------------------------
Name: Evilhead
Lvl: 28 EXP: 650 Win: [ 8] Vampire Fang
HP: 740 AP: 50 Steal: -
MP: 45 Gil: 400 Morph: Holy Torch
---
No Elemental Properties
---
Att: 80 Def: 50 Df%: 1 Dex: 65
MAt: 65 MDf: 60 Lck: 0
---
Evilhead has a 1/4th chance per hit that his Df% will be 255 instead of 1
---
Attacks:
Blood Suck
Physical Absorb
Formula: Physical
Pwr: 1x Base (290)
PAt%: 255
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Ultrasound
Magical Attack
Formula: Magical
Pwr: 9/16x Base (279)
MAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Inflict 'Silence'
Manip.
Animations:
<Dodge>
---
AI: Setup
{
TempVar:DfltEvde = Evilhead's EvadeAnim
TempVar:DfltDf% = Evilhead's Df%
}
AI: Main
{
Choose Random Opponent
1/2 Chance: Use Ultrasound on Target
1/2 Chance: Use Blood Suck on Target
}
AI: Counter - PreTurn
{
Evilhead's EvadeAnim = TempVar:DfltEvde
Evilhead's Df% = TempVar:DfltDf%
If (1/4 Chance) Then
{
Evilhead's EvadeAnim = <Dodge>
Evilhead's Df% = 255
}
}
-----------------------------------------------------------------------------
Name: Cuahl
Lvl: 33 EXP: 720 Win: [ 8] Hi-Potion
HP: 1300 AP: 70 Steal: [32] Tranquilizer
MP: 60 Gil: 800 Morph: Tranquilizer
---
No Elemental Properties
---
Att: 65 Def: 42 Df%: 1 Dex: 60
MAt: 45 MDf: 70 Lck: 0
---
No Special Attributes
---
Attacks:
<Light Shell>
Physical Attack
Formula: Physical
Pwr: 1x Base (266)
PAt%: 95
Tar: 1 Op
Elm: Shout
Attr: Berserk Attack
Manip.
Can't Cover
Notes: Only used after Cuahl has been hit by a magical ability
Blaster
Magical Attack
Formula: Magical
Pwr: 1 3/4x Base (819)
MAt%: 255
Cost: 20 MP
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
Notes: Only used after Cuahl has been hit by a physical ability
---
AI: Main
{
If (TempVar:PhysCounter == 1) Then
{
If (TempVar:PhysTarget doesn't have Death Status) Then
{
Choose TempVar:PhysTarget
} Else {
Choose Random Opponent with Lowest Def
}
Use Blaster on Target
TempVar:PhysCounter = 0
}
If (TempVar:MagCounter == 1) Then
{
If (TempVar:MagTarget doesn't have Death Status) Then
{
Choose TempVar:MagTarget
} Else {
Choose Random Opponent with Lowest MDf
}
Use <Light Shell> on Target
TempVar:MagCounter = 0
}
}
AI: Counter - Physical
{
TempVar:PhysTarget = Cuahl's Last Attacker (Physical)
TempVar:PhysCounter = 1
}
AI: Counter - Magical
{
TempVar:MagTarget = Cuahl's Last Attacker (Magical)
TempVar:MagCounter = 1
}
-----------------------------------------------------------------------------
Name: Schizo(Right)
Lvl: 43 EXP: 2200 Win: -
HP: 18000 AP: 120 Steal: [ 8] Protect Ring
MP: 350 Gil: 1500 Morph: -
---
Void: Gravity
Asrb: Fire
---
Att: 57 Def: 52 Df%: 1 Dex: 72
MAt: 40 MDf: 94 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
---
Attacks:
<Right Breath>
Magical Attack
Formula: Magical
Pwr: 2 3/16x Base (1089.375)
MAt%: 255
Cost: 10 MP
Tar: 1 Op
Elm: Fire
Notes: Will use against all party members instead of Double Breath if
Schizo(Left) is dead
<Double Breath>
Magical Attack
Formula: Magical
Pwr: 3 7/16x Base (1711.875)
MAt%: 255
Cost: 10 MP
Tar: 1 Op
Elm: Fire/Ice
Notes: Only used if Schizo(Left) is alive
<Tremor>
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (747)
MAt%: 255
Cost: 8 MP
Tar: All Op (NS)
Elm: Earth
Notes: Used as C/A against every 5th hit
<Right Breath 2>
Magical Attack
Formula: Magical
Pwr: 2 13/16x Base (1400.625)
MAt%: 255
Tar: All Op (NS)
Elm: Lightning
Notes: Only used as Final Attack
---
AI: Setup
{
TempVar:HitsUntilCounter = 4
Turn off Death Handling for Schizo(Right)
}
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
Choose Random Opponent
If (Schizo(Left) doesn't have Death Status) Then
{
Use <Right Breath> (LeftAlive Version) on Target
} Else {
Use <Right Breath> (LeftDead Version) on Target
}
Count = Count + 1
} Else If (Count == 3 or 4) Then {
Count = Count + 1
} Else {
If (Schizo(Left) doesn't have Death Status) Then
{
Choose Random Opponent
Use <Double Breath> (Right Version) on Target
} Else {
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
Use <Right Breath> (LeftDead Version) on Target
}
If (1st Opponent doesn't have Death Status) Then
{
Choose 1st Opponent
Use <Right Breath> (LeftDead Version) on Target
}
If (3rd Opponent doesn't have Death Status) Then
{
Choose 3rd Opponent
Use <Right Breath> (LeftDead Version) on Target
}
}
Count = 0
}
}
AI: Counter - General
{
If (TempVar:HitsUntilCounter == 0) Then
{
Choose All Opponents
If (Schizo(Left) doesn't have Death Status) Then
{
Use <Tremor> (LeftAlive Version) on Target
} Else {
Use <Tremor> (LeftDead Version) on Target
}
TempVar:HitsUntilCounter = 4
} Else {
TempVar:HitsUntilCounter = TempVar:HitsUntilCounter - 1
}
}
AI: Counter - Death
{
If (Schizo(Left)'s CustomVar:Dead == 0) Then
{
Choose All Opponents
Use <Right Breath 2> (LeftAlive Version) on Target
Schizo(Right)'s CustomVar:Dead = 1
Both Schizo's IdleAnim = Right Head Dead
} Else {
Turn on Death Handling for Schizo(Left)
Choose All Opponents
Use <Right Breath 2> (LeftDead Version) on Target
}
}
AI: Counter - PreTurn
{
If (Schizo(Right)'s IdleAnim == Both Heads Alive) Then
{
Schizo(Right)'s HurtAnim = Flinch (Both Heads Alive)
} Else {
Schizo(Right)'s HurtAnim = Flinch (Left Head Dead)
}
If (([2170] AND 0x02 == 0)
AND (Schizo(Left) doesn't have Death Status)) Then
{
Schizo(Right)'s HurtAnim = Flinch (???)
}
}
-----------------------------------------------------------------------------
Name: Schizo(Left)
Lvl: 43 EXP: 2200 Win: 100% Dragon Fang
HP: 18000 AP: 120 Steal: -
MP: 350 Gil: 1500 Morph: -
---
Void: Gravity
Asrb: Ice
---
Att: 57 Def: 52 Df%: 1 Dex: 72
MAt: 40 MDf: 94 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,</pre><pre id="faqspan-13">
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
---
Attacks:
<Left Breath>
Magical Attack
Formula: Magical
Pwr: 2 3/16x Base (1089.375)
MAt%: 255
Cost: 10 MP
Tar: 1 Op
Elm: Ice
Notes: Will use against all party members instead of Double Breath if
Schizo(Right) is dead
<Double Breath>
Magical Attack
Formula: Magical
Pwr: 3 7/16x Base (1711.875)
MAt%: 255
Cost: 10 MP
Tar: 1 Op
Elm: Fire/Ice
Notes: Only used if Schizo(Right) is alive
<Tremor>
Magical Attack
Formula: Magical
Pwr: 1 9/16x Base (778.125)
MAt%: 255
Cost: 8 MP
Tar: All Op (NS)
Elm: Earth
Notes: Used as C/A against every 6th hit
<Left Breath 2>
Magical Attack
Formula: Magical
Pwr: 2 13/16x Base (1400.625)
MAt%: 255
Tar: All Op (NS)
Elm: Lightning
Notes: Final Attack
---
AI: Setup
{
TempVar:HitsUntilCounter = 5
Turn off Death Handling for Schizo(Left)
}
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
Choose Random Opponent
If (Schizo(Right) doesn't have Death Status) Then
{
Use <Left Breath> (RightAlive Version) on Target
} Else {
Use <Left Breath> (RightDead Version) on Target
}
Count = Count + 1
} Else If (Count == 3 or 4) Then {
Count = Count + 1
} Else {
If (Schizo(Left) doesn't have Death Status) Then
{
Choose Random Opponent
Use <Double Breath> (Left Version) on Target
} Else {
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
Use <Left Breath> (RightDead Version) on Target
}
If (1st Opponent doesn't have Death Status) Then
{
Choose 1st Opponent
Use <Left Breath> (RightDead Version) on Target
}
If (3rd Opponent doesn't have Death Status) Then
{
Choose 3rd Opponent
Use <Left Breath> (RightDead Version) on Target
}
}
Count = 0
}
}
AI: Counter - General
{
If (TempVar:HitsUntilCounter == 0) Then
{
Choose All Opponents
If (Schizo(Right) doesn't have Death Status) Then
{
Use <Tremor> (RightAlive Version) on Target
} Else {
Use <Tremor> (RightDead Version) on Target
}
TempVar:HitsUntilCounter = 5
} Else {
TempVar:HitsUntilCounter = TempVar:HitsUntilCounter - 1
}
}
AI: Counter - Death
{
If (Schizo(Right)'s CustomVar:Dead == 0) Then
{
Choose All Opponents
Use <Left Breath 2> (RightAlive Version) on Target
Schizo(Left)'s CustomVar:Dead = 1
Both Schizo's IdleAnim = Left Head Dead
} Else {
Turn on Death Handling for Schizo(Right)
Choose All Opponents
Use <Left Breath 2> (RightDead Version) on Target
}
}
AI: Counter - PreTurn
{
If (Schizo(Left)'s IdleAnim == Both Heads Alive) Then
{
Schizo(Left)'s HurtAnim = Flinch (Both Heads Alive)
} Else {
Schizo(Left)'s HurtAnim = Flinch (Right Head Dead)
}
If (([2170] AND 0x02 == 0)
AND (Schizo(Right) doesn't have Death Status)) Then
{
Schizo(Left)'s HurtAnim = Flinch (???)
}
}
=============================================================================
5.19 Whirlwind Maze
-------------------
Name: Gigas
Lvl: 40 EXP: 840 Win: [ 8] Earth Mallet
HP: 3500 AP: 84 Steal: [32] Gigas Armlet
MP: 100 Gil: 560 Morph: -
---
Void: Gravity
---
Att: 100 Def: 80 Df%: 8 Dex: 79
MAt: 59 MDf: 98 Lck: 22
---
Immune: Confusion, Frog, Small, Manipulate, Berserk
---
Attacks:
<Squash>
Physical Attack
Formula: Physical
Pwr: 3/4x Base (450)
PAt%: 100
Tar: 1 Op
Elm: Earth
Notes: Also used as a 1 to 3 combo counter against Magical Damage
Moon Wars
Physical Attack
Formula: Physical
Pwr: 1x Base (600)
PAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Sometimes used 1 to 3 times as a combo instead of Quake3 when
Gigas' MP < 68
Quake3
Magical Attack
Formula: Magical
Pwr: 4 3/8x Base (2598.75)
MAt%: 100
Cost: 68 MP
Tar: All Op/1 Op
Elm: Earth
Attr: Reflectable
---
AI: Setup
{
Count = Rnd(0..3)
SpclChance = 5
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use Moon Wars on Target
Count = Count + 1
} Else If (Count == 2) Then {
Choose Random Opponent
Use <Squash> on Target
Count = 3
} Else {
If (Rnd(1..SpclChance) == 1) Then
{
If (Gigas' MP >= 68) Then
{
Choose All Opponents
Use Quake3 on Target
} Else {
If (SpclChance < 4) Then
{
Choose Random Opponent
Use Moon Wars on Target
Choose Random Opponent
Use Moon Wars on Target
Choose Random Opponent
Use Moon Wars on Target
} Else {
Choose Random Opponent
Use Moon Wars on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Moon Wars on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Moon Wars on Target
}
}
}
} Else {
Choose Random Opponent
Use <Squash> on Target
}
Count = 0
}
}
AI: Counter - General
{
If (Gigas' HP <= 25% of Gigas' Max HP) Then
{
SpclChance = 2
} Else If (Gigas' HP <= 50% of Gigas' Max HP) Then {
SpclChance = 3
} Else If (Gigas' HP <= 75% of Gigas' Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
}
AI: Counter - Magical
{
If ((SpclChance < 4) AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent
Use <Squash> on Target
Choose Random Opponent
Use <Squash> on Target
Choose Random Opponent
Use <Squash> on Target
} Else {
Choose Random Opponent
Use <Squash> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Squash> on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Squash> on Target
}
}
}
-----------------------------------------------------------------------------
Name: Grenade
Lvl: 32 EXP: 900 Win: [ 8] Right arm
HP: 2000 AP: 100 Steal: [ 8] Right arm
MP: 0 Gil: 400 Morph: Right arm
---
Half: Fire
Void: Earth
---
Att: 70 Def: 60 Df%: 1 Dex: 68
MAt: 30 MDf: 64 Lck: 0
---
Immune: Confusion, Stop, Frog, Small, Manipulate, Berserk, Paralysed
Transformation: 1st Form is default
2nd Form occurs as a C/A if HP <= 75% of Max HP
3rd Form occurs as a C/A if HP <= 50% of Max HP
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (280)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Only used in 1st Form
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (280)
PAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Only used in 2nd Form
Gush
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (525)
PAt%: 100
Tar: 1 Op
Elm: Fire
Attr: Can't Cover
Notes: Only used in 2nd Form
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (700)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Only used in 3rd Form
Eruption
Physical Attack
Formula: Physical
Pwr: 3 1/8x Base (875)
PAt%: 100
Tar: All Op
Elm: Fire
Notes: Grenade will never use this
Bomb Blast
Physical Attack
Formula: Physical
Pwr: 15 7/8x Base (4445)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: Can't Cover
Notes: Used randomly in 3rd Form
100% C/A if HP drops to 25% of Max HP and below without dying
Kills Grenade when used
Grenade leaves no EXP/AP/Gil/Items after using this
---
AI: Main
{
If (Stage == 0) Then
{
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Bodyblow> (1st Form Version) on Target
}
} Else If (Stage == 1) Then {
Choose Random Opponent
1/4 Chance: Nothing
1/4 Chance: Use Gush on Target
1/2 Chance: Use <Bodyblow> (2nd Form Version) on Target
} Else {
Choose Random Opponent
If (1/2 Chance) Then
{
Use <Bodyblow> (3rd Form Version) on Target
} Else {
Use Bomb Blast on Target
Remove Self
}
}
}
AI: Counter - General
{
If (Grenade's HP <= 25% of Grenade's Max HP) Then
{
Choose Random Opponent
Use Bomb Blast on Target
Remove Self
} Else If ((Grenade's HP <= 50% of Grenade's Max HP)
AND (Stage < 2)) Then {
Grenade's [4098] = Grenade's [4098] + 8
Stage = 2
} Else If ((Grenade's HP <= 75% of Grenade's Max HP)
AND (Stage < 1)) Then {
Grenade's [4098] = Grenade's [4098] + 8
Stage = 1
}
}
-----------------------------------------------------------------------------
Name: Gremlin
Lvl: 36 EXP: 750 Win: [ 8] Shrivel
HP: 1500 AP: 60 Steal: [32] Tent
MP: 100 Gil: 750 Morph: X-Potion
---
No Elemental Properties
---
Att: 70 Def: 60 Df%: 5 Dex: 62
MAt: 55 MDf: 80 Lck: 14
---
No Special Attributes
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (304)
PAt%: 110
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Bad mouth
Physical Attack
Formula: Physical
Pwr: 3x Base (912)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: 100% Inflict 'Sadness'
Can't Cover
Animations:
<Fury>
Physical Misc Ability
PAt%: 90
Tar: Self
Notes: C/A when HP is between 51-75%
Animation only - Gremlin throws a tantrum
<Fury 2>
Physical Misc Ability
PAt%: 90
Tar: Self
Notes: C/A when HP is 50% of below
Animation only - Gremlin throws a tantrum
---
AI: Main
{
If (Count == 0) Then
{
If ((At Least One Opponent doesn't have Sadness Status)
AND (1/3 Chance)) Then
{
Choose Random Opponent without Sadness Status
Use Bad mouth on Target
} Else {
Choose Random Opponent
Use <Claw> on Target
}
} Else If (Count == 1 or 2 or 3) Then {
If (Stage == 0) Then
{
Choose Random Opponent
Use <Claw> on Target
} Else {
If (At Least One Opponent has Sadness Status) Then
{
Choose Random Opponent with Sadness Status
} Else {
Choose Random Opponent
}
Use <Claw> on Target
}
Count = Count + 1
} Else {
If (Stage == 0) Then
{
Choose Random Opponent
Use <Claw> on Target
} Else If (Stage == 1) Then {
If ((At Least One Opponent doesn't have Sadness Status)
AND (1/3 Chance)) Then
{
Choose Random Opponent without Sadness Status
Use Bad mouth on Target
} Else {
Choose Random Opponent
Use <Claw> on Target
}
} Else {
If (At Least One Opponent doesn't have Sadness Status) Then
{
Choose Random Opponent without Sadness Status
Use Bad mouth on Target
} Else {
Choose Random Opponent
Use <Claw> on Target
}
}
Count = 1
}
}
AI: Counter - General
{
Choose Self
If (Gremlin's HP <= 50% of Gremlin's Max HP) Then
{
Use <Fury 2> on Target
Stage = 2
} Else If (Gremlin's HP <= 75% of Gremlin's Max HP) Then {
Use <Fury> on Target
Stage = 1
} Else {
Stage = 0
}
}
-----------------------------------------------------------------------------
Name: Ironite
Lvl: 30 EXP: 900 Win: [ 2] Hi-Potion
HP: 2400 AP: 48 Steal: [ 8] Phoenix Down
MP: 100 Gil: 680 Morph: -
---
No Elemental Properties
---
Att: 65 Def: 58 Df%: 2 Dex: 70
MAt: 50 MDf: 40 Lck: 0
---
Immune: Frog
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (185)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Flying Upper
Physical Attack
Formula: Physical
Pwr: 3x Base (555)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: Manip.
Sleepel
Magical Change Status
MAt%: 100
Cost: 8 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Inflict 'Sleep'
Reflectable
Manip.
---
AI: Setup
{
Count = Rnd(0..3)
}
AI: Main
{
If (Count == 0) Then
{
If (At Least One Opponent doesn't have Sleep Status) Then
{
If (Ironite's MP >= 8) Then
{
Choose Random Opponent without Sleep Status
Use Sleepel on Target
} Else If (At Least One Opponent has Sleep Status) Then {
Choose Random Opponent with Sleep Status
Use Flying Upper on Target
} Else {
Choose Random Opponent
Use <Bodyblow> on Target
}
} Else {
Choose Random Opponent
Use Flying Upper on Target
}
Count = 1
} Else If (Count == 1 or 2) Then {
If (At Least One Opponent has Sleep Status) Then
{
Choose Random Opponent with Sleep Status
} Else {
Choose Random Opponent
}
Use Flying Upper on Target
Count = Count + 1
} Else {
If (At Least One Opponent has Sleep Status) Then
{
Choose Random Opponent with Sleep Status
Use Flying Upper on Target
} Else {
If (Ironite's MP >= 8) Then
{
Choose Random Opponent
Use Sleepel on Target
} Else {
Choose Random Opponent
Use <Bodyblow> on Target
}
}
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Sculpture
Lvl: 32 EXP: 860 Win: [ 2] Tranquilizer
HP: 1700 AP: 60 Steal: -
MP: 100 Gil: 640 Morph: -
---
Death: Holy
---
Att: 56 Def: 40 Df%: 2 Dex: 53
MAt: 48 MDf: 68 Lck: 0
---
Immune: Slow-numb, Petrify
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (168)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Fire Shell
Physical Attack
Formula: Physical
Pwr: 3x Base (504)
PAt%: 90
Tar: 1 Op
Elm: Fire
Attr: Manip.
Can't Cover
Notes: Sometimes used 2 to 3 times in a single combo depending on HP%
---
AI: Setup
{
Stage = 2
SpclChance = 4
}
AI: Main
{
If (Rnd(1..SpclChance) == 1) Then
{
If (Stage < 1) Then
{
Choose Random Opponent
Use Fire Shell on Target
}
If (Stage < 2) Then
{
Choose Random Opponent
Use Fire Shell on Target
}
Choose Random Opponent
Use Fire Shell on Target
} Else {
Choose Random Opponent
Use <Bodyblow> on Target
}
}
AI: Counter - General
{
If (Sculpture's HP <= 1 * [Sculpture's Max HP / 3]) Then
{
Stage = 0
SpclChance = 2
} Else If (Sculpture's HP <= 1 * [Sculpture's Max HP / 3]) Then {
Stage = 1
SpclChance = 3
} Else {
Stage = 2
SpclChance = 4
}
}
-----------------------------------------------------------------------------
Name: Wind Wing
Lvl: 36 EXP: 800 Win: [ 8] Phoenix Down
HP: 1900 AP: 60 Steal: [32] Hi-Potion
MP: 350 Gil: 500 Morph: Phoenix Down
---
No Elemental Properties
---
Att: 75 Def: 60 Df%: 3 Dex: 65
MAt: 45 MDf: 64 Lck: 20
---
No Special Attributes
---
Attacks:
<Tailbeat>
Physical Attack
Formula: Physical
Pwr: 1x Base (327)
PAt%: 255
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Sham Seal
Physical Attack
Formula: Physical
Pwr: 2 3/16x Base (715.3125)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Manip.
Can't Cover
Aero3
Magical Attack
Formula: Magical
Pwr: 3 1/8x Base (1518.75)
MAt%: 100
Cost: 50 MP
Tar: 1 Op
Elm: Wind
Attr: Manip.
White Wind
Physical HP Restore
Formula: Custom
Pwr: Caster's HP
PAt%: 255
Cost: 34 MP
Tar: All Al (NS)
Elm: Restorative
Attr: 100% Cure 'Sleep', 'Poison', 'Confusion', 'Silence', 'Slow',
'Stop', 'Frog', 'Small', 'Slow-numb', 'Petrify',
'Manipulate', 'Berserk', 'Paralysed', 'Darkness',
'Death Force', 'Resist'
---
AI: Setup
{
Count = Rnd(0..3)
Stage = 4
}
AI: Main
{
If (Count == 0) Then
{
If ((Wind Wing's HP < Wind Wing's Max HP)
AND (Wind Wing's MP >= 34)) Then
{
Choose All Allies
Use White Wind on Target
} Else If (Wind Wing's MP >= 50) Then {
Choose Random Opponent
Use Aero3 on Target
} Else {
Choose Random Opponent
Use Sham Seal on Target
}
Count = 1
} Else If (Count == 1 or 2) Then {
If (Stage < 3) Then
{
Choose Random Opponent
Use Sham Seal on Target
} Else {
Choose Random Opponent
Use <Tailbeat> on Target
}
Count = Count + 1
} Else {
If ((Stage < 3) AND (Wind Wing's MP >= 50)) Then
{
Choose Random Opponent
Use Aero3 on Target
} Else {
Choose Random Opponent
Use <Tailbeat> on Target
}
Count = 1
}
}
AI: Counter - General
{
If (Wind Wing's HP <= 25% of Wind Wing's Max HP) Then
{
Stage = 1
Count = 0
} Else If (Wind Wing's HP <= 50% of Wind Wing's Max HP) Then {
Stage = 2
Count = 0
} Else If (Wind Wing's HP <= 75% of Wind Wing's Max HP) Then {
Stage = 3
} Else {
Stage = 4
}
}
-----------------------------------------------------------------------------
Name: Dragon Rider
Lvl: 35 EXP: 1000 Win: [ 8] Hi-Potion
HP: 3500 AP: 80 Steal: [32] Hi-Potion
MP: 180 Gil: 690 Morph: Mind Source
---
Weak: Wind
Void: Earth, Gravity, Water
---
Att: 84 Def: 80 Df%: 15 Dex: 77
MAt: 76 MDf: 120 Lck: 30
---
Immune: Confusion, Stop, Frog, Small, Manipulate, Paralysed
---
Attacks:
<Fang>
Physical Attack
Formula: Physical
Pwr: 1x Base (357)
PAt%: 120
Tar: 1 Op
Elm: Hit
Dual Attack
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (446.25)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Head Hunting
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (892.5)
PAt%: 100
Tar: 1 Op
Elm: Cut
Head Hunting 2
Physical Attack
Formula: Physical
Pwr: 5x Base (1785)
PAt%: 100
Tar: 1 Op
Elm: Cut
Rider Breath
Magical Attack
Formula: Magical
Pwr: 1 7/8x Base (1248.75)
MAt%: 100
Cost: 20 MP
Tar: 1 Op
Elm: Non-Element
Notes: Also used as random C/A against magical abilities
---
AI: Setup
{
Count = Rnd(0..5)
SpclChance = 4
}
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent
Use Dual Attack on Target
Count = 2
} Else If (Count == 1) Then {
Choose Random Opponent
Use <Fang> on Target
Count = 3
} Else If (Count == 2) Then {
Choose Random Opponent
Use Dual Attack on Target
Count = 4
} Else If (Count == 3) Then {
Choose Random Opponent
Use <Fang> on Target
Count = 4
} Else If (Count == 4) Then {
Choose Random Opponent with Lowest HP
If (Rnd(1..SpclChance) == 1) Then
{
Use Head Hunting 2 on Target
} Else {
Use Head Hunting on Target
}
Count = 5
} Else {
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent with Highest HP
Use Rider Breath on Target
} Else {
Choose Random Opponent
1/2 Chance: Use Dual Attack on Target
1/2 Chance: Use <Fang> on Target
}
Count = Rnd(0..1)
}
}
AI: Counter - General
{
If (Dragon Rider's HP <= 25% of Dragon Rider's Max HP) Then
{
SpclChance = 1
} Else If (Dragon Rider's HP <= 50% of Dragon Rider's Max HP) Then {
SpclChance = 2
} Else If (Dragon Rider's HP <= 75% of Dragon Rider's Max HP) Then {
SpclChance = 3
} Else {
SpclChance = 4
}
}
AI: Counter - Magical
{
If (Rnd(1..SpclChance) == 1) Then
{
Choose Dragon Rider's Last Attacker (Magical)
Use Rider Breath on Target
}
}
-----------------------------------------------------------------------------
Name: Killbin
Lvl: 30 EXP: 700 Win: [ 8] Ether
HP: 3200 AP: 150 Steal: [32] Turbo Ether
MP: 380 Gil: 1000 Morph: Mind Source
---
No Elemental Properties
---
Att: 90 Def: 64 Df%: 12 Dex: 68
MAt: 85 MDf: 126 Lck: 25
---
Immune: Manipulate
---
Attacks:
<x>
Physical Attack
Formula: Physical
Pwr: 1x Base (342)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: Berserk Attack
Notes: Killbin will have 'Orange Swords' shown
Will sometimes use <x> twice in a single combo
<Cure2>
Magical HP Restore
Formula: Cure
Pwr: Base + 770 (1460)
MAt%: 255
Cost: 24 MP
Tar: All Al/1 Al
Elm: Restorative
Attr: Reflectable
Notes: Killbin will have 'Pink Heart' shown
Only used when Killbin's HP < 1/3rd of Max HP
<Fire2>
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (862.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Killbin will have 'Red Fire' shown
<Ice2>
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (862.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Notes: Killbin will have 'Blue Ice' shown
<Aspil>
Magical MP Absorb
Formula: Magical
Pwr: 1/8x Base (86.25)
MAt%: 255
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Notes: Killbin will have 'Blue Electronics' shown
Only used when Killbin doesn't have enough MP for a spell it
tried to cast
<Slow>
Magical Change Status
Auto Hit
Cost: 20 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [100] Inflict 'Slow'
Reflectable
Notes: Killbin will have 'Yellow Clock' shown
---
AI: Setup
{
Count = Rnd(0..3)
}
AI: Main
{
If (Count == 0) Then
{
If ((At Least One Opponent doesn't have Slow Status)
AND (1/2 Chance)) Then
{
If (Killbin's MP >= 20) Then
{
Choose Random Opponent without Slow Status
Use <Slow> on Target
} Else {
Choose Random Opponent with Highest MP
Use <Aspil> on Target
}
} Else {
If (At Least One Opponent has Slow Status) Then
{
Choose Random Opponent with Slow Status
} Else {
Choose Random Opponent
}
Use <x> on Target
}
Count = 1
} Else If (Count == 1 or 2) Then {
If (At Least One Opponent has Slow Status) Then
{
Choose Random Opponent with Slow Status
} Else {
Choose Random Opponent
}
Use <x> on Target
If (1/2 Chance) Then
{
If (At Least One Opponent has Slow Status) Then
{
Choose Random Opponent with Slow Status
} Else {
Choose Random Opponent
}
Use <x> on Target
}
Count = Count + 1
} Else {
If (Killbin's HP < [Killbin's Max HP / 3]) Then
{
If (Killbin's MP >= 24) Then
{
Choose All Allies
Use <Cure2> on Target
} Else {
Choose Random Opponent with Highest MP
Use <Aspil> on Target
}
} Else {
If (Killbin's MP >= 22) Then
{
Choose Random Opponent
1/2 Chance: Use <Fire2> on Target
1/2 Chance: Use <Ice2> on Target
} Else {
Choose Random Opponent with Highest MP
Use <Aspil> on Target
}
}
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Tonberry
Lvl: 25 EXP: 999 Win: [ 8] Phoenix Down
HP: 15000 AP: 99 Steal: [ 8] Turbo Ether
MP: 250 Gil: 999 Morph: Elixir
---
Void: Gravity
---
Att: 100 Def: 50 Df%: 1 Dex: 80
MAt: 65 MDf: 60 Lck: 0
---
Immune: Death, Poison, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
Although planned as an enemy found in the Whirlwind Maze, it is impossible to
fight it outside of Battle Square. Stats listed here are base stats for
outside Battle Square - remember to multiply HP by 2 and Att/MAt by 1.25 for
encounters within Battle Square
---
Attacks:
Time Damage
Physical Attack
Formula: Custom
Pwr: (Hours played * 100) + Minutes played
PAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: Can't Cover
Notes: Only used as C/A against 3rd attack since Tonberry's last turn
Knife
Magical Change Status
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Death'
Animations:
<Move>
Moves towards the party
<Move Right>
Moves to the right
<Move Left>
Moves to the left
---
AI: Setup
{
TempVar:LRPos = 1
}
AI: Main
{
TempVar:DontMove = 0
TempVar:HitCounter = 0
If (Battle is Tonberry Battle in Battle Square) Then
{
TempVar:RightTarget = 2nd Opponent
TempVar:MiddleTarget = 1st Opponent
TempVar:LeftTarget = 3rd Opponent
} Else {
TempVar:RightTarget = 1st Opponent
TempVar:MiddleTarget = 2nd Opponent
TempVar:LeftTarget = 3rd Opponent
}
If (TempVar:LRPos == 0) Then
{
If (TempVar:Distance == 0) Then
{
Nothing
} Else If (TempVar:Distance == 1 or 2) Then {
Choose Self
If (3/8 Chance) Then
{
Use <Move Left> on Target
TempVar:LRPos = TempVar:LRPos + 1
}
} Else {
If ((TempVar:RightTarget doesn't have Death Status) AND (1/2 Chance)
AND (Battle is not Tonberry Battle in Battle Square)) Then
{
Choose TempVar:RightTarget
Use Knife on Target
TempVar:Distance = 0
TempVar:LRPos = 1
} Else {
Choose Self
Use <Move Left> on Target
TempVar:LRPos = TempVar:LRPos + 1
}
TempVar:DontMove = 1
}
} Else If (TempVar:LRPos == 1) Then {
If (TempVar:Distance == 0) Then
{
Nothing
} Else If (TempVar:Distance == 1) Then {
Choose Self
1/4 Chance:
{
Use <Move Right> on Target
TempVar:LRPos = TempVar:LRPos - 1
TempVar:DontMove = 1
}
1/4 Chance:
{
Use <Move Left> on Target
TempVar:LRPos = TempVar:LRPos + 1
TempVar:DontMove = 1
}
1/2 Chance: Nothing
} Else If (TempVar:Distance == 2) Then {
Choose Self
3/8 Chance:
{
Use <Move Right> on Target
TempVar:LRPos = TempVar:LRPos - 1
TempVar:DontMove = 1
}
3/8 Chance:
{
Use <Move Left> on Target
TempVar:LRPos = TempVar:LRPos + 1
TempVar:DontMove = 1
}
1/4 Chance: Nothing
} Else {
If (TempVar:MiddleTarget doesn't have Death Status)
AND (1/2 Chance) Then
{
Choose TempVar:MiddleTarget
Use Knife on Target
TempVar:Distance = 0
TempVar:LRPos = 1
} Else {
Choose Self
If (1/2 Chance) Then
{
Use <Move Right> on Target
TempVar:LRPos = TempVar:LRPos - 1
} Else {
Use <Move Left> on Target
TempVar:LRPos = TempVar:LRPos + 1
}
}
TempVar:DontMove = 1
}
} Else {
If (TempVar:Distance == 0) Then
{
Nothing
} Else If (TempVar:Distance == 1 or 2) Then {
Choose Self
If (3/8 Chance) Then
{
Use <Move Right> on Target
TempVar:LRPos = TempVar:LRPos - 1
TempVar:DontMove = 1
}
} Else {
If ((TempVar:LeftTarget doesn't have Death Status) AND (1/2 Chance)
AND (Battle is not Tonberry Battle in Battle Square)) Then
{
Choose TempVar:LeftTarget
Use Knife on Target
TempVar:Distance = 0
TempVar:LRPos = 1
} Else {
Choose Self
Use <Move Right> on Target
TempVar:LRPos = TempVar:LRPos - 1
}
TempVar:DontMove = 1
}
}
If (TempVar:DontMove == 0) Then
{
Use <Move> on Target
TempVar:Distance = TempVar:Distance + 1
}
}
AI: Counter - General
{
TempVar:HitCounter = TempVar:HitCounter + 1
If (TempVar:HitCounter == 3) Then
{
TempVar:HitCounter = 0
Choose Tonberry's Last Attacker (General)
Use Time Damage on Target
}
}
-----------------------------------------------------------------------------
Name: Jenova*DEATH
Lvl: 55 EXP: 6000 Win: 100% Reflect Ring
HP: 25000 AP: 400 Steal: -
MP: 800 Gil: 5000 Morph: -
---
Void: Gravity
---
Att: 140 Def: 90 Df%: 1 Dex: 150
MAt: 70 MDf: 320 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
Seizure
---
Attacks:
Red Light
Magical Attack
Formula: Magical
Pwr: 1 1/8x Base (843.75)
MAt%: 100
Cost: 8 MP
Tar: 1 Op
Elm: Fire/Shout
Notes: May use it 1 to 3 times as a combo attack against random targets,
or 3 times as a combo attack against *all* targets
Tropic Wind
Magical Attack
Formula: Magical
Pwr: 1x Base (750)
MAt%: 100
Cost: 12 MP
Tar: 1 Op
Elm: Fire/Wind
Silence
Magical Change Status
MAt%: 100
Cost: 24 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 60] Inflict 'Silence'
Reflectable
---
AI: Setup
{
SpclChance = 4
1/2 Chance: Count = 3
1/2 Chance: Count = 0
}
AI: Main
{
TempVar:RedLightAttack = 0
If (Count == 0) Then
{
If ((At Least One Opponent has Silence Status)
OR (Jenova*DEATH's MP < 24)) Then
{
TempVar:RedLightAttack = 1
} Else {
Choose Random Opponent without Silence
Use Silence on Target
}
Count = 1
} Else If (Count == 1 or 2) Then {
Count = Count + 1
} Else If (Count == 3) Then {
TempVar:RedLightAttack = 1
Count = 4
} Else If (Count == 4) Then {
TempVar:RedLightAttack = 1
Count = 5
} Else {
Choose All Opponents
Use Tropic Wind on Target
Count = 0
}
If (TempVar:RedLightAttack == 1) Then
{
If (Rnd(1..SpclChance) == 1) Then
{
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
Use Red Light on Target
}
If (1st Opponent doesn't have Death Status) Then
{
Choose 1st Opponent
Use Red Light on Target
}
If (3rd Opponent doesn't have Death Status) Then
{
Choose 3rd Opponent
Use Red Light on Target
}
} Else {
TempVar:Random = Rnd(1..SpclChance)
If (TempVar:Random == 1) Then
{
Choose Random Opponent
Use Red Light on Target
}
If (TempVar:Random <= 2) Then
{
Choose Random Opponent
Use Red Light on Target
}
Choose Random Opponent
Use Red Light on Target
}
}
}
AI: Counter - General
{
If (Jenova*DEATH's HP <= 25% of Jenova*DEATH's Max HP) Then
{
SpclChance = 2
} Else If (Jenova*DEATH's HP <= 75% of Jenova*DEATH's Max HP) Then {
SpclChance = 3
}
}
=============================================================================
5.20 Junon (Disc Two): Aljunon
------------------------------
Name: Roulette Cannon
Lvl: 38 EXP: 1200 Win: 100% X-Potion
HP: 3000 AP: 100 Steal: -
MP: 200 Gil: 1600 Morph: -
---
Weak: Lightning
Void: Poison
---
Att: 80 Def: 60 Df%: 1 Dex: 55
MAt: 60 MDf: 50 Lck: 20
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
Paralysed, Darkness, Seizure
---
Attacks:
<Fire Roulette>
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (684.375)
PAt%: 255
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Notes: Only used as a 100% C/A
Will not use if two party members have Death Status
Animations:
<Vanish>
Death Animation
Notes: Final Attack
---
AI: Counter - General
{
If (At Least Two Opponents (incl. Dead) don't have Death Status) Then
{
SelectTar = Choose Random Opponent (incl. Dead) without Death Status
} Else {
SelectTar = [2040]
}
If (SelectTar is 1st Opponent) Then
{
Roulette Cannon's HurtAnim = Flinch (Facing 1st Opponent)
} Else If (SelectTar is 2nd Opponent) Then {
Roulette Cannon's HurtAnim = Flinch (Facing 2nd Opponent)
} Else {
Roulette Cannon's HurtAnim = Flinch (Facing 3rd Opponent)
}
If (SelectTar != [2040]) Then
{
Choose Select Tar
Use <Fire Roulette> on Target
}
}
AI: Counter - Death
{
Turn off Death Handling for Roulette Cannon
Choose Self
Use <Vanish> on Target
Remove Pedestal
}
-----------------------------------------------------------------------------
Name: SOLDIER:2nd
Lvl: 35 EXP: 1000 Win: [ 8] X-Potion
HP: 4000 AP: 85 Steal: [ 8] Remedy
MP: 340 Gil: 750 Morph: -
---
No Elemental Properties
---
Att: 80 Def: 58 Df%: 4 Dex: 70
MAt: 60 MDf: 60 Lck: 8
---
No Special Attributes
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (341)
PAt%: 95
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Fight twice in a single combo
Sword of Doom
Physical Attack
Formula: Physical
Pwr: 3x Base (1023)
PAt%: 90
Tar: 1 Op
Elm: Cut
Attr: Manip.
Notes: Used as 100% C/A against Magical Attack
Silence
Magical Change Status
MAt%: 100
Cost: 24 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 60] Inflict 'Silence'
Reflectable
Notes: SOLDIER:2nd will never use this
Quadra-Cut
Physical Attack
Formula: Physical
Pwr: 3x Base (1023)
PAt%: 90
Tar: 1 Op
Elm: Cut
Notes: SOLDIER:2nd will never use this
---
AI: Setup
{
SelectTar = Choose Random Opponent
SpclChance = 5
}
AI: Main
{
If (TempVar:SwordOfDoom == 0) Then
{
If ((SelectTar doesn't have Death Status)
AND (SelectTar != [2040])) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Fight> on Target
If ((Target doesn't have Death Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Use <Fight> on Target
}
SelectTar = [2040]
TempVar:SwordOfDoom = 0
} Else {
If ((SelectTar doesn't have Death Status)
AND (SelectTar != [2040])) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use Sword of Doom on Target
TempVar:SwordOfDoom = 0
}
}
AI: Counter - General
{
If (SelectTar == [2040]) Then
{
SelectTar = SOLDIER:2nd's Last Attacker (General)
}
If ((SOLDIER:2nd's HP <= 25% of SOLDIER:2nd's Max HP)
AND (SpclChance == 3)) Then
{
SpclChance = 2
TempVar:SwordOfDoom = 2
} Else If ((SOLDIER:2nd's HP <= 50% of SOLDIER:2nd's Max HP)
AND (SpclChance == 4)) Then {
SpclChance = 3
TempVar:SwordOfDoom = 2
} Else If ((SOLDIER:2nd's HP <= 75% of SOLDIER:2nd's Max HP)
AND (SpclChance == 5)) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
}
AI: Counter - Magical
{
Choose SOLDIER:2nd's Last Attacker (Magical)
Use Sword of Doom on Target
}
=============================================================================
5.21 Mideel Area
----------------
Name: Hippogriff
Lvl: 37 EXP: 800 Win: [ 2] Echo Screen
HP: 3000 AP: 80 Steal: -
MP: 280 Gil: 1500 Morph: -
---
No Elemental Properties
---
Att: 90 Def: 80 Df%: 1 Dex: 80
MAt: 98 MDf: 120 Lck: 20
---
Immune: Sleep, Confusion, Stop, Frog, Small, Manipulate, Berserk, Paralysed
Transformation: 1st Form is default
2nd Form flies in the air
2nd Form has Can't Reach; Df%: 31
---
Attacks:
<Beak>
Physical Attack
Formula: Physical
Pwr: 1x Base (402)
PAt%: 100
Tar: 1 Op
Elm: Punch
Notes: Only used in 1st Form
???
Physical Attack
Formula: Physical
Pwr: 3x Base (1206)
PAt%: 90
Cost: 16 MP
Tar: 1 Op
Elm: Hit
Attr: Can't Cover
Notes: Only used in 1st Form after Hippogriff has been in the air once
L2 Confu
Magical Change Status
Auto Hit
Cost: 18 MP
Tar: 1 Op/All Op
Elm: Shoot
Attr: 100% Inflict 'Confusion'
Notes: Miss if Target's Lvl not multiple of 2
Only used on Hippogriff's first turn
<Beak>
Physical Attack
Formula: Physical
Pwr: 1x Base (402)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Only used in 2nd Form
???
Physical Attack
Formula: Physical
Pwr: 3x Base (1206)
PAt%: 90
Cost: 16 MP
Tar: 1 Op
Elm: Hit
Attr: Can't Cover
Notes: Hippogriff will never use this
---
AI: Setup
{
TempVar:DfltDf% = Hippogriff's Df%
}
AI: Main
{
If (Hippogriff's IdleAnim == On Land) Then
{
If (Count == 0) Then
{
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
Use L2 Confu on Target
}
Count = 1
} Else If (Count = 1 or 2 or 3) Then {
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion
Use <Beak> (Land Version) on Target
}
Count = Count + 1
} Else {
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion
If (TempVar:TakenOff == 0) Then
{
Use <Beak> (Land Version) on Target
} Else {
Use ??? (Land Version) on Target
}
}
Count = 1
}
} Else {
If (Count == 0 or 1 or 2) Then
{
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion
Use <Beak> (Air Version) on Target
}
Count = Count + 1
} Else {
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion
If (TempVar:HitsUntilLanding == 0) Then
{
Use <Beak> (Air Version) on Target
} Else {
Use ??? (Air Version) on Target
}
}
Count = 1
}
}
}
AI: Counter - Physical
{
If (Hippogriff's IdleAnim == On Land) Then
{
Hippogriff's HurtAnim = Flinch (On Land)
If ((Hippogriff's HP <= 50% of Hippogriff's Max HP)
AND (TempVar:TakenOff == 0)) Then
{
Choose Self
Use <> on Target
Hippogriff's IdleAnim = In Air
Hippogriff's Df% = Hippogriff's Df% + 30
Hippogriff's Range = 16
TempVar:TakenOff = 1
}
} Else {
Hippogriff's HurtAnim = Flinch (In Air)
}
}
AI: Counter - Magical
{
If (Hippogriff's IdleAnim != On Land) Then
{
Hippogriff's HurtAnim = Flinch (In Air)
If (TempVar:HitsUntilLanding == 0) Then
{
Choose Self
Use <> on Target
Hippogriff's IdleAnim = On Land
Hippogriff's Df% = TempVar:DfltDf%
Hippogriff's Range = 1
} Else {
TempVar:HitsUntilLanding = TempVar:HitsUntilLanding - 1
}
} Else {
Hippogriff's HurtAnim = Flinch (On Land)
}
}
-----------------------------------------------------------------------------
Name: Head Hunter
Lvl: 30 EXP: 650 Win: [ 8] Ether
HP: 2000 AP: 80 Steal: [32] Tranquilizer
MP: 100 Gil: 1000 Morph: -
---
No Elemental Properties
---
Att: 100 Def: 60 Df%: 3 Dex: 67
MAt: 58 MDf: 60 Lck: 10
---
No Special Attributes
---
Attacks:
<Sickle>
Physical Attack
Formula: Physical
Pwr: 1x Base (472)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Rising Dagger
Physical Attack
Formula: Physical
Pwr: 1x Base (472)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/4 Chance: Use Rising Dagger on Target
3/4 Chance: Use <Sickle> on Target
}
-----------------------------------------------------------------------------
Name: Spiral
Lvl: 39 EXP: 700 Win: [ 8] Hi-Potion
HP: 2800 AP: 80 Steal: [32] X-Potion
MP: 100 Gil: 1300 Morph: Guard Source
---
No Elemental Properties
---
Att: 80 Def: 80 Df%: 2 Dex: 65
MAt: 80 MDf: 80 Lck: 8
---
Immune: Confusion, Frog, Small, Manipulate, Berserk
Transformation: 1st Form is default; Def: 80, MDf: 80
2nd Form curls into a ball; Def: 320, MDf: 320
2nd Form occurs as a random C/A
1st Form occurs randomly after a number of turns in
2nd Form (at most 4 turns)
---
Attacks:
<Angle Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (371)
PAt%: 100
Tar: 1 Op
Elm: Punch
Notes: Only in 1st Form
Spin
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (463.75)
PAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Only in 2nd Form
---
AI: Main
{
If (TempVar:StopSpin == 1) Then
{
Choose Self
Use <> on Target
TempVar:TurnsInForm = 0
Spiral's IdleAnim = Normal
Spiral's HurtAnim = Flinch (Normal)
Spiral's Def = 80
Spiral's MDf = 80
Stage = 0
TempVar:StopSpin = 0
} Else If (Stage == 0) Then {
Choose Random Opponent
Use <Angle Punch> on Target
TempVar:TurnsInForm = TempVar:TurnsInForm + 1
If (TempVar:TurnsInForm > 10) Then
{
TempVar:TurnsInForm = 10
}
} Else {
Choose Random Opponent
Use Spin on Target
If (Rnd(0..3) < TempVar:TurnsInForm) Then
{
TempVar:StopSpin = 1
}
TempVar:TurnsInForm = TempVar:TurnsInForm + 1
If (TempVar:TurnsInForm > 10) Then
{
TempVar:TurnsInForm = 10
}
}
}
AI: Counter - General
{
If ((Rnd(0..3) < TempVar:TurnsInForm) AND (Stage == 0)) Then
{
Choose Self
Use <> on Target
Spiral's IdleAnim = Spinning
Spiral's HurtAnim = Flinch (Spinning)
Spiral's Def = 320
Spiral's MDf = 320
Stage = 1
TempVar:TurnsInForm = 0
}
}
-----------------------------------------------------------------------------
Name: Crysales
Lvl: 37 EXP: 800 Win: [ 8] Ether
HP: 1500 AP: 80 Steal: -
MP: 100 Gil: 600 Morph: Dream Powder
---
No Elemental Properties
---
Att: 98 Def: 46 Df%: 5 Dex: 59
MAt: 45 MDf: 84 Lck: 8
---
No Special Attributes
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (550)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Sleep Scales
Magical Change Status
MAt%: 95
Cost: 10 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Sleep'
Manip.
---
AI: Main
{
If (No Opponents have Sleep Status) Then
{
Choose Random Opponent
1/4 Chance: Use <Bite> on Target
3/4 Chance: Use Sleep Scales on Target
} Else If (One or Two Opponents have Sleep Status) Then {
If (1/2 Chance) Then
{
Choose Random Opponent with Sleep Status
Use <Bite> on Target
} Else {
Choose Random Opponent without Sleep Status
Use Sleep Scales on Target
}
} Else {
Choose Random Opponent
Use <Bite> on Target
}
}
-----------------------------------------------------------------------------
Name: Sea Worm
Lvl: 22 EXP: 1300 Win: [ 8] Turbo Ether
HP: 9000 AP: 200 Steal: [32] Dragon Scales
MP: 200 Gil: 5000 Morph: Dragon Scales
---
Weak: Ice
Half: Fire
Void: Gravity
Asrb: Earth
---
Att: 60 Def: 80 Df%: 1 Dex: 68
MAt: 42 MDf: 230 Lck: 0
---
Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
Manipulate, Peerless, Paralysed
---
Attacks:
Earthquake
Magical Attack
Formula: Magical
Pwr: 3/8x Base (144)
MAt%: 255
Cost: 10 MP
Tar: All Op (NS)
Elm: Earth
Attr: Berserk Attack
Manip.
Sandstorm
Physical Attack
Formula: Physical
Pwr: 2x Base (284)
PAt%: 255
Tar: All Op
Elm: Earth
Attr: [ 48] Inflict 'Darkness'
Manip.
Notes: Status infliction done via Sandstorm is considered to be No Split,
even though the damage itself is split
Crush
Physical Attack
Formula: Physical
Pwr: 3x Base (426)
PAt%: 90
Tar: 1 Op
Elm: Hit
---
AI: Setup
{
TempVar:SandstormUses = 5
1/16 Chance: Count = 5
15/16 Chance: Count = 0
}
AI: Main
{</pre><pre id="faqspan-14">
If (Count == 0) Then
{
Count = 1
} Else If (Count == 1) Then {
If ((At Least One Opponent doesn't have Darkness Status)
AND (TempVar:SandstormUses > 0)) Then
{
Choose All Opponents without Darkness Status
Use Sandstorm on Target
TempVar:SandstormUses = TempVar:SandstormUses - 1
} Else {
Choose Random Opponent
Use Crush on Target
}
Count = 2
} Else If (Count == 2) Then {
Count = 3
} Else If (Count == 3) Then {
If (At Least One Opponent has Darkness Status) Then
{
Choose Random Opponent with Darkness Status
Use Crush on Target
} Else {
If (1/2 Chance) Then
{
Choose Random Opponent
Use Crush on Target
}
}
Count = 4
} Else If (Count == 4) Then {
Count = 5
} Else {
If (At Least One Opponent doesn't have Darkness Status) Then
{
Choose All Opponents
Use Earthquake on Target
} Else {
Choose Random Opponent
Use Crush on Target
}
Count = 0
}
}
=============================================================================
5.22 The Lonely Isles
---------------------
5.22.1 Goblin Island
------ -------------
Name: Goblin
Lvl: 40 EXP: 20 Win: [ 8] Zeio Nut
HP: 2000 AP: 20 Steal: [ 8] Zeio Nut
MP: 80 Gil: 20 Morph: -
---
No Elemental Properties
---
Att: 58 Def: 74 Df%: 1 Dex: 68
MAt: 55 MDf: 74 Lck: 0
---
Immune: Frog, Small
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (274)
PAt%: 95
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Goblin Punch
Physical Attack
Formula: Physical
Pwr: 3/4x Base (205.5)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Notes: If Caster Lvl = Target Lvl, Added Damage Effect = 8.
Sleepel
Magical Change Status
MAt%: 100
Cost: 8 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Inflict 'Sleep'
Reflectable
---
AI: Setup
{
Count = Rnd(0..3)
}
AI: Main
{
If (Count < 3) Then
{
If (At Least One Opponent has Sleep Status) Then
{
Choose Random Opponent with Sleep Status
} Else {
Choose Random Opponent
}
If (1/3 Chance) Then
{
Use Goblin Punch on Target
} Else {
Use <Fight> on Target
}
Count = Count + 1
} Else {
If ((At Least One Opponent doesn't have Sleep Status)
AND (Goblin's MP >= 8) AND (1/2 Chance)) Then
{
Choose Random Opponent without Sleep Status
Use Sleepel on Target
} Else {
If (At Least One Opponent has Sleep Status) Then
{
Choose Random Opponent with Sleep Statis
} Else {
Choose Random Opponent
}
If (1/3 Chance) Then
{
Use Goblin Punch on Target
} Else {
Use <Fight> on Target
}
}
Count = Rnd(0..1)
}
}
-----------------------------------------------------------------------------
5.22.2 Cactus Island
------ -------------
Name: Cactuer
Lvl: 40 EXP: 1000 Win: -
HP: 6000 AP: 100 Steal: -
MP: 120 Gil: 1000 Morph: Tetra Elemental
---
No Elemental Properties
---
Att: 63 Def: 90 Df%: 1 Dex: 75
MAt: 85 MDf: 100 Lck: 0
---
Immune: Frog, Small
Cactuer has a 7/8th chance per hit that his Df% will be 255 instead of 1
---
Attacks:
1000 Needles
Magical Attack
Formula: Fixed
Pwr: 1000
MAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
<Mystery Kick>
Physical Attack
Formula: Physical
Pwr: 3x Base (891)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: Manip.
Notes: Will sometimes use Mystery Kick twice in a single combo
Animations:
<Dodge>
---
AI: Setup
{
Count = Rnd(0..4)
TempVar:DfltHurt = Cactuer's HurtAnim
TempVar:DfltDf% = Cactuer's Df%
}
AI: Main
{
If (Count < 4) Then
{
Choose Random Opponent
Use <Mystery Kick> on Target
If (1/3 Chance) Then
{
Choose Random Opponent
Use <Mystery Kick> on Target
Count = 4
} Else {
Count = Count + 1
}
} Else {
Choose Random Opponent
Use 1000 Needles on Target
Count = 0
}
}
AI: Counter - PreTurn
{
Cactuer's Df% = TempVar:DfltDf%
If (7/8 Chance) Then
{
Cactuer's Df% = 255
}
}
=============================================================================
5.23 The Huge Materia Quest: Corel Reactor
------------------------------------------
Name: Gas Ducter
Lvl: 42 EXP: 900 Win: -
HP: 3000 AP: 75 Steal: -
MP: 200 Gil: 1100 Morph: -
---
Asrb: Poison
---
Att: 88 Def: 76 Df%: 1 Dex: 85
MAt: 80 MDf: 136 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (548)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Punch twice in a single combo
Smog Alert
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (685)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Poison', 'Sadness', 'Silence', 'Darkness'
Manip.
Can't Cover
Notes: Will sometimes use Smog Alert twice in a single combo
---
AI: Setup
{
1/2 Chance: Count = 1
1/2 Chance: Count = 2
SpclChance = 8
}
AI: Main
{
If (Count < 2) Then
{
Choose Random Opponent
Use <Punch> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Punch> on Target
}
Count = Count + 1
} Else {
Choose Random Opponent
Use Smog Alert on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Smog Alert on Target
}
Count = 0
}
}
AI: Counter - General
{
If (Gas Ducter's HP <= 25% of Gas Ducter's Max HP) Then
{
SpclChance = 2
} Else If (Gas Ducter's HP <= 50% of Gas Ducter's Max HP) Then {
SpclChance = 3
} Else If (Gas Ducter's HP <= 75% of Gas Ducter's Max HP) Then {
SpclChance = 6
} Else {
SpclChance = 8
}
}
-----------------------------------------------------------------------------
Name: Wolfmeister
Lvl: 43 EXP: 10000 Win: -
HP: 10000 AP: 100 Steal: -
MP: 200 Gil: 600 Morph: -
---
Weak: Water
---
Att: 140 Def: 100 Df%: 1 Dex: 124
MAt: 100 MDf: 240 Lck: 0
---
Immune: Death, Confusion, Silence, Stop, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Paralysed
---
Attacks:
<Big Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (1080)
PAt%: 100
Tar: 1 Op
Elm: Hit
Heavy Sword
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (1350)
PAt%: 100
Tar: 1 Op
Elm: Cut
Atomic Ray
Magical Attack
Formula: Magical
Pwr: 1 1/8x Base (965.25)
MAt%: 100
Cost: 20 MP
Tar: 1 Op
Elm: Non-Element
Big Guard
Magical Change Status
MAt%: 255
Cost: 56 MP
Tar: All Al (NS)
Elm: Non-Element
Attr: 100% Inflict 'Barrier', 'MBarrier', 'Haste'
---
AI: Setup
{
Count = Rnd(0..4)
SpclChance = 8
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Big Punch> on Target
Count = Count + 1
} Else If (Count == 2) Then {
Choose Random Opponent
Use Heavy Sword on Target
Count = 3
} Else If (Count == 3) Then {
If ((Wolfmeister's MP >= 20) AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent
Use Atomic Ray on Target
} Else {
Choose Random Opponent
Use <Big Punch> on Target
}
Count = 4
} Else {
If ((Wolfmeister's MP >= 56) AND (Rnd(1..SpclChance) == 1)
AND (Wolfmeister has neither Barrier, MBarrier
nor Haste Status) Then
{
Choose Self
Use Big Guard on Target
} Else {
Choose Random Opponent
Use <Big Punch> on Target
}
Count = 0
}
}
AI: Counter - General
{
If (Wolfmeister's HP <= 25% of Wolfmeister's Max HP) Then
{
SpclChance = 2
} Else If (Wolfmeister's HP <= 50% of Wolfmeister's Max HP) Then {
SpclChance = 3
} Else If (Wolfmeister's HP <= 75% of Wolfmeister's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 8
}
}
-----------------------------------------------------------------------------
Name: Eagle Gun
Lvl: 46 EXP: 2000 Win: 100% X-Potion
HP: 17000 AP: 90 Steal: [32] Warrior Bangle
MP: 50 Gil: 3800 Morph: -
---
Weak: Lightning
Void: Earth, Water
---
Att: 90 Def: 86 Df%: 2 Dex: 90
MAt: 50 MDf: 100 Lck: 1
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed,
Darkness
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (606)
PAt%: 130
Tar: 1 Op
Elm: Punch
Single Wing Fire
Physical Attack
Formula: Physical
Pwr: 1x Base (606)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Sometimes uses Single Wing Fire twice in a single combo
Dual Wing Fire
Physical Attack
Formula: Physical
Pwr: 1x Base (606)
PAt%: 100
Tar: All Op
Elm: Shoot
Notes: Sometimes uses Dual Wing Fire twice in a single combo
---
AI: Main
{
1/2 Chance:
{
Choose Random Opponent
Use <Claw> on Target
}
1/4 Chance:
{
Choose Random Opponent
Use Single Wing Fire on Target
If (1/2 Chance) Then
{
Choose Random Opponent
Use Single Wing Fire on Target
}
}
1/4 Chance:
{
Choose All Opponents
Use Dual Wing Fire on Target
If (1/2 Chance) Then
{
Choose All Opponents
Use Dual Wing Fire on Target
}
}
}
=============================================================================
5.24 Ultimate Weapon
--------------------
At this point when you return to Mideel, you will face Ultimate Weapon for
the first time. You will also later have the chance to fight Ultimate Weapon
after defeating Diamond Weapon. However, the first battle is just as
important as the rest, because Ultimate Weapon's HP carries over after each
battle. When you meet him first in Mideel, he will have his full complement
of 100,000 HP. As you face him over successive battles, you can whittle this
down. Once you reduce him to 20,000 HP or below, he will await you above
Cosmo Canyon where the final battle with him will take place, and you can
finally kill him.
Name: Ultimate Weapon
Lvl: 61 EXP: 0 Win: -
HP: 100000 AP: 0 Steal: [32] Curse Ring
MP: 400 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 100 Def: 120 Df%: 3 Dex: 120
MAt: 170 MDf: 100 Lck: 50
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Regen, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
This is your first fight with Ultimate Weapon at Mideel
---
Attacks:
Quake2
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (2079)
MAt%: 100
Cost: 28 MP
Tar: All Op/1 Op
Elm: Earth
Attr: Reflectable
<Claw>
Physical Attack
Formula: Physical
Pwr: 2x Base (2100)
PAt%: 100
Tar: 1 Op
Elm: Punch
Ultima Beam
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (2079)
MAt%: 100
Cost: 40 MP
Tar: All Op (NS)
Elm: Hidden
Shadow Flare
Magical Attack
Formula: Magical
Pwr: 7 13/16x Base (10828.125)
MAt%: 100
Cost: 100 MP
Tar: 1 Op
Elm: Non-Element
Attr: Reflectable
Notes: Ultimate Weapon will never use this in this battle
<(Report)>
Physical Escape Battle
Auto Hit
Tar: Self
---
AI: Setup
{
Turn off Death Handling for Ultimate Weapon
GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
If (Ultimate Weapon's HP <= 20000) Then
{
GlobalVar:UWFinalBattle = 1
}
TempVar:LastHP = Ultimate Weapon's HP
}
AI: Main
{
GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
If (Ultimate Weapon's HP <= 20000) Then
{
GlobalVar:UWFinalBattle = 1
}
Count = Count + 1
If (Count == 1) Then
{
Choose All Opponents
Use Quake2 on Target
} Else If (Count == 2) Then {
Choose Random Opponent
Use <Claw> on Target
} Else If (Count == 3) Then {
Choose All Opponents
Use Ultima Beam on Target
} Else {
Choose Self
Use <(Report)> on Target
RunCmd 0x22/0x0F
}
}
AI: Counter - General
{
TempVar:DmgCounter = TempVar:DmgCount +
(TempVar:LastHP - Ultimate Weapon's HP)
TempVar:LastHP = Ultimate Weapon's HP
If ((Ultimate Weapon's HP < 20000) OR (TempVar:DmgCounter > 20000)) Then
{
GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
If (Ultimate Weapon's HP <= 20000) Then
{
GlobalVar:UWFinalBattle = 1
}
Choose Self
Use <(Report)> on Target
RunCmd 0x22/0x0F
}
}
AI: Counter - Death
{
Ultimate Weapon's HP = 20000
GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
If (Ultimate Weapon's HP <= 20000) Then
{
GlobalVar:UWFinalBattle = 1
}
Choose Self
Use <(Report)> on Target
RunCmd 0x22/0x0F
}
AI: Counter - 13
{
Remove Self
}
-----------------------------------------------------------------------------
Name: Ultimate Weapon
Lvl: 61 EXP: 0 Win: -
HP: 100000 AP: 0 Steal: [32] Reflect Ring
MP: 400 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 100 Def: 120 Df%: 3 Dex: 200
MAt: 170 MDf: 100 Lck: 50
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Regen, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
This is the Ultimate Weapon fought in the random land battles.
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 2x Base (2100)
PAt%: 100
Tar: 1 Op
Elm: Punch
Ultima Beam
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (2079)
MAt%: 100
Cost: 40 MP
Tar: All Op (NS)
Elm: Hidden
Quake2
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (2079)
MAt%: 100
Cost: 28 MP
Tar: All Op/1 Op
Elm: Earth
Attr: Reflectable
Shadow Flare
Magical Attack
Formula: Magical
Pwr: 7 13/16x Base (10828.125)
MAt%: 100
Cost: 100 MP
Tar: 1 Op
Elm: Non-Element
Attr: Reflectable
Notes: Ultimate Weapon will never use this in this battle
<(Report)>
Physical Escape Battle
Auto Hit
Tar: Self
---
AI: Setup
{
Ultimate Weapon's HP = GlobalVar:UltimateWeaponHP
Turn off Death Handling for Ultimate Weapon
TempVar:TurnsLeft = Rnd(3..5)
TempVar:LastHP = Ultimate Weapon's HP
}
AI: Main
{
GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
If (Ultimate Weapon's HP <= 20000) Then
{
GlobalVar:UWFinalBattle = 1
}
TempVar:TurnsLeft = TempVar:TurnsLeft - 1
If (TempVar:TurnsLeft == 0) Then
{
Choose Self
Use <(Report)> on Target
RunCmd 0x22/0x0F
} Else If (TempVar:TurnsLeft == 1) Then {
Choose All Opponents
Use Quake2 on Target
} Else If (TempVar:TurnsLeft == 2) Then {
Choose Random Opponent
Use <Claw> on Target
} Else If (TempVar:TurnsLeft == 3) Then {
Choose All Opponents
Use Ultima Beam on Target
} Else {
Choose Random Opponent
Use <Claw> on Target
}
}
AI: Counter - General
{
TempVar:DmgCounter = TempVar:DmgCount +
(TempVar:LastHP - Ultimate Weapon's HP)
TempVar:LastHP = Ultimate Weapon's HP
If ((Ultimate Weapon's HP < 20000) OR (TempVar:DmgCounter > 20000)) Then
{
GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
If (Ultimate Weapon's HP <= 20000) Then
{
GlobalVar:UWFinalBattle = 1
}
Choose Self
Use <(Report)> on Target
RunCmd 0x22/0x0F
}
}
AI: Counter - Death
{
Ultimate Weapon's HP = 20000
GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
If (Ultimate Weapon's HP <= 20000) Then
{
GlobalVar:UWFinalBattle = 1
}
Choose Self
Use <(Report)> on Target
RunCmd 0x22/0x0F
}
AI: Counter - 13
{
Remove Self
}
-----------------------------------------------------------------------------
Name: Ultimate Weapon
Lvl: 61 EXP: 0 Win: -
HP: 100000 AP: 0 Steal: [32] Circlet
MP: 400 Gil: 0 Morph: -
---
Void: Earth, Gravity, Water
---
Att: 100 Def: 120 Df%: 3 Dex: 215
MAt: 170 MDf: 100 Lck: 50
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Regen, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
Can't Reach
This is the Ultimate Weapon fought in the random sky battles.
---
Attacks:
<Thunderball>
Magical Attack
Formula: Magical
Pwr: 2 1/8x Base (2945.25)
MAt%: 100
Cost: 20 MP
Tar: 1 Op
Elm: Lightning
Ultima Beam
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (2079)
MAt%: 100
Cost: 40 MP
Tar: All Op (NS)
Elm: Hidden
Shadow Flare
Magical Attack
Formula: Magical
Pwr: 7 13/16x Base (10828.125)
MAt%: 100
Cost: 100 MP
Tar: 1 Op
Elm: Non-Element
Attr: Reflectable
Notes: Ultimate Weapon will never use this in this battle
<(Report)>
Physical Escape Battle
Auto Hit
Tar: Self
---
AI: Setup
{
Ultimate Weapon's HP = GlobalVar:UltimateWeaponHP
Turn off Death Handling for Ultimate Weapon
TempVar:TurnsLeft = Rnd(3..5)
TempVar:LastHP = Ultimate Weapon's HP
}
AI: Main
{
GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
If (Ultimate Weapon's HP <= 20000) Then
{
GlobalVar:UWFinalBattle = 1
}
TempVar:TurnsLeft = TempVar:TurnsLeft - 1
If (TempVar:TurnsLeft == 0) Then
{
Choose Self
Use <(Report)> on Target
RunCmd 0x22/0x0F
} Else If (TempVar:TurnsLeft == 1) Then {
Choose Random Opponent
Use <Thunderball> on Target
} Else If (TempVar:TurnsLeft == 2) Then {
Choose All Opponents
Use Ultima Beam on Target
} Else If (TempVar:TurnsLeft == 3) Then {
Choose Random Opponent
Use <Thunderball> on Target
} Else {
Choose All Opponents
Use Ultima Beam on Target
}
}
AI: Counter - General
{
TempVar:DmgCounter = TempVar:DmgCount +
(TempVar:LastHP - Ultimate Weapon's HP)
TempVar:LastHP = Ultimate Weapon's HP
If ((Ultimate Weapon's HP < 20000) OR (TempVar:DmgCounter > 20000)) Then
{
GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
If (Ultimate Weapon's HP <= 20000) Then
{
GlobalVar:UWFinalBattle = 1
}
Choose Self
Use <(Report)> on Target
RunCmd 0x22/0x0F
}
}
AI: Counter - Death
{
Ultimate Weapon's HP = 20000
GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
If (Ultimate Weapon's HP <= 20000) Then
{
GlobalVar:UWFinalBattle = 1
}
Choose Self
Use <(Report)> on Target
RunCmd 0x22/0x0F
}
AI: Counter - 13
{
Remove Self
}
-----------------------------------------------------------------------------
Name: Ultimate Weapon
Lvl: 61 EXP: 35000 Win: 100% Ultima Weapon
HP: 100000 AP: 3500 Steal: -
MP: 400 Gil: 25000 Morph: -
---
Void: Earth, Gravity, Water
---
Att: 100 Def: 120 Df%: 3 Dex: 230
MAt: 170 MDf: 100 Lck: 50
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Regen, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
Can't Reach
This is the final fight with Ultimate Weapon at Cosmo Canyon. If you got to
this battle by reducing Ultimate Weapon below or equal to 20,000 HP but not
to 0, then he will have whatever HP he had left. If, instead, you reduced
him all the way to 0 HP before he could flee, then he will begin this battle
with 20,000 HP
---
Attacks:
<Thunderball>
Magical Attack
Formula: Magical
Pwr: 2 1/8x Base (2945.25)
MAt%: 100
Cost: 20 MP
Tar: 1 Op
Elm: Lightning
Ultima Beam
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (2079)
MAt%: 100
Cost: 40 MP
Tar: All Op (NS)
Elm: Hidden
Shadow Flare
Magical Attack
Formula: Magical
Pwr: 7 13/16x Base (10828.125)
MAt%: 100
Cost: 100 MP
Tar: 1 Op
Elm: Non-Element
Attr: Reflectable
Notes: Only used as Final Attack
<(Report)>
Physical Escape Battle
Auto Hit
Tar: Self
---
AI: Setup
{
Ultimate Weapon's HP = GlobalVar:UltimateWeaponHP
}
AI: Main
{
GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
If (Ultimate Weapon's HP <= 20000) Then
{
GlobalVar:UWFinalBattle = 1
}
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Thunderball> on Target
} Else {
Choose All Opponents
Use Ultima Beam on Target
}
}
AI: Counter - Death
{
Choose Ultimate Weapon's Last Attacker (General)
Use Shadow Flare on Target
GlobalVar:UWDead = 1
}
=============================================================================
5.25 Battle Square (Part Three)
-------------------------------
The enemies you meet in Battle Square now are replicas of enemies found
between sections 5.14 and 5.31, but with the following changes:
[200% HP]
[125% Att]
[125% MAt]
Battle Square now has the following final battle sets:
1st Battle - Group A
3x Razor Weed
2x Jayjujayme, 1x Bizarre Bug
2x Foulander
3x Foulander
1st Battle - Group B
2x Garuda
2x Jayjujayme, 1x Garuda
3x Garuda
2x Dual Horn
2nd Battle - Group A
1x Adamantaimai
2x Under Lizard
1x Tonadu
2x Kelzmelzer
2nd Battle - Group B
2x Bizarre Bug, 1x Tail Vault
1x Under Lizard
1x Tonadu
5x Slaps
3rd Battle - Group A
1x Doorbull
3x Ancient Dragon
3x Toxic Frog, 1x Jemnezmy
2x 8 eye
3rd Battle - Group B
1x Doorbull
2x Ancient Dragon
2x Toxic Frog, 1x Jemnezmy
2x 8 eye
4th Battle - Group A
1x Vlakorados
2x Trickplay
1x Boundfat, 3x Malldancer
1x Acrophies
4th Battle - Group B
1x Trickplay, 2x Boundfat
2x Jumping
2x Ice Golem
1x Hippogriff
5th Battle - Group A
3x Shred
2x Lessaloploth
1x Magnade
3x Jumping
5th Battle - Group B
2x Frozen Nail
2x Shred, 1x Frozen Nail
1x Lessaloploth
1x Snow, 1x Lessaloploth
6th Battle - Group A
1x Stilva
1x Cuahl, 2x Headbomber
2x Gremlin, 1x Sculpture
1x Ironite, 2x Wind Wing
6th Battle - Group B
3x Headbomber
2x Headbomber, 1x Zolokalter
3x Evilhead
2x Cuahl
7th Battle - Group A
1x Malboro
1x Blue Dragon
1x Gigas
1x Dragon Rider
7th Battle - Group B
3x Gremlin
2x Wind Wing
2x Ironite
1x Tonberry
8th Battle - Groups A and B
1x Serpent
1x Sea Worm
1x Ho-chu
1x Ghost Ship
In addition, the Special Battle is now available subject to particular
conditions. HP, Att and MAt are modified as above, and you will face the
following enemies:
1st Battle: 1x Sea Worm
2nd Battle: 1x Ho-chu
3rd Battle: 1x Unknown 3
4th Battle: 1x Serpent
5th Battle: 1x Wolfmeister
6th Battle: 1x Behemoth
7th Battle: 1x Maximum Kimaira
8th Battle: 1x Proud Clod, 1x Jamar Armor
=============================================================================
5.26 The Huge Materia Quest: Underwater Reactor
-----------------------------------------------
5.26.1 Junon Path
------ ----------
Name: Death Machine
Lvl: 35 EXP: 900 Win: -
HP: 2500 AP: 80 Steal: [ 8] W Machine Gun
MP: 150 Gil: 1200 Morph: -
---
No Elemental Properties
---
Att: 72 Def: 58 Df%: 1 Dex: 66
MAt: 25 MDf: 60 Lck: 0
---
When reduced below certain HP values, Death Machine will start using 1-2
hit combos on the next turn since the last attack against it. Specifically,
a 1-2 combo of W Machine Gun will be used between 4/6 and 5/6ths of Death
Machine's Max HP, and a 1-2 combo of 100 Needles followed *IMMEDIATELY* by a
1-2 combo of W Machine Gun will be used between 2/6 and 4/6ths of Death
Machine's Max HP. A 1-2 combo of Matra Magic will finally be used when it is
reduced below 2/6ths of Max HP
---
Attacks:
W Machine Gun
Physical Attack
Formula: Physical
Pwr: 1 3/4x Base (535.5)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Notes: Will sometimes use W Machine Gun twice in a single combo
100 Needles
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (382.5)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
Can't Cover
Matra Magic
Magical Attack
Formula: Magical
Pwr: 11/16x Base (247.5)
MAt%: 100
Cost: 8 MP
Tar: All Op (NS)
Elm: Non-Element
Attr: Reflectable
Manip.
Notes: Only used as a 1-2 hit combo when reduced below 1/3rd HP
---
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent
Use 100 Needles on Target
Count = 1
} Else If (Count == 1) Then {
Choose Random Opponent
Use W Machine Gun on Target
If (1/2 Chance) Then
{
Choose Random Opponent
Use W Machine Gun on Target
}
Count = 2
} Else If (Count == 2) Then {
Choose Random Opponent
Use W Machine Gun on Target
If (1/2 Chance) Then
{
Choose Random Opponent
Use W Machine Gun on Target
}
Count = 0
} Else If (Count == 3) Then {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use 100 Needles on Target
If (1/2 Chance) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use 100 Needles on Target
}
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use W Machine Gun on Target
If (1/2 Chance) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use W Machine Gun on Target
}
Count = 0
} Else If (Count == 4) Then {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use W Machine Gun on Target
If (1/2 Chance) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use W Machine Gun on Target
}
Count = 0
} Else {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use Matra Magic on Target
If (1/2 Chance) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use Matra Magic on Target
}
Count = 0
}
}
AI: Counter - General
{
SelectTar = Death Machine's Last Attacker (General)
If (Death Machine's HP <= 2 * [Death Machine's Max HP / 6]) Then
{
Count = 5
} Else If (Death Machine's HP <= 3 * [Death Machine's Max HP / 6]) Then {
Count = 3
} Else If (Death Machine's HP <= 4 * [Death Machine's Max HP / 6]) Then {
Count = 3
} Else If (Death Machine's HP <= 5 * [Death Machine's Max HP / 6]) Then {
Count = 4
}
}
-----------------------------------------------------------------------------
Name: Slalom
Lvl: 37 EXP: 700 Win: [ 8] Deadly Waste
HP: 1600 AP: 70 Steal: [ 8] Smoke Bomb
MP: 30 Gil: 1500 Morph: Hi-Potion
---
Asrb: Poison
---
Att: 70 Def: 74 Df%: 10 Dex: 60
MAt: 45 MDf: 80 Lck: 12
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Peerless,
Paralysed, Darkness, Seizure
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (310)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Sometimes uses Punch twice in a single combo
Smog
Physical Attack
Formula: Physical
Pwr: 3/4x Base (232.5)
PAt%: 90
Tar: 1 Op
Elm: Non-Element
Attr: [ 88] Inflict 'Poison'
Manip.
Can't Cover
Notes: Will sometimes use the Darkness version of Smog immediately after
this in a single combo
Smog
Physical Attack
Formula: Physical
Pwr: 3/4x Base (232.5)
PAt%: 105
Tar: 1 Op
Elm: Non-Element
Attr: [ 92] Inflict 'Darkness'
Manip.
Can't Cover
Notes: Will only use this as a random combo after using the Poison
version of Smog
---
AI: Setup
{
SpclChance = 8
1/2 Chance: Count = 1
1/2 Chance: Count = 2
}
AI: Main
{
If (Count < 2) Then
{
Choose Random Opponent
Use <Punch> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Punch> on Target
}
Count = Count + 1
} Else {
Choose Random Opponent
Use Smog (Poison Version) on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Smog (Darkness Version) on Target
}
Count = 0
}
}
AI: Counter - General
{
If (Slalom's HP <= 25% of Slalom's Max HP) Then
{
SpclChance = 2
} Else If (Slalom's HP <= 50% of Slalom's Max HP) Then {
SpclChance = 3
} Else If (Slalom's HP <= 75% of Slalom's Max HP) Then {
SpclChance = 6
} Else {
SpclChance = 8
}
}
-----------------------------------------------------------------------------
Name: Guard System
Lvl: 35 EXP: 1100 Win: [ 2] Molotov
HP: 2200 AP: 80 Steal: -
MP: 200 Gil: 1200 Morph: -
---
Void: Lightning
---
Att: 55 Def: 70 Df%: 0 Dex: 67
MAt: 56 MDf: 50 Lck: 0
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
Paralysed, Darkness, Seizure
---
Animations:
<Vanish>
Death Animation
Notes: Final Attack
---
AI: Setup
{
TempVar:GSGroup = Guard System, Quick Machine Gun and Rocket Launcher with
same Formation ID as Guard System
}
AI: Main
{
If (TempVar:Setup == 0) Then
{
1/2 Chance: Print Message [Warning! Warning!]
1/2 Chance: Print Message [Leave at once!!]
TempVar:Setup = 1
TempVar:WBGroup's CustomVar:Active = 1
}
}
AI: Counter - Death
{
Turn off Death Handling for Guard System
Choose Self
Use <Vanish> on Target
Remove TempVar:WBGroup
}
-----------------------------------------------------------------------------
Name: Quick Machine Gun
Lvl: 20 EXP: 600 Win: -
HP: 1000 AP: 60 Steal: -
MP: 0 Gil: 300 Morph: Hi-Potion
---
Weak: Lightning
---
Att: 130 Def: 50 Df%: 0 Dex: 69
MAt: 15 MDf: 30 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Confusion, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
Darkness, Seizure
---
Attacks:
Machine Gun
Physical Attack
Formula: Physical
Pwr: 1x Base (454)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Single Shot version
Machine Gun
Physical Attack
Formula: Physical
Pwr: 1x Base (454)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Double Shot version
Although the Quick Machine Gun's animation fires twice and two
numbers appear, it is merely the same number/result repeated
twice
It therefore only counts as one shot, and the second shot's
"damage" is ignored
Animations:
<Appear>
<Vanish>
---
AI: Main
{
TempVar:Attack = None
If (Quick Machine Gun's CustomVar:Active == 1) Then
{
If (Only Guard System is active) Then
{
If (Quick Machine Gun's CustomVar:SwitchTurn == 0) Then
{
If (At Least One Opponent doesn't have Confusion Status) Then
{
Make Quick Machine Gun Visible
Choose Self
Use <Appear> on Target
TempVar:Attack = All Attack
} Else {
Make Quick Machine Gun Visible
Choose Self
Use <Appear> on Target
TempVar:Attack = Single Attack
}
} Else {
Make Quick Machine Gun Visible
Choose Self
Use <Appear> on Target
Quick Machine Gun's CustomVar:SwitchTurn = 0
TempVar:Attack = All Attack
}
} Else If (Only Guard System and Quick Machine Gun are active) Then {
If (Rocket Launcher doesn't have Death Status) Then
{
1/4 Chance:
{
Choose Self
Use <Vanish> on Target
Make Quick Machine Gun Invisible
Rocket Launcher's CustomVar:SwitchTurn = 1
}
1/4 Chance:
{
Choose Self
Use <Vanish> on Target
Make Quick Machine Gun Invisible
}
1/4 Chance:
{
TempVar:Attack = Single Attack
}
1/4 Chance:
{
TempVar:Attack = All Attack
}
} Else {
1/2 Chance:
{
TempVar:Attack = All Attack
}
1/2 Chance:
{
TempVar:Attack = Single Attack
}
}
}
}
If (TempVar:Attack == Single Attack) Then
{
Choose Random Opponent
Use Machine Gun (Single Shot Version) on Target
} Else If (TempVar:Attack == All Attack) Then {
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
Use Machine Gun (Double Shot Version) on Target
}
If (1st Opponent doesn't have Death Status) Then
{
Choose 1st Opponent
Use Machine Gun (Double Shot Version) on Target
}
If (3rd Opponent doesn't have Death Status) Then
{
Choose 3rd Opponent
Use Machine Gun (Double Shot Version) on Target
}
}
}
-----------------------------------------------------------------------------
Name: Rocket Launcher
Lvl: 20 EXP: 600 Win: -
HP: 1000 AP: 60 Steal: -
MP: 0 Gil: 300 Morph: Hi-Potion
---
Weak: Lightning
---
Att: 130 Def: 50 Df%: 0 Dex: 69
MAt: 15 MDf: 30 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Confusion, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
Darkness, Seizure
---
Attacks:
Rocket Launcher
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (681)
PAt%: 75
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Confu Missile
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (567.5)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Confusion'
Can't Cover
Animations:
<Appear>
<Vanish>
---
AI: Main
{
If (Rocket Launcher's CustomVar:Active == 1) Then
{
If (Only Guard System is active) Then
{
If (Rocket Launcher's CustomVar:SwitchTurn == 0) Then
{
If (At Least One Opponent doesn't have Confusion Status) Then
{
Make Rocket Launcher Visible
Choose Self
Use <Appear> on Target
If (1/4 Chance) Then
{
Choose Random Opponent without Confusion Status
Use Confu Missile on Target
} Else {
Choose Random Opponent
Use Rocket Launcher on Target
}
} Else {
Make Rocket Launcher Visible
Choose Self
Use <Appear> on Target
Choose Random Opponent
Use Rocket Launcher on Target
}
} Else {
Make Rocket Launcher Visible
Choose Self
Use <Appear> on Target
Rocket Launcher's CustomVar:SwitchTurn = 0
Choose Random Opponent
Use Rocket Launcher on Target
}
} Else If (Only Guard System and Rocket Launcher are active) Then {
If (Quick Machine Gun doesn't have Death Status) Then
{
1/4 Chance:
{
Choose Self
Use <Vanish> on Target
Make Rocket Launcher Invisible
Quick Machine Gun's CustomVar:SwitchTurn = 1
}
1/4 Chance:
{
Choose Self
Use <Vanish> on Target
Make Rocket Launcher Invisible
}
1/2 Chance:
{
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
Use Confu Missile on Target
} Else {
Choose Random Opponent
Use Rocket Launcher on Target
}
}
} Else {
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
Use Confu Missile on Target
} Else {
Choose Random Opponent
Use Rocket Launcher on Target
}
}
}
}
}
-----------------------------------------------------------------------------
Name: Submarine Crew
Lvl: 32 EXP: 850 Win: [ 8] S-mine, [ 8] Shinra Beta
HP: 1500 AP: 80 Steal: [ 8] 8-inch Cannon
MP: 85 Gil: 500 Morph: -
---
No Elemental Properties
---
Att: 75 Def: 56 Df%: 1 Dex: 55
MAt: 25 MDf: 74 Lck: 0
---
No Special Attributes
---
Attacks:
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (300)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Hand Grenade
Physical Attack
Formula: Physical
Pwr: 2 3/16x Base (656.25)
PAt%: 70
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Notes: BUG: Submarine Crew will never use this normally
---
AI: Setup
{
TempVar:GrenadeAmmo = 3
}
AI: Main
{
If ((TempVar:Setup == 0) AND (Battle is Captain Special Battle)) Then
{
Print Message ["Eyaaarrrgh!"]
TempVar:Setup = 1
RunCmd 0x24/0x00
}
If (Stage == 0) Then
{
If (TempVar:GrenadeAmmo == 0) Then
{
Choose Random Opponent
Use <Machine Gun> on Target
} Else {
Choose Random Opponent
Use <Machine Gun> on Target
TempVar:GrenadeAmmo = TempVar:GrenadeAmmo - 1
}
} Else {
Choose Random Opponent with Lowest HP
Use <Machine Gun> on Target
}
}
AI: Counter - General
{
If (Submarine Crew's HP <= 75% of Submarine Crew's Max HP) Then
{
Stage = 1
} Else {
Stage = 0
}
}
AI: Counter - Death
{
If (Battle is Captain Special Battle) Then
{
If (Self is Submarine Crew A) Then
{
Print Message ["Captain... I can't hold on any longer!"]
} Else {
Print Message ["The Special Pose..."]
}
RunCmd 0x24/0x00
}
}
-----------------------------------------------------------------------------
5.26.2 Underwater Tunnel
------ -----------------
Name: Ghost Ship
Lvl: 44 EXP: 1600 Win: [ 8] Phoenix Down
HP: 6600 AP: 60 Steal: [32] Phoenix Down
MP: 100 Gil: 2000 Morph: Guide Book
---
Weak: Holy
Half: Water
Void: Earth, Gravity
Asrb: Restorative, 'Death' Status Abilities
---
Att: 80 Def: 70 Df%: 5 Dex: 80
MAt: 68 MDf: 80 Lck: 1
---
Immune: Sleep, Confusion, Stop, Frog, Small, Death-sentence, Manipulate,
Paralysed
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (410)
PAt%: 95
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Notes: Will sometimes use Fight twice in a single combo
St.Elmos Fire
Physical Attack
Formula: Physical
Pwr: 1x Base (410)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Goannai
Remove Target from Battle
Auto Hit
Tar: 1 Op
Notes: Target is counted as Dead
Always targets whoever has the highest HP
Can only be used twice per battle
---
AI: Setup
{
Count = Rnd(0..5)
TempVar:GoannaiUses = 2
}
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
Choose Random Opponent
Use <Fight> on Target
If (1/3 Chance) Then
{
Choose Random Opponent
Use <Fight> on Target
Count = 3
} Else {
Count = Count + 1
}
} Else If (Count == 3) Then {
Choose Random Opponent
Use <Fight> on Target
If (1/3 Chance) Then
{
Choose Random Opponent
Use <Fight> on Target
}
Count = 4
} Else If (Count == 4) Then {
Choose Random Opponent
Use St.Elmos Fire on Target
Count = 5
} Else {
If ((1/2 Chance) AND (TempVar:GoannaiUses > 0)) Then
{
Choose Random Opponent with Highest HP
Use Goannai on Target
TempVar:GoannaiUses = TempVar:GoannaiUses - 1
} Else {
Choose Random Opponent
Use <Fight> on Target
}
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Corvette
Lvl: 36 EXP: 1050 Win: [ 8] Loco weed
HP: 3200 AP: 60 Steal: [ 8] Hyper
MP: 260 Gil: 2200 Morph: Light Curtain
---
Weak: 'Confusion' Status Abilities
Half: Water
Void: Earth
---
Att: 78 Def: 68 Df%: 5 Dex: 69
MAt: 68 MDf: 74 Lck: 15
---
Immune: Stop, Paralysed
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (339)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Corvette will never use this normally
Gash
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (423.75)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Manip.
Notes: Will sometimes use Gash twice in a single combo
Spinning Cut
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (635.625)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Manip.
Notes: Will sometimes use Spinning Cut twice in a single combo
Slap
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (423.75)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: [ 48] Inflict 'Fury'
Sawback
Physical Attack
Formula: Physical
Pwr: 1x Base (339)
PAt%: 100
Tar: All Op
Elm: Cut
Notes: Corvette will never use this
---
AI: Setup
{
SelectTar = Choose Random Opponent
SpclChance = 5
Count = Rnd(0..3)
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use Gash on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Gash on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
Choose Random Opponent
Use Spinning Cut on Target
If ((Target doesn't have Death Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Use Gash on Target
}
Count = 0
} Else {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
Use Slap on Target
}
Count = 1
}
}
AI: Counter - General
{
SelectTar = Corvette's Last Attacker (General)
If ((Corvette's HP <= 25% of Corvette's Max HP)
AND (SpclChance == 3)) Then
{
SpclChance = 2
Count = 3
} Else If ((Corvette's HP <= 50% of Corvette's Max HP)
AND (SpclChance == 4)) Then {
SpclChance = 3
Count = 3
} Else If ((Corvette's HP <= 75% of Corvette's Max HP)
AND (SpclChance == 5)) Then {
SpclChance = 4
Count = 3
} Else {
SpclChance = 5
}
}
-----------------------------------------------------------------------------
Name: Diver Nest
Lvl: 38 EXP: 1340 Win: [ 2] X-Potion
HP: 2800 AP: 60 Steal: -
MP: 100 Gil: 1250 Morph: -
---
Half: Water
Void: Earth
---
Att: 60 Def: 90 Df%: 6 Dex: 64
MAt: 65 MDf: 110 Lck: 0
---
No Special Attributes
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (682.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Bodyblow twice in a single combo
Big Wave
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (341.25)
PAt%: 100
Tar: All Op
Elm: Non-Element
Attr: Manip.
Tornade Wave
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (772.5)
MAt%: 100
Cost: 20 MP
Tar: 1 Op
Elm: Wind
Attr: Manip.
Notes: Will sometimes use Tornade Wave twice in a single combo
---
AI: Main
{
If (Stage == 0) Then
{
Choose Random Opponent
Use <Bodyblow> on Target
} Else If (Stage == 1) Then {
Choose Random Opponent
Use <Bodyblow> on Target
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Bodyblow> on Target
}
} Else If (Stage == 2) Then {
If (1/3 Chance) Then
{
Choose Random Opponent
Use <Bodyblow> on Target
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Bodyblow> on Target
}
} Else {
Choose Random Opponent
Use Tornade Wave on Target
If (1/2 Chance) Then
{</pre><pre id="faqspan-15">
Choose Random Opponent
Use Tornade Wave on Target
}
}
} Else {
If (1/3 Chance) Then
{
Choose Random Opponent
Use Tornade Wave on Target
If (1/2 Chance) Then
{
Choose Random Opponent
Use Tornade Wave on Target
}
} Else {
Choose All Opponents
Use Big Wave on Target
}
}
}
AI: Counter - General
{
If (Diver Nest's HP <= 25% of Diver Nest's Max HP) Then
{
Stage = 3
} Else If (Diver Nest's HP <= 50% of Diver Nest's Max HP) Then {
Stage = 2
} Else If (Diver Nest's HP <= 75% of Diver Nest's Max HP) Then {
Stage = 1
} Else {
Stage = 0
}
}
-----------------------------------------------------------------------------
5.26.3 Underwater Reactor
------ ------------------
Name: Underwater MP
Lvl: 34 EXP: 820 Win: 100% Grenade
HP: 1000 AP: 80 Steal: [ 8] Shinra Alpha
MP: 100 Gil: 600 Morph: -
---
No Elemental Properties
---
Att: 70 Def: 80 Df%: 4 Dex: 62
MAt: 65 MDf: 124 Lck: 2
---
No Special Attributes
---
Attacks:
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (292)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Notes: Will use Machine Gun three times in a single combo
Hand Grenade
Physical Attack
Formula: Physical
Pwr: 2 3/16x Base (638.75)
PAt%: 70
Tar: 1 Op
Elm: Shoot
Attr: Manip.
---
AI: Main
{
If (TempVar:MoveSet == 0) Then
{
Choose Random Opponent
Use <Machine Gun> on Target
Choose Random Opponent
Use <Machine Gun> on Target
Choose Random Opponent
Use <Machine Gun> on Target
TempVar:MoveSet = 1
} Else {
Choose Random Opponent
Use Hand Grenade on Target
TempVar:MoveSet = 0
}
}
-----------------------------------------------------------------------------
Name: Senior Grunt
Lvl: 35 EXP: 930 Win: -
HP: 2600 AP: 90 Steal: -
MP: 245 Gil: 800 Morph: -
---
Half: Water
---
Att: 75 Def: 70 Df%: 12 Dex: 69
MAt: 80 MDf: 90 Lck: 5
---
No Special Attributes
---
Attacks:
<Handclaw>
Physical Attack
Formula: Physical
Pwr: 1x Base (321)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Harrier Beam
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (401.25)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Can't Cover
Water Wave
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (401.25)
PAt%: 100
Tar: 1 Op
Elm: Shout
Attr: Manip.
Can't Cover
---
AI: Main
{
Choose Random Opponent
If (Senior Grunt is in Front Row) Then
{
1/4 Chance: TempVar:ChosenAtt = Water Wave
1/4 Chance: TempVar:ChosenAtt = Harrier Beam
1/2 Chance: TempVar:ChosenAtt = <Handclaw>
} Else {
1/4 Chance: TempVar:ChosenAtt = Water Wave
1/4 Chance: TempVar:ChosenAtt = <Handclaw>
1/2 Chance: TempVar:ChosenAtt = Harrier Beam
}
Use TempVar:ChosenAtt on Target
}
-----------------------------------------------------------------------------
Name: Hard Attacker
Lvl: 32 EXP: 750 Win: [ 8] Molotov
HP: 2500 AP: 58 Steal: -
MP: 150 Gil: 600 Morph: -
---
Half: Fire, Water
---
Att: 80 Def: 90 Df%: 3 Dex: 77
MAt: 55 MDf: 74 Lck: 6
---
No Special Attributes
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (320)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Oil
Physical Attack
Formula: Physical
Pwr: 1x Base (320)
PAt%: 95
Tar: 1 Op
Elm: Fire
Attr: Manip.
Can't Cover
---
AI: Main
{
If (1/2 Chance) Then
{
If (At Least One Opponent is in Front Row) Then
{
Choose Random Opponent in Front Row
} Else {
Choose Random Opponent
}
Use <Bodyblow> on Target
} Else {
Choose Random Opponent
Use Oil on Target
}
}
-----------------------------------------------------------------------------
Name: Guardian
Lvl: 40 EXP: 940 Win: -
HP: 4000 AP: 60 Steal: -
MP: 340 Gil: 500 Morph: -
---
No Elemental Properties
---
Att: 80 Def: 76 Df%: 8 Dex: 67
MAt: 66 MDf: 80 Lck: 10
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Haste, Slow, Stop,
Frog, Small, Slow-numb, Petrify, Death-sentence, Manipulate,
Peerless, Paralysed, Darkness, Seizure
Although Guardian is not immune to Berserk, it does not have a designated
Berserk Attack. As such, it will try to use a non-existant attack, which
happens to cost more MP than it will ever have. Because of this, it will
continually print the message "Guardian's skill power is used up."
---
Attacks:
<Rocket Punch>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (475)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Can't Cover
Notes: Will sometimes use Rocket Punch twice in a single combo
W Rocket Punch
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (475)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Can't Cover
Notes: Will sometimes use W Rocket Punch twice in a single combo
Jumping Blow
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (475)
PAt%: 100
Tar: 1 Op
Elm: Cut
Notes: Will sometimes use Jumping Blow twice in a single combo
Animations:
<Power Plus>
Notes: Sometimes used when battle begins
If used, first attack will be W Rocket Punch
<Vanish>
Death animation
---
AI: Setup
{
Count = Rnd(0..4)
SpclChance = 8
If (1/3 Chance) Then
{
Choose Self
Use <Power Plus> on Target
Count = 3
}
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Rocket Punch> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Rocket Punch> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
Choose Random Opponent
Use <Rocket Punch> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Rocket Punch> on Target
}
Count = Rnd(2..4)
} Else If (Count == 3) Then {
Choose Random Opponent
Use W Rocket Punch
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use W Rocket Punch on Target
}
Count = 0
} Else {
Choose Random Opponent
Use Jumping Blow on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Jumping Blow on Target
}
Count = 0
}
}
AI: Counter - General
{
If (Guardian's HP <= 25% of Guardian's Max HP) Then
{
SpclChance = 2
} Else If (Guardian's HP <= 50% of Guardian's Max HP) Then {
SpclChance = 4
} Else If (Guardian's HP <= 75% of Guardian's Max HP) Then {
SpclChance = 6
} Else {
SpclChance = 8
}
}
AI: Counter - Death
{
Turn off Death Handling for Guardian
Choose Self
Use <Vanish> on Target
Remove Guardian(Right)
Remove Guardian(Left)
}
-----------------------------------------------------------------------------
Name: Gun Carrier
Lvl: 39 EXP: 860 Win: [ 8] S-mine
HP: 3400 AP: 75 Steal: -
MP: 240 Gil: 1600 Morph: -
---
Weak: Lightning
---
Att: 60 Def: 76 Df%: 5 Dex: 59
MAt: 45 MDf: 84 Lck: 2
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
Normal Shell
Physical Attack
Formula: Physical
Pwr: 1x Base (279)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Normal Shell against every party member
in a single combo
Abnormal Shell
Physical Attack
Formula: Physical
Pwr: 1/4x Base (69.75)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Slow', 'Darkness'
Bodyblow
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (697.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: Manip.
---
AI: Main
{
If (Count == 0) Then
{
Count = 1
} Else If (Count == 1) Then {
Choose Random Opponent
Use Abnormal Shell on Target
Count = 2
} Else If (Count == 2) Then {
If (At Least One Opponent has Slow Status) Then
{
Choose Random Opponent with Slow Status
} Else {
Choose Random Opponent
}
Use Normal Shell on Target
Count = 3
} Else If (Count == 3) Then {
If (At Least One Opponent has Darkness Status) Then
{
Choose Random Opponent with Darkness Status
} Else {
Choose Random Opponent
}
Use Bodyblow on Target
Count = 4
} Else {
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
Use Normal Shell on Target
}
If (1st Opponent doesn't have Death Status) Then
{
Choose 1st Opponent
Use Normal Shell on Target
}
If (3rd Opponent doesn't have Death Status) Then
{
Choose 3rd Opponent
Use Normal Shell on Target
}
If ( (1/2 Chance) AND
((At Least One Opponent doesn't have Slow Status) OR
(At Least One Opponent doesn't have Darkness Status)) ) Then
{
Count = 1
} Else {
Count = 2
}
}
}
-----------------------------------------------------------------------------
Name: Captain
Lvl: 34 EXP: 850 Win: [ 8] S-mine
HP: 2000 AP: 84 Steal: [ 8] Shinra Alpha
MP: 90 Gil: 1050 Morph: -
---
No Elemental Properties
---
Att: 84 Def: 66 Df%: 1 Dex: 63
MAt: 35 MDf: 80 Lck: 0
---
No Special Attributes
---
Attacks:
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (351)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Machine Gun twice in a single combo or against
all party members
Hand Grenade
Physical Attack
Formula: Physical
Pwr: 2 3/16x Base (767.8125)
PAt%: 70
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Notes: Captain will never use this normally
---
AI: Setup
{
TempVar:TurnsTilSpecial = 3
}
AI: Main
{
If ((TempVar:Setup == 0) AND (Battle is Captain Special Battle)) Then
{
Print Message [Captain "Let me show you how it's done."]
RunCmd 0x24/0x00
TempVar:Setup = 1
}
If (Stage == 0) Then
{
If (TempVar:TurnsTilSpecial == 0) Then
{
Choose Random Opponent
Use <Machine Gun> on Target
Choose Random Opponent
Use <Machine Gun> on Target
TempVar:TurnsTilSpecial = 3
} Else {
Choose Random Opponent with Lowest HP
Use <Machine Gun> on Target
TempVar:TurnsTilSpecial = TempVar:TurnsTilSpecial - 1
}
} Else {
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
Use <Machine Gun> on Target
}
If (1st Opponent doesn't have Death Status) Then
{
Choose 1st Opponent
Use <Machine Gun> on Target
}
If (3rd Opponent doesn't have Death Status) Then
{
Choose 3rd Opponent
Use <Machine Gun> on Target
}
}
}
AI: Counter - General
{
If (Captain's HP <= 75% of Captain's Max HP) Then
{
Stage = 1
} Else {
Stage = 0
}
}
AI: Counter - Death
{
If (Battle is Captain Special Battle) Then
{
Print Message [Captain "Ugh... they got me."]
RunCmd 0x24/0x00
}
}
-----------------------------------------------------------------------------
5.26.4 Carry Armor
------ -----------
During this battle, the following extra script exists on the party:
AI: Counter - Death
{
BattleVar:CharID = 0
While (BattleVar:CharID < 3)
{
If (BattleVar:CharID == 0) Then
{
Choose 1st Party Member
} Else If (BattleVar:CharID == 1) Then {
Choose 2nd Party Member
} Else If (BattleVar:CharID == 2) Then {
Choose 3rd Party Member
}
If (Target has Death and Imprisoned Status) Then
{
Set Right Arm as Self
If (Right Arm's [4300] == Target) Then
{
Remove Imprisoned Status from Target
Activate Target
Right Arm's [4300] = [2040]
Right Arm's CustomVar:ArmFull = 0
Use <Free Right Character> on Target
}
Set Left Arm as Self
If (Left Arm's [4300] == Target) Then
{
Remove Imprisoned Status from Target
Activate Target
Left Arm's [4300] = [2040]
Left Arm's CustomVar:ArmFull = 0
Use <Free Left Character> on Target
}
}
BattleVar:CharID = BattleVar:CharID + 1
}
BattleVar:CharID = 4
While (BattleVar:CharID < 7)
{
If (BattleVar:CharID == 4) Then
{
Set Carry Armor as Self
} Else If (BattleVar:CharID == 5) Then {
Set Right Arm as Self
} Else If (BattleVar:CharID == 6) Then {
Set Left Arm as Self
}
If (Both Arms are Empty) Then
{
Self's IdleAnim = Both Arms Empty
} Else If (Right Arm Only is Full) Then {
Self's IdleAnim = Right Arm Full
} Else If (Left Arm Only is Full) Then {
Self's IdleAnim = Left Arm Full
} Else If (Both Arms are Full) Then {
Self's IdleAnim = Both Arms Full
}
BattleVar:CharID = BattleVar:CharID + 1
}
}
This script will remove any Imprisoned character that dies from the arm they
are being held in, allow the arm to start attacking once again, and reset
the Idle Animation for all enemies accordingly.
-----------------------------------------------------------------------------
Name: Carry Armor
Lvl: 45 EXP: 2800 Win: 100% God's Hand
HP: 24000 AP: 240 Steal: -
MP: 200 Gil: 4000 Morph: -
---
Weak: Lightning
Void: Poison, Gravity
---
Att: 90 Def: 200 Df%: 1 Dex: 80
MAt: 55 MDf: 300 Lck: 0
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Haste, Slow,
Stop, Frog, Small, Slow-numb, Petrify, Death-sentence, Manipulate,
Berserk, Peerless, Paralysed, Darkness, Seizure
---
Attacks:
Lapis Laser
Magical Attack
Formula: Magical
Pwr: 3 1/8x Base (1875)
MAt%: 255
Cost: 10 MP
Tar: All Op (NS)
Elm: Non-Element
Notes: Sometimes used as a first attack before battle starts
<Damage Attack>
Magical Attack
Formula: Magical
Pwr: 15/16x Base (562.5)
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: 100% C/A
Will target and hit each Imprisoned character once each
Animations:
<Free Right Character>
Frees right-hand character
<Free Left Character>
Frees left-hand character
<Vanish>
Death animation
---
AI: Setup
{
Turn off Death Handling for Carry Armor
SpclChance = 4
If (1/3 Chance) Then
{
Choose All Opponents
Use Lapis Laser on Target
}
}
AI: Main
{
If (Count == 0) Then {
If ((At Least One Opponent doesn't have Imprisoned Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose All Opponents without Imprisoned Status
Use Lapis Laser on Target
}
Count = 1
} Else {
Count = 0
}
}
AI: Counter - General
{
If (Carry Armor's IdleAnim == Both Arms Empty) Then
{
Carry Armor's HurtAnim = Flinch (Both Arms Empty)
} Else If (Carry Armor's IdleAnim == Right Arm Full) Then {
Carry Armor's HurtAnim = Flinch (Right Arm Full)
} Else If (Carry Armor's IdleAnim == Left Arm Full) Then {
Carry Armor's HurtAnim = Flinch (Left Arm Full)
} Else If (Carry Armor's IdleAnim == Both Arms Full) Then {
Carry Armor's HurtAnim = Flinch (Both Arms Full)
}
If (Right Arm's [4300] != [2040]) Then
{
Choose Right Arm's [4300]
Use <Damage Attack> on Target
}
If (Left Arm's [4300] != [2040]) Then
{
Choose Left Arm's [4300]
Use <Damage Attack> on Target
}
If (Carry Armor's HP <= 25% of Carry Armor's Max HP) Then
{
SpclChance = 1
} Else If (Carry Armor's HP <= 50% of Carry Armor's Max HP) Then {
SpclChance = 2
} Else If (Carry Armor's HP <= 75% of Carry Armor's Max HP) Then {
SpclChance = 3
} Else {
SpclChance = 4
}
}
AI: Counter - Death
{
Set Right Arm as Self
If (Right Arm's CustomVar:ArmFull = 1) Then
{
Choose Right Arm's [4300]
Remove Target's Imprisoned Status
Activate Target
Use <Free Right Character> on Target
}
Set Left Arm as Self
If (Left Arm's CustomVar:ArmFull = 1) Then
{
Choose Left Arm's [4300]
Remove Target's Imprisoned Status
Activate Target
Use <Free Left Character> on Target
}
Set Carry Armor as Self
Choose Self
Use <Vanish> on Target
Remove Right Arm and Left Arm
}
-----------------------------------------------------------------------------
Name: Right Arm
Lvl: 45 EXP: 1400 Win: -
HP: 10000 AP: 95 Steal: -
MP: 100 Gil: 0 Morph: -
---
Weak: Lightning
Void: Poison, Gravity
---
Att: 80 Def: 200 Df%: 1 Dex: 80
MAt: 55 MDf: 300 Lck: 0
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Haste, Slow,
Stop, Frog, Small, Slow-numb, Petrify, Death-sentence, Manipulate,
Berserk, Peerless, Paralysed, Darkness, Seizure
---
Attacks:
<Arm Punch>
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (624)
PAt%: 100
Tar: 1 Op
Elm: Hit
Arm Grab
Physical Change Status
Auto Hit
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Death', 'Near-death', 'Imprisoned'
Notes: This version of Imprisoned acts like Stop
Despite attempting to inflict 'Death' and 'Near-death', this is
actually only a flag that will instead move the Imprisoned
character into Right Arm's claws
<Damage Attack>
Magical Attack
Formula: Magical
Pwr: 15/16x Base (562.5)
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: 100% C/A
Will target and hit each Imprisoned character once each
Animations:
<Free Right Character>
Frees right-hand character
<Free Left Character>
Frees left-hand character
<Vanish>
Death animation
---
AI: Setup
{
TempVar:CAGroup = Carry Armor, Right Arm and Left Arm with
same Formation ID
Right Arm's [4300] = [2040]
SpclChance = 16
}
AI: Main
{
If (Right Arm's CustomVar:ArmFull == 0) Then
{
If (Rnd(1..SpclChance) == 1) Then
{
If (At Least One Opponent doesn't have Imprisoned Status) Then
{
Choose Random Opponent without Imprisoned Status
Right Arm's [4300] = Target
If (Right Arm's IdleAnim == Both Arms Empty) Then
{
Use Arm Grab (Empty Left Version) on Target
TempVar:CAGroup's IdleAnim = Right Arm Full
} Else If (Right Arm's IdleAnim == Left Arm Full) Then {
Use Arm Grab (Full Left Version) on Target
TempVar:CAGroup's IdleAnim = Both Arms Full
}
Deactivate Target
Right Arm's CustomVar:ArmFull = 1
}
} Else If ((At Least One Opponent doesn't have Imprisoned Status)
AND (1/2 Chance)) Then {
Choose Random Opponent without Imprisoned Status
Use <Arm Punch> on Target
}
}
}
AI: Counter - General
{
If (Right Arm's IdleAnim == Both Arms Empty) Then
{
Right Arm's HurtAnim = Flinch (Both Arms Empty)
} Else If (Right Arm's IdleAnim == Right Arm Full) Then {
Right Arm's HurtAnim = Flinch (Right Arm Full)
} Else If (Right Arm's IdleAnim == Left Arm Full) Then {
Right Arm's HurtAnim = Flinch (Left Arm Full)
} Else If (Right Arm's IdleAnim == Both Arms Full) Then {
Right Arm's HurtAnim = Flinch (Both Arms Full)
}
If (Right Arm's [4300] != [2040]) Then
{
Choose Right Arm's [4300]
Use <Damage Attack> on Target
}
If (Left Arm's [4300] != [2040]) Then
{
Choose Left Arm's [4300]
Use <Damage Attack> on Target
}
If (Right Arm's HP <= 25% of Right Arm's Max HP) Then
{
SpclChance = 2
} Else If (Right Arm's HP <= 50% of Right Arm's Max HP) Then {
SpclChance = 8
} Else If (Right Arm's HP <= 75% of Right Arm's Max HP) Then {
SpclChance = 32
} Else {
SpclChance = 128
}
}
AI: Counter - Death
{
If (Carry Armor doesn't have Death Status) Then
{
Choose Right Arm's [4300]
If (Target has Imprisoned Status) Then
{
Remove Target's Imprisoned Status
Activate Target
Use <Free Right Character> on Target
Right Arm's [4300] = [2040]
Right Arm's CustomVar:ArmFull = 0
Choose Self
Use <Vanish> on Target
If (Left Arm's CustomVar:ArmFull == 0) Then
{
TempVar:CAGroup's IdleAnim = Both Arms Empty
} Else {
TempVar:CAGroup's IdleAnim = Left Arm Full
}
}
} Else {
Turn off Death Handling for Right Arm
}
}
-----------------------------------------------------------------------------
Name: Left Arm
Lvl: 45 EXP: 1500 Win: -
HP: 10000 AP: 90 Steal: -
MP: 100 Gil: 0 Morph: -
---
Weak: Lightning
Void: Poison, Gravity
---
Att: 80 Def: 200 Df%: 1 Dex: 80
MAt: 55 MDf: 300 Lck: 0
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Haste, Slow,
Stop, Frog, Small, Slow-numb, Petrify, Death-sentence, Manipulate,
Berserk, Peerless, Paralysed, Darkness, Seizure
---
Attacks:
<Arm Punch>
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (624)
PAt%: 100
Tar: 1 Op
Elm: Hit
Arm Grab
Physical Change Status
Auto Hit
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Death', 'Near-death', 'Imprisoned'
Notes: This version of Imprisoned acts like Stop
Despite attempting to inflict 'Death' and 'Near-death', this is
actually only a flag that will instead move the Imprisoned
character into Left Arm's claws
<Damage Attack>
Magical Attack
Formula: Magical
Pwr: 15/16x Base (562.5)
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: 100% C/A
Will target and hit each Imprisoned character once each
Animations:
<Free Right Character>
Frees right-hand character
<Free Left Character>
Frees left-hand character
<Vanish>
Death animation
---
AI: Setup
{
TempVar:CAGroup = Carry Armor, Right Arm and Left Arm with
same Formation ID
Left Arm's [4300] = [2040]
SpclChance = 16
}
AI: Main
{
If (Left Arm's CustomVar:ArmFull == 0) Then
{
If (Rnd(1..SpclChance) == 1) Then
{
If (At Least One Opponent doesn't have Imprisoned Status) Then
{
Choose Random Opponent without Imprisoned Status
Left Arm's [4300] = Target
If (Left Arm's IdleAnim == Both Arms Empty) Then
{
Use Arm Grab (Empty Right Version) on Target
TempVar:CAGroup's IdleAnim = Left Arm Full
} Else If (Left Arm's IdleAnim == Right Arm Full) Then {
Use Arm Grab (Full Right Version) on Target
TempVar:CAGroup's IdleAnim = Both Arms Full
}
Deactivate Target
Left Arm's CustomVar:ArmFull = 1
}
} Else If ((At Least One Opponent doesn't have Imprisoned Status)
AND (1/2 Chance)) Then {
Choose Random Opponent without Imprisoned Status
Use <Arm Punch> on Target
}
}
}
AI: Counter - General
{
If (Left Arm's IdleAnim == Both Arms Empty) Then
{
Left Arm's HurtAnim = Flinch (Both Arms Empty)
} Else If (Left Arm's IdleAnim == Right Arm Full) Then {
Left Arm's HurtAnim = Flinch (Right Arm Full)
} Else If (Left Arm's IdleAnim == Left Arm Full) Then {
Left Arm's HurtAnim = Flinch (Left Arm Full)
} Else If (Left Arm's IdleAnim == Both Arms Full) Then {
Left Arm's HurtAnim = Flinch (Both Arms Full)
}
If (Left Arm's [4300] != [2040]) Then
{
Choose Left Arm's [4300]
Use <Damage Attack> on Target
}
If (Right Arm's [4300] != [2040]) Then
{
Choose Right Arm's [4300]
Use <Damage Attack> on Target
}
If (Left Arm's HP <= 25% of Left Arm's Max HP) Then
{
SpclChance = 2
} Else If (Left Arm's HP <= 50% of Left Arm's Max HP) Then {
SpclChance = 8
} Else If (Left Arm's HP <= 75% of Left Arm's Max HP) Then {
SpclChance = 32
} Else {
SpclChance = 128
}
}
AI: Counter - Death
{
If (Carry Armor doesn't have Death Status) Then
{
Choose Left Arm's [4300]
If (Target has Imprisoned Status) Then
{
Remove Target's Imprisoned Status
Activate Target
Use <Free Left Character> on Target
Left Arm's [4300] = [2040]
Left Arm's CustomVar:ArmFull = 0
Choose Self
Use <Vanish> on Target
If (Right Arm's CustomVar:ArmFull == 0) Then
{
TempVar:CAGroup's IdleAnim = Both Arms Empty
} Else {
TempVar:CAGroup's IdleAnim = Right Arm Full
}
}
} Else {
Turn off Death Handling for Left Arm
}
}
=============================================================================
5.27 The Huge Materia Quest: Rocket Town
----------------------------------------
Name: Turks:Rude
Lvl: 42 EXP: 3400 Win: [ 8] Hi-Potion
HP: 9000 AP: 80 Steal: [ 8] Ziedrich
MP: 240 Gil: 3000 Morph: -
---
Void: Gravity
---
Att: 60 Def: 60 Df%: 5 Dex: 78
MAt: 30 MDf: 160 Lck: 9
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
Note: If Turks:Rude uses a spell, he may use any of his other spells in the
same turn, depending on certain conditions
Turks:Rude also has an aversion to attacking Tifa, and will only target her
once all other party members have been disabled or via the Bolt2 desperation
move. He has a 1/3 chance of hesitating rather than attacking Tifa with
his standard Shoulder Attack
---
Attacks:
Bolt2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (540)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Cure2
Magical HP Restore
Formula: Cure
Pwr: Base + 770 (1202)
MAt%: 255
Cost: 24 MP
Tar: 1 Al/All Al
Elm: Restorative
Attr: Reflectable
MBarrier
Magical Change Status
Auto Hit
Cost: 24 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'MBarrier'
Reflectable
<Shoulder Attack>
Physical Attack
Formula: Physical
Pwr: 3x Base (882)
PAt%: 90
Tar: 1 Op
Elm: Hit
Grand Spark
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (648)
MAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Will use Grand Spark three times in a single combo
Will skip using a single Grand Spark if random target is Tifa
<(Report)>
Physical Escape Battle
Auto Hit
Tar: Self
<Cover>
Physical Misc Ability
Auto Hit
Tar: Self
Notes: ???
---
AI: Setup
{
Turn off Death Handling for Turks:Rude
}
AI: Main
{
If (SelectTar isn't Null) Then
{
Choose SelectTar
If (Turks:Rude's MP >= 22) Then
{
Use Bolt2 on Target
TempVar:TurnTaken = 1
}
}
If ((Turks:Rude's HP < 25% of Turks:Rude's Max HP)
AND (Turks:Rude's MP >= 24)) Then
{
Choose Self
Use Cure2 on Target
TempVar:TurnTaken = 1
}
If ((1/4 Chance) AND (Turks:Rude doesn't have MBarrier Status)
AND (Turks:Rude's MP >= 24)) Then
{
Choose Self
Use MBarrier on Target
TempVar:TurnTaken = 1
}
If ((TempVar:TurnTaken == 0) AND (1/3 Chance)) Then
{
TempVar:SparkTries = 0
While (TempVar:SparkTries < 3)
{
Choose Random Opponent
If (Target isn't Tifa) Then
{
Use Grand Spark on Target
TempVar:TurnTaken = 1
}
TempVar:SparkTries = TempVar:SparkTries + 1
}
}
If (TempVar:TurnTaken == 0) Then
{
Choose Random Opponent that isn't Tifa
If (Target exists) Then
{
Use <Shoulder Attack> on Target
} Else {
If (1/3 Chance) Then
{
Print Message [Rude ".................."]
} Else {
Choose Tifa
Use <Shoulder Attack> on Target
}
}
}
TempVar:TurnTaken = 0
}
AI: Counter - Death
{
Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/Manipulate/
Berserk from All Allies
Remove All Allies
Print Message [Rude "Ugh.........gh........."]
Turn off Death Handling for Turks:Rude
Choose Self
Use <(Report)> on Target
}
AI: Counter - Physical
{
SelectTar = [2040]
If (Turks:Rude's HP < 25% of Turks:Rude's Max HP) Then
{
SelectTar = Turks:Rude's Last Attacker (Physical)
}
}
AI: Counter - Magical
{
SelectTar = [2040]
If (Turks:Rude's HP < 25% of Turks:Rude's Max HP) Then
{
SelectTar = Turks:Rude's Last Attacker (Magical)
}
}
=============================================================================
5.28 The Ancient Forest
-----------------------
Name: Rilfsak
Lvl: 40 EXP: 1000 Win: [ 8] X-Potion
HP: 2000 AP: 70 Steal: -
MP: 500 Gil: 900 Morph: -
---
Void: Earth
---
Att: 60 Def: 90 Df%: 2 Dex: 58
MAt: 100 MDf: 170 Lck: 5
---
Immune: Frog, Small
Rilfsak has a 7/8th chance per hit that its Df% will be 255 instead of 2
---
Attacks:
<Blood Suck>
Physical Absorb
Formula: Physical
Pwr: 1x Base (285)
PAt%: 255
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Autumn Leaves
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (356.25)
PAt%: 95
Tar: All Op/1 Op
Elm: Non-Element
Attr: [ 40] Inflict 'Darkness'
Manip.
Notes: Sometimes used on first turn
Otherwise, only used as C/A against magical abilities when
HP <= 1/3rd of Max HP
Animations:
<Dodge>
<Exchange>
---
AI: Setup
{
TempVar:DfltEvde = Rilfsak's EvadeAnim
TempVar:DfltDf% = Rilfsak's Df%
Count = Rnd(0..3)
TempVar:LeavesAmmo = 2
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent with Highest HP
Use <Blood Suck> on Target
Count = Count + 1
} Else If (Count == 2) Then {
Count = 0
} Else {
Choose All Opponents
Use Autumn Leaves on Target
TempVar:LeavesAmmo = TempVar:LeavesAmmo - 1
Count = Rnd(0..2)
}
}
AI: Counter - Magical
{
If ((Rilfsak's HP <= [Rilfsak's Max HP / 3]) AND (TempVar:LeavesAmmo > 0)
AND (1/2 Chance)) Then
{
Choose All Opponents
Use Autumn Leaves on Target
TempVar:LeavesAmmo = TempVar:LeavesAmmo - 1
}
}
AI: Counter - PreTurn
{
Rilfsak's EvadeAnim = TempVar:DfltEvde
Rilfsak's Df% = TempVar:DfltDf%
If (7/8 Chance) Then
{
Rilfsak's Df% = 255
1/2 Chance: Rilfsak's EvadeAnim = <Dodge>
1/2 Chance: Rilfsak's EvadeAnim = <Exchange>
}
}
-----------------------------------------------------------------------------
Name: Diablo
Lvl: 41 EXP: 1100 Win: -
HP: 4000 AP: 70 Steal: -
MP: 200 Gil: 1100 Morph: -
---
Void: Fire, Ice
---
Att: 100 Def: 80 Df%: 5 Dex: 75
MAt: 86 MDf: 110 Lck: 10
---
BUG: Due to flaws in the AI script, Diablo does not react to most spells as
he should:
He will react to the correct Magic/W-Magic spells properly
He will react to Mute Mask, War Gong, Loco Weed, Impaler and Ink with Cold
He will react to Fire Fang, Fire Veil, Antarctic Wind and T/S Bomb with
Flame
He will not react to Pahsana Greens or Holy Torch, despite them having the
correct ID (they don't trigger the Counter Attack)
He will NOT react to ANY Summon or E.Skill
---
Attacks:
<Horn Bomber>
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (1147.5)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Flame
Magical Attack
Formula: Magical
Pwr: 1x Base (762)
MAt%: 95
Cost: 16 MP
Tar: 1 Op
Elm: Fire
Attr: Manip.
Notes: Only after receiving an Ice-Elemental Magical attack from Magic,
Summon or E-Skill
See Special Attributes Section regarding bugs regarding when
Diablo uses this
Cold
Magical Attack
Formula: Magical
Pwr: 1x Base (762)
MAt%: 95
Cost: 16 MP
Tar: 1 Op
Elm: Ice
Attr: Manip.
Notes: Only after receiving a Fire-Elemental Magical attack from Magic,
Summon or E-Skill
See Special Attributes Section regarding bugs regarding when
Diablo uses this
---
AI: Main
{
If (TempVar:Counter == 1) Then
{
Choose SelectTar
Use TempVar:ChosenAtt on Target
TempVar:Counter = 0
} Else {
Choose Random Opponent
Use <Horn Bomber> on Target
}
}
AI: Counter - Magical
{
If (Last Sub-Command == 0x1B (Fire), 0x1C (Fire2), 0x1D (Fire3),
0x32 (Flare), 0x3A (Ifrit), 0x42 (Phoenix), 0x50 (Flame Thrower)
or 0x54 (Beta)) Then
{
SelectTar = Choose Diablo's Last Attacker (Magical)
TempVar:ChosenAtt = Cold
TempVar:Counter = 1
} Else If (Last Sub-Command == 0x1E (Ice), 0x1F (Ice2), 0x20 (Ice3),
0x2F (Freeze) or 0x39 (Shiva)) Then {
SelectTar = Choose Diablo's Last Attacker (Magical)
TempVar:ChosenAtt = Flame
TempVar:Counter = 1
}
}
-----------------------------------------------------------------------------
Name: Epiolnis
Lvl: 36 EXP: 950 Win: -
HP: 1800 AP: 70 Steal: [ 8] Wizard Bracelet
MP: 90 Gil: 1500 Morph: -
---
Asrb: Poison
---
Att: 90 Def: 58 Df%: 1 Dex: 86
MAt: 50 MDf: 100 Lck: 0
---
Immune: Poison
---
Attacks:
Bird Kick
Physical Attack
Formula: Physical
Pwr: 1x Base (393)
PAt%: 108
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Catapult
Physical Attack
Formula: Physical
Pwr: 1x Base (393)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
Acid Rain
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (645)
MAt%: 95
Cost: 15 MP
Tar: 1 Op
Elm: Poison
Attr: 100% Inflict 'Poison'
Manip.
Notes: Always targets whoever has the highest HP
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
Choose Random Opponent
Use Bird Kick on Target
TempVar:OpeningAttack = 1
} Else {
1/4 Chance:
{
Choose Random Opponent with Highest HP
Use Acid Rain on Target
}
1/4 Chance:
{
Choose Random Opponent
Use Catapult on Target
}
1/2 Chance:
{
Choose Random Opponent
Use Bird Kick on Target
}
}
}
-----------------------------------------------------------------------------
Name: Ho-chu
Lvl: 39 EXP: 750 Win: -
HP: 4300 AP: 70 Steal: [ 8] Circlet
MP: 290 Gil: 2500 Morph: Ribbon
---
Weak: Water
Void: Gravity
Asrb: Poison
---
Att: 96 Def: 68 Df%: 1 Dex: 95
MAt: 86 MDf: 94 Lck: 20
---
Immune: Death, Sleep, Poison, Stop, Frog, Small, Petrify, Death-sentence,
Manipulate, Peerless, Paralysed
Although planned as an enemy for the Ancient Forest, it is impossible to
fight it outside of Battle Square. Stats listed here are base stats for
outside Battle Square - remember to multiply HP by 2 and Att/MAt by 1.25 for
encounters within Battle Square
---
Attacks:
Whip Sting
Physical Attack
Formula: Physical
Pwr: 1x Base (564)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: [100] Inflict 'Paralysed'
Berserk Attack
Big Pollen
Magical Attack
Formula: Magical
Pwr: 1x Base (750)
MAt%: 95
Tar: All Op/1 Op
Elm: Non-Element
Attr: [ 48] Inflict 'Sleep'
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use Big Pollen on Target
TempVar:OpeningAttack = 1
} Else {
If (At Least One Opponent doesn't have Confusion Status) Then
{
If (1/4 Chance) Then
{
Choose All Opponents
Use Big Pollen on Target
} Else {
Choose Random Opponent
Use Whip Sting on Target
}
} Else {
If (1/8 Chance) Then
{
Choose All Opponents
Use Big Pollen on Target
} Else {
Choose Random Opponent
Use Whip Sting on Target
}
}
}
}
=============================================================================
5.29 The Gelnika
----------------
Name: Turks:Reno
Lvl: 42 EXP: 5000 Win: -
HP: 15000 AP: 300 Steal: [32] Tough Ring
MP: 230 Gil: 4000 Morph: -
---
Void: Gravity
---
Att: 100 Def: 100 Df%: 12 Dex: 85
MAt: 85 MDf: 96 Lck: 20
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
BUG: Due to flaws in Turks:Reno's AI Script, he will also react to Ice
Crystal, Bolt Plume and Swift Bolt as if they were Bolt spells
---
Attacks:
<Short Staff>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (780)
PAt%: 110
Tar: 1 Op
Elm: Hit
Neo Turk Light
Magical Change Status
MAt%: 90
Tar: 1 Op
Elm: Hit
Attr: 100% Inflict 'Confusion'
Electroprod 2
Physical Attack
Formula: Physical
Pwr: 4 1/4x Base (2652)
PAt%: 90
Tar: 1 Op
Elm: Lightning
---
AI: Main
{
If (TempVar:Counter == 1) Then
{
Choose SelectTar
Use Electroprod 2 on Target
TempVar:Counter = 0
} Else {
Choose Random Opponent
1/2 Chance: Use <Short Staff> on Target
1/2 Chance: Use Neo Turk Light on Target
}
}
AI: Counter - Death
{
Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/Manipulate/
Berserk Statuses from Turks:Reno
Print Message [Reno "These guys are pretty tough."]
Turn off Death Handling for Turks:Reno
Choose Self
Use <(Report)> on Target
}
AI: Counter - Magical
{
If (Last Sub-Command == 0x21 (Bolt) or 0x22 (Bolt2) or 0x23 (Bolt3)) Then
{
SelectTar = Turks:Reno's Last Attacker (Magical)
TempVar:Counter = 1
}
}
-----------------------------------------------------------------------------
Name: Turks:Rude
Lvl: 49 EXP: 5500 Win: 100% Elixir
HP: 20000 AP: 360 Steal: [32] Ziedrich
MP: 280 Gil: 5000 Morph: -
---
Void: Gravity
---
Att: 110 Def: 120 Df%: 0 Dex: 79
MAt: 75 MDf: 160 Lck: 5
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
Turks:Rude has an aversion to attacking Tifa, and will only target her once
all other party members have been disabled. Even then, he has a 1/3 chance
of hesitating instead
BUG: Note that once Turks:Rude has done anything other than Shoulder Attack,
he cannot do anything for the rest of the battle
---
Attacks:
<Shoulder Attack>
Physical Attack
Formula: Physical
Pwr: 3x Base (2346)
PAt%: 90
Tar: 1 Op
Elm: Hit
Bolt2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (930)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Notes: Will never be used on Tifa
Fire2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (930)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Will never be used on Tifa
Ice2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (930)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Notes: Will never be used on Tifa
Cure2
Magical HP Restore
Formula: Cure
Pwr: Base + 770 (1514)
MAt%: 255
Cost: 24 MP
Tar: All Al/1 Al
Elm: Restorative
Attr: Reflectable
Grand Spark
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (1116)
MAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Turks:Rude will never use this
---
AI: Main
{
If ((TempVar:TurnTaken == 0)
AND (Turks:Rude's HP < 50% of Turks:Rude's Max HP)) Then
{
TempVar:CureCounter = TempVar:CureCounter + 1
If ((Turks:Rude's MP >= 24) AND (TempVar:CureCounter >= 2)) Then
{
Choose All Allies
Use Cure2 on Target
TempVar:TurnTaken = 1
TempVar:CureCounter = 0
}
}
If (TempVar:TurnTaken == 0) Then
{
1/5 Chance:
{
If (Turks:Rude's MP >= 22) Then
{
Choose Random Opponent
If (Target isn't Tifa) Then
{
Use Ice2 on Target
TempVar:TurnTaken = 1
}
}
}
1/5 Chance:
{
If (Turks:Rude's MP >= 22) Then
{
Choose Random Opponent
If (Target isn't Tifa) Then
{
Use Bolt2 on Target
TempVar:TurnTaken = 1
}
}
}
1/5 Chance:
{
If (Turks:Rude's MP >= 22) Then
{
Choose Random Opponent
If (Target isn't Tifa) Then
{
Use Fire2 on Target
TempVar:TurnTaken = 1
}
}
}
2/5 Chance: Nothing
}
If (TempVar:TurnTaken == 0) Then
{
Choose Random Opponent that isn't Tifa
If (Target exists) Then
{
Use <Shoulder Attack> on Target
} Else {
If (1/3 Chance) Then
{
Print Message [Rude ".................."]
} Else {
Choose Tifa
Use <Shoulder Attack> on Target
}
}
}
}
AI: Counter - Death
{
Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/Manipulate/
Berserk Statuses from Turks:Rude
Print Message [Rude ".................."]
Turn off Death Handling for Turks:Reno
Choose Self
Use <(Report)> on Target
}
-----------------------------------------------------------------------------
Name: Poodler
Lvl: 42 EXP: 900 Win: [ 8] X-Potion
HP: 6000 AP: 70 Steal: [32] Turbo Ether
MP: 220 Gil: 2500 Morph: Speed Source
---
No Elemental Properties
---
Att: 98 Def: 110 Df%: 2 Dex: 86
MAt: 85 MDf: 200 Lck: 0
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (610)
PAt%: 100
Tar: 1 Op
Elm: Hit
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (381)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Only used as random C/A when HP <= 25% of Max HP
---
AI: Setup
{
Count = Rnd(0..2)
}
AI: Main
{
If (Count == 0) Then
{
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
Use <Bodyblow> on Target
}
Count = 1
} Else If (Count == 1) Then {
If (1st Opponent doesn't have Death Status) Then
{
Choose 1st Opponent
Use <Bodyblow> on Target
}
Count = 2
} Else {
If (3rd Opponent doesn't have Death Status) Then
{
Choose 3rd Opponent
Use <Bodyblow> on Target
}
Count = 0
}
}
AI: Counter - General
{
If ((Poodler's HP <= 25% of Poodler's Max HP) AND (1/3 Chance)) Then
{
If (Poodler's MP >= 4) Then
{
Choose Poodler's Last Attacker (General)
Use Fire on Target
}
}
}
-----------------------------------------------------------------------------
Name: Bad Rap
Lvl: 38 EXP: 1100 Win: [ 8] Dazers
HP: 9000 AP: 70 Steal: [ 8] Ink
MP: 120 Gil: 2500 Morph: Luck Source
---
Asrb: Poison
---
Att: 70 Def: 90 Df%: 2 Dex: 60
MAt: 100 MDf: 90 Lck: 3
---
Immune: Death, Poison, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
---
Attacks:
<Whip>
Physical Attack
Formula: Physical
Pwr: 1x Base (319)
PAt%: 110
Tar: 1 Op
Elm: Hit
Notes: Will sometimes use Whip twice in a single combo
Big Fang
Physical Attack
Formula: Physical
Pwr: 2 5/8x Base (837.375)
PAt%: 85
Tar: 1 Op
Elm: Hit
Notes: Always targets whoever has the highest HP
Evil Poison
Physical Attack
Formula: Physical
Pwr: 3/4x Base (239.25)
PAt%: 105
Cost: 4 MP
Tar: 1 Op
Elm: Poison
Attr: 100% Inflict 'Darkness'
Can't Cover
---
AI: Setup
{
SpclChance = 16
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Whip> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Whip> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
If ((At Least One Opponent doesn't have Darkness Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent without Darkness Status
Use Evil Poison on Target
} Else {
Choose Random Opponent
Use <Whip> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Whip> on Target
Count = 3
} Else {
Count = 0
}
}
} Else {
Choose Random Opponent with Highest HP
Use Big Fang on Target
Count = 1
}
}
AI: Counter - General
{
If (Bad Rap's HP <= 50% of Bad Rap's Max HP) Then
{
SpclChance = 2
} Else If (Bad Rap's HP <= 75% of Bad Rap's Max HP) Then {</pre><pre id="faqspan-16">
SpclChance = 3
} Else {
SpclChance = 4
}
}
-----------------------------------------------------------------------------
Name: Unknown
Lvl: 50 EXP: 1500 Win: [ 2] Light Curtain
HP: 11000 AP: 150 Steal: [ 8] Fire Armlet
MP: 110 Gil: 5000 Morph: Power Source
---
Asrb: Fire
---
Att: 110 Def: 110 Df%: 1 Dex: 110
MAt: 110 MDf: 110 Lck: 10
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
Bite
Physical Attack
Formula: Physical
Pwr: 1x Base (965)
PAt%: 110
Tar: 1 Op
Elm: Hit
Tongue
Physical Attack
Formula: Physical
Pwr: 3x Base (2895)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Has two different animations but no difference in effect
Blaster
Magical Attack
Formula: Magical
Pwr: 1 3/4x Base (1680)
MAt%: 255
Cost: 20 MP
Tar: 1 Op
Elm: Non-Element
---
AI: Setup
{
Count = Rnd(0..1)
}
AI: Main
{
If (TempVar:Blaster == 0) Then
{
If (Count == 0) Then
{
Choose Random Opponent
Use Tongue (1st Version) on Target
1/3 Chance: Count = 2
2/3 Chance: Count = 1
} Else If (Count == 1) Then {
Choose Random Opponent
Use Tongue (2nd Version) on Target
Count = 0
} Else {
Choose Random Opponent
Use Bite on Target
Count = 0
}
} Else {
If (Count == 0) Then
{
Choose Random Opponent
Use Blaster on Target
Choose Random Opponent
Use Blaster on Target
Choose Random Opponent
Use Blaster on Target
} Else If (Count == 1) Then {
Choose Random Opponent
Use Blaster on Target
Choose Random Opponent
Use Blaster on Target
} Else If (Count == 2) Then {
Choose Random Opponent
Use Blaster on Target
}
}
}
AI: Counter - Physical
{
If (TempVar:Blaster == 0) Then
{
If (Unknown's HP <= [Unknown's Max HP / 3]) Then
{
TempVar:Blaster = 1
Count = 2
}
}
}
AI: Counter - Magical
{
If (TempVar:Blaster == 1) Then
{
If (Count == 3) Then
{
Count = 0
} Else {
Count = Count + 1
}
}
}
-----------------------------------------------------------------------------
Name: Unknown 2
Lvl: 51 EXP: 3000 Win: [ 2] Lunar Curtain
HP: 13000 AP: 300 Steal: [ 8] Aurora Armlet
MP: 130 Gil: 10000 Morph: Guard Source
---
Asrb: Poison
---
Att: 130 Def: 130 Df%: 1 Dex: 130
MAt: 130 MDf: 130 Lck: 12
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
Tentacle
Physical Attack
Formula: Physical
Pwr: 3x Base (3495)
PAt%: 90
Tar: 1 Op
Elm: Hit
? Needle
Magical Change Status
MAt%: 90
Tar: 1 Op
Elm: Hit
Attr: 100% Inflict 'Paralysed'
Notes: 100% C/A against Physical Attack when HP is at 25% of less
Abnormal Breath
Magical Change Status
MAt%: 90
Cost: 11 MP
Tar: 1 Op
Elm: Hit
Attr: 100% Inflict 'Confusion'
Notes: Used as first attack and as 100% C/A against Physical Attack when
HP is between 25% and 50% of Max HP
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
} Else {
Choose Random Opponent
}
Use Abnormal Breath on Target
TempVar:OpeningAttack = 1
} Else {
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
} Else {
Choose Random Opponent
}
Use Tentacle on Target
}
}
AI: Counter - Physical
{
If (Unknown 2's HP <= 25% of Unknown 2's Max HP) Then
{
Choose Unknown 2's Last Attacker (Physical)
Use ? Needle on Target
} Else If (Unknown 2's HP <= 50% of Unknown 2's Max HP) Then {
Choose Unknown 2's Last Attacker (Physical)
Use Abnormal Breath on Target
}
}
-----------------------------------------------------------------------------
Name: Unknown 3
Lvl: 52 EXP: 900 Win: [ 2] Holy Torch
HP: 15000 AP: 200 Steal: [ 8] Bolt Armlet
MP: 150 Gil: 7500 Morph: Magic Source
---
Asrb: Lightning
---
Att: 150 Def: 150 Df%: 1 Dex: 150
MAt: 150 MDf: 150 Lck: 13
---
Immune: Death, Confusion, Silence, Stop, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Paralysed, Seizure
BUG: Unknown 3 checks for Fire's MP Cost rather than Bolt 2's, and does not
successfully lock out using spells when it's out of MP in any case
---
Attacks:
Poison Fang
Physical Attack
Formula: Physical
Pwr: 3x Base (4374)
PAt%: 90
Tar: 1 Op
Elm: Poison
Attr: [100] Inflict 'Poison'
Notes: Only used on party members without Poison Status
Bolt2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (1515)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Notes: Only used on party members without Poison Status
Slap
Physical Attack
Formula: Physical
Pwr: 3x Base (4374)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: 100% Inflict 'Fury'
Notes: Only used on party members without Poison Status
Creepy Touch
Magical Change Status
MAt%: 90
Cost: 13 MP
Tar: 1 Op
Elm: Hit
Attr: 100% Inflict 'Sadness'
Notes: Only used as C/A
---
AI: Main
{
If (At Least One Opponent doesn't have Poison Status) Then
{
Choose Random Opponent without Poison Status
If (Unknown 3's MP >= 4) Then
{
TempVar:Chance = 7
} Else {
TempVar:Chance = 6
}
TempVar:Random == Rnd(1..TempVar:Chance)
If (TempVar:Random == 0 or 1 or 2 or 3) Then
{
Use Poison Fang on Target
} Else If (TempVar:Random == 4) Then {
Use Slap on Target
} Else {
Use Bolt2 on Target
}
}
}
AI: Counter - General
{
Choose Unknown 3's Last Attacker (General)
If (Unknown 3's HP <= 50% of Unknown 3's Max HP) Then
{
Use Creepy Touch on Target
} Else If (Target doesn't have Poison Status) Then {
Use Creepy Touch on Target
}
}
-----------------------------------------------------------------------------
Name: Serpent
Lvl: 40 EXP: 1400 Win: [ 8] Dragon Scales, [ 2] Stardust
HP: 14000 AP: 70 Steal: [32] Water Ring
MP: 290 Gil: 2500 Morph: Mind Source
---
Weak: Wind
Void: Earth, Gravity
Asrb: Water
---
Att: 140 Def: 120 Df%: 1 Dex: 110
MAt: 80 MDf: 324 Lck: 0
---
Immune: Death, Confusion, Silence, Stop, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Paralysed
---
Attacks:
Viper Breath
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (900)
MAt%: 100
Cost: 20 MP
Tar: 1 Op
Elm: Ice/Water
Notes: Only used if Serpent's HP is roughly greater than 80% of the
party's average HP (party members in Death Status don't count)
Aqualung
Magical Attack
Formula: Magical
Pwr: 3 1/4x Base (2340)
MAt%: 100
Cost: 34 MP
Tar: All Op (NS)
Elm: Water
Attr: Reflectable
Notes: Only used if Serpent's HP is roughly between 40% to 80% of the
party's average HP (party members in Death Status don't count)
Huge Tidal Wave
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (1268.75)
PAt%: 95
Cost: 20 MP
Tar: All
Elm: Water
Notes: Serpent takes Back Attack damage from this
Serpent can use this to heal itself for 1213-1294 HP
Only used if Serpent's HP is roughly between 20% to 40% of the
party's average HP (party members in Death Status don't count)
Dragon Dance
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (1268.75)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: Can't Cover
Notes: Only used if Serpent's HP is roughly below 20% of the
party's average HP (party members in Death Status don't count)
---
AI: Setup
{
TempVar:TurnsTilSpecial = 1
}
AI: Main
{
TempVar:HPAverage = 0
TempVar:PartyNum = 0
If (1st Opponent doesn't have Death Status) Then
{
TempVar:HPAverage = TempVar:HPAverage + 1st Opponent's HP
TempVar:PartyNum = TempVar:PartyNum + 1
}
If (2nd Opponent doesn't have Death Status) Then
{
TempVar:HPAverage = TempVar:HPAverage + 2nd Opponent's HP
TempVar:PartyNum = TempVar:PartyNum + 1
}
If (3rd Opponent doesn't have Death Status) Then
{
TempVar:HPAverage = TempVar:HPAverage + 3rd Opponent's HP
TempVar:PartyNum = TempVar:PartyNum + 1
}
TempVar:HPAverage = [TempVar:HPAverage / TempVar:PartyNum]
If (Serpent's HP <= 2 * [TempVar:HPAverage / 10]) Then
{
If (TempVar:TurnsTilSpecial == 0) Then
{
Choose All Opponents
Use Dragon Dance on Target
TempVar:TurnsTilSpecial = 2
} Else {
TempVar:TurnsTilSpecial = TempVar:TurnsTilSpecial - 1
}
} Else If (Serpent's HP <= 4 * [TempVar:HPAverage / 10]) Then {
If (TempVar:TurnsTilSpecial == 0) Then
{
Choose All Opponents
Use Huge Tidal Wave on Target
TempVar:TurnsTilSpecial = 1
} Else {
TempVar:TurnsTilSpecial = TempVar:TurnsTilSpecial - 1
}
} Else If (Serpent's HP <= 8 * [TempVar:HPAverage / 10]) Then {
Choose All Opponents
Use Aqualung on Target
} Else {
Choose Random Opponent with Highest HP
Use Viper Breath on Target
}
}
=============================================================================
5.30 Diamond Weapon
-------------------
Name: Diamond Weapon
Lvl: 49 EXP: 35000 Win: -
HP: 30000 AP: 3500 Steal: [32] Rising Sun
MP: 30000 Gil: 25000 Morph: -
---
Weak: Lightning
Half: Fire
Void: Gravity
---
Att: 50 Def: 250 Df%: 1 Dex: 180
MAt: 50 MDf: 250 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Regen, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
Diamond Weapon is immune to all physical attacks except Limits. Diamond
Weapon will only lose this immunity during the period starting from the time
it says "Countdown" and ending with the use of Diamond Flash
Countdown will only begin after a certain amount of Summons or Limits have
been used. The amount required depends on Diamond Weapon's current HP
---
Attacks:
<Diamond Fire>
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (891)
MAt%: 255
Tar: 1 Op
Elm: Fire
<Foot Stamp>
Magical Attack
Formula: Magical
Pwr: 2x Base (1188)
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: Always targets whoever has the highest HP
Diamond Flash
Magical Attack
Formula: HP%
Pwr: [Target's HP * 7 / 8]
MAt%: 255
Tar: All Op/1 Op (NS)
Elm: Non-Element
Attr: 100% Inflict 'Silence'
---
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent
Use <Diamond Fire> on Target
If (2/3 Chance) Then
{
Count = 1
}
} Else If (Count == 1) Then {
Choose Random Opponent with highest HP
Use <Foot Stamp> on Target
If (3/4 Chance) Then
{
Count = 0
}
} Else If (Count == 2) Then {
Print Message [Countdown]
Choose Self
Use <> on Target
Diamond Weapon's IdleAnim = Countdown Stance
Diamond Weapon's HurtAnim = Flinch (Countdown Stance)
Stage = 1
Choose Random Opponent
Use <Diamond Fire> on Target
Count = Count + 1
Print Message [3]
} Else If (Count == 3) Then {
Choose Random Opponent
Use <Diamond Fire> on Target
Count = Count + 1
Print Message [2]
} Else If (Count == 4) Then {
Choose Random Opponent
Use <Diamond Fire> on Target
Count = Count + 1
Print Message [1]
} Else {
Print Message [0]
Choose All Opponents
Use Diamond Flash on Target
Choose Self
Use <> on Target
Count = 0
Stage = 0
TempVar:L/SLimit = 0
Diamond Weapon's IdleAnim = Normal Stance
Diamond Weapon's HurtAnim = Flinch (Normal Stance)
}
}
AI: Counter - Death
{
If (Stage != 0)
{
Diamond Weapon's IdleAnim = Normal Stance
Choose Self
Use <> on Target
}
Diamond Weapon's IdleAnim = 20 (???)
Choose Self
Use <(Report)> on Target
RunCmd 0x22/0x0F
}
AI: Counter - PreTurn
{
TempVar:FlashLimit = 1
If (Diamond Weapon's HP <= 50% of Diamond Weapon's Max HP) Then
{
TempVar:FlashLimit = 2
}
Diamond Weapon's Physical Immunity = On
If ((Command is Summon or W-Summon or Limit) OR (Stage == 1)) Then
{
Diamond Weapon's Physical Immunity = Off
TempVar:L/SCount = TempVar:L/SCount + 1
If ((TempVar:L/SCount > TempVar:FlashLimit) AND (Stage == 0)) Then
{
Count = 2
}
}
}
=============================================================================
5.31 Midgar Raid
----------------
5.31.1 Sector 8 Underground
------ --------------------
Name: Behemoth
Lvl: 45 EXP: 1500 Win: [ 8] Stardust
HP: 7000 AP: 100 Steal: [32] Phoenix Down, [32] War Gong
MP: 400 Gil: 2200 Morph: -
---
No Elemental Properties
---
Att: 140 Def: 120 Df%: 6 Dex: 120
MAt: 110 MDf: 200 Lck: 20
---
Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
Manipulate, Peerless, Paralysed
---
Attacks:
<Behemoth Horn>
Physical Attack
Formula: Physical
Pwr: 1 1/8x Base (1260)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Notes: Will sometimes use Behemoth Horn twice in a single combo
Claw
Physical Attack
Formula: Physical
Pwr: 1x Base (1120)
PAt%: 130
Tar: 1 Op
Elm: Punch
Notes: Will sometimes use Claw twice in a single combo
Will sometimes use Behemoth Horn directly after Claw in a
single combo in place of using ????
????
Physical Attack
Formula: Custom
Pwr: Caster's Max HP - Caster's HP
PAt%: 100
Cost: 3 MP
Tar: 1 Tar
Elm: Non-Element
Flare
Magical Attack
Formula: Magical
Pwr: 7 3/16x Base (6684.375)
MAt%: 100
Cost: 100 MP
Tar: 1 Op
Elm: Fire
Attr: Reflectable
Notes: Only used as 100% C/A against Magical Damage
---
AI: Setup
{
Count = Rnd(0..4)
SpclChance = 8
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use Claw on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Claw on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 4
} Else {
Count = Count + 1
}
} Else If (Count == 2 or 3) Then {
Choose Random Opponent
Use <Behemoth Horn> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Behemoth Horn> on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 4
} Else {
Count = Count + 1
}
} Else {
If ((Behemoth's MP >= 3) AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent
Use ???? on Target
} Else {
Choose Random Opponent
Use Claw on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Behemoth Horn> on Target
}
}
Count = Rnd(0..2)
}
}
AI: Counter - General
{
If (Behemoth's HP <= 50% of Behemoth's Max HP) Then
{
SpclChance = 3
} Else If (Behemoth's HP <= 75% of Behemoth's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 8
}
}
AI: Counter - Magical
{
If (Behemoth's MP >= 100) Then
{
Choose Behemoth's Last Attacker (Magical)
Use Flare on Target
}
}
-----------------------------------------------------------------------------
Name: Cromwell
Lvl: 42 EXP: 800 Win: [ 2] 8-inch Cannon
HP: 3500 AP: 80 Steal: -
MP: 120 Gil: 1500 Morph: -
---
Weak: Lightning
---
Att: 100 Def: 110 Df%: 1 Dex: 70
MAt: 75 MDf: 104 Lck: 6
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
Normal Shell
Physical Attack
Formula: Physical
Pwr: 1x Base (624)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Normal Shell twice in a single combo
---
AI: Main
{
Choose Random Opponent
Use Normal Shell on Target
If (1/2 Chance) Then
{
Choose Random Opponent
Use Normal Shell on Target
}
}
-----------------------------------------------------------------------------
Name: Manhole
Lvl: 35 EXP: 900 Win: [ 8] X-Potion
HP: 2500 AP: 80 Steal: -
MP: 110 Gil: 3000 Morph: -
---
No Elemental Properties
---
Att: 100 Def: 120 Df%: 20 Dex: 90
MAt: 70 MDf: 110 Lck: 8
---
Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Regen, Barrier, MBarrier, Reflect, Dual,
Shield, Death-sentence, Manipulate, Peerless, Paralysed, Darkness,
Seizure, Death Force, Resist, Lucky Girl
Appears in groups of three. Will often use its turn to 'swap manholes';
this causes the current Manhole to close its lid, and one of the other two
to open theirs. While closed, a Manhole will evade *ANY* attack. When a
Manhole closes, it copies across its current stats to the opening Manhole.
Once the open Manhole is defeated, the other two Manholes will be removed.
Items, XP, AP and Gil are only awarded for the single Manhole destroyed
Although Manhole is not immune to Berserk, it does not have a designated
Berserk Attack. As such, it will try to use a non-existant attack, which
happens to cost more MP than it will ever have. Because of this, it will
continually print the message "Manhole's skill power is used up."
---
Attacks:
<Rockbreaker>
Physical Attack
Formula: Physical
Pwr: 1x Base (536)
PAt%: 90
Tar: 1 Op
Elm: Shoot
Ice2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (787.5)
MAt%: 100
Cost: 22 MP
Tar: All Op/1 Op
Elm: Ice
Attr: Reflectable
Notes: Only used by Manhole B under certain conditions
Fire2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (787.5)
MAt%: 100
Cost: 22 MP
Tar: All Op/1 Op
Elm: Fire
Attr: Reflectable
Notes: Only used by Manhole C under certain conditions
Animations:
<>
Change Manhole
<Vanish>
Change Manhole
---
AI: Setup
{
BattleVar:ActiveManhole = Manhole A
If (Self is Manhole B) Then
{
Manhole B's [402E] = 1
}
If (Self is Manhole C) Then
{
Manhole C's [402E] = 1
}
}
AI: Main
{
If ((Self is Manhole A) AND (BattleVar:ActiveManhole == Manhole A)) Then
{
If (Count == 0) Then
{
Choose Random Opponent
Use <Rockbreaker> on Target
Count = 2
} Else {
3/4 Chance:
{
Choose Self
Use <> on Target
Manhole A's [402E] = 1
BattleVar:ActiveManhole = Manhole B
Copy Manhole A's Stats to Manhole B
Manhole B's [402E] = 0
Count = 0
}
1/4 Chance:
{
Choose Self
Use <Vanish> on Target
Manhole A's [402E] = 1
BattleVar:ActiveManhole = Manhole C
Copy Manhole A's Stats to Manhole C
Manhole C's [402E] = 0
Count = 0
}
}
}
If ((Self is Manhole B) AND (BattleVar:ActiveManhole == Manhole B)) Then
{
If (Count == 0) Then
{
Choose Random Opponent
Use <Rockbreaker> on Target
Count = 2
} Else If (Count == 1) Then {
Choose All Opponents
Use Ice2 on Target
Count = 3
} Else {
3/8 Chance:
{
Choose Self
Use <> on Target
Manhole B's [402E] = 1
BattleVar:ActiveManhole = Manhole C
Copy Manhole B's Stats to Manhole C
Manhole C's [402E] = 0
Count = 0
}
5/8 Chance:
{
Choose Self
Use <Vanish> on Target
Manhole B's [402E] = 1
BattleVar:ActiveManhole = Manhole A
Copy Manhole B's Stats to Manhole A
Manhole A's [402E] = 0
Count = 0
}
}
}
If ((Self is Manhole C) AND (BattleVar:ActiveManhole == Manhole C)) Then
{
If (Count == 0) Then
{
Choose Random Opponent
Use <Rockbreaker> on Target
Count = 2
} Else If (Count == 1) Then {
Choose All Opponents
Use Fire2 on Target
Count = 3
} Else {
3/8 Chance:
{
Choose Self
Use <> on Target
Manhole C's [402E] = 1
BattleVar:ActiveManhole = Manhole C
Copy Manhole C's Stats to Manhole A
Manhole A's [402E] = 0
Count = 0
}
5/8 Chance:
{
Choose Self
Use <Vanish> on Target
Manhole C's [402E] = 1
BattleVar:ActiveManhole = Manhole A
Copy Manhole C's Stats to Manhole B
Manhole B's [402E] = 0
Count = 0
}
}
}
}
AI: Counter - General
{
If (Count == 2) Then
{
Count = 1
}
If (Manhole's MP < 22) Then
{
Count = 2
}
}
AI: Counter - Death
{
Remove Manhole A
Remove Manhole B
Remove Manhole C
}
-----------------------------------------------------------------------------
Name: Crazy Saw
Lvl: 44 EXP: 800 Win: [ 8] Phoenix Down, [ 8] Ether
HP: 3900 AP: 80 Steal: [32] Mute Mask
MP: 340 Gil: 1300 Morph: Turbo Ether
---
Weak: Lightning
---
Att: 116 Def: 100 Df%: 10 Dex: 80
MAt: 96 MDf: 120 Lck: 2
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
<Uppercut>
Physical Attack
Formula: Physical
Pwr: 1x Base (911)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Confusion'
Berserk Attack
Manip.
Rifle
Physical Attack
Formula: Physical
Pwr: 1x Base (911)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Manip.
---
AI: Main
{
If (Count == 0) Then
{
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
Use <Uppercut> on Target
}
Count = 1
} Else If (Count == 1 or 2) Then {
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
} Else {
Choose Random Opponent
}
Use Rifle on Target
Count = Count + 1
} Else {
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
} Else {
Choose Random Opponent
}
Use Rifle on Target
Count = Rnd(0..1)
}
}
-----------------------------------------------------------------------------
Name: Shadow Maker
Lvl: 42 EXP: 500 Win: 100% Turbo Ether
HP: 2000 AP: 25 Steal: [63] Graviball
MP: 120 Gil: 500 Morph: -
---
Weak: Lightning
---
Att: 90 Def: 90 Df%: 20 Dex: 40
MAt: 75 MDf: 68 Lck: 30
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence,
Manipulate, Paralysed, Darkness
---
Attacks:
<Support Beam>
Magical Change Status
Auto Hit
Cost: 8 MP
Tar: 1 Op
Elm: Non-Element
Attr: [100] Inflict 'Slow'
Berserk Attack
---
AI: Main
{
If ((Shadow Maker's MP >= 8)
AND (At Least One Opponent doesn't have Slow Status)) Then
{
Choose Random Opponent without Slow Status
Use <Support Beam> on Target
}
If ((1/2 Chance) AND (Shadow Maker's MP >= 8)
AND (At Least One Opponent doesn't have Slow Status)) Then
Choose Random Opponent without Slow Status
Use <Support Beam> on Target
}
}
-----------------------------------------------------------------------------
Name: Turks:Elena
Lvl: 53 EXP: 6400 Win: -
HP: 30000 AP: 800 Steal: [32] Minerva Band
MP: 100 Gil: 7000 Morph: -
---
Void: Gravity
Asrb: Ice
---
Att: 75 Def: 90 Df%: 5 Dex: 85
MAt: 100 MDf: 190 Lck: 20
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
Seizure
As soon as any one of the Turks are defeated, all three Turks will flee the
battle. Any Turks that have not been defeated by this time will not drop any
EXP, AP, Gil or Items
---
Attacks:
<Kick>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (1427.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
<Bewildered>
Magical Change Status
MAt%: 90
Tar: 1 Op
Elm: Non-Element
Attr: [ 80] Inflict 'Confusion'
Notes: Only used as first attack after Elena has retreated to back row
<Throw>
Physical Attack
Formula: Physical
Pwr: 2x Base (1142)
PAt%: 90
Tar: All Op
Elm: Fire
Notes: Only used as first attack or when Elena is moving from back row
to front row
<Throw>
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (856.5)
PAt%: 90
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
<(Report)>
Physical Escape Battle
Auto Hit
Tar: Self
---
AI: Setup
{
Print Message [Elena "Try this on for size!"]
Choose All Opponents
Use <Throw> (Fire Version) on Target
}
AI: Main
{
If (TempVar:BackRow == 0) Then
{
Choose Random Opponent
1/2 Chance: Use <Kick> on Target
1/2 Chance: Use <Throw> (Shoot Version) on Target
} Else {
If (Count == 0) Then
{
Count = Count + 1
} Else If (Count == 1) Then {
Print Message [Elena "Take THAT!!"]
Choose All Opponents
Use <Bewildered> on Target
Count = Count + 1
} Else If (Count == 2 or 3 or 4 or 5) Then {
Choose All Opponents
Use <Throw> (Shoot Version) on Target
Count = Count + 1
} Else {
Print Message [Elena "Take THAT!!"]
Choose Self
Use <> on Target
Choose All Opponents
Use <Throw> (Fire Version) on Target
Count = 0
TempVar:HitsUntilChange = 0
TempVar:BackRow = 0
Turks:Elena's Range = 1
}
}
}
AI: Counter - General
{
If (TempVar:BackRow == 0) Then
{
TempVar:HitsUntilChange = TempVar:HitsUntilChange + 1
If (TempVar:HitsUntilChange == 2) Then
{
Print Message [Elena "Yeow! That hurts!"]
Choose Self
Use <> on Target
Count = 0
TempVar:HitsUntilChange = 0
TempVar:BackRow = 1
Turks:Elena's Range = 3
}
} Else {
TempVar:HitsUntilChange = TempVar:HitsUntilChange + 1
If (TempVar:HitsUntilChange == 2) Then
{
Print Message [Elena "Take THAT!!"]
Choose Self
Use <> on Target
Choose All Opponents
Use <Throw> (Fire Version) on Target
Count = 0
TempVar:HitsUntilChange = 0
TempVar:BackRow = 0
Turks:Elena's Range = 1
}
}
}
AI: Counter - Death
{
If (BattleVar:TurksFlee == 0) Then
{
BattleVar:TurksFlee = 1
Print Message [Reno "Let's call it a day."]
Choose Self
Use <(Report)> on Target
Remove Turks:Elena
Remove Turks:Reno
Remove Turks:Rude
}
}
-----------------------------------------------------------------------------
Name: Turks:Reno
Lvl: 50 EXP: 4500 Win: 100% Elixir
HP: 25000 AP: 450 Steal: [32] Tough Ring
MP: 200 Gil: 3000 Morph: -
---
Void: Gravity
Asrb: Lightning
---
Att: 100 Def: 120 Df%: 5 Dex: 80
MAt: 105 MDf: 106 Lck: 20
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
Seizure
As soon as any one of the Turks are defeated, all three Turks will flee the
battle. Any Turks that have not been defeated by this time will not drop any
EXP, AP, Gil or Items
---
Attacks:
<Short Staff>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (905)
PAt%: 110
Tar: 1 Op
Elm: Hit
Turk Light
Magical Attack
Formula: Magical
Pwr: 3/4x Base (697.5)
MAt%: 90
Tar: 1 Op
Elm: Non-Element
Electroprod
Physical Attack
Formula: Physical
Pwr: 3x Base (2172)
PAt%: 90
Tar: 1 Op
Elm: Lightning
<(Report)>
Physical Escape Battle
Auto Hit
Tar: Self
---
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent
Use <Short Staff> on Target
Count = Count + 1
} Else If (Count == 1) Then {
Choose Random Opponent
1/2 Chance: Use Electroprod on Target
1/2 Chance: Use <Short Staff> on Target
Count = Count + 1
} Else {
Choose Random Opponent
Use Turk Light on Target
Count = 0
}
}
AI: Counter - Death
{
If (BattleVar:TurksFlee == 0) Then
{
BattleVar:TurksFlee = 1
Print Message [Reno "Let's call it a day."]
Choose Self
Use <(Report)> on Target
Remove Turks:Elena
Remove Turks:Reno
Remove Turks:Rude
}
}
-----------------------------------------------------------------------------
Name: Turks:Rude
Lvl: 51 EXP: 5500 Win: 100% Elixir
HP: 28000 AP: 600 Steal: [32] Ziedrich
MP: 250 Gil: 5000 Morph: -
---
Void: Gravity
Asrb: Fire
---
Att: 110 Def: 130 Df%: 0 Dex: 70
MAt: 83 MDf: 190 Lck: 20
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
Seizure
BUG: Turks:Rude's normal aversion to attacking Tifa is improperly coded -
if there's more than one choice of target other than Tifa for him to attack,
he will try to attack *both* of them with a 1 Op-type ability. Since this
cannot possibly hit two targets at once, Turks:Rude will instead pick a new
random target out of *all three characters*, which includes Tifa.
If Turks:Rude can only choose between Tifa and one other party member (the
third party member being KOed or some other method of making them
untargetable), then the code works correctly and Turks:Rude will never attack
Tifa. And if Tifa is the final person left, Turks:Rude will hesitate 2/3rds
of the time instead of attacking her.
As soon as any one of the Turks are defeated, all three Turks will flee the
battle. Any Turks that have not been defeated by this time will not drop any
EXP, AP, Gil or Items
---
Attacks:
<Shoulder Attack>
Physical Attack
Formula: Physical
Pwr: 3x Base (2955)
PAt%: 90
Tar: 1 Op
Elm: Hit
Grand Spark
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (1206)
MAt%: 100
Tar: 1 Op
Elm: Hit
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (402)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Turks:Rude will never use this
Cure
Magical HP Restore
Formula: Cure
Pwr: Base + 110 (914)
MAt%: 255
Cost: 5 MP
Tar: 1 Al/All Al
Elm: Restorative
Attr: Reflectable
Notes: Turks:Rude will never use this
<(Report)>
Physical Escape Battle
Auto Hit
Tar: Self
<Cover>
Tar: Self
Auto Hit
Notes: Turks:Rude will sometimes take hits for Turks:Reno
---
AI: Main
{
Choose All Opponents that aren't Tifa
If (Target exists) Then
{
If (Count == 0 or 1) Then
{
Use <Shoulder Attack> on Target
Count = Count + 1
} Else If (Count == 2) Then {
Use Grand Spark on Target
Count = Count + 1
} Else If (Count == 3 or 4 or 5) Then {
Use <Shoulder Attack> on Target
Count = Count + 1
} Else {
Use Grand Spark on Target
Count = 0
}
} Else {
If (2/3 Chance) Then
{
Print Message [Rude ".................."]
} Else {
Choose Tifa
Use <Shoulder Attack> on Target
}
}
}
AI: Counter - Death
{
If (BattleVar:TurksFlee == 0) Then
{
BattleVar:TurksFlee = 1
Print Message [Rude "Reno! Elena! Let's pull out!"]
Choose Self
Use <(Report)> on Target
Remove Turks:Elena
Remove Turks:Reno
Remove Turks:Rude
}
}
-----------------------------------------------------------------------------
5.31.2 The Mako Cannon
------ ---------------
Name: Proud Clod
Lvl: 53 EXP: 7000 Win: 100% Ragnarok
HP: 60000 AP: 1000 Steal: -
MP: 320 Gil: 10000 Morph: -
---
Void: Gravity
---
Att: 102 Def: 170 Df%: 1 Dex: 88
MAt: 120 MDf: 300 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
---
Attacks:
<Big Hand Clash>
Physical Attack
Formula: Physical
Pwr: 1x Base (774)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Will sometimes use Big Hand Clash twice in a single combo
Wrist Laser
Physical Attack
Formula: Physical
Pwr: 1x Base (774)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Notes: Will sometimes use Wrist Laser twice in a single combo
Knee Fire
Physical Attack
Formula: Physical
Pwr: 1x Base (774)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Notes: Will sometimes use Knee Fire twice in a single combo
Knee Blend
Physical Attack
Formula: Physical
Pwr: 1x Base (774)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Notes: Will sometimes use Knee Blend twice in a single combo
<W Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1 3/4x Base (1354.5)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Will sometimes use W Machine Gun twice in a single combo
Materia-jammer
Magical Change Status
Auto Hit
Cost: 16 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Reflect'
Notes: Only used while Jamar Armor is alive
Beam Cannon
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (1297.5)
MAt%: 100
Cost: 32 MP
Tar: All Op (NS)
Elm: Shoot
Animations:
Charging
<Vanish>
---
AI: Setup
{
Turn off Death Handling for Proud Clod
Count = Rnd(0..6)
SpclChance = 5
}
AI: Main
{
TempVar:NormalAtt = 0
If (Count == 0 or 1) Then
{
TempVar:NormalAtt = 1
TempVar:ChosenAtt = <W Machine Gun>
Count = Rnd(2..3)
} Else If (Count == 2) Then {
TempVar:NormalAtt = 1
TempVar:ChosenAtt = <Big Hand Clash>
Count = Rnd(4..5)
} Else If (Count == 3) Then {
TempVar:NormalAtt = 1
TempVar:ChosenAtt = Wrist Laser
Count = Rnd(4..5)
} Else If (Count == 4) Then {
TempVar:NormalAtt = 1
TempVar:ChosenAtt = Knee Fire
Count = 6
} Else If (Count == 5) Then {
TempVar:NormalAtt = 1
TempVar:ChosenAtt = Knee Blend
Count = 6
} Else If (Count == 6) Then {
If ((Jamar Armor doesn't have Death Status)
AND (At Least One Opponent doesn't have Reflect Status)) Then
{
If ((Proud Clod's MP >= 16) AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent without Reflect Status
Use Materia-jammer on Target
} Else {
TempVar:NormalAtt = 1
TempVar:ChosenAtt = <Big Hand Clash>
}
} Else {
TempVar:NormalAtt = 1
TempVar:ChosenAtt = <W Machine Gun>
}
If (SpclChance <= 3) Then
{
Count = 7
} Else {
Count = Rnd(0..1)
}
} Else If (Count == 7) Then {
Choose Self
Use <> on Target
Proud Clod's IdleAnim = Kneeling
Proud Clod's HurtAnim = Flinch (Kneeling)
Count = 8
} Else If (Count == 8) Then {
Choose Self
Use Charging on Target
Count = 9
} Else If (Count == 9) Then {
Choose All Opponents
Use Beam Cannon onTarget
Count = 10
} Else {
Choose Self
Use <> on Target
Proud Clod's IdleAnim = Standing
Proud Clod's HurtAnim = Flinch (Standing)
Count = Rnd(0..1)
}
If (TempVar:NormalAtt = 1) Then
{
Choose Random Opponent
Use TempVar:ChosenAtt on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use TempVar:ChosenAtt on Target
}
}
}
AI: Counter - General
{
If (Proud Clod's IdleAnim == Standing) Then
{
Proud Clod's HurtAnim = Flinch (Standing)
} Else {
Proud Clod's HurtAnim = Flinch (Kneeling)
}
If (Proud Clod's HP <= 20% of Proud Clod's Max HP) Then
{
SpclChance = 1
} Else If (Proud Clod's HP <= 40% of Proud Clod's Max HP) Then {
SpclChance = 2
} Else If (Proud Clod's HP <= 60% of Proud Clod's Max HP) Then {
SpclChance = 3
} Else If (Proud Clod's HP <= 80% of Proud Clod's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
}
AI: Counter - Death
{
Remove Jamar Armor
}
-----------------------------------------------------------------------------
Name: Jamar Armor
Lvl: 62 EXP: 8000 Win: -
HP: 20000 AP: 1500 Steal: -
MP: 300 Gil: 10000 Morph: -
---
Void: Gravity
---
Att: 130 Def: 200 Df%: 1 Dex: 110
MAt: 109 MDf: 330 Lck: 0
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Haste, Slow,
Stop, Frog, Small, Slow-numb, Petrify, Death-sentence, Manipulate,
Berserk, Peerless, Paralysed, Darkness, Seizure
Does not attack
---
Attacks:
Bodyblow
Physical Attack
Formula: Physical
Pwr: 1x Base (1636)
PAt%: 90
Tar: 1 Op
Elm: Hit
---
No AI Script
-----------------------------------------------------------------------------
Name: Grosspanzer*Big
Lvl: 46 EXP: 800 Win: 100% 8-inch Cannon
HP: 4600 AP: 80 Steal: -
MP: 200 Gil: 2100 Morph: -
---
Weak: Lightning
---
Att: 140 Def: 120 Df%: 1 Dex: 110
MAt: 124 MDf: 160 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Confusion, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Paralysed, Darkness
Does not attack; Grosspanzer*Mobile controls this as a separate attack
---
Attacks:
<Napalm Bomb>
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (1717.5)
PAt%: 100
Tar: 1 Op
Elm: Fire
Attr: Can't Cover
---
AI: Setup
{
Grosspanzer*Big's HurtAnim = Flinch (Grosspanzer*Big)
}
AI: Counter - Death
{
BattleVar:PanzerPartsDead = BattleVar:PanzerPartsDead + 1
Remove Self
}
-----------------------------------------------------------------------------
Name: Grosspanzer*Small
Lvl: 42 EXP: 600 Win: -
HP: 2900 AP: 80 Steal: -
MP: 160 Gil: 700 Morph: -
---
Weak: Lightning
---
Att: 120 Def: 100 Df%: 1 Dex: 136
MAt: 90 MDf: 130 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Confusion, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Paralysed, Darkness
Does not attack; Grosspanzer*Mobile controls this as a separate attack
---
Attacks:
<Normal Shell>
Physical Attack
Formula: Physical
Pwr: 1x Base (905)
PAt%: 100
Tar: 1 Op
Elm: Shoot
---
AI: Setup
{
Grosspanzer*Small's HurtAnim = Flinch (Grosspanzer*Small A)
If (Self is Grosspanzer*Small B) Then
{
Grosspanzer*Small's IdleAnim = Grosspanzer*Small B
Grosspanzer*Small's HurtAnim = Flinch (Grosspanzer*Small B)
}
}
AI: Counter - Death
{
BattleVar:PanzerPartsDead = BattleVar:PanzerPartsDead + 2
Remove Self
}
-----------------------------------------------------------------------------
Name: Grosspanzer*Mobile
Lvl: 50 EXP: 400 Win: -
HP: 10000 AP: 80 Steal: -
MP: 300 Gil: 1400 Morph: -
---
Weak: Lightning
---
Att: 160 Def: 136 Df%: 10 Dex: 75
MAt: 111 MDf: 160 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Confusion, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Paralysed, Darkness
Grosspanzer*Mobile is always accompanied by 1x Grosspanzer*Big and
2x Grosspanzer*Small, all of which determines which attacks it uses at what
time
---
Attacks:
<Napalm Bomb>
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (2490)
PAt%: 100
Tar: 1 Op
Elm: Fire
Attr: Can't Cover
Notes: Only used if Grosspanzer*Big is alive
<Normal Shell>
Physical Attack
Formula: Physical
Pwr: 1x Base (1660)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Only used if one Grosspanzer*Small is alive
<Normal Shell>
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (3112.5)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Only used if both Grosspanzer*Small are alive
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (4150)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Only used if either only Grosspanzer*Mobile remains or
all Grosspanzer parts are alive
<Deadly Wheel>
Physical Attack
Formula: Physical
Pwr: 1x Base (1660)
PAt%: 95
Tar: All Op/1 Op
Elm: Hit
Notes: Will sometimes use Deadly Wheel twice in a single combo
Only used if all Grosspanzer parts are alive, or either
Grosspanzer*Big or both Grosspanzer*Small have been destroyed
Animations:
<Vanish>
Death animations
---
AI: Main
{
If (BattleVar:PanzerPartsDead == 0) Then
{
Choose All Opponents
If (Count == 0 or 1 or 2) Then
{
Use <Normal Shell> (High Power Version) on Target
Count = Count + 1
} Else If (Count == 3) Then {
Use <Napalm Bomb> on Target
Count = Count + 1
} Else If (Count == 4 or 5) Then {
Use <Normal Shell> (High Power Version) on Target
Count = Count + 1
} Else If (Count == 6) Then {
Use <Napalm Bomb> on Target
Count = Count + 1
} Else If (Count == 7) Then {
Use <Deadly Wheel> on Target
Count = Count + 1
} Else {
Use <Bodyblow> on Target
Count = 0
}
} Else If (BattleVar:PanzerPartsDead == 1) Then {
Choose All Opponents
If (Count == 0 or 1 or 2) Then
{
Use <Normal Shell> (High Power Version) on Target
Count = Count + 1
} Else {
Use <Deadly Wheel> on Target
Count = 0
}
} Else If (BattleVar:PanzerPartsDead == 2) Then {
Choose All Opponents
If (Count == 0 or 1 or 2) Then
{
Use <Normal Shell> (Low Power Version) on Target
Count = Count + 1
} Else {
Use <Napalm Bomb> on Target
Count = 0
}
} Else If (BattleVar:PanzerPartsDead == 3) Then {
Choose All Opponents
If (Count == 0 or 1 or 2) Then
{
Use <Normal Shell> (Low Power Version) on Target
Count = Count + 1
} Else {
Use <Deadly Wheel> on Target
Count = 0
}
} Else If (BattleVar:PanzerPartsDead == 4) Then {
Choose All Opponents
If (Count == 0) Then
{
Count = Count + 1
} Else If (Count == 1) Then {
Use <Deadly Wheel> on Target
Count = Count + 1
} Else If (Count == 2) Then {
Count = Count + 1
} Else {
Use <Napalm Bomb> on Target
Count = 0
}
} Else {
Choose All Opponents
If (Count == 0) Then
{
Use <Deadly Wheel> on Target
Use <Deadly Wheel> on Target
Count = Count + 1
} Else If (Count == 1) Then {
Use <Deadly Wheel> on Target
Count = Count + 1
} Else If (Count == 2) Then {
Count = Count + 1
} Else {
Use <Bodyblow> on Target
Count = 0
}
}
}
AI: Counter - Death
{
Choose Self
Use <Vanish> on Target
Remove Grosspanzer*Big
Remove Grosspanzer*Small A
Remove Grosspanzer*Small B
}
-----------------------------------------------------------------------------
Name: SOLDIER:1st
Lvl: 44 EXP: 960 Win: -
HP: 5000 AP: 90 Steal: [ 8] Shinra Alpha
MP: 400 Gil: 2400 Morph: -
---
No Elemental Properties
---
Att: 100 Def: 94 Df%: 4 Dex: 90
MAt: 85 MDf: 120 Lck: 20
---
Immune: Manipulate
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (648)
PAt%: 95
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Fight twice in a single combo
Silence
Magical Change Status
MAt%: 100
Cost: 24 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 60] Inflict 'Silence'
Reflectable
Notes: Used as 100% C/A against Magical Attack
Sword of Doom
Physical Attack
Formula: Physical
Pwr: 3x Base (1944)
PAt%: 90
Tar: 1 Op
Elm: Cut
Notes: Only used once SOLDIER:1st has been reduced below 25% HP after
certain hits
<Quadra-Cut>
Physical Attack
Formula: Physical
Pwr: 3x Base (1944)
PAt%: 90
Tar: 1 Op
Elm: Cut
Notes: Only used once SOLDIER:1st has been reduced below 75% HP after
certain hits
---
AI: Setup
{
SelectTar = Choose Random Opponent
Count = Rnd(0..2)
SpclChance = 5
}
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent
Use <Fight> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent</pre><pre id="faqspan-17">
Use <Fight> on Target
}
Count = 0
} Else If (Count == 1) Then {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Quadra-Cut> on Target
Count = 0
} Else {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use Sword of Doom on Target
Count = 0
}
}
AI: Counter - General
{
If ((SOLDIER:1st's HP <= 25% of SOLDIER:1st's Max HP)
AND (SpclChance == 3)) Then
{
SelectTar = SOLDIER:1st's Last Attacker (General)
SpclChance = 2
Count = 2
} Else If ((SOLDIER:1st's HP <= 50% of SOLDIER:1st's Max HP)
AND (SpclChance == 4)) Then {
SelectTar = SOLDIER:1st's Last Attacker (General)
SpclChance = 3
Count = 1
} Else If ((SOLDIER:1st's HP <= 75% of SOLDIER:1st's Max HP)
AND (SpclChance == 5)) Then {
SelectTar = SOLDIER:1st's Last Attacker (General)
SpclChance = 4
Count = 1
} Else {
SpclChance = 5
Count = 0
}
}
AI: Counter - Magical
{
Choose SOLDIER:1st's Last Attacker (Magical)
If ((Target doesn't have Silence Status)
AND (SOLDIER:1st's MP >= 24)) Then
{
Use Silence on Target
}
}
-----------------------------------------------------------------------------
Name: XCannon
Lvl: 46 EXP: 2000 Win: [ 8] Turbo Ether
HP: 20000 AP: 90 Steal: -
MP: 100 Gil: 3000 Morph: -
---
Weak: Lightning
---
Att: 80 Def: 120 Df%: 1 Dex: 80
MAt: 60 MDf: 400 Lck: 0
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Haste, Slow, Stop,
Frog, Small, Slow-numb, Petrify, Death-sentence, Manipulate,
Paralysed, Darkness
Although XCannon is not immune to Berserk, it does not have a designated
Berserk Attack. As such, it will try to use a non-existant attack, which
happens to cost more MP than it will ever have. Because of this, it will
continually print the message "XCannon 's skill power is used up."
---
Attacks:
<Drain>
Magical Absorb
Formula: Magical
Pwr: 3/8x Base (238.5)
MAt%: 255
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Notes: XCannon will never use this
Dragon Cannon
Physical Attack
Formula: Physical
Pwr: 1x Base (425)
PAt%: 100
Tar: All Op
Elm: Shoot
Notes: Only used on the 5th turn of every run of 6
Animations:
Search
<Before Firing>
<Vanish>
---
AI: Main
{
If (Count == 0) Then
{
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
Use Search on Target
}
If (1st Opponent doesn't have Death Status) Then
{
Choose 1st Opponent
Use Search on Target
}
If (3rd Opponent doesn't have Death Status) Then
{
Choose 3rd Opponent
Use Search on Target
}
Print Message [Target: set]
Print Message [Countdown]
Count = 1
} Else If (Count == 1) Then {
Print Message [3]
Choose Self
Use <> on Target
XCannon's IdleAnim = Cannon Ready
Count = 2
} Else If (Count == 2) Then {
Print Message [2]
XCannon's IdleAnim = Cannon Primed
Count = 3
} Else If (Count == 3) Then {
Print Message [1]
Count = 4
} Else If (Count == 4) Then {
Print Message [0]
Choose All Opponents
Use Dragon Cannon on Target
Count = 5
} Else {
Choose Self
Use <> on Target
XCannon's IdleAnim = Cannon Idle
Count = 0
}
}
AI: Counter - General
{
If (XCannon's IdleAnim == Cannon Idle) Then
{
XCannon's HurtAnim = Flinch (Cannon Idle)
} Else {
XCannon's HurtAnim = Flinch (Cannon Ready)
}
}
-----------------------------------------------------------------------------
Name: Maximum Kimaira
Lvl: 49 EXP: 1200 Win: -
HP: 4000 AP: 90 Steal: -
MP: 350 Gil: 3800 Morph: Guard Source
---
No Elemental Properties
---
Att: 120 Def: 140 Df%: 5 Dex: 90
MAt: 100 MDf: 126 Lck: 6
---
Immune: Death, Stop, Frog, Small, Petrify, Death-Sentence, Manipulate,
Peerless, Paralysed
BUG: Maximum Kimaira will respond to magical attacks against the last
*PHYSICAL* attacker, not the last magical attacker
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (1035)
PAt%: 130
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Notes: Will sometimes use Claw twice in a single combo
Freeze
Magical Attack
Formula: Magical
Pwr: 5 15/16x Base (5308.125)
MAt%: 100
Cost: 82 MP
Tar: 1 Op
Elm: Ice
Attr: [ 68] Inflict 'Stop'
Reflectable
Northern Cross
Magical Change Status
MAt%: 100
Cost: 30 MP
Tar: 1 Op
Elm: Non-Element
Attr: [100] Inflict 'Poison'
---
AI: Setup
{
Count = Rnd(0..3)
SpclChance = 5
TempVar:FreezeUses = 3
}
AI: Main
{
TempVar:ClawAttack = 0
If (Count == 0 or 1) Then
{
TempVar:ClawAttack = 1
Count = Count + 1
} Else If (Count == 2) Then {
If ((At Least One Opponent doesn't have Poison Status)
AND (Maximum Kimaira's MP >= 30)) Then
{
Choose Random Opponent without Poison
Use Northern Cross on Target
} Else {
TempVar:ClawAttack = 1
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 3
} Else {
Count = 0
}
} Else {
If ((Maximum Kimaira's MP >= 82) AND (Rnd(1..SpclChance) == 1)
AND (TempVar:FreezeUses > 0)) Then
{
Choose Random Opponent
Use Freeze on Target
TempVar:FreezeUses = TempVar:FreezeUses - 1
} Else {
TempVar:ClawAttack = 1
}
Count = 0
}
If (TempVar:ClawAttack == 1) Then
{
If (At Least One Opponent doesn't have Poison Status) Then
{
Choose Random Opponent without Poison
} Else {
Choose Random Opponent
}
Use <Claw> on Target
If (Rnd(1..SpclChance) == 1) Then
{
If (At Least One Opponent doesn't have Poison Status) Then
{
Choose Random Opponent without Poison
} Else {
Choose Random Opponent
}
Use <Claw> on Target
}
}
}
AI: Counter - General
{
If (Maximum Kimaira's HP <= 25% of Maximum Kimaira's Max HP) Then
{
SpclChance = 2
} Else If (Maximum Kimaira's HP <= 50% of Maximum Kimaira's Max HP) Then {
SpclChance = 4
} Else If (Maximum Kimaira's HP <= 75% of Maximum Kimaira's Max HP) Then {
SpclChance = 6
} Else {
SpclChance = 8
}
}
AI: Counter - Physical
{
If (Rnd(1..SpclChance) == 1) Then
{
Choose Maximum Kimaira's Last Attacker (Physical)
Use <Claw> on Target
}
}
AI: Counter - Magical
{
If ((Maximum Kimaira's MP >= 82) AND (Rnd(1..SpclChance) == 1)
AND (TempVar:FreezeUses > 0)) Then
{
Choose Maximum Kimaira's Last Attacker (Physical)
Use Freeze on Target
TempVar:FreezeUses = TempVar:FreezeUses - 1
}
}
-----------------------------------------------------------------------------
Name: Hojo
Lvl: 50 EXP: 0 Win: -
HP: 13000 AP: 0 Steal: -
MP: 250 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 60 Def: 130 Df%: 5 Dex: 78
MAt: 60 MDf: 150 Lck: 6
---
Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
Hojo is accompanied by a Bad Rap Sample and Poodler Sample, who begin battle
in Death status
---
Attacks:
Capsule
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP]
MAt%: 255
Tar: All Al (NS)
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status and target does
not absorb Restorative
100% chance of killing targets that absorb Restorative
100% Cure 'Death'
Notes: Used if either Bad Rap Sample or Poodler Sample are dead
Capsule
Physical Misc Ability
Auto Hit
Tar: All Al
Notes: Hojo will never use this version
Animations:
<Vanish>
<Change>
---
AI: Setup
{
Turn off Death Handling for Hojo
Print Message [Hojo "Gwah, haw, haw!!"]
Choose Self
Use <> on Target
TempVar:SampleGroup = Poodler Sample and Bad Rap Sample
Inflict Death on TempVar:SampleGroup
}
AI: Main
{
If (At Least One of TempVar:SampleGroup have Death Status) Then
{
Choose All in TempVar:SampleGroup with Death Status
Use Capsule on Target
Activate Target
Set Target's HP to Target's Max HP
Set Target's MP to Target's Max MP
}
}
AI: Counter - Death
{
Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from Hojo
Print Message [Hojo "Haw...now let's see]
Print Message [how the Mako Juice is reacting?"]
Choose Self
Use <Vanish> on Target
Choose Self
Use <Change> on Target
Remove TempVar:SampleGroup
}
-----------------------------------------------------------------------------
Name: Poodler Sample
Lvl: 42 EXP: 2000 Win: -
HP: 10000 AP: 150 Steal: -
MP: 200 Gil: 2000 Morph: -
---
No Elemental Properties
---
Att: 93 Def: 100 Df%: 1 Dex: 80
MAt: 55 MDf: 130 Lck: 0
---
Immune: Confusion, Silence, Frog, Small, Slow-numb, Petrify, Death-sentence,
Manipulate, Berserk
EXP/AP/Gil from Poodler Sample is not gained when defeated; only
Lifeform-Hojo N gives its rewards
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (581)
PAt%: 100
Tar: 1 Op
Elm: Hit
Fire2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (727.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
---
AI: Setup
{
Count = Rnd(0..2)
}
AI: Main
{
If (Count == 0) Then
{
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
Use <Bodyblow> on Target
}
Count = 1
} Else If (Count == 1) Then {
If (1st Opponent doesn't have Death Status) Then
{
Choose 1st Opponent
Use <Bodyblow> on Target
}
Count = 2
} Else {
If (3rd Opponent doesn't have Death Status) Then
{
Choose 3rd Opponent
Use <Bodyblow> on Target
}
Count = 0
}
}
AI: Counter - General
{
If ((Poodler's HP <= 25% of Poodler's Max HP) AND (1/3 Chance)) Then
{
If (Poodler's MP >= 22) Then
{
Choose Poodler's Last Attacker (General)
Use Fire2 on Target
}
}
}
AI: Counter - Death
{
Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from
Poodler Sample
}
-----------------------------------------------------------------------------
Name: Bad Rap Sample
Lvl: 34 EXP: 2000 Win: -
HP: 11000 AP: 150 Steal: -
MP: 120 Gil: 2200 Morph: -
---
No Elemental Properties
---
Att: 96 Def: 120 Df%: 2 Dex: 89
MAt: 100 MDf: 160 Lck: 3
---
Immune: Confusion, Silence, Frog, Small, Slow-numb, Petrify, Death-sentence,
Manipulate, Berserk
EXP/AP/Gil from Bad Rap Sample is not gained when defeated; only
Lifeform-Hojo N gives its rewards
---
Attacks:
<Whip>
Physical Attack
Formula: Physical
Pwr: 1x Base (504)
PAt%: 110
Tar: 1 Op
Elm: Hit
Notes: Will sometimes use Whip twice in a single combo
Big Fang
Physical Attack
Formula: Physical
Pwr: 2 5/8x Base (1323)
PAt%: 85
Tar: 1 Op
Elm: Hit
Evil Poison
Physical Attack
Formula: Physical
Pwr: 3/4x Base (378)
PAt%: 105
Cost: 4 MP
Tar: 1 Op
Elm: Poison
Attr: 100% Inflict 'Darkness'
Can't Cover
---
AI: Setup
{
SpclChance = 16
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Whip> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Whip> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
If ((At Least One Opponent doesn't have Darkness Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent without Darkness Status
Use Evil Poison on Target
} Else {
Choose Random Opponent
Use <Whip> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Whip> on Target
Count = 3
} Else {
Count = 0
}
}
} Else {
Choose Random Opponent with Highest HP
Use Big Fang on Target
Count = 1
}
}
AI: Counter - General
{
If (Bad Rap's HP <= 50% of Bad Rap's Max HP) Then
{
SpclChance = 2
} Else If (Bad Rap's HP <= 75% of Bad Rap's Max HP) Then {
SpclChance = 3
} Else {
SpclChance = 4
}
}
AI: Counter - Death
{
Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from
Bad Rap Sample
}
-----------------------------------------------------------------------------
Name: Helletic Hojo
Lvl: 55 EXP: 0 Win: -
HP: 26000 AP: 0 Steal: -
MP: 200 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 80 Def: 140 Df%: 6 Dex: 68
MAt: 60 MDf: 200 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
---
Attacks:
<Pile Banger>
Physical Attack
Formula: Physical
Pwr: 3 1/8x Base (1962.5)
PAt%: 100
Tar: 1 Op
Elm: Punch
Notes: Only used while Right Arm is alive
Will sometimes use Pile Banger twice in a single combo
Bio Gas
Magical Attack
Formula: Magical
Pwr: 1x Base (690)
MAt%: 100
Cost: 15 MP
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Poison'
Notes: Only used while both Arms are alive
Confu
Magical Change Status
MAt%: 100
Cost: 18 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 60] Inflict 'Confusion'
Reflectable
Notes: Only used while both Arms are alive
Sleepel
Magical Change Status
MAt%: 100
Cost: 8 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Inflict 'Sleep'
Reflectable
Notes: Only used while Right Arm is dead
Silence
Magical Change Status
MAt%: 100
Cost: 24 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 60] Inflict 'Silence'
Reflectable
Notes: Only used while Left Arm is dead
Animations:
<Right Arm Revive>
<Vanish>
<Transform>
---
AI: Setup
{
Turn off Death Handling for Helletic Hojo
TempVar:HHGroup = Helletic Hojo, Right Arm and Left Arm with same
Formation ID as Helletic Hojo
Count = Rnd(0..4)
}
AI: Main
{
TempVar:PileBanger = 0
If (Helletic Hojo's IdleAnim == Both Arms Alive) Then
{
If (Count == 0 or 1) Then
{
TempVar:PileBanger = 1
If (1/3 Chance) Then
{
TempVar:PileBanger = 2
}
Count = Count + 1
} Else If (Count == 2) Then {
TempVar:PileBanger = 1
If (1/3 Chance) Then
{
TempVar:PileBanger = 2
}
2/3 Chance: Count = 4
1/3 Chance: Count = 3
} Else If (Count == 3) Then {
If ((Helletic Hojo's MP >= 15)
AND (At Least One Opponent doesn't have Confusion Status)
AND (At Least One Opponent doesn't have Poison Status)) Then
{
Choose Random Opponent with neither Poison nor Confusion Status
Use Bio Gas on Target
} Else {
TempVar:PileBanger = 1
}
Count = 0
} Else {
If ((Helletic Hojo's MP >= 18)
AND (At Least One Opponent doesn't have Confusion Status)
AND (At Least One Opponent doesn't have Reflect Status)) Then
{
Choose Random Opponent with neither Reflect nor Confusion Status
Use Confu on Target
} Else {
TempVar:PileBanger = 1
}
Count = 0
}
} Else If (Helletic Hojo's IdleAnim == Right Arm Dead) Then {
If (Count == 0) Then
{
If ((Helletic Hojo's MP >= 8)
AND (At Least One Opponent doesn't have Reflect Status)
AND (At Least One Opponent doesn't have Confusion Status)
AND (At Least One Opponent doesn't have Sleep Status)) Then
{
Choose Random Opponent with neither Reflect nor Confusion
nor Sleep Status
Use Sleepel on Target
}
Count = 1
} Else {
If ((Right Arm has Death Status) AND (1/2 Chance)) Then
{
Choose Self
Use <Right Arm Revive> on Target
Remove Death Status from Right Arm
Activate Right Arm
Set Right Arm's HP to Right Arm's Max HP
TempVar:HHGroup's IdleAnim = Both Arms Alive
}
Count = 0
}
} Else {
If (Count == 0 or 1) Then
{
TempVar:PileBanger = 1
If (1/2 Chance) Then
{
TempVar:PileBanger = 2
}
Count = Count + 1
} Else {
If ((Helletic Hojo's MP >= 24)
AND (At Least One Opponent doesn't have Reflect Status)
AND (At Least One Opponent doesn't have Silence Status)) Then
{
Choose Random Opponent with neither Reflect nor Silence Status
Use Silence on Target
} Else {
TempVar:PileBanger = 1
}
Count = 0
}
}
While (TempVar:PileBanger > 0)
{
If ((At Least One Opponent doesn't have Confusion Status)
AND (At Least One Opponent doesn't have Sleep Status)) Then
{
Choose Random Opponent with neither Confusion nor Sleep Status
} Else {
Choose Random Opponent
}
Use <Pile Banger> on Target
TempVar:PileBanger = TempVar:PileBanger - 1
}
}
AI: Counter - General
{
If (Helletic Hojo's IdleAnim == Both Arms Alive) Then
{
TempVar:HHGroup's HurtAnim = Flinch (Both Arms Alive)
} Else If (Helletic Hojo's IdleAnim == Right Arm Dead) Then {
TempVar:HHGroup's HurtAnim = Flinch (Right Arm Dead)
} Else {
TempVar:HHGroup's HurtAnim = Flinch (Left Arm Dead)
}
}
AI: Counter - Death
{
Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from
Helletic Hojo
Turn on Death Handling for TempVar:HHGroup
Choose Self
Use <Vanish> on Target
Choose Self
Use <Transform> on Target
Remove TempVar:HHGroup
}
-----------------------------------------------------------------------------
Name: Right Arm
Lvl: 55 EXP: 0 Win: -
HP: 5000 AP: 0 Steal: -
MP: 300 Gil: 0 Morph: -
---
No Elemental Properties
---
Att: 150 Def: 120 Df%: 1 Dex: 95
MAt: 80 MDf: 130 Lck: 0
---
Immune: Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Peerless, Paralysed,
Seizure
Although Right Arm is not immune to Berserk, it does not have a designated
Berserk Attack. As such, it will try to use a non-existant attack, which
happens to cost more MP than it will ever have. Because of this, it will
continually print the message "Right Arm's skill power is used up."
Does not attack; Helletic Hojo controls this as a separate attack.
---
Animations:
<Appear>
<Transform>
Creates Lifeform-Hojo N
Notes: Never used
---
AI: Setup
{
Turn off Death Handling for Right Arm
TempVar:HHGroup = Helletic Hojo, Right Arm and Left Arm with same
Formation ID as Right Arm
}
AI: Counter - Death
{
Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from
Right Arm
If (Right Arm's IdleAnim == Both Arms Alive) Then
{
Choose Self
Use <> on Target
TempVar:HHGroup's IdleAnim = Right Arm Dead
} Else {
If ((Helletic Hojo doesn't have Death Status)
AND (Left Arm has Death Status)) Then
{
Choose Self
Use <Appear> on Target
Choose Self
Use <Transform> on Target
Remove TempVar:HHGroup
}
}
}
-----------------------------------------------------------------------------
Name: Left Arm
Lvl: 55 EXP: 0 Win: -
HP: 24000 AP: 0 Steal: -
MP: 400 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 46 Def: 150 Df%: 1 Dex: 90
MAt: 100 MDf: 150 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
Does not attack
---
Animations:
<Appear>
<Transform>
---
AI: Setup
{
Turn off Death Handling for Left Arm
TempVar:HHGroup = Helletic Hojo, Right Arm and Left Arm with same
Formation ID as Left Arm
}
AI: Counter - Death
{
Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from
Left Arm
If (Left Arm's IdleAnim == Both Arms Alive) Then
{
Choose Self
Use <> on Target
TempVar:HHGroup's IdleAnim = Left Arm Dead
} Else {
If ((Helletic Hojo doesn't have Death Status)
AND (Right Arm has Death Status)) Then
{
Choose Self
Use <Appear> on Target
Choose Self
Use <Transform> on Target
Remove TempVar:HHGroup
}
}
}
-----------------------------------------------------------------------------
Name: Lifeform-Hojo N
Lvl: 58 EXP: 25000 Win: 100% Power Source
HP: 30000 AP: 2500 Steal: -
MP: 100 Gil: 6000 Morph: -
---
Void: Gravity
---
Att: 100 Def: 120 Df%: 5 Dex: 100
MAt: 90 MDf: 180 Lck: 6
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
Paralysed, Seizure
'Lifeform-Hojo NA' appears as the name due to FF7's multitarget code.
'Lifeform-Hojo NB' and 'Lifeform-Hojo NC' overwrite the enemy templates where
Right Arm and Left Arm's in-battle data were stored, but they are only used
in this battle as invisible, untargetable enemies in order to fully erase the
Right Arm and Left Arm enemies (to prevent FF7 from trying to access
templates that no longer exist). Because of this, FF7 believes there's
multiple enemies of the same type in this battle, and hence appends the A to
Lifeform-Hojo N's name
---
Attacks:
<Absorb>
Magical Attack
Formula: Magical
Pwr: 5/8x Base (555)
MAt%: 255
Cost: 2 MP
Tar: 1 Op
Elm: Non-Element
Notes: (Used Blood Fang/Dragon byte, but doesn't Drain HP....)
Combo
Physical Attack
Formula: Physical
Pwr: 5/16x Base (257.5)
PAt%: 100
Tar: 1 Op
Elm: Hit
Notes: All Combos are used in succession in the order listed against
the same target unless target dies midway
<Combo>
Physical Attack
Formula: Physical
Pwr: 3/4x Base (618)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: [ 80] Inflict 'Poison'
Notes: 2nd Hit Version - Only used after above listed Combo
<Combo>
Physical Attack
Formula: Physical
Pwr: 7/16x Base (360.5)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: [ 80] Inflict 'Darkness'
Notes: 3rd Hit Version - Only used after above listed Combo
<Combo>
Physical Attack
Formula: Physical
Pwr: 1x Base (824)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: [ 80] Inflict 'Sleep'
Notes: 4th Hit Version - Only used after above listed Combo
Slow
Magical Change Status
Auto Hit
Cost: 20 MP
Tar: All Op/1 Op
Elm: Non-Element
Attr: [100] Inflict 'Slow'
Reflectable
Silence
Magical Change Status
MAt%: 100
Cost: 24 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 60] Inflict 'Silence'
Reflectable
Notes: Only used as 100% C/A against magical abilities
---
AI: Setup
{
Choose Lifeform-Hojo NB and Lifeform-Hojo NC
Inflict Death Status on Target
Target's [402D] = 1
Target's HP = 0
Remove Target
SelectTar = Choose Random Opponent
SpclChance = 4
1/3 Chance: Count = 0
1/3 Chance: Count = 2
1/3 Chance: Count = 3
}
AI: Main
{
If (Count == 0 or 1) Then
{
If (Count == 0) Then
{
If (At Least One Opponent has Slow Status) Then
{
SelectTar = Choose Random Opponent with Slow Status
} Else {
SelectTar = Choose Random Opponent
}
}
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
SelectTar = Choose Random Opponent
Choose SelectTar
}
Use Combo (1st Hit Version) on Target
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
SelectTar = Choose Random Opponent
Choose SelectTar
}
Use <Combo> (2nd Hit Version) on Target
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
SelectTar = Choose Random Opponent
Choose SelectTar
}
Use <Combo> (3rd Hit Version) on Target
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
SelectTar = Choose Random Opponent
Choose SelectTar
}
Use <Combo> (4th Hit Version) on Target
1/5 Chance: Count = 0
2/5 Chance: Count = 2
2/5 Chance: Count = 3
} Else If (Count == 2) Then {
If (At Least One Opponent doesn't have Slow Status) Then
{
If (Lifeform-Hojo N's MP >= 20) Then
{
Choose All Opponents without Slow Status
Use Slow on Target
Count = 0
} Else {
Count = 3
}
} Else {
Count = 0
}
} Else {
If (Lifeform-Hojo N's HP < Lifeform-Hojo N's Max HP) Then
{
Choose Random Opponent with Highest HP
Use <Absorb> on Target
} Else If (Lifeform-Hojo N's MP < Lifeform-Hojo N's Max MP) Then {
Choose Random Opponent with Highest MP
Use <Absorb> on Target
}
Count = 0
}
}
AI: Counter - General
{
If ((Lifeform-Hojo N's HP <= 25% of Lifeform-Hojo N's Max HP)
AND (SpclChance == 2)) Then
{
SelectTar = Lifeform-Hojo N's Last Attacker (General)
Count = 1
SpclChance = 1
} Else If ((Lifeform-Hojo N's HP <= 50% of Lifeform-Hojo N's Max HP)
AND (SpclChance == 3)) Then {
SelectTar = Lifeform-Hojo N's Last Attacker (General)
Count = 1
SpclChance = 2
} Else If ((Lifeform-Hojo N's HP <= 75% of Lifeform-Hojo N's Max HP)
AND (SpclChance == 4)) Then {
SelectTar = Lifeform-Hojo N's Last Attacker (General)
Count = 1
SpclChance = 3
} Else {
SpclChance = 4
}
}
AI: Counter - Magical
{
Choose Lifeform-Hojo N's Last Attacker (Magical)
If ((Lifeform-Hojo N's MP >= 24)
AND (Target doesn't have Silence Status)) Then
{
Use Silence on Target
}
}
=============================================================================
5.32 The Optional Weapons
-------------------------
5.32.1 Ruby Weapon
------ -----------
Name: Ruby Weapon
Lvl: 59 EXP: 45000 Win: 100% Desert Rose
HP: 800000 AP: 50000 Steal: -
MP: 2560 Gil: 30000 Morph: -
---
Void: Gravity, Water
---
Att: 100 Def: 480 Df%: 100 Dex: 253
MAt: 200 MDf: 500 Lck: 10
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Peerless, Seizure
Note: Ruby Weapon also Absorbs Fire, Ice, Lightning, Earth and Hidden, but
these are not part of the base template; they are set up only as part of its
AI Script. In addition, Ruby Weapon is immune to all attacks until the
Tentacles have been revived for the first time
Despite how the battle looks when it starts, it is *not* a normal battle.
You have been Ambushed (despite the lack of Ambush message), so your Time
Bars start empty. In addition, your entire party have their *back* to Ruby
Weapon, despite it seeming like you're facing him. The first occurrence of
Big Swing will thus deal Back Attack damage to your party unless you attack
him first. As stated earlier in this document, attempting to run away to
change your facing will not correct this Back Attack problem
---
Attacks:
<Big Claw>
Magical Attack
Formula: HP%
Pwr: [Target's HP * 5 / 8]
MAt%: 200
Tar: 1 Op
Elm: Non-Element
Notes: Only used when Ruby's Tentacles are not present
Big Swing
Physical Attack
Formula: Physical
Pwr: 6 1/4x Base (5225)
PAt%: 200
Tar: All Op
Elm: Hit
Attr: [ 40] Inflict 'Paralysed'
Notes: Only used when Ruby's Tentacles are not present
Status infliction done via Big Swing is considered to be No Split,
even though the damage itself is split
Comet2
Magical Attack
Formula: Magical
Pwr: 1 7/8x Base (2913.75)
MAt%: 100
Cost: 110 MP
Tar: 4 Op
Elm: Non-Element
Notes: Only used when Ruby's Tentacles are not present
Whirlsand
Remove Target from Battle
Auto Hit
Tar: 1 Op
Notes: Target is counted as Dead
Ruby Flame
Magical Attack
Formula: Magical
Pwr: 3 1/2x Base (5439)
MAt%: 255
Tar: 1 Op
Elm: Fire
Ultima
Magical Attack
Formula: Magical
Pwr: 6 9/16x Base (10198.125)
MAt%: 100
Cost: 130 MP
Tar: All Op (NS)
Elm: Non-Element
Ruby Ray
Magical Attack
Formula: Magical
Pwr: 3x Base (4662)
MAt%: 255
Tar: 1 Op
Elm: Shout
Attr: [100] Inflict 'Confusion'
<Right Revenge>
Magical Attack
Formula: HP%
Pwr: [Target's HP * 15 / 32]
MAt%: 255
Tar: 1 Op
Elm: Punch
Attr: [ 84] Inflict 'Frog', 'Small'
Notes: Animates Ruby's Tentacle A
<Right Thrust>
Magical Attack
Formula: HP%
Pwr: [Target's HP * 15 / 16]
MAt%: 255
Tar: 1 Op
Elm: Punch
Attr: [ 84] Inflict 'Frog', 'Small'
Notes: Animates Ruby's Tentacle A
Shadow Flare
Magical Attack
Formula: Magical
Pwr: 7 13/16x Base (12140.625)
MAt%: 100
Cost: 100 MP
Tar: 1 Op
Elm: Non-Element
Attr: Reflectable
<Left Revenge>
Magical MP Attack
Formula: HP%
Pwr: [Target's MP * 15 / 32]
MAt%: 255
Tar: 1 Op
Elm: Punch
Attr: [ 84] Inflict 'Poison', 'Slow-numb'
Notes: Animates Ruby's Tentacle B
<Left Thrust>
Magical MP Attack
Formula: HP%
Pwr: [Target's MP * 25 / 32]
MAt%: 255
Tar: 1 Op
Elm: Punch
Attr: [ 84] Inflict 'Poison', 'Slow-numb'
Notes: Animates Ruby's Tentacle B
Animations:
<Vanish>
Ruby's Death Animation
---
AI: Setup
{
TempVar:DfltIdle = Ruby Weapon's IdleAnim
TempVar:DfltHurt = Ruby Weapon's HurtAnim
Remove Ruby's Tentacles
Turn off Death Handling for all of Ruby's Tentacles
Ruby Weapon's Additional Absorbs = Fire, Ice, Lightning, Earth, Hidden
Ruby Weapon's Physical Immunity = On
Ruby Weapon's Magical Immunity = On
}
AI: Main
{
If (Count < 250) Then
{
Count = Count + 1
}
TempVar:TurnTaken = 0
If (Stage == 1) Then
{
If (At Least One of Ruby's Tentacles has Death Status) Then
{
Choose Self
Use <> on Target
Stage = 0
Ruby Weapon's IdleAnim = TempVar:DfltIdle
Ruby Weapon's HurtAnim = TempVar:DfltHurt
Remove Ruby's Tentacles
Remove Sleep/Poison/Silence/Haste/Slow/Regen/Barrier/MBarrier/
Death-sentence/Manipulate/Berserk Statuses from
Ruby's Tentacles
Ruby Weapon's Physical Immunity = Off
Ruby Weapon's Magical Immunity = Off
TempVar:TurnTaken = 1
}
If ((Count > 32) AND (TempVar:TurnTaken == 0)) Then
{
If (Number of Targetable Opponents > 1) Then
{
Choose Random Opponent
Use Whirlsand on Target
TempVar:TurnTaken = 1
} Else {
Choose Random Opponent
2/12 Chance: Use Ruby Flame on Target
2/12 Chance: Use Ruby Ray on Target
2/12 Chance: Use Shadow Flare on Target
2/12 Chance: Use Ultima on Target
1/12 Chance: Use <Right Revenge> on Target
1/12 Chance: Use <Right Thrust> on Target
1/12 Chance: Use <Left Revenge> on Target
1/12 Chance: Use <Left Thrust> on Target
}
} Else If ((Count > 25) AND (TempVar:TurnTaken == 0)) Then {
If (Number of Targetable Opponents > 2) Then
{
Choose Random Opponent
Use Whirlsand on Target
TempVar:TurnTaken = 1
} Else {
Choose Random Opponent
2/12 Chance: Use Ruby Flame on Target
2/12 Chance: Use Ruby Ray on Target
2/12 Chance: Use Shadow Flare on Target
2/12 Chance: Use Ultima on Target
1/12 Chance: Use <Right Thrust> on Target
1/12 Chance: Use <Right Revenge> on Target
1/12 Chance: Use <Left Thrust> on Target
1/12 Chance: Use <Left Revenge> on Target
}
} Else If ((Count > 10) AND (TempVar:TurnTaken == 0)) Then {
TempVar:TurnTaken = 0
Choose Random Opponent
1/6 Chance: Use Ruby Flame on Target
1/6 Chance: Use Ruby Ray on Target
1/6 Chance: Use Shadow Flare on Target
1/6 Chance: Use Ultima on Target
1/6 Chance: Use <Right Revenge> on Target
1/6 Chance: Use <Left Revenge> on Target
} Else If (TempVar:TurnTaken == 0) Then {
Choose Random Opponent
1/4 Chance: Use Ruby Flame on Target
1/4 Chance: Use <Left Revenge> on Target
1/4 Chance: Use <Right Revenge> on Target
1/4 Chance: Use Ruby Ray on Target
}
} Else {
If (Count > 15) Then
{
1/5 Chance:
{
Choose Self
Use <> (Dig Tentacles) on Target
Stage = 1
Ruby Weapon's IdleAnim = Dug-in Tentacles
Ruby Weapon's HurtAnim = Flinch (Dug-in Tentacles)
Ruby Weapon's Physical Immunity = Off
Ruby Weapon's Magical Immunity = Off
Remove Death Status from Ruby's Tentacles
Turn off Death Handling for all of Ruby's Tentacles
Set Ruby's Tentacles' HP to Ruby's Tentacles' Max HP
Activate Ruby's Tentacles
}
1/5 Chance:
{
Choose All Opponents
Use Big Swing on Target
}
1/5 Chance:
{
Choose Random Opponent
Use <Big Claw> on Target
}
2/5 Chance:
{
Choose All Opponents
Use Comet2 on Target
}
} Else If (Count > 6) Then {
1/3 Chance:
{
Choose Random Opponent
Use <Big Claw> on Target
}
1/3 Chance:
{
Choose All Opponents
Use Big Swing on Target
}
1/3 Chance:
{
Choose All Opponents
Use Comet2 on Target
}
} Else {
If (Number of Targetable Opponents >= 2) Then
{
TempVar:Sequence = (Count MOD 3)
If (TempVar:Sequence == 1) Then
{
Choose Random Opponent
Use <Big Claw> on Target
} Else If (TempVar:Sequence == 0) Then {
Choose Random Opponent
Use Whirlsand on Target
} Else {
Choose All Opponents
Use Big Swing on Target
}
} Else If (Number of Targetable Opponents <= 1) Then {
Choose Self
Use <> on Target
Stage = 1
Ruby Weapon's IdleAnim = Dug-in Tentacles
Ruby Weapon's HurtAnim = Flinch (Dug-in Tentacles)
Ruby Weapon's Physical Immunity = Off
Ruby Weapon's Magical Immunity = Off
Remove Death Status from Ruby's Tentacles
Turn off Death Handling for all of Ruby's Tentacles
Set Ruby's Tentacles' HP to Ruby's Tentacles' Max HP
Activate Ruby's Tentacles
} Else {
1/3 Chance:
{
Choose Random Opponent
Use <Big Claw> on Target
}
2/3 Chance:
{
Choose All Opponents
Use Big Swing on Target
}
}
}
}
}
AI: Counter - General
{
If ((Number of Targetable Opponents > 1) AND (Stage == 0)) Then
{
Choose Random Opponent
Use Whirlsand on Target
} Else If (Stage == 1) Then {
Choose Ruby Weapon's Last Attacker (General)
If ((Last Command was Summon or W-Summon)
AND (Last Attack was Knights of Round)) Then
{
Use Ultima on Target
} Else {
Choose Random Opponent
1/2 Chance: Use <Right Thrust> on Target
1/2 Chance: Use <Left Thrust> on Target
}
}
}
AI: Counter - Death
{
Choose Self
Use <Vanish> on Target
Remove All Enemies
GlobalVar:RubyDefeated = 1
}
-----------------------------------------------------------------------------
Name: Ruby's Tentacle
Lvl: 37 EXP: 0 Win: -
HP: 40000 AP: 0 Steal: -
MP: 1000 Gil: 0 Morph: -
---
Void: Gravity, Water
---
Att: 100 Def: 100 Df%: 100 Dex: 253
MAt: 150 MDf: 100 Lck: 10
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
Does not attack; Ruby Weapon controls this as a separate attack.
---
No Attacks
---
No AI Script
-----------------------------------------------------------------------------
5.32.2 Emerald Weapon
------ --------------
Name: Emerald Weapon
Lvl: 99 EXP: 50000 Win: 100% Earth Harp
HP: 1000000 AP: 50000 Steal: -
MP: 100 Gil: 50000 Morph: -
---
Weak: Lightning
Half: Gravity
Void: Earth
Asrb: Ice, Water
---
Att: 180 Def: 180 Df%: 1 Dex: 230
MAt: 180 MDf: 180 Lck: 1
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Regen, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
Accompanied by 4x Eye (2 of Type A, 2 of Type B) and invisible/untargetable
Leg.
All Eyes start off Dead
---
Attacks:
<Foot Stamp>
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (8677.5)
PAt%: 255
Tar: All Op
Elm: Non-Element
Notes: Only used when all Eyes are dead
Emerald Shoot
Magical Attack
Formula: Magical
Pwr: 5 11/16x Base (9520.875)
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: 100% Cure 'Barrier', 'MBarrier', 'Shield', 'Death Force',
'Resist'
Notes: Only used when all Eyes are dead
Emerald Beam
Magical Attack
Formula: HP%
Pwr: [Target's HP * 21 / 32]
MAt%: 255
Tar: All Op (NS)
Elm: Non-Element
Attr: 100% Cure 'Regen'
Notes: Only used while at least one Eye is alive
Revenge Stamp
Physical Attack
Formula: Physical
Pwr: 1 3/16x Base (5495.75)
PAt%: 255
Tar: All Op
Elm: Non-Element
Attr: 100% Cure 'Haste'
Notes: Only used as C/A when at least one Eye is alive
Status removal done via Revenge Stamp is considered to be No
Split, even though the damage itself is split
Aire Tam Storm
Physical Absorb
Formula: Custom
Pwr: 1111 * No. of Materia Equipped by Target
PAt%: 255
Tar: All Op (NS)
Elm: Non-Element
Attr: 100% Cure 'Haste', 'Slow', 'Stop', 'Regen', 'Barrier', 'MBarrier',
'Reflect', 'Shield', 'Death Force', 'Resist'
Notes: Only used when at least one Eye is alive, or as a C/A under
certain conditions
Emerald Beam
Magical Attack
Formula: HP%
Pwr: [Target's HP * 5 / 8]
MAt%: 255
Tar: All Op (NS)
Elm: Non-Element
Attr: 100% Cure 'Regen'
Notes: This version is never used
Animations:
<Vanish>
Emerald's Death Animation
---
AI: Setup
{
BattleVar:EyesLeft = 0
}
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent
Use Emerald Shoot on Target
If (2/3 Chance) Then
{
Count = Count + 1
}
If (TempVar:Angry != 0) Then
{
Count = 3
}
} Else If (Count == 1) Then {
Choose All Opponents
Use <Foot Stamp> on Target
If (4/5 Chance) Then
{
Count = Count + 1
}
If (TempVar:Angry != 0) Then
{
Count = 2
}
If (Emerald Weapon's HP <= 50% of Emerald Weapon's Max HP) Then
{
Count = 2
}
} Else If (Count == 2) Then {
Choose Random Opponent
Use Emerald Shoot on Target
Count = Count + 1
} Else If (Count == 3) Then {
Choose Self
Use <> (Revive Eyes) on Target
Emerald Weapon's IdleAnim = Open Eyes
Emerald Weapon's HurtAnim = Flinch (Open Eyes)
Leg's IdleAnim = Leg: Open Eyes
Leg's HurtAnim = Leg: Flinch (Open Eyes)
Stage = 1
Choose All Opponents
Use Emerald Beam on Target
Count = Count + 1
If (TempVar:Angry != 0) Then
{
Count = 6
}
BattleVar:EyesLeft = 4
Activate each Eye
Set each Eye's HP to Eye's Max HP
} Else If (Count == 4) Then {
Count = Count + 1
If (TempVar:Angry != 0) Then {
Count = 6
}
If (BattleVar:EyesLeft == 0) Then {
Choose Self
Use <> on Target
Count = 0
Emerald Weapon's IdleAnim = Closed Eyes
Emerald Weapon's HurtAnim = Flinch (Closed Eyes)
Leg's IdleAnim = Leg: Closed Eyes
Leg's HurtAnim = Leg: Flinch (Closed Eyes)
Stage = 0
}
} Else If (Count == 5) Then {
Choose All Opponents
Use Emerald Beam on Target
Count = Count + 1
If (BattleVar:EyesLeft == 0) Then {
Choose Self
Use <> on Target
Count = 0
Emerald Weapon's IdleAnim = Closed Eyes
Emerald Weapon's HurtAnim = Flinch (Closed Eyes)
Leg's IdleAnim = Leg: Closed Eyes
Leg's HurtAnim = Leg: Flinch (Closed Eyes)
Stage = 0
}
} Else {
Count = 5
If (BattleVar:EyesLeft != 0) Then {
Choose All Opponents
Use Aire Tam Storm on Target
If (Emerald Weapon's HP > 50% of Emerald Weapon's Max HP) Then
{
TempVar:Angry = 0
}
} Else {
Choose Self
Use <> on Target
Count = 0
Emerald Weapon's IdleAnim = Closed Eyes
Emerald Weapon's HurtAnim = Flinch (Closed Eyes)
Leg's IdleAnim = Leg: Closed Eyes
Leg's HurtAnim = Leg: Flinch (Closed Eyes)
Stage = 0
}
}
}
AI: Counter - General
{
If ((Last Command wasn't Limit) AND (Stage == 1)
AND (BattleVar:EyesLeft > 0)) Then
{
If (Last Attack was Bahamut, Neo Bahamut or Bahamut ZERO) Then
{
TempVar:Angry = 0
} Else {
Choose All Opponents
Use Revenge Stamp on Target
TempVar:RvStamp = TempVar:RvStamp + 1
}
}
If (TempVar:RvStamp >= 10) {
TempVar:Angry = 1
}
If (Last Attack was Knights of Round) Then
{
TempVar:Angry = 1
If ((Emerald Weapon's HP <= 50% of Emerald Weapon's Max HP)
AND (Stage == 1))
{
Choose All Opponents
Use Aire Tam Storm on Target
}
}
}
AI: Counter - Death
{
Choose Self
Use <Vanish> on Target
Remove all Eyes
GlobalVar:EmeraldDefeated = 1
}
-----------------------------------------------------------------------------
Name: Eye
Lvl: 50 EXP: 0 Win: -
HP: 25000 AP: 0 Steal: -
MP: 100 Gil: 0 Morph: -
---
Weak: Fire
Void: Earth
Asrb: Ice, Water
---
Att: 50 Def: 2 Df%: 1 Dex: 254
MAt: 50 MDf: 2 Lck: 1
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Regen, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
Both types of Eye use this template. Type A will only use the HP attack,
while Type B will only use the MP attack.
The default Dex stat above is unused
Type A's Dex is set to 150 at the start of battle
Type B's Dex is set to 250 at the start of battle
They begin battle dead, and can only be revived by Emerald Weapon
---
Attacks:
Emerald Laser
Magical Attack
Formula: Magical
Pwr: 6 15/16x Base (4162.5)
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: Type A Version
Emerald Laser
Magical MP Attack
Formula: Magical
Pwr: 1 3/16x Base (712.5)
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: Type B Version
Animations:
<Vanish>
Removes Eye (Two Versions: one for Type A, one for Type B)
Notes: C/A when HP = 0
---
AI: Setup
{
If (Self is Eye A) Then
{
Eye's [4278] = 10
Eye's Dex = 150
} Else If (Self is Eye B) Then {
Eye's [4278] = 8
Eye's Dex = 250
} Else If (Self is Eye C) Then {
Eye's [4278] = 21
Eye's Dex = 250
} Else {
Eye's [4278] = 23
Eye's Dex = 150
}
}
AI: Main
{
Choose Random Opponent
If (Self is Eye A) Then
{
Use Emerald Laser (Type A Version) on Target
} Else If (Self is Eye B) Then {
Use Emerald Laser (Type B Version) on Target
} Else If (Self is Eye C) Then {
Use Emerald Laser (Type B Version) on Target
} Else {
Use Emerald Laser (Type A Version) on Target
}
}
AI: Counter - Death
{
BattleVar:EyesLeft = BattleVar:EyesLeft - 1
Choose Self
If (Self is Eye A) Then
{
Use <Vanish> (Type A Version) on Target
} Else If (Self is Eye B) Then {
Use <Vanish> (Type B Version) on Target
} Else If (Self is Eye C) Then {
Use <Vanish> (Type B Version) on Target
} Else {
Use <Vanish> (Type A Version) on Target
}
}
=============================================================================
5.33 The Northern Crater
------------------------
Name: Gargoyle
Lvl: 43 EXP: 800 Win: [ 8] Remedy
HP: 2000 AP: 80 Steal: -
MP: 200 Gil: 2500 Morph: -
---
No Elemental Properties
---
Att: 120 Def: 140 Df%: 1 Dex: 90
MAt: 64 MDf: 120 Lck: 0
---
Immune: Poison, Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
Manipulate, Berserk
This is Type A: the Gargoyle you meet first in battle.
</pre><pre id="faqspan-18">
BUG: Gargoyle's script suggests that it can be removed by using a Soft on it.
However, Soft's effect will never trigger the Counter - General script,
meaning that this never works. Also note that the script was only meant to
catch use of the Item command; W-Item Soft would never have worked
---
Attacks:
<Rock Finger>
Magical Attack
Formula: Magical
Pwr: 1x Base (642)
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow-numb'
Notes: 100% general C/A while in this form, then changes to Type B
Will not counter the Attack command
Animations:
<Vanish>
---
AI: Setup
{
Gargoyle's Physical Immunity = On
Gargoyle's Magical Immunity = On
}
AI: Main
{
If (Count == 0 or 1) Then
{
Count = Count + 1
} Else {
Choose Self
Use <> on Target
Activate Gargoyle <Type B>
Choose Self
Use <Vanish> on Target
Remove Self
}
}
AI: Counter - General
{
If ((Last Command was Item) AND (Last Sub-Command == 0x09 (Soft))) Then
{
Choose Self
Use <Vanish> on Target
Remove Self
Remove Gargoyle <Type B>
} Else If (Last Command wasn't Attack) Then {
Choose Gargoyle's Last Attacker (General)
Use <Rock Finger> on Target
Activate Gargoyle <Type B>
Remove Self
}
}
-----------------------------------------------------------------------------
Name: Gargoyle
Lvl: 43 EXP: 800 Win: [ 8] X-Potion
HP: 2000 AP: 80 Steal: [32] X-Potion
MP: 200 Gil: 2500 Morph: -
---
No Elemental Properties
---
Att: 120 Def: 140 Df%: 1 Dex: 90
MAt: 64 MDf: 120 Lck: 0
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
Manipulate, Berserk
This is Type B: the Gargoyle Type A will change into as its first turn.
---
Attacks:
<Kick>
Physical Attack
Formula: Physical
Pwr: 1x Base (925)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Will sometimes use Kick twice in a single combo
<Rock Finger>
Magical Attack
Formula: Magical
Pwr: 1x Base (642)
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow-numb'
Notes: Never used by this Type
L4 Death
Magical Change Status
Auto Hit
Cost: 20 MP
Tar: All Op/1 Op
Elm: Shoot
Attr: 100% Inflict 'Death'
Notes: Miss if Target's Lvl not multiple of 4
Final Attack
---
AI: Main
{
If (At Least One Opponent doesn't have Petrify)
{
Choose Random Opponent without Petrify Status
Use <Kick> on Target
If (1/2 Chance) Then
{
Choose Random Opponent without Petrify Status
Use <Kick> on Target
}
}
}
AI: Counter - Death
{
If (1/3 Chance) Then
{
If ((At Least One Opponent doesn't have Petrify Status)
AND (Gargoyle's MP >= 20))
{
Choose All Opponents without Petrify Status
Use L4 Death on Target
}
}
}
-----------------------------------------------------------------------------
Name: Dark Dragon
Lvl: 57 EXP: 5000 Win: [ 8] Elixir
HP: 14000 AP: 350 Steal: [ 8] Dragon Armlet
MP: 600 Gil: 2500 Morph: Vaccine
---
Void: Lightning
---
Att: 150 Def: 120 Df%: 5 Dex: 100
MAt: 90 MDf: 240 Lck: 3
---
Immune: Death, Frog, Small, Slow-numb, Petrify, Berserk, Darkness
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (1752)
PAt%: 130
Tar: 1 Op
Elm: Punch
Notes: Will sometimes use Claw twice in a single combo
<Tail Attack>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (2190)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Will sometimes use Tail Attack twice in a single combo
Dark Dragon Breath
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (1102.5)
MAt%: 100
Cost: 20 MP
Tar: All Op/1 Op
Elm: Shoot
Attr: [ 80] Inflict 'Darkness'
Ultima
Magical Attack
Formula: Magical
Pwr: 6 9/16x Base (5788.125)
MAt%: 100
Cost: 130 MP
Tar: All Op (NS)
Elm: Non-Element
Notes: Only used as a C/A against Magical attacks once per battle
Dragon Force
Increase Base Defensive Power
MAt%: 255
Cost: 19 MP
Tar: 1 Al
Attr: Manip.
Notes: Each Dragon Force adds 50% to: Def Mod, MDf Mod
These Modifiers cannot exceed 100%
After 1 Dragon Force, Dark Dragon will have Def: 180, MDf: 360
After 2 Dragon Forces, Dark Dragon will have Def: 240, MDf: 480
Laser
Magical Attack
Formula: HP%
Pwr: [Target's HP / 2]
MAt%: 100
Cost: 16 MP
Tar: 1 Op
Elm: Gravity
Attr: Reflectable
Manip.
Notes: Dark Dragon will never use this normally
---
AI: Setup
{
Count = Rnd(0..3)
SpclChance = 5
}
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent
Use <Tail Attack> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Tail Attack> on Target
}
Count = 1
} Else If (Count == 1) Then {
Choose Random Opponent
Use <Claw> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Claw> on Target
}
Count = 2
} Else If (Count == 2) Then {
If ((Dark Dragon's MP >= 19) AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Self
Use Dragon Force on Target
} Else {
Choose Random Opponent
Use <Claw> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Claw> on Target
}
}
Count = 3
} Else {
If ((Dark Dragon's MP >= 20) AND (Rnd(1..SpclChance) == 1)) Then
{
Choose All Opponents
Use Dark Dragon Breath on Target
} Else {
Choose Random Opponent
Use <Tail Attack> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Tail Attack> on Target
}
}
Count = Rnd(0..1)
}
}
AI: Counter - General
{
If (Dark Dragon's HP <= 25% of Dark Dragon's Max HP) Then
{
SpclChance = 2
} Else If (Dark Dragon's HP <= 50% of Dark Dragon's Max HP) Then {
SpclChance = 3
} Else If (Dark Dragon's HP <= 75% of Dark Dragon's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
}
AI: Counter - Magical
{
If ((Dark Dragon's MP >= 130) AND (Rnd(1..SpclChance) == 1)
AND (TempVar:Ultima == 0)) Then
{
Choose All Opponents
Use Ultima on Target
TempVar:Ultima = 1
}
}
-----------------------------------------------------------------------------
Name: Scissors
Lvl: 33 EXP: 1000 Win: [ 8] X-Potion
HP: 2900 AP: 90 Steal: [32] Ether
MP: 88 Gil: 1400 Morph: -
---
No Elemental Properties
---
Att: 72 Def: 58 Df%: 1 Dex: 70
MAt: 65 MDf: 80 Lck: 0
---
Immune: Sleep, Confusion, Haste, Slow, Stop, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Paralysed, Seizure
---
Attacks:
Cross Scissor
Physical Attack
Formula: Physical
Pwr: 1x Base (294)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Scissor Kick
Physical Attack
Formula: Physical
Pwr: 1x Base (294)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Scissor Attack
Physical Attack
Formula: Physical
Pwr: 1/16x Base (18.375)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Death'
Notes: Used as C/A when at 50% or less HP
Will split into Scissors(Upper) and Scissors(Lower) after
---
AI: Setup
{
TempVar:ScissorGroup = Scissors(Upper) and Scissors(Lower) with same
Formation ID as Scissors
}
AI: Main
{
Choose Random Opponent
1/2 Chance: Use Cross Scissor on Target
1/2 Chance: Use Scissor Kick on Target
}
AI: Counter - General
{
If (Scissors' HP <= 50% of Scissors' Max HP) Then
{
Choose Scissors' Last Attacker (General)
Use Scissor Attack on Target
Choose Self
Use <> on Target
Remove Self
Activate TempVar:ScissorGroup
Set Scissors' HP to Scissors' Max HP
Set Scissors' MP to Scissors' Max MP
Copy Scissors' Stats to TempVar:ScissorGroup
Remove Self
}
}
AI: Counter - Death
{
Remove TempVar:ScissorGroup
}
-----------------------------------------------------------------------------
Name: Scissors(Upper)
Lvl: 33 EXP: 1200 Win: [ 8] X-Potion
HP: 2900 AP: 90 Steal: [32] Ether
MP: 88 Gil: 1400 Morph: -
---
No Elemental Properties
---
Att: 72 Def: 58 Df%: 1 Dex: 60
MAt: 65 MDf: 80 Lck: 0
---
Immune: Sleep, Confusion, Haste, Slow, Stop, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Paralysed, Seizure
---
Attacks:
Cross Scissor
Physical Attack
Formula: Physical
Pwr: 1x Base (294)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Bloody Nail
Physical Absorb
Formula: Physical
Pwr: 1x Base (294)
PAt%: 255
Tar: 1 Op
Elm: Non-Element
Scissor Tornado
Removes Target From Battle
Auto Hit
Tar: 1 Op
Notes: Target is counted as having Run Away
---
AI: Main
{
If (Count == 0 or 1) Then
{
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
Use Cross Scissor on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
If (At Least One Opponent doesn't have Confusion Status) Then
{
If (Scissors(Upper)'s HP < Scissors(Upper)'s Max HP) Then
{
Choose Random Opponent without Confusion Status with Highest HP
Use Bloody Nail on Target
} Else {
Choose Random Opponent without Confusion Status
Use Cross Scissor on Target
}
}
If (TempVar:Tornado == 0) Then
{
Count = 3
} Else {
Count = 0
}
} Else {
If (At Least One Opponent doesn't have Confusion Status) Then
{
If ((TempVar:Tornado == 0) AND (1/3 Chance)) Then
{
Choose Random Opponent without Confusion Status with Highest HP
Use Scissor Tornado on Target
TempVar:Tornado = 1
} Else {
Choose Random Opponent without Confusion Status
Use Cross Scissor on Target
}
}
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Scissors(Lower)
Lvl: 33 EXP: 1200 Win: [ 8] X-Potion
HP: 2900 AP: 90 Steal: [32] Ether
MP: 88 Gil: 1400 Morph: -
---
No Elemental Properties
---
Att: 72 Def: 58 Df%: 1 Dex: 60
MAt: 65 MDf: 80 Lck: 0
---
Immune: Sleep, Confusion, Haste, Slow, Stop, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Paralysed, Seizure
---
Attacks:
Scissor Kick
Physical Attack
Formula: Physical
Pwr: 1x Base (294)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Confu
Magical Change Status
MAt%: 100
Cost: 18 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 60] Inflict 'Confusion'
Reflectable
Cure3
Magical HP Restore
Formula: Cure
Pwr: Base + 2860 (3448)
MAt%: 255
Cost: 64 MP
Tar: 1 Al/All Al
Elm: Restorative
Attr: Reflectable
---
AI: Main
{
If (Count == 0 or 1) Then
{
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
Use Scissor Kick on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
If (At Least One Opponent doesn't have Confusion Status) Then
{
If (Scissors(Lower)'s MP >= 18) Then
{
Choose Random Opponent without Confusion Status
Use Confu on Target
} Else {
Choose Random Opponent without Confusion Status
Use Scissor Kick on Target
}
}
Count = 3
} Else {
If ((Scissors(Upper) doesn't have Death Status)
AND (TempVar:MoveSet == 1)) Then
{
SelectTar = Scissors(Upper)
TempVar:MoveSet = 0
} Else {
SelectTar = Self
TempVar:MoveSet = 1
}
If ((SelectTar's HP <= [SelectTar's Max HP / 3])
AND (Scissors(Lower)'s MP >= 64)) Then
{
Choose SelectTar
Use Cure3 on Target
} Else {
If (At Least One Opponent doesn't have Confusion Status) Then
{
Choose Random Opponent without Confusion Status
Use Scissor Kick on Target
}
}
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Parasite
Lvl: 51 EXP: 1100 Win: [ 8] Remedy
HP: 6000 AP: 100 Steal: [32] Remedy
MP: 300 Gil: 1000 Morph: Remedy
---
Weak: Wind, Holy
Void: Earth
---
Att: 120 Def: 150 Df%: 1 Dex: 90
MAt: 100 MDf: 140 Lck: 0
---
Immune: Frog
---
Attacks:
<Head Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (1075)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
L5 Death
Magical Change Status
Auto Hit
Cost: 22 MP
Tar: All Op (NS)
Elm: Non-Element
Attr: 100% Inflict 'Death'
Manip.
Notes: Miss if Target's Lvl not multiple of 5
Parasite will never use this normally
Magic Breath
Magical Attack
Formula: Magical
Pwr: 4 13/16x Base (4360.125)
MAt%: 100
Cost: 75 MP
Tar: All Op (NS)
Elm: Fire/Ice/Lightning
Attr: Manip.
Notes: Parasite will never use this normally
Para Tail
Physical Attack
Formula: Physical
Pwr: 1x Base (1075)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: 100% Inflict 'Sadness'
Magic Extinguish
Magical Change Status
MAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Silence'
Notes: Only used as 100% C/A against Magic Attack
---
AI: Main
{
If (At Least One Opponent doesn't have Sadness Status) Then
{
Choose Random Opponent without Sadness Status
Use Para Tail on Target
} Else {
Choose Random Opponent
Use <Head Attack> on Target
}
}
AI: Counter - Magical
{
Choose Parasite's Last Attacker (Magical)
If (Target doesn't have Silence Status) Then
{
Use Magic Extinguish on Target
}
}
-----------------------------------------------------------------------------
Name: Pollensalta
Lvl: 41 EXP: 1000 Win: [ 8] X-Potion
HP: 4000 AP: 100 Steal: [32] Hyper
MP: 220 Gil: 1000 Morph: -
---
Asrb: Fire
---
Att: 110 Def: 60 Df%: 1 Dex: 85
MAt: 90 MDf: 136 Lck: 0
---
Immune: Confusion, Frog
---
Attacks:
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (393)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Pollensalta will never use this
Fire3
Magical Attack
Formula: Magical
Pwr: 4x Base (3144)
MAt%: 100
Cost: 52 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Berserk Attack
Manip.
Fascination
Magical Change Status
MAt%: 90
Cost: 5 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Confusion'
Cold Breath
Magical Attack
Formula: Magical
Pwr: 3/8x Base (294.75)
MAt%: 90
Cost: 12 MP
Tar: 1 Op
Elm: Ice
Angel Whisper
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP]
MAt%: 255
Cost: 50 MP
Tar: 1 Al
Elm: Restorative
Attr: 100% Cure 'Death', 'Sleep', 'Poison', 'Confusion', 'Silence',
'Slow', 'Stop', 'Frog', 'Small', 'Slow-numb', 'Petrify',
'Berserk', 'Paralysed', 'Darkness'
Manip.
---
AI: Setup
{
Stage = 6
}
AI: Main
{
If (At Least One Opponent doesn't have Confusion) Then
{
Choose Random Opponent without Confusion Status
} Else {
Choose Random Opponent
}
Use Cold Breath on Target
}
AI: Counter - General
{
If ((Pollensalta's HP <= 20% of Pollensalta's Max HP)
AND (Stage == 3)) Then
{
If (Pollensalta's MP >= 50) Then
{
Choose Self
Use Angel Whisper on Target
}
Choose Pollensalta's Last Attacker (General)
If (Pollensalta's MP >= 52) Then
{
Use Fire3 on Target
}
Stage = 2
} Else If ((Pollensalta's HP <= 40% of Pollensalta's Max HP)
AND (Stage == 4)) Then {
If (Pollensalta's MP >= 50) Then
{
Choose Self
Use Angel Whisper on Target
}
Stage = 3
} Else If ((Pollensalta's HP <= 60% of Pollensalta's Max HP)
AND (Stage == 5)) Then {
Choose Pollensalta's Last Attacker (General)
If (Pollensalta's MP >= 52) Then
{
Use Fire3 on Target
}
Stage = 4
} Else If ((Pollensalta's HP <= 80% of Pollensalta's Max HP)
AND (Stage == 6)) Then {
Choose Pollensalta's Last Attacker (General)
If (Target doesn't have Confusion Status) Then
{
Use Fascination on Target
}
Stage = 5
} Else {
Choose Pollensalta's Last Attacker (General)
If (Target doesn't have Confusion Status) Then
{
Use Fascination on Target
}
Stage = 6
}
}
-----------------------------------------------------------------------------
Name: Master Tonberry
Lvl: 77 EXP: 6000 Win: [ 8] Megalixir
HP: 44444 AP: 200 Steal: [32] Elixir
MP: 100 Gil: 6800 Morph: Ribbon
---
Asrb: Gravity
---
Att: 150 Def: 136 Df%: 1 Dex: 70
MAt: 130 MDf: 150 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
---
Attacks:
Everyone's Grudge
Physical Attack
Formula: Custom
Pwr: (Number of Enemy's Killed by Target) * 10
PAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: Can't Cover
Notes: Only used as C/A against 2nd attack since Master Tonberry's last
turn
Knife
Magical Change Status
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Death'
Animations:
<Move>
<Move Right>
<Move Left>
---
AI: Setup
{
TempVar:LRPos = 1
}
AI: Main
{
TempVar:DontMove = 0
TempVar:HitCounter = 0
TempVar:RightTarget = 1st Opponent
TempVar:MiddleTarget = 2nd Opponent
TempVar:LeftTarget = 3rd Opponent
If (TempVar:LRPos == 0) Then
{
If (TempVar:Distance == 0) Then
{
Nothing
} Else If (TempVar:Distance == 1 or 2) Then {
Choose Self
If (3/8 Chance) Then
{
Use <Move Left> on Target
TempVar:LRPos = TempVar:LRPos + 1
}
} Else {
If ((TempVar:RightTarget doesn't have Death Status)
AND (1/2 Chance)) Then
{
Choose TempVar:RightTarget
Use Knife on Target
TempVar:Distance = 0
TempVar:LRPos = 1
} Else {
Choose Self
Use <Move Left> on Target
TempVar:LRPos = TempVar:LRPos + 1
}
TempVar:DontMove = 1
}
} Else If (TempVar:LRPos == 1) Then {
If (TempVar:Distance == 0) Then
{
Nothing
} Else If (TempVar:Distance == 1) Then {
Choose Self
1/4 Chance:
{
Use <Move Right> on Target
TempVar:LRPos = TempVar:LRPos - 1
TempVar:DontMove = 1
}
1/4 Chance:
{
Use <Move Left> on Target
TempVar:LRPos = TempVar:LRPos + 1
TempVar:DontMove = 1
}
1/2 Chance: Nothing
} Else If (TempVar:Distance == 2) Then {
Choose Self
3/8 Chance:
{
Use <Move Right> on Target
TempVar:LRPos = TempVar:LRPos - 1
TempVar:DontMove = 1
}
3/8 Chance:
{
Use <Move Left> on Target
TempVar:LRPos = TempVar:LRPos + 1
TempVar:DontMove = 1
}
1/4 Chance: Nothing
} Else {
If (TempVar:MiddleTarget doesn't have Death Status)
AND (1/2 Chance) Then
{
Choose TempVar:MiddleTarget
Use Knife on Target
TempVar:Distance = 0
TempVar:LRPos = 1
} Else {
Choose Self
If (1/2 Chance) Then
{
Use <Move Right> on Target
TempVar:LRPos = TempVar:LRPos - 1
} Else {
Use <Move Left> on Target
TempVar:LRPos = TempVar:LRPos + 1
}
}
TempVar:DontMove = 1
}
} Else {
If (TempVar:Distance == 0) Then
{
Nothing
} Else If (TempVar:Distance == 1 or 2) Then {
Choose Self
If (3/8 Chance) Then
{
Use <Move Right> on Target
TempVar:LRPos = TempVar:LRPos - 1
TempVar:DontMove = 1
}
} Else {
If ((TempVar:LeftTarget doesn't have Death Status)
AND (1/2 Chance)) Then
{
Choose TempVar:LeftTarget
Use Knife on Target
TempVar:Distance = 0
TempVar:LRPos = 1
} Else {
Choose Self
Use <Move Right> on Target
TempVar:LRPos = TempVar:LRPos - 1
}
TempVar:DontMove = 1
}
}
If (TempVar:DontMove == 0) Then
{
Use <Move> on Target
TempVar:Distance = TempVar:Distance + 1
}
}
AI: Counter - General
{
TempVar:HitCounter = TempVar:HitCounter + 1
If (TempVar:HitCounter == 2) Then
{
TempVar:HitCounter = 0
Choose Tonberry's Last Attacker (General)
Use Everyone's Grudge on Target
}
}
-----------------------------------------------------------------------------
Name: King Behemoth
Lvl: 60 EXP: 2000 Win: [32] X-Potion
HP: 18000 AP: 250 Steal: [32] Phoenix Down
MP: 560 Gil: 950 Morph: -
---
Half: Gravity
---
Att: 150 Def: 140 Df%: 1 Dex: 90
MAt: 65 MDf: 256 Lck: 0
---
No Special Attributes
---
Attacks:
<Behemoth Horn>
Physical Attack
Formula: Physical
Pwr: 1 1/8x Base (2065.5)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Flare
Magical Attack
Formula: Magical
Pwr: 7 3/16x Base (5390.625)
MAt%: 100
Cost: 100 MP
Tar: 1 Op
Elm: Fire
Attr: Reflectable
Manip.
Notes: King Behemoth will never use this normally
King Teel
Physical Attack
Formula: Physical
Pwr: 1x Base (1836)
PAt%: 100
Tar: 1 Op
Elm: Cut
Bite
Physical Attack
Formula: Physical
Pwr: 1x Base (1836)
PAt%: 110
Tar: 1 Op
Elm: Hit
Comet2
Magical Attack
Formula: Magical
Pwr: 1 7/8x Base (1406.25)
MAt%: 100
Cost: 110 MP
Tar: 4 Op
Elm: Non-Element
Notes: Only used as 100% C/A against magical abilities
---
AI: Setup
{
SpclChance = 6
}
AI: Main
{
1/3 Chance: TempVar:ChosenAtt = <Behemoth Horn>
1/3 Chance: TempVar:ChosenAtt = King Teel
1/3 Chance: TempVar:ChosenAtt = Bite
Choose Random Opponent
Use TempVar:ChosenAtt on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use TempVar:ChosenAtt on Target
}
}
AI: Counter - General
{
If (King Behemoth's HP <= 25% of King Behemoth's Max HP) Then
{
SpclChance = 2
} Else If (King Behemoth's HP <= 50% of King Behemoth's Max HP) Then {
SpclChance = 3
} Else If (King Behemoth's HP <= 75% of King Behemoth's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 6
}
}
AI: Counter - Magical
{
If (King Behemoth's MP >= 110) Then
{
Choose All Opponents
Use Comet2 on Target
}
}
-----------------------------------------------------------------------------
Name: Allemagne
Lvl: 48 EXP: 1300 Win: 100% Eye drop
HP: 8000 AP: 100 Steal: [32] Eye drop
MP: 200 Gil: 1360 Morph: -
---
Weak: Wind
Void: Earth
---
Att: 120 Def: 90 Df%: 1 Dex: 85
MAt: 88 MDf: 96 Lck: 0
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (1020)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Claw twice in a single combo
L4 Death
Magical Change Status
Auto Hit
Cost: 20 MP
Tar: All Op/1 Op
Elm: Shoot
Attr: 100% Inflict 'Death'
Manip.
Notes: Miss if Target's Lvl not multiple of 4
Only used as random C/A against magical abilities, once per battle
L3 Flare
Magical Attack
Formula: HP%
Pwr: [Target's HP * 5 / 4]
Auto Hit
Cost: 20 MP
Tar: All Op/1 Op
Elm: Fire
Attr: Manip.
Notes: Miss if Target's Lvl not multiple of 3
Only used as random C/A against magical abilities, once per battle
Teardrop
Physical Attack
Formula: Physical
Pwr: 1x Base (1020)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Sadness'
Can't Cover
Notes: Only used as random C/A against physical abilities
Big Breath
Magical Attack
Formula: Magical
Pwr: 1x Base (816)
MAt%: 100
Cost: 20 MP
Tar: 1 Op/All Op
Elm: Shoot
---
AI: Setup
{
Count = Rnd(0..2)
SpclChance = 5
}
AI: Main
{
If (Count < 2) Then
{
Choose Random Opponent
Use <Claw> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Claw> on Target
}
Count = Count + 1
} Else {
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Big Breath on Target
} Else {
Choose Random Opponent
Use <Claw> on Target
}
Count = 0
}
}
AI: Counter - General
{
If (Allemagne's HP <= 25% of Allemagne's Max HP) Then
{
SpclChance = 2
} Else If (Allemagne's HP <= 50% of Allemagne's Max HP) Then {
SpclChance = 3
} Else If (Allemagne's HP <= 75% of Allemagne's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
}
AI: Counter - Physical
{
If (Rnd(1..SpclChance) == 1) Then
{
Choose Allemagne's Last Attacker (Physical)
Use Teardrop on Target
}
}
AI: Counter - Magical
{
If ((Allemagne's MP >= 20) AND (Rnd(1..SpclChance) == 1)
AND (TempVar:L3Flare == 0)) Then
{
Choose All Opponents
Use L3 Flare on Target
TempVar:L3Flare = 1
} Else If ((Allemagne's MP >= 20) AND (Rnd(1..SpclChance) == 1)
AND (TempVar:L4Death == 0)) Then {
Choose All Opponents
Use L4 Death on Target
TempVar:L4Death = 1
}
}
-----------------------------------------------------------------------------
Name: Armored Golem
Lvl: 41 EXP: 2500 Win: [ 8] Echo Screen
HP: 10000 AP: 100 Steal: [32] Turbo Ether
MP: 200 Gil: 2680 Morph: Guard Source
---
No Elemental Properties
---
Att: 110 Def: 100 Df%: 1 Dex: 110
MAt: 98 MDf: 120 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Confusion, Frog, Small, Death-sentence,
Manipulate, Berserk, Paralysed, Darkness
Transformation: 1st Form is default;
2nd Form has arms crossed; Def: 400, MDf: 470
2nd Form cannot attack
Transforms to 2nd Form if Defense Start is used
Transforms to 1st Form after certain amount of time in 2nd Form
Listed above are Armored Golem's default stats. Immediately after its first
turn, the stats will be reset to:
No Advance 1st Advance 2nd Advance 3rd Advance
Att: 94 98 102 106
Def: 132 124 116 108
MAt: 74 80 86 92
MDf: 160 150 140 130
These stats only apply when in 1st Form. Any Advance or Retreat made
in 2nd Form will not change any stat from 400 Def, 470 MDf until Armored
Golem returns to 1st Form
Also note that if the Armored Golem is restored to *MORE* HP than he had last
time he countered, it will count as a *COLOSSAL* amount of HP Difference; the
script has no real concept of negative numbers. This means that a drop of
1000 HP or more or a gain of 1 HP or more from the last time the Armored
Golem retreated is enough to make it retreat again.
---
Attacks:
Golem Punch
Physical Attack
Formula: Physical
Pwr: 1x Base (670)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Armored Golem will never use this
Snap
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (1675)
PAt%: 95
Tar: All Op
Elm: Shout
Megaton Punch
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (1256.25)
PAt%: 110
Tar: 1 Op
Elm: Hit
Notes: Only used when Armored Golem has advanced three times
Golem Laser
Magical Attack
Formula: Magical
Pwr: 1x Base (834)
MAt%: 95
Cost: 20 MP
Tar: All Op (NS)
Elm: Non-Element
Animations:
<Advance>
Moves Armored Golem forward
<Retreat>
Moves Armored Golem backward
Notes: Only as a C/A
<Defense Start>
Transforms to 2nd Form
Notes: Used when Armored Golem's is below 50% HP
<Defense Down>
Transforms to 1st Form
Notes: Only used when Armored Golem has advanced three times
---
AI: Setup
{
TempVar:Row = 4
TempVar:DfltAtt = Armored Golem's Att
TempVar:DfltMAt = Armored Golem's MAt
TempVar:DfltDef = Armored Golem's Def
TempVar:DfltMDf = Armored Golem's MDf
TempVar:LastHP = Armored Golem's HP
}
AI: Main
{
TempVar:TurnTaken = 0
If ((Armored Golem's HP < 50% of Armored Golem's Max HP)
AND (Stage == 0) AND (TempVar:JustLeftDefense == 0)) Then
{
Choose Self
Use <Defense Start> on Target
Armored Golem's IdleAnim = Defense Mode
Armored Golem's HurtAnim = Flinch (Defense Mode)
Stage = 1
TempVar:TurnTaken = 1
}
If ((TempVar:JustLeftDefense == 1) AND (TempVar:TurnTaken == 0)) Then
{
Choose All Opponents
Use Golem Laser on Target
TempVar:JustLeftDefense = 0
} Else If (TempVar:TurnTaken == 0) Then {
If (TempVar:Row == 1) Then
{
If (Stage == 0) Then
{
Choose Random Opponent
Use Megaton Punch on Target
} Else {
Choose Self
Use <Defense Down> on Target
Armored Golem's IdleAnim = Normal Mode
Armored Golem's HurtAnim = Flinch (Normal Mode)
TempVar:JustLeftDefense = 1
Stage = 0
}
} Else {
If ((1/2 Chance) AND (Stage == 0)) Then
{
Choose All Opponents
2/3 Chance: Use Snap on Target
1/3 Chance: Use Golem Laser on Target
} Else {
If (TempVar:Row > 1) Then
{
Choose Self
If (Stage == 1) Then
{
Use <Advance> (Defense Version) on Target
} Else {
Use <Advance> (Normal Version) on Target
}
TempVar:Row = TempVar:Row - 1
}
}
}
}
If (Stage == 1) Then
{
Armored Golem's Def = 400
Armored Golem's MDf = 470
} Else {
Armored Golem's Att = TempVar:DfltAtt - TempVar:Row * 4
Armored Golem's MAt = TempVar:DfltMAt - TempVar:Row * 6
Armored Golem's Def = TempVar:DfltDef + TempVar:Row * 8
Armored Golem's MDf = TempVar:DfltMDf + TempVar:Row * 10
}
}
AI: Counter - General
{
TempVar:TurnTaken = 0
TempVar:DmgCounter = TempVar:DmgCounter +
(TempVar:LastHP - Armored Golem's HP)
TempVar:LastHP = Armored Golem's HP
If ((TempVar:DmgCounter > 1000) AND (TempVar:TurnTaken == 0)) Then
{
Choose Self
If (TempVar:Row < 4) Then
{
If (Stage == 0) Then
{
Use <Retreat> (Normal Version) on Target
} Else {
Use <Retreat> (Defense Version) on Target
}
TempVar:Row = TempVar:Row + 1
}
TempVar:DmgCounter = 0
}
If (Stage == 1) Then
{
Armored Golem's Def = 400
Armored Golem's MDf = 470
} Else {
Armored Golem's Att = TempVar:DfltAtt - TempVar:Row * 4
Armored Golem's MAt = TempVar:DfltMAt - TempVar:Row * 6
Armored Golem's Def = TempVar:DfltDef + TempVar:Row * 8
Armored Golem's MDf = TempVar:DfltMDf + TempVar:Row * 10
}
}
-----------------------------------------------------------------------------
Name: Death Dealer
Lvl: 48 EXP: 1800 Win: [ 8] Kiss of Death, [ 8] X-Potion
HP: 7000 AP: 200 Steal: [32] Turbo Ether
MP: 400 Gil: 1200 Morph: -
---
Void: Restorative
---
Att: 120 Def: 140 Df%: 5 Dex: 90
MAt: 120 MDf: 140 Lck: 0
---
Immune: Confusion, Stop, Frog, Small, Death-sentence, Paralysed
---
Attacks:
<Spin Turn>
Physical Attack
Formula: Physical
Pwr: 1x Base (1020)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Spin Turn twice in a single combo
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (504)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Death Dealer will never use this
Emperor
Magical HP Restore
Formula: Cure
Pwr: Base + 352 (1360)
MAt%: 255
Tar: 1 Al/All Al
Elm: Restorative
Notes: Because of Death Dealer's Immunity to Restorative element,
Emperor will, of course, always heal 0 HP to it
Hidden One
Magical Change Status
MAt%: 110
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Death'
Star
Physical Attack
Formula: Physical
Pwr: 1x Base (1020)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Notes: Will sometimes use Star twice in a single combo
Sun
Magical Change Status
MAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Silence', 'Darkness'
World
Magical Change Status
Auto Hit
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Stop'
Roulette
Magical Change Status
MAt%: 255
Cost: 6 MP
Tar: Random [Area]
Elm: Non-Element
Attr: 100% Inflict 'Death'
Manip.
Notes: Only used once per battle as a C/A when HP <= 25% of Max HP
---
AI: Setup
{
1/5 Chance: Count = 3
2/5 Chance: Count = 0
2/5 Chance: Count = 1
}
AI: Main
{
If (Count == 0 or 1) Then
{
If (At Least One Opponent doesn't have Stop Status) Then
{
Choose Random Opponent without Stop Status
} Else {
Choose Random Opponent
}
Use <Spin Turn> on Target
If (1/2 Chance) Then
{
If (At Least One Opponent doesn't have Stop Status) Then
{
Choose Random Opponent without Stop Status
} Else {
Choose Random Opponent
}
Use <Spin Turn> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
If (Stage > 1) Then
{
Choose Self
Use Emperor on Target
} Else {
If (At Least One Opponent doesn't have Stop Status) Then
{
Choose Random Opponent without Stop Status
} Else {
Choose Random Opponent
}
Use <Spin Turn> on Target
}
Count = 3
} Else If (Count == 3) Then {
If (At Least One Opponent doesn't have Stop Status) Then
{
Choose Random Opponent without Stop Status
} Else {
Choose Random Opponent
}
Use Star on Target
If (1/2 Chance) Then
{
If (At Least One Opponent doesn't have Stop Status) Then
{
Choose Random Opponent without Stop Status
} Else {
Choose Random Opponent
}
Use Star on Target
}
If (Stage == 0) Then
{
Count = 0
} Else If (Stage == 1) Then {
1/2 Chance: Count = 7
1/2 Chance: Count = 8
} Else If (Stage == 2) Then {
1/3 Chance: Count = 4
1/3 Chance: Count = 7
1/3 Chance: Count = 8
} Else {
Count = 4
}
} Else If (Count == 4) Then {
If (At Least One Opponent doesn't have Stop Status) Then
{
Choose Random Opponent without Stop Status
Use World on Target
} Else {
Choose Random Opponent
Use <Spin Turn> on Target
}
Count = 5
} Else If (Count == 5) Then {
Count = 6
} Else If (Count == 6) Then {
If (At Least One Opponent has Stop Status) Then
{
Choose Random Opponent with Stop Status
Use Hidden One on Target
} Else {
Choose Random Opponent
Use Star on Target
}
Count = 0
} Else If (Count == 7) Then {
If (At Least One Opponent doesn't have Darkness Status) Then
{
Choose Random Opponent without Darkness Status
Use Sun on Target
} Else {
If (At Least One Opponent doesn't have Stop Status) Then
{
Choose Random Opponent without Stop Status
} Else {
Choose Random Opponent
}
Use <Spin Turn> on Target
}
Count = 0
} Else {
If (At Least One Opponent doesn't have Silence Status) Then
{
Choose Random Opponent without Silence Status
Use Sun on Target
} Else {
If (At Least One Opponent doesn't have Stop Status) Then
{
Choose Random Opponent without Stop Status
} Else {
Choose Random Opponent
}
Use <Spin Turn> on Target
}
Count = 0
}
}
AI: Counter - General
{
If (Death Dealer's HP <= 25% of Death Dealer's Max HP) Then
{
Stage = 3
If (TempVar:Roulette == 0) Then
{
Choose Death Dealer's Last Attacker (General)
Use Roulette on Target
TempVar:Roulette = 1
}
} Else If (Death Dealer's HP <= 50% of Death Dealer's Max HP) Then {
Stage = 2
} Else If (Death Dealer's HP <= 75% of Death Dealer's Max HP) Then {
Stage = 1
} Else {
Stage = 0
}
}
-----------------------------------------------------------------------------
Name: Dragon Zombie
Lvl: 54 EXP: 4000 Win: [ 8] Cauldron, [ 2] X-Potion
HP: 13000 AP: 300 Steal: [32] Cauldron
MP: 400 Gil: 2800 Morph: Vaccine
---
Weak: Holy
Asrb: Restorative, 'Death' Status Abilities
---
Att: 160 Def: 150 Df%: 1 Dex: 110
MAt: 65 MDf: 200 Lck: 0
---
Immune: Confusion, Frog, Small, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Poison Fang>
Physical Attack
Formula: Physical
Pwr: 3x Base (5340)
PAt%: 90
Tar: 1 Op
Elm: Poison
Attr: [100] Inflict 'Poison'
Notes: Will sometimes use Poison Fang twice in a single combo
Body Tail
Physical Attack
Formula: Physical
Pwr: 1x Base (1780)
PAt%: 100
Tar: All Op/1 Op
Elm: Shoot
Abnormal Breath
Magical Attack
Formula: Magical
Pwr: 1x Base (714)
MAt%: 100
Cost: 20 MP
Tar: 1 Op/All Op
Elm: Shoot
Attr: 100% Inflict 'Poison'
Bone
Physical Attack
Formula: Physical
Pwr: 1x Base (1780)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Paralysed'
Shadow Flare
Magical Attack
Formula: Magical
Pwr: 7 13/16x Base (5578.125)
MAt%: 100
Cost: 100 MP
Tar: 1 Op
Elm: Non-Element
Attr: Reflectable
Pandora's Box
Magical Piercing Attack
Formula: Magical
Pwr: 3 3/4x Base (2677.5)
MAt%: 100
Cost: 110 MP
Tar: All Op (NS)
Elm: Non-Element
Attr: Reflectable
Notes: Used only as a Final Attack and only ONCE PER GAME
---
AI: Setup
{
Count = Rnd(0..4)
SpclChance = 5
}
AI: Main
{
If (Count == 0) Then
{
If (At Least One Opponent doesn't have Poison Status) Then
{
Choose Random Opponent without Poison Status
} Else {
Choose Random Opponent
}
Use <Poison Fang> on Target
If ((At Least One Opponent doesn't have Poison Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent without Poison Status
Use <Poison Fang> on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 2
} Else {
Count = 1
}
} Else If (Count == 1) Then {
Choose All Opponents
Use Body Tail on Target
Count = 3
} Else If (Count == 2) Then {
If ((At Least One Opponent doesn't have Paralysed Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent without Paralysed Status
Use Bone on Target
} Else {
Choose All Opponents
Use Body Tail on Target
}
Count = 3
} Else If (Count == 3) Then {
If ((Dragon Zombie's MP >= 20)
AND (At Least One Opponent doesn't have Poison Status)) Then
{
If (Rnd(1..SpclChance) == 1) Then
{
Choose All Opponents
Use Abnormal Breath
} Else {
Choose Random Opponent without Poison Status
Use <Poison Fang> on Target
If ((At Least One Opponent doesn't have Poison Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent without Poison Status
Use <Poison Fang> on Target
}
}
}
Count = 4
} Else {
If ((Dragon Zombie's MP >= 100) AND (Rnd(1..SpclChance) == 1)) Then
{
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed Status
} Else {
Choose Random Opponent
}
Use Shadow Flare on Target
} Else {
Choose All Opponents
Use Body Tail on Target
}
Count = Rnd(0..1)
}
}
AI: Counter - General
{
If (Dragon Zombie's HP <= 25% of Dragon Zombie's Max HP) Then
{
SpclChance = 2
} Else If (Dragon Zombie's HP <= 50% of Dragon Zombie's Max HP) Then {
SpclChance = 3
} Else If (Dragon Zombie's HP <= 75% of Dragon Zombie's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
}
AI: Counter - Death
{
If (GlobalVar:PandorasBox == 0) Then
{
Choose All Opponents
Use Pandora's Box on Target
GlobalVar:PandorasBox = 1
}
}
-----------------------------------------------------------------------------
Name: Mover
Lvl: 59 EXP: 0 Win: 100% Turbo Ether
HP: 3000 AP: 800 Steal: [32] Turbo Ether
MP: 120 Gil: 30000 Morph: Protect Ring
---
Half: Fire, Ice, Lightning, Earth
---
Att: 100 Def: 150 Df%: 10 Dex: 200
MAt: 98 MDf: 250 Lck: 50
---
Immune: Poison, Silence, Stop, Frog, Small, Death-sentence, Manipulate,
Berserk, Paralysed
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (836)
PAt%: 100
Tar: 1 Op
Elm: Shoot
<Triangle Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (836)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Animations:
<Exchange>
---
AI: Setup
{
TempVar:MoverGroup = All Movers in Battle
If (Self is Mover A) Then
{
Mover's IdleAnim = 1st Mover
Mover's HurtAnim = Flinch (1st Mover)
Mover's EvdeAnim = Evade (1st Mover)
} Else If (Self is Mover B) Then {
Mover's IdleAnim = 2nd Mover
Mover's HurtAnim = Flinch (2nd Mover)
Mover's EvdeAnim = Evade (2nd Mover)
} Else If (Self is Mover C) Then {
Mover's IdleAnim = 3rd Mover
Mover's HurtAnim = Flinch (3rd Mover)
Mover's EvdeAnim = Evade (3rd Mover)
}
Mover's CustomVar:TurnsTilTriangle = 5
TempVar:TurnsTilBodyblow = Rnd(0..3)
}
AI: Main
{
If ((At Least One in TempVar:MoverGroup has Death Status)
OR (Mover's CustomVar:TurnsTilTriangle > 0)) Then
{
If (TempVar:TurnsTilBodyblow == 0) Then
{
Choose Random Opponent
If (Mover's IdleAnim == 1st Mover) Then
{
Use <Bodyblow> (1st Version) on Target
} Else If (Mover's IdleAnim == 2nd Mover) Then {
Use <Bodyblow> (2nd Version) on Target
} Else If (Mover's IdleAnim == 3rd Mover) Then {
Use <Bodyblow> (3rd Version) on Target
}
TempVar:TurnsTilBodyblow = 3
} Else {
TempVar:TurnsTilBodyblow = TempVar:TurnsTilBodyblow - 1
If (Mover's CustomVar:TurnsTilTriangle > 0) Then
{
Mover's CustomVar:TurnsTilTriangle =
Mover's CustomVar:TurnsTilTriangle - 1
}
}
} Else {
Choose Random Opponent
If (Mover's IdleAnim == 1st Mover) Then
{
Use <Triangle Attack> (1st Version) on Target
} Else If (Mover's IdleAnim == 2nd Mover) Then {
Use <Triangle Attack> (2nd Version) on Target
} Else If (Mover's IdleAnim == 3rd Mover) Then {
Use <Triangle Attack> (3rd Version) on Target
}
TempVar:MoverGroup's CustomVar:TurnsTilTriangle = 5
}
}
-----------------------------------------------------------------------------
Name: Magic Pot
Lvl: 41 EXP: 8000 Win: 100% Turbo Ether
HP: 4096 AP: 1000 Steal: -
MP: 128 Gil: 8500 Morph: -
---
No Elemental Properties
---
Att: 64 Def: 64 Df%: 8 Dex: 64
MAt: 64 MDf: 64 Lck: 16
---
Immune: Confusion, Frog, Small, Manipulate, Berserk
Magic Pot is immune to all attacks until an Elixir has been used on it
---
Attacks:
<Gimme>
Physical Misc Ability
Auto Hit
Tar: 1 Op
Attr: Steal Inventory
Notes: Randomly picks item from party inventory and removes it
Kill enemy to get it back
Used only as C/A against attacks
<(Report)>
Physical Escape Battle
Auto Hit
Tar: Self
Dummy Moves:
Magic Pot "Gimme Elixir!"
---
AI: Setup
{
Magic Pot's Physical Immunity = On
Magic Pot's Magical Immunity = On
}
AI: Main
{
If (TempVar:Elixir == 0) Then
{
Print Message [Magic Pot "Gimme Elixir!"]
}
}
AI: Counter - General
{
If ((Last Command was Item or W-Item)
AND (Last Sub-Command == 0x05 (Elixir))) Then
{
TempVar:Elixir = 1
Magic Pot's Physical Immunity = Off
Magic Pot's Magical Immunity = Off
} Else If (TempVar:Elixir == 0) Then {
If (1/4 Chance) Then {
Choose Magic Pot's Last Attacker (General)
Use <Gimme> on Target</pre><pre id="faqspan-19">
} Else If (1/16 Chance) Then {
Choose Self
Use <(Report)> on Target
Remove Self
}
}
}
-----------------------------------------------------------------------------
Name: Christopher
Lvl: 34 EXP: 1300 Win: [ 8] Phoenix Down
HP: 6000 AP: 80 Steal: [ 8] Earth Drum
MP: 200 Gil: 800 Morph: -
---
No Elemental Properties
---
Att: 70 Def: 66 Df%: 5 Dex: 90
MAt: 64 MDf: 150 Lck: 5
---
Immune: Confusion, Frog, Small, Manipulate, Berserk
---
Attacks:
<Flutilizer>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (365)
PAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Will sometimes use Flutilizer twice in a single combo
Cure2
Magical HP Restore
Formula: Cure
Pwr: Base + 770 (1358)
MAt%: 255
Cost: 24 MP
Tar: 1 Al/All Al
Elm: Restorative
Attr: Reflectable
Notes: Can target All Allies if Gighee's HP is below 2/3rds of Max HP
Bolt3
Magical Attack
Formula: Magical
Pwr: 4x Base (2352)
MAt%: 100
Cost: 52 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Aspil
Magical MP Absorb
Formula: Magical
Pwr: 1/8x Base (73.5)
MAt%: 255
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Notes: Will use if Christopher didn't have enough MP for a spell he
wanted to cast
Frog Song
Magical Change Status
MAt%: 100
Cost: 5 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Toggle 'Frog', 'Sleep'
Reflectable
High/Low Suit
Magical Change Status
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Sadness'
Notes: Will use High/Low Suit (Sadness Version) twice in a single combo
Can only use if Gighee is alive
High/Low Suit
Magical Change Status
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Fury'
Notes: BUG: Christopher will never use this due to a bug in his AI script
Suffocation Song
Physical Change Status
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Death'
Notes: Can only use if Gighee is alive
Only used if at least one Opponent has Sadness Status
Stardust March
Physical Attack
Formula: Physical
Pwr: 1x Base (292)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Notes: Can only use if Gighee is alive
---
AI: Setup
{
Count = Rnd(0..6)
SpclChance = 5
}
AI: Main
{
TempVar:Flutilizer = 0
If (Count == 0) Then
{
TempVar:Flutilizer = 1
Count = 1
} Else If (Count == 1) Then {
TempVar:Flutilizer = 1
Count = Rnd(2..3)
} Else If (Count == 2) Then {
If ((At Least One Opponent doesn't have Frog Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
If (Christopher's MP >= 5) Then
{
Choose Random Opponent without Frog Status
Use Frog Song on Target
} Else {
Choose Random Opponent with Highest MP
Use Aspil on Target
}
} Else {
TempVar:Flutilizer = 1
}
Count = 3
} Else If (Count == 3) Then {
If (SpclChance <= 3) Then
{
If (Christopher's MP >= 24) Then
{
Choose All Allies with (Ally's HP <= 2 * [Ally's Max HP / 3])
Use Cure2 on Target
} Else {
Choose Random Opponent with Highest MP
Use Aspil on Target
}
} Else {
TempVar:Flutilizer = 1
}
Count = 4
} Else If (Gighee doesn't have Death Status) Then {
If (Count == 4) Then
{
If (At Least One Opponent has Fury Status) Then
{
If (Christopher's MP >= 10) Then
{
SelectTar = Choose Random Opponent with Fury Status
Choose SelectTar
Use High/Low Suit (Sadness Version) on Target
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
Use High/Low Suit (Sadness Version) on Target
}
} Else {
TempVar:Flutilizer = 1
}
} Else {
Choose Random Opponent with Highest MP
Use Aspil on Target
}
Count = 5
} Else If (Count == 5) Then {
If (At Least One Opponent has Sadness Status) Then
{
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent with Sadness Status
Use Suffocation Song on Target
} Else {
If (Christopher's MP >= 10) Then
{
Choose Random Opponent with Sadness Status
Use Suffocation Song on Target
} Else {
Choose Random Opponent with Highest MP
Use Aspil on Target
}
}
} Else {
If (Christopher's MP >= 52) Then
{
Choose Random Opponent
Use Bolt3 on Target
} Else {
Choose Random Opponent with Highest MP
Use Aspil on Target
}
}
Count = 6
} Else {
Choose Random Opponent
Use Stardust March on Target
Count = Rnd(0..1)
}
} Else {
If (Count == 4 or 5) Then
{
TempVar:Flutilizer = 1
Count = Count + 1
} Else {
If (Christopher's MP >= 52) Then
{
Choose Random Opponent
Use Bolt3 on Target
} Else {
Choose Random Opponent with Highest MP
Use Aspil on Target
}
Count = Rnd(0..1)
}
}
If (TempVar:Flutilizer == 1) Then
{
If (At Least One Opponent has Frog Status) Then
{
Choose Random Opponent with Frog Status
} Else {
Choose Random Opponent
}
Use <Flutilizer> on Target
If (Rnd(1..SpclChance) == 1) Then
{
If (At Least One Opponent has Frog Status) Then
{
Choose Random Opponent with Frog Status
} Else {
Choose Random Opponent
}
Use <Flutilizer> on Target
}
}
}
AI: Counter - General
{
If (Christopher's HP <= 25% of Christopher's Max HP) Then
{
SpclChance = 2
} Else If (Christopher's HP <= 50% of Christopher's Max HP) Then {
SpclChance = 3
} Else If (Christopher's HP <= 75% of Christopher's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
}
-----------------------------------------------------------------------------
Name: Gighee
Lvl: 34 EXP: 700 Win: [ 8] Ether
HP: 5500 AP: 60 Steal: [ 8] Elixir
MP: 100 Gil: 600 Morph: -
---
No Elemental Properties
---
Att: 70 Def: 76 Df%: 12 Dex: 90
MAt: 65 MDf: 190 Lck: 3
---
Immune: Confusion, Frog, Small, Manipulate, Berserk
---
Attacks:
<Guitar Slap>
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (438)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Fury'
Notes: Will sometimes use Guitar Slap twice in a single combo
Petrif-Eye
Magical Attack
Formula: Magical
Pwr: 1x Base (594)
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Petrify'
Sun Diver
Removes Target From Battle
Auto Hit
Tar: 1 Op
Notes: Target is counted as having Run Away
Voice of Ages
Magical Attack
Formula: Magical
Pwr: 1x Base (594)
MAt%: 100
Cost: 10 MP
Tar: All Op/1 Op
Elm: Shoot
Attr: 100% Inflict 'Silence'
Notes: Only used as 100% C/A against magical abilities
---
AI: Setup
{
Count = Rnd(0..2)
SpclChance = 6
}
AI: Main
{
If (Count == 0 or 1) Then
{
If (At Least One Opponent doesn't have Petrify Status) Then
{
Choose Random Opponent without Petrify Status
Use <Guitar Slap> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent without Petrify Status
Use <Guitar Slap> on Target
}
}
Count = Count + 1
} Else If (Count == 2) Then {
If ((At Least One Opponent doesn't have Petrify) Then
{
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent without Petrify Status
Use Petrif-Eye on Target
} Else {
Choose Random Opponent without Petrify Status
Use <Guitar Slap> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent without Petrify Status
Use <Guitar Slap> on Target
}
}
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 3
} Else {
Count = Rnd(0..1)
}
} Else {
If ((At Least One Opponent doesn't have Petrify) Then
{
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent without Petrify Status
Use Sun Diver on Target
} Else {
Choose Random Opponent without Petrify Status
Use <Guitar Slap> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent without Petrify Status
Use <Guitar Slap> on Target
}
}
}
Count = Rnd(0..1)
}
}
AI: Counter - General
{
If (Gighee's HP <= 25% of Gighee's Max HP) Then
{
SpclChance = 3
} Else If (Gighee's HP <= 50% of Gighee's Max HP) Then {
SpclChance = 4
} Else If (Gighee's HP <= 75% of Gighee's Max HP) Then {
SpclChance = 5
} Else {
SpclChance = 6
}
}
AI: Counter - Magical
{
If (SpclChance > 2) Then
{
If (At Least One Opponent doesn't have Silence Status) Then
{
Choose All Opponents
Use Voice of Ages on Target
SpclChance = 2
}
}
}
-----------------------------------------------------------------------------
Name: Iron Man
Lvl: 46 EXP: 10000 Win: [ 8] Phoenix Down
HP: 20000 AP: 150 Steal: [ 8] Elixir
MP: 100 Gil: 600 Morph: Escort Guard
---
Weak: Water
Half: Fire, Ice, Earth
---
Att: 180 Def: 240 Df%: 1 Dex: 200
MAt: 160 MDf: 400 Lck: 0
---
Immune: Death, Confusion, Frog, Small, Slow-numb, Petrify, Manipulate,
Berserk
---
Attacks:
<Heavy Sword>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (2482.5)
PAt%: 100
Tar: 1 Op
Elm: Cut
Notes: Will sometimes use Heavy Sword twice in a single combo
Grand Sword
Physical Attack
Formula: Physical
Pwr: 1x Base (1986)
PAt%: 100
Tar: All Op/1 Op
Elm: Shoot
Notes: Will sometimes use Heavy Sword or Grand Sword after Grand Sword
in a combo
Adrenaline
Magical Change Status
Auto Hit
Tar: Self
Elm: Non-Element
Attr: 100% Inflict 'Haste', 'Barrier'
Ignore Status Immunity
Notes: Only used as C/A when at 75% HP or lower
Can only use four times per battle maximum
---
AI: Setup
{
TempVar:AdrenalineUses = 4
}
AI: Main
{
If ((Iron Man has Haste Status) AND (Iron Man has Barrier Status)) Then
{
Choose All Opponents
Use Grand Sword on Target
If (1/4 Chance) Then
{
Choose All Opponents
Use Grand Sword on Target
}
} Else {
If (1/4 Chance) Then
{
Choose All Opponents
Use Grand Sword on Target
} Else {
Choose Random Opponent
Use <Heavy Sword> on Target
}
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Heavy Sword> on Target
}
}
}
AI: Counter - General
{
If ((Iron Man's HP <= 50% of Iron Man's Max HP)
AND (TempVar:AdrenalineUses > 0)) Then
{
If ((Iron Man doesn't have Haste Status)
OR (Iron Man doesn't have Barrier Status)) Then
{
Choose Self
Use Adrenaline on Target
TempVar:AdrenalineUses = TempVar:AdrenalineUses - 1
}
} Else If ((Iron Man's HP <= 75% of Iron Man's Max HP)
AND (TempVar:AdrenalineUses > 0)) Then {
If ((Iron Man doesn't have Haste Status)
OR (Iron Man doesn't have Barrier Status)) Then
{
Choose Self
Use Adrenaline on Target
TempVar:AdrenalineUses = TempVar:AdrenalineUses - 1
}
}
}
=============================================================================
5.34 The Final Battles
----------------------
5.34.1 Jenova*SYNTHESIS
------ ----------------
Name: Jenova*SYNTHESIS
Lvl: 61 EXP: 60000 Win: -
HP: 60000 AP: 500 Steal: -
MP: 600 Gil: 0 Morph: -
---
Void: Earth, Gravity
Asrb: Poison
---
Att: 150 Def: 100 Df%: 1 Dex: 120
MAt: 120 MDf: 180 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
This is the template used by all three Jenova*SYNTHESIS parts.
Jenova*SYNTHESISB has 10000 HP instead of 60000
Jenova*SYNTHESISC has 8000 HP instead of 60000
Only Jenova*SYNTHESISA has EXP value
Note that only Jenova*SYNTHESISA takes turns. B and C do nothing
While Jenova*SYNTHESISB is dead, Jenova*SYNTHESISA's Def will drop to 80
While Jenova*SYNTHESISC is dead, Jenova*SYNTHESISA's MDf will drop to 150
These effects continue until the arms are revived
Finally, note that the arms will be revived to 25% of their maximum HP,
regardless of the abilities used at the time of revival
---
Attacks:
Absorb
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (1357.5)
MAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: [ 48] Inflict 'Sadness'
Notes: (Used Blood Fang/Dragon byte, but doesn't Drain HP....)
Only used while Jenova*SYNTHESISC is alive
<Repeating Slap>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (2325)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: [ 48] Inflict 'Fury'
Notes: Only used while Jenova*SYNTHESISB is alive
Bio2
Magical Attack
Formula: Magical
Pwr: 1 5/16x Base (1425.375)
MAt%: 100
Cost: 36 MP
Tar: All Op/1 Op
Elm: Poison
Attr: [ 48] Inflict 'Poison'
Reflectable
Notes: Only used while Jenova*SYNTHESISB and SYNTHESISC are alive
Cure3
Magical HP Restore
Formula: Cure
Pwr: Base + 2860 (3946)
MAt%: 255
Cost: 64 MP
Tar: All Al/1 Al
Elm: Restorative
Attr: Reflectable
Notes: Only used while Jenova*SYNTHESISC is alive but SYNTHESISB is dead
Stop
Magical Change Status
Auto Hit
Cost: 34 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 60] Inflict 'Stop'
Reflectable
Notes: Only used while Jenova*SYNTHESISB is alive but SYNTHESISC is dead
Ultima
Magical Attack
Formula: Magical
Pwr: 6 9/16x Base (7126.875)
MAt%: 100
Cost: 130 MP
Tar: All Op (NS)
Elm: Non-Element
Notes: Only used at the end of Jenova*SYNTHESISA's countdown
<Right Hand Revived>
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP * 255 / 32]
MAt%: 255
Tar: 1 Al
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status and target does
not absorb Restorative
100% chance of killing targets that absorb Restorative
100% Cure 'Death'
Notes: Animation used never shows HP restored
<Left Hand Revived>
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP * 255 / 32]
MAt%: 255
Tar: 1 Al
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status and target does
not absorb Restorative
100% chance of killing targets that absorb Restorative
100% Cure 'Death'
Notes: Animation used never shows HP restored
---
AI: Setup
{
TempVar:Ultima = 9
GlobalVar:JenovaKoR = 0
If (Self is Jenova*SYNTHESISA) Then
{
Turn on Death Handling for Jenova*SYNTHESISA
Jenova*SYNTHESISA's [4278] = 3
TempVar:AvgPLv = Average Party Level
TempVar:CharNum = Number of Party Members
TempVar:Cloud'sLv = Cloud's Level
TempVar:CharLv99 = No. of Characters at L99
TempVar:Char<Lv45 = No. of Characters below L45
TempVar:Char<Lv35 = No. of Charcaters below L35
}
If (Self is Jenova*SYNTHESISB) Then
{
Jenova*SYNTHESISB's Max HP = 10000
Jenova*SYNTHESISB's HP = 10000
Jenova*SYNTHESISB's [4278] = 16
Jenova*SYNTHESISB's EXP Value = 0
Jenova*SYNTHESISB's Gil Value = 0
}
If (Self is Jenova*SYNTHESISC) Then
{
Jenova*SYNTHESISC's Max HP = 8000
Jenova*SYNTHESISC's HP = 8000
Jenova*SYNTHESISC's [4278] = 20
Jenova*SYNTHESISC's EXP Value = 0
Jenova*SYNTHESISC's Gil Value = 0
}
}
AI: Main
{
If (Self is Jenova*SYNTHESISA) Then
{
If (TempVar:Ultima < 6) Then
{
If (TempVar:Ultima == 0) Then
{
Choose All Opponents
Use Ultima on Target
If (TempVar:Cloud'sLv > 60) Then
{
GlobalVar:BizarroParty = 3
} Else {
GlobalVar:BizarroParty = 2
}
If ((Count < 6) OR (TempVar:Char<Lv45 == 0)) Then
{
GlobalVar:BizarroParty = 3
}
If ((TempVar:Char<Lv45 > 0) OR (TempVar:CharNum < 8)
OR (TempVar:AvgPLv < 68)) Then
{
GlobalVar:BizarroParty = 2
}
If ((Count > 12) OR (TempVar:AvgPLv < 54)
OR (TempVar:Char<Lv35 > 0)) Then
{
GlobalVar:BizarroParty = 1
}
GlobalVar:BzHeadDeaths = 0
GlobalVar:BzDead-MainHead = 0
GlobalVar:BzDead-MainCore = 0
GlobalVar:BzDead-MainRMgc = 0
GlobalVar:BzDead-MainLMgc = 0
GlobalVar:BzDead-MainRShl = 0
GlobalVar:BzDead-MainRArm = 0
GlobalVar:BzDead-Sub1Core = 0
GlobalVar:BzDead-Sub1LArm = 0
GlobalVar:BzDead-Sub1LShl = 0
GlobalVar:BzDead-Sub1RArm = 0
GlobalVar:BzDead-Sub2Core = 0
GlobalVar:BzDead-Sub2LArm = 0
GlobalVar:BizarroMainStart = 0
GlobalVar:BizarroSub1Start = 0
GlobalVar:BizarroSub2Start = 0
GlobalVar:CharLv99 = TempVar:CharLv99
Remove All Enemies
} Else If (TempVar:Ultima == 1) Then {
Print Message [1]
} Else If (TempVar:Ultima == 2) Then {
Print Message [2]
} Else If (TempVar:Ultima == 3) Then {
Print Message [3]
} Else If (TempVar:Ultima == 4) Then {
Print Message [4]
} Else If (TempVar:Ultima == 5) Then {
Print Message [5]
}
TempVar:Ultima = TempVar:Ultima - 1
} Else {
If (Count < 250) Then {
Count = Count + 1
} Else {
Count = Count - 9
}
Choose Random Opponent
TempVar:Sequence = (Count MOD 5)
If (TempVar:Sequence == 1 or 3) Then
{
If (Jenova*SYNTHESISB doesn't have Death Status) Then
{
If (Jenova*SYNTHESISC doesn't have Death Status) Then
{
Use <Repeating Slap> (C Alive Version) on Target
} Else {
Use <Repeating Slap> (C Dead Version) on Target
}
} Else {
Jenova*SYNTHESISA's Def = 80
}
} Else If (TempVar:Sequence == 2 or 4) Then {
If (Jenova*SYNTHESISC doesn't have Death Status) Then
{
If (Jenova*SYNTHESISB doesn't have Death Status) Then
{
Use Absorb (B Alive Version) on Target
} Else {
Use Absorb (B Dead Version) on Target
}
} Else {
Jenova*SYNTHESISA's MDf = 150
}
} Else {
If ((Jenova*SYNTHESISC has Death Status)
AND (Jenova*SYNTHESISB has Death Status)) Then
{
Choose Self
Use <Right Hand Revived> on Target
Remove all Statuses from Jenova*SYNTHESISC
Jenova*SYNTHESISC's HP = [Jenova*SYNTHESISC's Max HP / 4]
All Allies' IdleAnim = Left Arm Dead
Use <Left Hand Revived> on Target
Remove all Statuses from Jenova*SYNTHESISB
Jenova*SYNTHESISB's HP = [Jenova*SYNTHESISB's Max HP / 4]
All Allies' IdleAnim = Normal
All Allies' HurtAnim = Flinch (Normal)
Jenova*SYNTHESISA's Def = 100
Jenova*SYNTHESISA's MDf = 180
} Else If ((Jenova*SYNTHESISC has Death Status)
AND (Jenova*SYNTHESISB doesn't have Death Status)) Then {
Choose Random Opponent
If (Jenova*SYNTHESISA's MP >= 34) Then
{
Use Stop on Target
}
} Else If ((Jenova*SYNTHESISC doesn't have Death Status)
AND (Jenova*SYNTHESISB has Death Status)) Then {
Choose All Allies
If (Jenova*SYNTHESISA's MP >= 64) Then
{
Use Cure3 on Target
}
} Else {
Choose All Opponents
If (Jenova*SYNTHESISA's MP >= 36) Then
{
Use Bio2 on Target
}
}
}
}
}
}
AI: Counter - General
{
If (Self is Jenova*SYNTHESISA) Then
{
If ((Jenova*SYNTHESISA's HP < 15000) AND (TempVar:Ultima > 5)) Then
{
TempVar:Ultima = 5
}
If ((Last Command was Summon or W-Summon)
AND (Last Attack was Knights of Round)) Then
{
GlobalVar:JenovaKoR = 1
}
}
}
AI: Counter - Death
{
If (Self is Jenova*SYNTHESISA) Then
{
If ((Last Command was Summon or W-Summon)
AND (Last Attack was Knights of Round)) Then
{
GlobalVar:JenovaKoR = 1
}
Remove All Enemies
If (TempVar:Cloud'sLv > 60) Then
{
GlobalVar:BizarroParty = 3
} Else {
GlobalVar:BizarroParty = 2
}
If ((Count < 6) OR (TempVar:Char<Lv45 == 0)) Then
{
GlobalVar:BizarroParty = 3
}
If ((TempVar:Char<Lv45 > 0) OR (TempVar:CharNum < 8)
OR (TempVar:AvgPLv < 68)) Then
{
GlobalVar:BizarroParty = 2
}
If ((Count > 12) OR (TempVar:AvgPLv < 54)
OR (TempVar:Char<Lv35 > 0)) Then
{
GlobalVar:BizarroParty = 1
}
GlobalVar:BzHeadDeaths = 0
GlobalVar:BzDead-MainHead = 0
GlobalVar:BzDead-MainCore = 0
GlobalVar:BzDead-MainRMgc = 0
GlobalVar:BzDead-MainLMgc = 0
GlobalVar:BzDead-MainRShl = 0
GlobalVar:BzDead-MainRArm = 0
GlobalVar:BzDead-Sub1Core = 0
GlobalVar:BzDead-Sub1LArm = 0
GlobalVar:BzDead-Sub1LShl = 0
GlobalVar:BzDead-Sub1RArm = 0
GlobalVar:BzDead-Sub2Core = 0
GlobalVar:BzDead-Sub2LArm = 0
GlobalVar:BizarroMainStart = 0
GlobalVar:BizarroSub1Start = 0
GlobalVar:BizarroSub2Start = 0
GlobalVar:CharLv99 = TempVar:CharLv99
} Else If (Jenova*SYNTHESISA does not have Death Status) Then {
Choose Jenova*SYNTHESISA
If (Self is Jenova*SYNTHESISB) Then
{
Target's Def = 80
} Else {
Target's MDf = 150
}
If (Jenova*SYNTHESISC doesn't have Death Status) Then
{
If (Jenova*SYNTHESISB has Death Status) Then
{
All Allies' IdleAnim = Left Arm Dead
All Allies' HurtAnim = Flinch (Left Arm Dead)
}
} Else If (Jenova*SYNTHESISB has Death Status) Then {
All Allies' IdleAnim = Both Arms Dead
All Allies' HurtAnim = Flinch (Both Arms Dead)
} Else {
All Allies' IdleAnim = Right Arm Dead
All Allies' HurtAnim = Flinch (Right Arm Dead)
}
}
}
-----------------------------------------------------------------------------
5.34.2 Bizarro*Sephiroth
------ -----------------
There are no less than six versions of Bizarro*Sephiroth: fighting with
one party, fighting with two parties (one version for each party), and
fighting with three parties (one version for each party). Add this to the
huge AI, and this makes Bizarro*Sephiroth the largest boss section in this
document, and deserving of his own explanation.
============================================================================
==== O N E P A R T Y ====
============================================================================
You will face the single party version if any one of the following are true:
1. Jenova*SYNTHESIS achieved 13 or more turns before the countdown for
Ultima started. Note that this still counts turns where Jenova
couldn't do anything due to an Arm being dead. Also note that the
very first turn Jenova begins the countdown on does not count.
2. Your lowest levelled party member is L34 or less. A character in this
level range automatically earns you the single party version of
Bizarro*Sephiroth.
3. The average party level is 53 or less. Aeris is not included in
this count, and if you have skipped Yuffie or Vincent, then whoever
you've skipped will not be included either. The average is the sum
of your party's levels divided by the number of party members,
rounded down.
This version of Bizarro*Sephiroth is the easiest and least complex of the
lot. The idea is simply to defeat the Main Body (Bizarro*Sephiroth A).
Complicating this is the Core (Bizarro*Sephiroth C) which heals the Main Body
every turn. At the start of battle, the Core is immune to any attack.
However, defeating Right Magic (Bizarro*Sephiroth D) and Left Magic
(Bizarro*Sephiroth E) makes the Core vulnerable to attack, allowing you to
shut down this healing factor.
When the battle begins, an extra script will set Battle Variable [2160] to
[2160] OR 0x20. The effect of this is currently unknown.
Now, here's Bizarro's details:
-----------------------------------------------------------------------------
Name: Bizarro*Sephiroth
Lvl: 61 EXP: 0 Win: -
HP: 60000 AP: 0 Steal: -
MP: 400 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 210 Def: 200 Df%: 1 Dex: 100
MAt: 144 MDf: 200 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
This is the single party version of Bizarro*Sephiroth
This template is used by all five Bizarro*Sephiroth parts. The parts will
differ as such:
Main Body's Max HP = 40000 + 5000 * No. of Characters at L99
+ 60000 if Knights of Round was used on Jenova*SYNTHESIS
Head's Max HP = 2000 + 250 * No. of Characters at L99
Core's Max HP = 10000 + 1250 * No. of Characters at L99
Right Mgc's Max HP = 4000 + 500 * No. of Characters at L99
Left Mgc's Max HP = 4000 + 500 * No. of Characters at L99
Note that Aeris does not count with regards to characters at L99.
Right Magic will absorb Ice and Lightning Elements
Left Magic will absorb Fire and Earth Elements
Core is immune to all attacks until both Right Magic and Left Magic are dead
The immunity will return if Right and Left Magic are revived
---
Attacks:
<Sephiroth Shock>
Physical Attack
Formula: Physical
Pwr: 5/8x Base (2131.25)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Can't Cover
Notes: Also used if the planned attack for this turn fails due to the
conditions for using it not being met
Aurora Fence
Magical HP Restore
Formula: Cure
Pwr: Base + 22 (1252)
MAt%: 100
Tar: All Op
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status
100% Cure 'Death', 'Sleep', 'Poison', 'Sadness', 'Fury',
'Confusion', 'Haste', 'Slow', 'Frog', 'Small',
'Slow-numb', 'Petrify', 'Regen', 'Barrier', 'MBarrier',
'Reflect', 'Shield', 'Berserk', 'Peerless',
'Death Force', 'Resist'
Notes: When used, will also remove Sleep/Poison/Sadness/Fury/Confusion/
Silence/Haste/Slow/Stop/Frog/Small/Slow-numb/Petrify/Regen/
Barrier/MBarrier/Reflect/Shield/Death-sentence/Berserk/
Peerless/Paralysed/Seizure Statuses from ALL party members
Only used when Head is dead
Status removal done via Aurora Fence is considered to be No Split,
even though the healing itself is split
Bolt3
Magical Attack
Formula: Magical
Pwr: 4x Base (4920)
MAt%: 100
Cost: 52 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Notes: Only used when Right Magic is alive
Quake3
Magical Attack
Formula: Magical
Pwr: 4 3/8x Base (5381.25)
MAt%: 100
Cost: 68 MP
Tar: 1 Op/All Op
Elm: Earth
Attr: Reflectable
Notes: Only used when Left Magic is alive
Stigma
Magical Attack
Formula: Magical
Pwr: 1 3/4x Base (2152.5)
MAt%: 100
Tar: All Op (NS)
Elm: Shout
Attr: 100% Inflict 'Poison', 'Slow'
Notes: Only used when Head is alive and Core is alive
Heartless Angel
Physical Attack
Formula: Custom
Pwr: Target's HP - 1
PAt%: 255
Tar: All Op (NS)
Elm: Non-Element
Notes: Only used when Head is alive and Core is dead
Ice3
Magical Attack
Formula: Magical
Pwr: 4x Base (4920)
MAt%: 100
Cost: 52 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Notes: Only used when Right Magic is alive
Fire3
Magical Attack
Formula: Magical
Pwr: 4x Base (4920)
MAt%: 100
Cost: 52 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Only used when Left Magic is alive
Bizzarro Enegy
Magical HP Restore
Formula: Cure
Pwr: Base + 5610 (6840)
MAt%: 255
Tar: 1 Al/All Al
Elm: Restorative
Notes: While Core is alive, it uses this to heal Main Body every turn
It will also be used when Left and Right Magic are revived
Stigma
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (1845)
MAt%: 100
Tar: All Op (NS)
Elm: Shout
Attr: 100% Inflict 'Poison', 'Slow'
Notes: Bizarro*Sephiroth will never use this version
Animations:
<Vanish>
<Vanish>
---
AI: Setup
{
TempVar:MainBody = Bizarro*Sephiroth A
TempVar:Head = Bizarro*Sephiroth B
TempVar:Core = Bizarro*Sephiroth C
TempVar:RightMgc = Bizarro*Sephiroth D
TempVar:LeftMgc = Bizarro*Sephiroth E
Turn off Death Handling for Bizarro*Sephiroth
If (Self is TempVar:MainBody) Then
{
TempVar:CharLv99 = GlobalVar:CharLv99
If (GlobalVar:JenovaKoR == 1) Then
{
TempVar:JenovaBonus = 60000
} Else {
TempVar:JenovaBonus = 0
}
TempVar:MainBody's Max HP = 40000 + TempVar:CharLv99 * 5000
+ TempVar:JenovaBonus
TempVar:Head's Max HP = 4000 - ((8 - TempVar:CharLv99) * 250)
TempVar:Core's Max HP = 10000 + TempVar:CharLv99 * 1250
TempVar:RightMgc's Max HP = 4000 + TempVar:CharLv99 * 500
TempVar:LeftMgc's Max HP = 4000 + TempVar:CharLv99 * 500
If (GlobalVar:BizarroMainStart == 0) Then
{
TempVar:MainBody's HP = TempVar:MainBody's Max HP
TempVar:Head's HP = TempVar:Head's Max HP
TempVar:Core's HP = TempVar:Core's Max HP
TempVar:RightMgc's HP = TempVar:RightMgc's Max HP
TempVar:LeftMgc's HP = TempVar:LeftMgc's Max HP
GlobalVar:BizarroMainStart = 1
GlobalVar:MainCount = 0
GlobalVar:Sub1Count = 0
GlobalVar:Sub2Count = 0
GlobalVar:MainCoreTurns = 0
GlobalVar:Sub1CoreTurns = 0
GlobalVar:Sub2CoreTurns = 0
GlobalVar:BzHeadDeaths = 0
GlobalVar:BzDead-MainHead = 0
GlobalVar:BzDead-MainCore = 0
GlobalVar:BzDead-MainRMgc = 0
GlobalVar:BzDead-MainLMgc = 0
GlobalVar:BzDead-MainRShl = 0
GlobalVar:BzDead-MainRArm = 0
GlobalVar:BzDead-Sub1Core = 0
GlobalVar:BzDead-Sub1LArm = 0
GlobalVar:BzDead-Sub1LShl = 0
GlobalVar:BzDead-Sub1RArm = 0
GlobalVar:BzDead-Sub2Core = 0
GlobalVar:BzDead-Sub2LArm = 0
Print Message [Think about the sequence of the 5 targets]
Print Message [ and beat them!]
}
TempVar:MainBody's HP = TempVar:MainBody's Max HP
} Else If (Self is TempVar:Head) Then {
TempVar:Head's [4278] = 20
} Else If (Self is TempVar:Core) Then {
TempVar:Core's [4278] = 7
TempVar:Core's Physical Immunity = On
TempVar:Core's Magical Immunity = On
GlobalVar:MainCoreTurns = 0
} Else If (Self is TempVar:RightMgc) Then {
TempVar:RightMgc's [4278] = 29
TempVar:RightMgc's Additional Absorbs = Ice, Lightning
} Else If (Self is TempVar:LeftMgc) Then {
TempVar:LeftMgc's [4278] = 25
TempVar:LeftMgc's Additional Absorbs = Earth, Fire
} Else {
Remove Self
}
GlobalVar:ChangeParty = 0
}
AI: Main
{
If (Self is TempVar:MainBody) Then
{
TempVar:MainBody's MP = TempVar:MainBody's Max MP
TempVar:CoreTurns = GlobalVar:MainCoreTurns
If (TempVar:CoreTurns > 0) Then
{
TempVar:CoreTurns = TempVar:CoreTurns + 1
GlobalVar:MainCoreTurns = TempVar:CoreTurns
}
TempVar:TurnTaken = 0
If (TempVar:Head has Death Status) Then
{
If ((TempVar:MainBody's CustomVar:HRvvTurns == 0) Then
{
Remove Death Status from TempVar:Head
Activate TempVar:Head
TempVar:Head's HP = TempVar:Head's Max HP
Print Message [Head Portion (B) Revived]
Choose Self
Use <> on Target
All Allies' IdleAnim = Normal
All Allies' HurtAnim = Flinch (Normal)
TempVar:TurnTaken = 1
} Else {
TempVar:MainBody's CustomVar:HRvvTurns =
TempVar:MainBody's CustomVar:HRvvTurns - 1
}
}
Count = Count + 1
If (Count == 1) Then
{
If ((TempVar:Core doesn't have Death Status)
AND (TempVar:RightMgc has Death Status)
AND (TempVar:LeftMgc has Death Status)
AND (TempVar:CoreTurns > 8)) Then
{
Choose TempVar:RightMgc and TempVar:LeftMgc
Remove Death Status from Target
Activate Target
Use Bizzarro Enegy on Target
TempVar:Core's Physical Immunity = On
TempVar:Core's Magical Immunity = On
Print Message [Left&Right-Magic (D&E) Revived]
If (TempVar:Head doesn't have Death Status) Then
{
All Allies' IdleAnim = Normal
All Allies' HurtAnim = Flinch (Normal)
} Else {
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
}
GlobalVar:MainCoreTurns = 0
TempVar:TurnTaken = 1
} Else {
If (TempVar:Head has Death Status) Then
{
Choose All Opponents (incl. Dead)
Use Aurora Fence on Target
Remove Sleep/Poison/Sadness/Fury/Confusion/Silence/Haste/Slow/
Stop/Frog/Small/Slow-numb/Petrify/Regen/Barrier
MBarrier/Reflect/Shield/Death-sentence/Manipulate/
Berserk/Peerless/Paralysed/Seizure Statuses from Target
Remove Haste/Slow/Seizure Statuses from Self
TempVar:TurnTaken = 1
}
}
} Else If (Count == 2) Then {
If (TempVar:RightMgc doesn't have Death Status) Then
{
Choose Random Opponent
Use Bolt3 on Target
TempVar:TurnTaken = 1
}
} Else If (Count == 3) Then {
If (TempVar:LeftMgc doesn't have Death Status) Then
{
Choose Random Opponent
Use Quake3 on Target
TempVar:TurnTaken = 1
}
} Else If (Count == 4) Then {
If (TempVar:Head doesn't have Death Status) Then
{
If ((TempVar:Core doesn't have Death Status)
{
Choose All Opponents
If (TempVar:MainBody's IdleAnim == Normal) Then
{
Use Stigma (Normal Version) on Target
} Else {
Use Stigma (Head KOed Version) on Target
}
} Else {
Choose All Opponents
Use Heartless Angel on Target
}
TempVar:TurnTaken = 1
}
} Else If (Count == 5 or 6) Then {
TempVar:TurnTaken = 1
} Else If (Count == 7) Then {
If (TempVar:RightMgc doesn't have Death Status) Then
{
Choose Random Opponent
Use Ice3 on Target
TempVar:TurnTaken = 1
}
} Else {
Count = 0
If (TempVar:LeftMgc doesn't have Death Status) Then
{
Choose Random Opponent
Use Fire3 on Target
TempVar:TurnTaken = 1
}
}
If (TempVar:TurnTaken == 0) Then
{
Choose Random Opponent
If (TempVar:MainBody's IdleAnim == Normal) Then
{
Use <Sephiroth Shock> (Normal Version) on Target
} Else {
Use <Sephiroth Shock> (Head KOed Version) on Target
}
TempVar:TurnTaken = 1
}
} Else If (Self is TempVar:Core) Then {
Choose TempVar:MainBody
Use Bizzarro Enegy on Target
TempVar:Core's MP = TempVar:Core's Max MP
}
}
AI: Counter - Death
{
GlobalVar:ChangeParty = 0
Choose Self
If (Self is TempVar:MainBody) Then
{
Use <Vanish> on Target
Remove All Allies
} Else If (TempVar:MainBody doesn't have Death Status) Then {
Use <Vanish> on Target
}
If (Self is TempVar:MainBody) Then
{
GlobalVar:ChangeParty = 0
Remove All Allies
} Else If (Self is TempVar:Head) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Choose Self
Use <> on Target
Print Message [Head Portion (B) Dead]
TempVar:MainBody's IdleAnim = Head KOed
TempVar:MainBody's HurtAnim = Flinch (Head KOed)
TempVar:MainBody's CustomVar:HRvvTurns = Rnd(1..3)
If (GlobalVar:BzHeadDeaths < 249) Then
{
GlobalVar:BzHeadDeaths = GlobalVar:BzHeadDeaths + 1
}
}
} Else If (Self is TempVar:Core) Then {
GlobalVar:MainCoreTurns = 0
Print Message [Core (C) Dead]
} Else If (Self is TempVar:RightMgc) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Right Magic (D) Dead]
If (TempVar:LeftMgc has Death Status) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
GlobalVar:MainCoreTurns = 1
Print Message [Core (C) Defense Down]
}
}
} Else If (Self is TempVar:LeftMgc) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Left Magic (E) Dead]
If (TempVar:RightMgc has Death Status) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
GlobalVar:MainCoreTurns = 1
Print Message [Core (C) Defense Down]
}
}
}
}
============================================================================
==== T W O P A R T I E S ====
============================================================================
You will face the two party version if you do not qualify for the single
party version, but one of the following is true:
1. You are missing either Vincent or Yuffie or both.
2. Your lowest levelled party member is between L35 and L44 inclusive.
3. The average party level is between 54 and 67 inclusive.
This is a slightly more complex battle. Cloud's party will face the Right
Side of Bizarro, while your other party must face the Left. The battle
begins with Cloud. The objective, again, is to defeat the Main Body
(Bizarro*Sephiroth Main:A). However, the Right Core (Bizarro*Sephiroth
Main:C) is still healing it every turn. To complicate matters, defeating
Right Magic (Bizarro*Sephiroth Main:D and Main:E) is no longer enough to make
the Core vulnerable. It is necessary to defeat a part of Bizarro*Sephiroth
and *then* switch parties to Bizarro's Left Side.
There, the Left Core (Bizarro*Sephiroth Sub:C) is accessible. While still
immune to attacks, it becomes vulnerable when Left Magic (Bizarro*Sephiroth
Sub:D and Sub:E) is destroyed. Once the immunity is gone, Left Core may be
destroyed. Once both Left Core and Right Magic are dead, Right Core in front
of Cloud's party finally becomes vulnerable. Switching back to Cloud's party
and defeating it finally removes Bizarro's method of healing.
Alternatively, it is possible to simply overpower Bizarro by dealing more
damage than he can heal, which is often considered a much much simpler
method.
Note that when you switch parties, the HP values of all Bizarro*Sephiroth
parts are saved. When you return to that battle, it is identical to starting
a new battle (all statuses are reset, for example), except that the HP of the
parts are set to their saved value. Also note that any damage done to a part
in one battle does *NOT* carry over to the other battle; the AI script only
shares Death status, not HP. Thus, the HP for Bizarro*Sephiroth's head can
be different between two different parties, for example.
When the battle begins, an extra script in both battles will set Battle
Variable [2160] to [2160] OR 0x24. The effect of this is currently unknown.
In addition, in the Right Side battle, [2180] will be set to 0, and in the
Left Side battle, [2180] will be set to 1.
On to the stats:
-----------------------------------------------------------------------------
Name: Bizarro*Sephiroth
Lvl: 61 EXP: 0 Win: -
HP: 60000 AP: 0 Steal: -
MP: 400 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 210 Def: 210 Df%: 1 Dex: 120
MAt: 144 MDf: 210 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
This is the Right Hand Side (Main Battle) in the Two Party scenario
This template is used by all five Bizarro*Sephiroth parts. The parts will
differ as such:
Main Body's Max HP = 40000 + 5000 * No. of Characters at L99
+ 60000 if Knights of Round was used on Jenova*SYNTHESIS
Head's Max HP = 2000 + 250 * No. of Characters at L99
Core's Max HP = 14000 + 1750 * No. of Characters at L99
Right Shl's Max HP = 6000 + 750 * No. of Characters at L99
Right Arm's Max HP = 4000 + 500 * No. of Characters at L99
Note that Aeris does not count with regards to characters at L99.
Head shares Death status with the Head in Sub Battle 1
Right Shoulder and Right Arm will absorb Ice and Lightning Elements
Core is immune to all attacks until Right Shoulder and Right Arm are dead,
*AND* the Core of the 1st Sub Battle is also dead. The immunity will
return if Right Shouler/Arm are revived
BUG: Due to a flaw in the AI Script, Bizarro will only successfully record
which parts on this side are dead if Bizarro*Sephiroth E is dead. If
Right Magic (E) is alive, the death of any other parts on this side of
Bizarro will not be recorded when you change parties
---
Attacks:
<Sephiroth Shock>
Physical Attack
Formula: Physical
Pwr: 5/8x Base (2131.25)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Can't Cover
Notes: Also used if the planned attack for this turn fails due to the
conditions for using it not being met
Aurora Fence
Magical HP Restore
Formula: Cure
Pwr: Base + 22 (1252)
MAt%: 100
Tar: All Op
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status
100% Cure 'Death', 'Sleep', 'Poison', 'Sadness', 'Fury',
'Confusion', 'Haste', 'Slow', 'Frog', 'Small',
'Slow-numb', 'Petrify', 'Regen', 'Barrier', 'MBarrier',
'Reflect', 'Shield', 'Berserk', 'Peerless',
'Death Force', 'Resist'
Notes: When used, will also remove Sleep/Poison/Sadness/Fury/Confusion/
Silence/Haste/Slow/Stop/Frog/Small/Slow-numb/Petrify/Regen/
Barrier/MBarrier/Reflect/Shield/Death-sentence/Berserk/
Peerless/Paralysed/Seizure Statuses from ALL party members
Only used when Head is dead
Status removal done via Aurora Fence is considered to be No Split,
even though the healing itself is split
Bolt3
Magical Attack
Formula: Magical
Pwr: 4x Base (4920)
MAt%: 100
Cost: 52 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Notes: Only used when Right Shoulder is alive
Slow
Magical Change Status
Auto Hit
Cost: 20 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [100] Inflict 'Slow'
Reflectable
Notes: Only used when Right Arm is alive
Stigma
Magical Attack
Formula: Magical
Pwr: 1 3/4x Base (2152.5)
MAt%: 100
Tar: All Op (NS)
Elm: Shout
Attr: 100% Inflict 'Poison', 'Slow'
Notes: Only used when Head is alive and Core is alive
Heartless Angel
Physical Attack
Formula: Custom
Pwr: Target's HP - 1
PAt%: 255
Tar: All Op (NS)
Elm: Non-Element
Notes: Only used when Head is alive and Core is dead
Sleepel
Magical Change Status
MAt%: 100
Cost: 8 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Inflict 'Sleep'
Reflectable
Notes: Only used when Right Arm is alive
Ice3
Magical Attack
Formula: Magical
Pwr: 4x Base (4920)
MAt%: 100
Cost: 52 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Notes: Only used when Right Shoulder is alive
Bizzarro Enegy
Magical HP Restore
Formula: Cure
Pwr: Base + 5610 (6840)
MAt%: 255
Tar: 1 Al/All Al
Elm: Restorative
Notes: While Core is alive, it uses this to heal Main Body every turn
It will also be used when Right Shoulder and Arm are revived
Stigma
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (1845)
MAt%: 100
Tar: All Op (NS)
Elm: Shout
Attr: 100% Inflict 'Poison', 'Slow'
Notes: Bizarro*Sephiroth will never use this version
Animations:
<Vanish>
<Vanish>
---
AI: Setup
{
TempVar:MainBody = Bizarro*Sephiroth A
TempVar:Head = Bizarro*Sephiroth B
TempVar:Core = Bizarro*Sephiroth C
TempVar:RightShld = Bizarro*Sephiroth D
TempVar:RightArm = Bizarro*Sephiroth E
Turn off Death Handling for Bizarro*Sephiroth
If (Self is TempVar:MainBody) Then
{
TempVar:CharLv99 = GlobalVar:CharLv99
If (GlobalVar:JenovaKoR == 1) Then
{
TempVar:JenovaBonus = 60000
} Else {
TempVar:JenovaBonus = 0
}
TempVar:MainBody's Max HP = 40000 + TempVar:CharLv99 * 5000
+ TempVar:JenovaBonus
TempVar:Head's Max HP = 4000 - ((8 - TempVar:CharLv99) * 250)
TempVar:Core's Max HP = 14000 + TempVar:CharLv99 * 1750
TempVar:RightShld's Max HP = 6000 + TempVar:CharLv99 * 750
TempVar:RightArm's Max HP = 4000 + TempVar:CharLv99 * 500</pre><pre id="faqspan-20">
If (GlobalVar:BizarroMainStart == 0) Then
{
TempVar:MainBody's HP = TempVar:MainBody's Max HP
TempVar:Head's HP = TempVar:Head's Max HP
TempVar:Core's HP = TempVar:Core's Max HP
TempVar:RightShld's HP = TempVar:RightShld's Max HP
TempVar:RightArm's HP = TempVar:RightArm's Max HP
GlobalVar:BizarroMainStart = 1
GlobalVar:MainCount = 0
GlobalVar:Sub1Count = 0
GlobalVar:Sub2Count = 0
GlobalVar:MainCoreTurns = 0
GlobalVar:Sub1CoreTurns = 0
GlobalVar:Sub2CoreTurns = 0
GlobalVar:BzHeadDeaths = 0
GlobalVar:BzDead-MainHead = 0
GlobalVar:BzDead-MainCore = 0
GlobalVar:BzDead-MainRMgc = 0
GlobalVar:BzDead-MainLMgc = 0
GlobalVar:BzDead-MainRShl = 0
GlobalVar:BzDead-MainRArm = 0
GlobalVar:BzDead-Sub1Core = 0
GlobalVar:BzDead-Sub1LArm = 0
GlobalVar:BzDead-Sub1LShl = 0
GlobalVar:BzDead-Sub1RArm = 0
GlobalVar:BzDead-Sub2Core = 0
GlobalVar:BzDead-Sub2LArm = 0
Print Message [Think about the sequence of the 5 targets]
Print Message [ and beat them!]
}
Count = GlobalVar:MainCount
Print Message [If a part dies, change to a different party.]
} Else If (Self is TempVar:Head) Then {
TempVar:Head's [4278] = 20
If (GlobalVar:BzDead-MainHead == 1) Then
{
Inflict Death on TempVar:Head
Remove TempVar:Head
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
}
} Else If (Self is TempVar:Core) Then {
TempVar:Core's [4278] = 7
TempVar:Core's Physical Immunity = On
TempVar:Core's Magical Immunity = On
If ((GlobalVar:BzDead-Sub1Core == 1)
AND (GlobalVar:BzDead-MainRArm == 1)
AND (GlobalVar:BzDead-MainRShl == 1)) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
}
If (GlobalVar:BzDead-MainCore == 1) Then
{
Inflict Death on TempVar:Core
Remove TempVar:Core
}
GlobalVar:MainCoreTurns = 0
} Else If (Self is TempVar:RightShld) Then {
TempVar:RightShld's [4278] = 29
If (GlobalVar:BzDead-MainRShl == 1) Then
{
Inflict Death on TempVar:RightShld
Remove TempVar:RightShld
}
TempVar:RightShld's Additional Absorbs = Ice, Lightning
} Else If (Self is TempVar:RightArm) Then {
TempVar:RightArm's [4278] = 30
If (GlobalVar:BzDead-MainRArm == 1) Then
{
Inflict Death on TempVar:RightArm
Remove TempVar:RightArm
}
TempVar:RightArm's Additional Absorbs = Ice, Lightning
} Else {
Remove Self
}
GlobalVar:ChangeParty = 0
}
AI: Main
{
If (Bizarro*Sephiroth A to E all have Death Status) Then
{
Remove All Allies
GlobalVar:ChangeParty = 0
}
If (Self is TempVar:MainBody) Then
{
TempVar:MainBody's MP = TempVar:MainBody's Max MP
TempVar:CoreTurns = GlobalVar:MainCoreTurns
If (TempVar:CoreTurns > 0) Then
{
TempVar:CoreTurns = TempVar:CoreTurns + 1
GlobalVar:MainCoreTurns = TempVar:CoreTurns
}
TempVar:TurnTaken = 0
If (TempVar:Head has Death Status) Then
{
If ((TempVar:MainBody's CustomVar:HRvvTurns == 0) Then
{
Remove Death Status from TempVar:Head
Activate TempVar:Head
TempVar:Head's HP = TempVar:Head's Max HP
Print Message [Head Portion (B) Revived]
GlobalVar:BzDead-MainHead = 0
Choose Self
Use <> on Target
All Allies' IdleAnim = Normal
All Allies' HurtAnim = Flinch (Normal)
TempVar:TurnTaken = 1
} Else {
TempVar:MainBody's CustomVar:HRvvTurns =
TempVar:MainBody's CustomVar:HRvvTurns - 1
}
}
GlobalVar:MainCount = GlobalVar:MainCount + 1
Count = GlobalVar:MainCount
If (Count == 1) Then
{
If ((TempVar:Core doesn't have Death Status)
AND (TempVar:RightShld has Death Status)
AND (TempVar:RightArm has Death Status)
AND (TempVar:CoreTurns > 8)) Then
{
Choose TempVar:RightShld and TempVar:RightArm
Remove Death Status from Target
Activate Target
Use Bizzarro Enegy on Target
TempVar:Core's Physical Immunity = On
TempVar:Core's Magical Immunity = On
Print Message [Right Magic (D&E) Revived]
GlobalVar:BzDead-MainRArm = 0
GlobalVar:BzDead-MainRShl = 0
TempVar:CoreTurns = 0
If (TempVar:Head doesn't have Death Status) Then
{
All Allies' IdleAnim = Normal
All Allies' HurtAnim = Flinch (Normal)
} Else {
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
}
GlobalVar:MainCoreTurns = 0
TempVar:TurnTaken = 1
} Else {
If (TempVar:Head has Death Status) Then
{
Choose All Opponents (incl. Dead)
Use Aurora Fence on Target
Remove Sleep/Poison/Sadness/Fury/Confusion/Silence/Haste/Slow/
Stop/Frog/Small/Slow-numb/Petrify/Regen/Barrier
MBarrier/Reflect/Shield/Death-sentence/Manipulate/
Berserk/Peerless/Paralysed/Seizure Statuses from Target
Remove Haste/Slow/Seizure Statuses from Self
TempVar:TurnTaken = 1
}
}
} Else If (Count == 2) Then {
If (TempVar:RightShld doesn't have Death Status) Then
{
Choose Random Opponent
Use Bolt3 on Target
TempVar:TurnTaken = 1
}
} Else If (Count == 3) Then {
If (TempVar:RightArm doesn't have Death Status) Then
{
Choose Random Opponent
Use Slow on Target
TempVar:TurnTaken = 1
}
} Else If (Count == 4) Then {
If (TempVar:Head doesn't have Death Status) Then
{
If ((TempVar:Core doesn't have Death Status)
{
Choose All Opponents
If (TempVar:MainBody's IdleAnim == Normal) Then
{
Use Stigma (Normal Version) on Target
} Else {
Use Stigma (Head KOed Version) on Target
}
} Else {
Choose All Opponents
Use Heartless Angel on Target
}
TempVar:TurnTaken = 1
}
} Else If (Count == 5 or 6) Then {
TempVar:TurnTaken = 1
} Else If (Count == 7) Then {
If (TempVar:RightArm doesn't have Death Status) Then
{
Choose Random Opponent
Use Sleepel on Target
TempVar:TurnTaken = 1
}
} Else {
Count = 0
If (TempVar:RightShld doesn't have Death Status) Then
{
Choose Random Opponent
Use Ice3 on Target
TempVar:TurnTaken = 1
}
}
If (TempVar:TurnTaken == 0) Then
{
Choose Random Opponent
If (TempVar:MainBody's IdleAnim == Normal) Then
{
Use <Sephiroth Shock> (Normal Version) on Target
} Else {
Use <Sephiroth Shock> (Head KOed Version) on Target
}
TempVar:TurnTaken = 1
}
} Else If (Self is TempVar:Core) Then {
Choose TempVar:MainBody
Use Bizzarro Enegy on Target
TempVar:Core's MP = TempVar:Core's Max MP
}
}
AI: Counter - Death
{
If (TempVar:Head has Death Status) Then
{
GlobalVar:BzDead-MainHead = 1
} Else {
GlobalVar:BzDead-MainHead = 0
}
If (TempVar:Core has Death Status) Then
{
GlobalVar:BzDead-MainCore = 1
} Else {
GlobalVar:BzDead-MainCore = 0
}
If (TempVar:RightShld has Death Status) Then
{
GlobalVar:BzDead-MainRShl = 1
} Else {
GlobalVar:BzDead-MainRShl = 0
}
If (TempVar:RightArm has Death Status) Then
{
GlobalVar:BzDead-MainRArm = 1
} Else {
GlobalVar:BzDead-Sub1Core = 0
GlobalVar:BzDead-MainRShl = 0
GlobalVar:BzDead-MainCore = 0
GlobalVar:BzDead-MainHead = 0
}
Choose Self
If (Self is TempVar:MainBody) Then
{
Use <Vanish> on Target
Remove All Allies
GlobalVar:ChangeParty = 0
} Else If (TempVar:MainBody doesn't have Death Status) Then {
Use <Vanish> on Target
}
If (Self is TempVar:MainBody) Then
{
GlobalVar:ChangeParty = 0
Remove All Allies
} Else If (Self is TempVar:Head) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Choose Self
Use <> on Target
Print Message [Head Portion (B) Dead]
TempVar:MainBody's IdleAnim = Head KOed
TempVar:MainBody's HurtAnim = Flinch (Head KOed)
TempVar:MainBody's CustomVar:HRvvTurns = Rnd(1..3)
If (GlobalVar:BzHeadDeaths < 249) Then
{
GlobalVar:BzHeadDeaths = GlobalVar:BzHeadDeaths + 1
}
GlobalVar:ChangeParty = 3
} Else {
GlobalVar:ChangeParty = 0
}
} Else If (Self is TempVar:Core) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
GlobalVar:MainCoreTurns = 0
Print Message [Right Core (C) Dead]
GlobalVar:ChangeParty = 3
} Else {
GlobalVar:ChangeParty = 0
}
} Else If (Self is TempVar:RightShld) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Right Magic (D) Dead]
If ((TempVar:RightArm has Death Status)
AND (GlobalVar:BzDead-Sub1Core == 1)) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
GlobalVar:MainCoreTurns = 1
Print Message [Right Core (C) Defense Down]
}
GlobalVar:ChangeParty = 3
} Else {
GlobalVar:ChangeParty = 0
}
} Else If (Self is TempVar:RightArm) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Right Magic (E) Dead]
If ((TempVar:RightShld has Death Status)
AND (GlobalVar:BzDead-Sub1Core)) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
GlobalVar:MainCoreTurns = 1
Print Message [Right Core (C) Defense Down]
}
GlobalVar:ChangeParty = 3
} Else {
GlobalVar:ChangeParty = 0
}
}
}
-----------------------------------------------------------------------------
Name: Bizarro*Sephiroth
Lvl: 61 EXP: 0 Win: -
HP: 60000 AP: 0 Steal: -
MP: 400 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 190 Def: 200 Df%: 1 Dex: 110
MAt: 128 MDf: 190 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
This is the Left Hand Side (Sub Battle 1) in the Two Party scenario
This template is used by all five Bizarro*Sephiroth parts. The parts will
differ as such:
Main Body's Max HP = 35000 + 5000 * No. of Characters at L99
Head's Max HP = 2000 + 250 * No. of Characters at L99
Core's Max HP = 12000 + 1500 * No. of Characters at L99
Left Shl's Max HP = 6000 + 750 * No. of Characters at L99
Left Arm's Max HP = 4000 + 500 * No. of Characters at L99
Note that Aeris does not count with regards to characters at L99.
Main Body is untargetable on this side of the battle
Head shares Death status with the Head in the Main Battle
Left Shoulder and Left Arm will absorb Fire and Gravity Elements
Core is immune to all attacks until both Left Shoulder and Left Arm are dead
The immunity will return if both parts of Left Magic are revived
If Core is destroyed and Right Shoulder and Right Arm in the Main Battle
are dead, the Core in the Main Battle will lose its immunity
BUG: Due to flaws in the AI script, most of Bizarro's planned attack sequence
will not activate. You will most likely only see Demi3 and <Sephiroth Shock>
used against you until you lower the Core's defenses. The reason for this is
that Bizarro mistakenly uses the Turn Counter for Left Core's Defenses
rather than the correct Turn Counter for his attack sequence
BUG: It's also possible that Left Shoulder/Arm were meant to be given Fire
and Earth Absorb rather than Fire and Gravity Absorb, when comparing to the
Single and Three Party battles
---
Attacks:
<Sephiroth Shock>
Physical Attack
Formula: Physical
Pwr: 5/8x Base (1702.5)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Can't Cover
Notes: Also used if the planned attack for this turn fails due to the
conditions for using it not being met
Aurora Fence
Magical HP Restore
Formula: Cure
Pwr: Base + 22 (1156)
MAt%: 100
Tar: All Op
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status
100% Cure 'Death', 'Sleep', 'Poison', 'Sadness', 'Fury',
'Confusion', 'Haste', 'Slow', 'Frog', 'Small',
'Slow-numb', 'Petrify', 'Regen', 'Barrier', 'MBarrier',
'Reflect', 'Shield', 'Berserk', 'Peerless',
'Death Force', 'Resist'
Notes: When used, will also remove Sleep/Poison/Sadness/Fury/Confusion/
Silence/Haste/Slow/Stop/Frog/Small/Slow-numb/Petrify/Regen/
Barrier/MBarrier/Reflect/Shield/Death-sentence/Berserk/
Peerless/Paralysed/Seizure Statuses from ALL party members
Only used when Head is dead
Status removal done via Aurora Fence is considered to be No Split,
even though the healing itself is split
Fire3
Magical Attack
Formula: Magical
Pwr: 4x Base (4536)
MAt%: 100
Cost: 52 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Only used when Left Shoulder is alive
BUG: Due to flaws, this will likely never be used
Stop
Magical Change Status
Auto Hit
Cost: 34 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 60] Inflict 'Stop'
Reflectable
Notes: Only used when Left Arm is alive
BUG: Due to flaws, this will likely never be used
Stigma
Magical Attack
Formula: Magical
Pwr: 1 3/4x Base (1984.5)
MAt%: 100
Tar: All Op (NS)
Elm: Shout
Attr: 100% Inflict 'Poison', 'Slow'
Notes: Only used when Head is alive and Core is alive
Heartless Angel
Physical Attack
Formula: Custom
Pwr: Target's HP - 1
PAt%: 255
Tar: All Op (NS)
Elm: Non-Element
Notes: Only used when Head is alive and Core is dead
Quake3
Magical Attack
Formula: Magical
Pwr: 4 3/8x Base (4961.25)
MAt%: 100
Cost: 68 MP
Tar: 1 Op/All Op
Elm: Earth
Attr: Reflectable
Notes: Only used when Left Shoulder is alive
BUG: Due to flaws, this will likely never be used
Demi3
Magical Attack
Formula: HP%
Pwr: [Target's HP * 3 / 4]
MAt%: 75
Cost: 48 MP
Tar: 1 Op/All Op (NS)
Elm: Gravity
Notes: Only used when Left Arm is alive
Bizzarro Enegy
Magical HP Restore
Formula: Cure
Pwr: Base + 5610 (6744)
MAt%: 255
Tar: 1 Al/All Al
Elm: Restorative
Notes: Only used when Core is alive and Left Shoulder/Arm are being
revived
Stigma
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (1701)
MAt%: 100
Tar: All Op (NS)
Elm: Shout
Attr: 100% Inflict 'Poison', 'Slow'
Notes: Bizarro*Sephiroth will never use this version
Animations:
<Vanish>
<Vanish>
---
AI: Setup
{
TempVar:MainBody = Bizarro*Sephiroth A
TempVar:Head = Bizarro*Sephiroth B
TempVar:Core = Bizarro*Sephiroth C
TempVar:LeftShld = Bizarro*Sephiroth D
TempVar:LeftArm = Bizarro*Sephiroth E
Turn off Death Handling for Bizarro*Sephiroth
If (Self is TempVar:MainBody) Then
{
TempVar:CharLv99 = GlobalVar:CharLv99
TempVar:MainBody's Max HP = 35000 + TempVar:CharLv99 * 5000
TempVar:Head's Max HP = 4000 - ((8 - TempVar:CharLv99) * 250)
TempVar:Core's Max HP = 12000 + TempVar:CharLv99 * 1500
TempVar:LeftShld's Max HP = 6000 + TempVar:CharLv99 * 750
TempVar:LeftArm's Max HP = 4000 + TempVar:CharLv99 * 500
If (GlobalVar:BizarroSub1Start == 0) Then
{
TempVar:MainBody's HP = TempVar:MainBody's Max HP
TempVar:Head's HP = TempVar:Head's Max HP
TempVar:Core's HP = TempVar:Core's Max HP
TempVar:LeftShld's HP = TempVar:LeftShld's Max HP
TempVar:LeftArm's HP = TempVar:LeftArm's Max HP
GlobalVar:BizarroSub1Start = 1
GlobalVar:Sub1CoreTurns = 0
}
Count = GlobalVar:Sub1Count
Make TempVar:MainBody Untargetable
Print Message [If a part dies, change to a different party.]
} Else If (Self is TempVar:Head) Then {
TempVar:Head's [4278] = 20
If (GlobalVar:BzDead-MainHead == 1) Then
{
Inflict Death on TempVar:Head
Remove TempVar:Head
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
}
} Else If (Self is TempVar:Core) Then {
TempVar:Core's [4278] = 7
TempVar:Core's Physical Immunity = On
TempVar:Core's Magical Immunity = On
If ((GlobalVar:BzDead-Sub1LArm == 1)
AND (GlobalVar:BzDead-Sub1LShl == 1)) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
}
If (:GlobalVar:BzDead-Sub1Core == 1) Then
{
Inflict Death on TempVar:Core
Remove TempVar:Core
}
} Else If (Self is TempVar:LeftShld) Then {
TempVar:LeftShld's [4278] = 25
If (GlobalVar:BzDead-Sub1LShl == 1) Then
{
Inflict Death on TempVar:LeftShld
Remove TempVar:LeftShld
}
TempVar:LeftShld's Additional Absorbs = Fire, Gravity
} Else If (Self is TempVar:LeftArm) Then {
TempVar:LeftArm's [4278] = 26
If (GlobalVar:BzDead-Sub1LArm == 1) Then
{
Inflict Death on TempVar:LeftArm
Remove TempVar:LeftArm
}
TempVar:LeftArm's Additional Absorbs = Fire, Gravity
} Else {
Remove Self
}
GlobalVar:ChangeParty = 0
}
AI: Main
{
If (Bizarro*Sephiroth A to E all have Death Status) Then
{
Remove All Allies
GlobalVar:ChangeParty = 0
}
If (Self is TempVar:MainBody) Then
{
TempVar:MainBody's MP = TempVar:MainBody's Max MP
TempVar:CoreTurns = GlobalVar:Sub1CoreTurns
If (TempVar:CoreTurns > 0) Then
{
TempVar:CoreTurns = TempVar:CoreTurns + 1
GlobalVar:Sub1CoreTurns = TempVar:CoreTurns
}
Count = GlobalVar:Sub1CoreTurns
TempVar:TurnTaken = 0
If (TempVar:Head has Death Status) Then
{
If ((TempVar:MainBody's CustomVar:HRvvTurns == 0) Then
{
Remove Death Status from TempVar:Head
Activate TempVar:Head
TempVar:Head's HP = TempVar:Head's Max HP
Print Message [Head Portion (B) Revived]
GlobalVar:BzDead-MainHead = 0
Choose Self
Use <> on Target
All Allies' IdleAnim = Normal
All Allies' HurtAnim = Flinch (Normal)
TempVar:TurnTaken = 1
} Else {
TempVar:MainBody's CustomVar:HRvvTurns =
TempVar:MainBody's CustomVar:HRvvTurns - 1
}
}
GlobalVar:Sub1Count = GlobalVar:Sub1Count + 1
If (Count == 1) Then
{
If ((TempVar:Core doesn't have Death Status)
AND (TempVar:LeftShld has Death Status)
AND (TempVar:LeftMgc has Death Status)
AND (TempVar:CoreTurns > 8)) Then
{
Choose TempVar:LeftShld and TempVar:LeftArm
Remove Death Status from Target
Activate Target
Use Bizzarro Enegy on Target
TempVar:Core's Physical Immunity = On
TempVar:Core's Magical Immunity = On
Print Message [Left Magic (D&E) Revived]
GlobalVar:BzDead-Sub1LArm = 0
GlobalVar:BzDead-Sub1LShl = 0
If (TempVar:Head doesn't have Death Status) Then
{
All Allies' IdleAnim = Normal
All Allies' HurtAnim = Flinch (Normal)
} Else {
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
}
GlobalVar:Sub1CoreTurns = 0
TempVar:TurnTaken = 1
} Else {
If (TempVar:Head has Death Status) Then
{
Choose All Opponents (incl. Dead)
Use Aurora Fence on Target
Remove Sleep/Poison/Sadness/Fury/Confusion/Silence/Haste/Slow/
Stop/Frog/Small/Slow-numb/Petrify/Regen/Barrier/
MBarrier/Reflect/Shield/Death-sentence/Berserk/
Peerless/Paralysed/Seizure Statuses from Target
Remove Haste/Slow/Seizure Statuses from Self
TempVar:TurnTaken = 1
}
}
} Else If (Count == 2) Then {
If (TempVar:LeftShld doesn't have Death Status) Then
{
Choose Random Opponent
Use Fire3 on Target
TempVar:TurnTaken = 1
}
} Else If (Count == 3) Then {
If (TempVar:LeftArm doesn't have Death Status) Then
{
Choose Random Opponent
Use Stop on Target
TempVar:TurnTaken = 1
}
} Else If (Count == 4) Then {
If (TempVar:Head doesn't have Death Status) Then
{
If ((TempVar:Core doesn't have Death Status)
{
Choose All Opponents
If (TempVar:MainBody's IdleAnim == Normal) Then
{
Use Stigma (Normal Version) on Target
} Else {
Use Stigma (Head KOed Version) on Target
}
} Else {
Choose All Opponents
Use Heartless Angel on Target
}
TempVar:TurnTaken = 1
}
} Else If (Count == 5 or 6) Then {
TempVar:TurnTaken = 1
} Else If (Count == 7) Then {
If (TempVar:LeftShld doesn't have Death Status) Then
{
Choose Random Opponent
Use Quake3 on Target
TempVar:TurnTaken = 1
}
} Else {
Count = 0
GlobalVar:Sub1Count = 0
If (TempVar:LeftArm doesn't have Death Status) Then
{
Choose Random Opponent
Use Demi3 on Target
TempVar:TurnTaken = 1
}
}
If (TempVar:TurnTaken == 0) Then
{
Choose Random Opponent
If (TempVar:MainBody's IdleAnim == Normal) Then
{
Use <Sephiroth Shock> (Normal Version) on Target
} Else {
Use <Sephiroth Shock> (Head KOed Version) on Target
}
TempVar:TurnTaken = 1
}
}
}
AI: Counter - Death
{
If (TempVar:Head has Death Status) Then
{
GlobalVar:BzDead-MainHead = 1
} Else {
GlobalVar:BzDead-MainHead = 0
}
If (TempVar:Core has Death Status) Then
{
GlobalVar:BzDead-Sub1Core = 1
} Else {
GlobalVar:BzDead-Sub1Core = 0
}
If (TempVar:LeftShld has Death Status) Then
{
GlobalVar:BzDead-Sub1LShl = 1
} Else {
GlobalVar:BzDead-Sub1LShl = 0
}
If (TempVar:LeftArm has Death Status) Then
{
GlobalVar:BzDead-Sub1LArm = 1
} Else {
GlobalVar:BzDead-Sub1LArm = 0
}
Choose Self
Use <Vanish> on Target
If (Self is TempVar:Head) Then
{
If (TempVar:MainBody doesn't have Death Status) Then
{
Choose Self
Use <> on Target
Print Message [Head Portion (B) Dead]
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
TempVar:MainBody's CustomVar:HRvvTurns = Rnd(1..3)
If (GlobalVar:BzHeadDeaths < 249) Then
{
GlobalVar:BzHeadDeaths = GlobalVar:BzHeadDeaths + 1
}
GlobalVar:ChangeParty = 2
} Else {
GlobalVar:ChangeParty = 0
}
} Else If (Self is TempVar:Core) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Left Core (C) Dead]
If ((GlobalVar:BzDead-MainRArm == 1)
AND (GlobalVar:BzDead-MainRShl == 1)) Then
{
Print Message [Core (C) Defense Down]
Print Message [ in front of (Cloud)'s party.]
}
GlobalVar:ChangeParty = 2
} Else {
GlobalVar:ChangeParty = 0
}
} Else If (Self is TempVar:LeftShld) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Left Magic (D) Dead]
If (TempVar:LeftArm has Death Status) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
GlobalVar:Sub1CoreTurns = 1
Print Message [Left Core (C) Defense Down]
}
GlobalVar:ChangeParty = 2
} Else {
GlobalVar:ChangeParty = 0
}
} Else If (Self is TempVar:LeftArm) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Left Magic (E) Dead]
If (TempVar:LeftShld has Death Status) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
GlobalVar:Sub1CoreTurns = 1
Print Message [Left Core (C) Defense Down]
}
GlobalVar:ChangeParty = 2
} Else {
GlobalVar:ChangeParty = 0
}
}
}
============================================================================
==== T H R E E P A R T I E S ====
============================================================================
Finally, you will get the three party version if you fail to qualify for
the previous two versions. To be precise, this means that all of the
following is true:
1. Both Vincent and Yuffie have been recruited into your party.
2. Jenova*SYNTHESIS only achieved 12 turns or less before she began her
Ultima countdown.
3. The lowest level character in your party is L45 or greater.
4. The average level of the party is 68 or greater.
This is it. This time, Cloud's party stands dead center, the 2nd party
gets the Right Side of Bizarro and the final party gets the Left Side of
Bizarro. Defeat of the Main Body (Bizarro*Sephiroth Main:A) again is the
primary goal. However, you now have three Cores (Main:C, Sub1:C and Sub2:C)
to deal with. Only the center Core heals the Main Body, but it will only
become vulnerable if the two Sub Cores have been destroyed.
Thus the Left and Right parties must destroy Left and Right Magic
respectively to make the Sub Cores vulnerable, then, in turn, destroy these.
Once this is accomplished, you may destroy the Main Core at your leisure.
The Main Core *cannot* revive either of the Sub Cores, so once the Sub Cores
have been destroyed, there is no chance of the Main Core's immunity
returning.
Once again, you may decide that this is not worth it, and simply wish to
outdamage the amount the Core will heal.
Note that when you switch parties, the HP values of all Bizarro*Sephiroth
parts are saved. When you return to that battle, it is identical to starting
a new battle (all statuses are reset, for example), except that the HP of the
parts are set to their saved value. Also note that any damage done to a part
in one battle does *NOT* carry over to the other battle; the AI script only
shares Death status, not HP. Thus, the HP for Bizarro*Sephiroth's head can
be different between two different parties, for example.
When the battle begins, an extra script in both battles will set Battle
Variable [2160] to [2160] OR 0x24. The effect of this is currently unknown.
Also, the Center battle will have [2180] set to 0, the Right Side battle
will have [2180] set to 1, and the Left Side Battle will have [2180] set
to 2.
And now, the details:
-----------------------------------------------------------------------------
Name: Bizarro*Sephiroth
Lvl: 61 EXP: 0 Win: -
HP: 60000 AP: 0 Steal: -
MP: 400 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 210 Def: 220 Df%: 1 Dex: 140
MAt: 144 MDf: 210 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
This is the Center (Main Battle) in the Three Party scenario
This template is used by all five Bizarro*Sephiroth parts. The parts will
differ as such:
Main Body's Max HP = 40000 + 5000 * No. of Characters at L99
+ 60000 if Knights of Round was used on Jenova*SYNTHESIS
Head's Max HP = 2000 + 250 * No. of Characters at L99
Core's Max HP = 16000 + 2000 * No. of Characters at L99
Right Mgc's Max HP = 8000 + 1000 * No. of Characters at L99
Left Mgc's Max HP = 8000 + 1000 * No. of Characters at L99
Note that Aeris does not count with regards to characters at L99.
Head shares Death status with the Heads in all Three Party battles
Right Magic shares Death Status with Right Shoulder in Sub Battle 1
Left Magic shares Death Status with Left Shoulder in Sub Battle 2
Right Magic and Left Magic will absorb Ice and Lightning Elements
Core is immune to all attacks until both Right Core in Sub Battle 1 and Left
Core in Sub Battle 2 are dead. This immunity will never return
BUG: Left Magic is mistakenly given Ice and Lightning Absorb, when from
previous battles and the attacks attributed to it, it should really have
Fire and Earth Absorb
---
Attacks:
<Sephiroth Shock>
Physical Attack
Formula: Physical
Pwr: 5/8x Base (2131.25)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Can't Cover
Notes: Also used if the planned attack for this turn fails due to the
conditions for using it not being met
Aurora Fence
Magical HP Restore
Formula: Cure
Pwr: Base + 22 (1252)
MAt%: 100
Tar: All Op
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status
100% Cure 'Death', 'Sleep', 'Poison', 'Sadness', 'Fury',
'Confusion', 'Haste', 'Slow', 'Frog', 'Small',
'Slow-numb', 'Petrify', 'Regen', 'Barrier', 'MBarrier',
'Reflect', 'Shield', 'Berserk', 'Peerless',
'Death Force', 'Resist'
Notes: When used, will also remove Sleep/Poison/Sadness/Fury/Confusion/
Silence/Haste/Slow/Stop/Frog/Small/Slow-numb/Petrify/Regen/
Barrier/MBarrier/Reflect/Shield/Death-sentence/Berserk/
Peerless/Paralysed/Seizure Statuses from ALL party members
Only used when Head is dead
Status removal done via Aurora Fence is considered to be No Split,
even though the healing itself is split
Bolt3
Magical Attack
Formula: Magical
Pwr: 4x Base (4920)
MAt%: 100
Cost: 52 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Notes: Only used when Right Magic is alive
Quake3
Magical Attack
Formula: Magical
Pwr: 4 3/8x Base (5381.25)
MAt%: 100
Cost: 68 MP
Tar: 1 Op/All Op
Elm: Earth
Attr: Reflectable
Notes: Only used when Left Magic is alive
Stigma
Magical Attack
Formula: Magical
Pwr: 1 3/4x Base (2152.5)
MAt%: 100
Tar: All Op (NS)
Elm: Shout
Attr: 100% Inflict 'Poison', 'Slow'
Notes: Only used when Head is alive and Core is alive
Heartless Angel
Physical Attack
Formula: Custom
Pwr: Target's HP - 1
PAt%: 255
Tar: All Op (NS)
Elm: Non-Element
Notes: Only used when Head is alive and Core is dead
Ice3
Magical Attack
Formula: Magical
Pwr: 4x Base (4920)
MAt%: 100
Cost: 52 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Notes: Only used when Right Magic is alive
Fire3
Magical Attack
Formula: Magical
Pwr: 4x Base (4920)
MAt%: 100
Cost: 52 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Only used when Left Magic is alive
Demi3
Magical Attack
Formula: HP%
Pwr: [Target's HP * 3 / 4]
MAt%: 75
Cost: 48 MP
Tar: 1 Op/All Op (NS)
Elm: Gravity
Notes: Only used as C/A when Head dies
Bizzarro Enegy
Magical HP Restore
Formula: Cure
Pwr: Base + 5610 (6840)
MAt%: 255
Tar: 1 Al/All Al
Elm: Restorative
Notes: While Core is alive, it uses this to heal Main Body every turn
Stigma
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (1845)
MAt%: 100
Tar: All Op (NS)
Elm: Shout
Attr: 100% Inflict 'Poison', 'Slow'
Notes: Bizarro*Sephiroth will never use this version
Animations:
<Vanish>
<Vanish>
---
AI: Setup
{
TempVar:MainBody = Bizarro*Sephiroth A
TempVar:Head = Bizarro*Sephiroth B
TempVar:Core = Bizarro*Sephiroth C
TempVar:RightMgc = Bizarro*Sephiroth D
TempVar:LeftMgc = Bizarro*Sephiroth E
Turn off Death Handling for Bizarro*Sephiroth
If (Self is TempVar:MainBody) Then
{
TempVar:CharLv99 = GlobalVar:CharLv99
If (GlobalVar:JenovaKoR == 1) Then
{
TempVar:JenovaBonus = 60000
} Else {
TempVar:JenovaBonus = 0
}
TempVar:MainBody's Max HP = 40000 + TempVar:CharLv99 * 5000
+ TempVar:JenovaBonus
TempVar:Head's Max HP = 4000 - ((8 - TempVar:CharLv99) * 250)
TempVar:Core's Max HP = 16000 + TempVar:CharLv99 * 2000
TempVar:RightMgc's Max HP = 8000 + TempVar:CharLv99 * 1000
TempVar:LeftMgc's Max HP = 8000 + TempVar:CharLv99 * 1000
If (GlobalVar:BizarroMainStart == 0) Then
{
TempVar:MainBody's HP = TempVar:MainBody's Max HP
TempVar:Head's HP = TempVar:Head's Max HP
TempVar:Core's HP = TempVar:Core's Max HP
TempVar:RightMgc's HP = TempVar:RightMgc's Max HP
TempVar:LeftMgc's HP = TempVar:LeftMgc's Max HP
GlobalVar:BizarroMainStart = 1
GlobalVar:MainCount = 0
GlobalVar:Sub1Count = 0
GlobalVar:Sub2Count = 0
GlobalVar:MainCoreTurns = 0
GlobalVar:Sub1CoreTurns = 0
GlobalVar:Sub2CoreTurns = 0
GlobalVar:BzHeadDeaths = 0
GlobalVar:BzDead-MainHead = 0
GlobalVar:BzDead-MainCore = 0
GlobalVar:BzDead-MainRMgc = 0
GlobalVar:BzDead-MainLMgc = 0
GlobalVar:BzDead-MainRShl = 0
GlobalVar:BzDead-MainRArm = 0
GlobalVar:BzDead-Sub1Core = 0
GlobalVar:BzDead-Sub1LArm = 0
GlobalVar:BzDead-Sub1LShl = 0
GlobalVar:BzDead-Sub1RArm = 0
GlobalVar:BzDead-Sub2Core = 0
GlobalVar:BzDead-Sub2LArm = 0
Print Message [Think about the sequence of the 5 targets]
Print Message [ and beat them!]
}
Print Message [If a part dies, change to a different party.]
Count = GlobalVar:MainCount
} Else If (Self is TempVar:Head) Then {
TempVar:Head's [4278] = 20
If (GlobalVar:BzDead-MainHead == 1) Then
{
Inflict Death on TempVar:Head
Remove TempVar:Head
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
}
} Else If (Self is TempVar:Core) Then {
TempVar:Core's [4278] = 7
TempVar:Core's Physical Immunity = On
TempVar:Core's Magical Immunity = On
If ((GlobalVar:BzDead-Sub2Core == 1)
AND (GlobalVar:BzDead-Sub1Core == 1)
AND (GlobalVar:BzDead-MainLMgc == 1)
AND (GlobalVar:BzDead-MainRMgc == 1)) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
}
If (GlobalVar:BzDead-MainCore == 1) Then
{
Inflict Death on TempVar:Core
Remove TempVar:Core
}
GlobalVar:MainCoreTurns = 0
} Else If (Self is TempVar:RightMgc) Then {
TempVar:RightMgc's [4278] = 29
If (GlobalVar:BzDead-MainRMgc == 1) Then
{
Inflict Death on TempVar:RightMgc
Remove TempVar:RightMgc
}
TempVar:RightMgc's Additional Absorbs = Ice, Lightning
} Else If (Self is TempVar:LeftMgc) Then {
TempVar:LeftMgc's [4278] = 25
If (GlobalVar:BzDead-MainLMgc == 1) Then
{
Inflict Death on TempVar:LeftMgc
Remove TempVar:LeftMgc
}
TempVar:LeftMgc's Additional Absorbs = Ice, Lightning
} Else {
Remove Self
}
GlobalVar:ChangeParty = 0
}
AI: Main
{
If (Bizarro*Sephiroth A to E all have Death Status) Then
{
Remove All Allies
GlobalVar:ChangeParty = 0
}
If (Self is TempVar:MainBody) Then
{
TempVar:MainBody's MP = TempVar:MainBody's Max MP
TempVar:CoreTurns = GlobalVar:MainCoreTurns
If (TempVar:CoreTurns > 0) Then
{
TempVar:CoreTurns = TempVar:CoreTurns + 1
GlobalVar:MainCoreTurns = TempVar:CoreTurns
}
TempVar:TurnTaken = 0
If (TempVar:Head has Death Status) Then
{
If ((TempVar:MainBody's CustomVar:HRvvTurns == 0) Then
{
Remove Death Status from TempVar:Head
Activate TempVar:Head
TempVar:Head's HP = TempVar:Head's Max HP
Print Message [Head Portion (B) Revived]
GlobalVar:BzDead-MainHead = 0
Choose Self
Use <> on Target
All Allies' IdleAnim = Normal
All Allies' HurtAnim = Flinch (Normal)
TempVar:TurnTaken = 1
} Else {
TempVar:MainBody's CustomVar:HRvvTurns =
TempVar:MainBody's CustomVar:HRvvTurns - 1
}
}
GlobalVar:MainCount = GlobalVar:MainCount + 1
Count = GlobalVar:MainCount
If (Count == 1) Then
{
If ((TempVar:Core doesn't have Death Status)
AND (TempVar:RightMgc has Death Status)
AND (TempVar:LeftMgc has Death Status)
AND (TempVar:CoreTurns > 8)) Then
{
Choose TempVar:RightMgc and TempVar:LeftMgc
Remove Death Status from Target
Activate Target
Use Bizzarro Enegy on Target
TempVar:Core's Physical Immunity = On
TempVar:Core's Magical Immunity = On
Print Message [Left&Right Magic (D&E) Revived]
GlobalVar:BzDead-MainLMgc = 0
GlobalVar:BzDead-MainRMgc = 0
If (TempVar:Head doesn't have Death Status) Then
{
All Allies' IdleAnim = Normal
All Allies' HurtAnim = Flinch (Normal)
} Else {
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
}
GlobalVar:MainCoreTurns = 0
TempVar:TurnTaken = 1
} Else {
If (TempVar:Head has Death Status) Then
{
Choose All Opponents (incl. Dead)
Use Aurora Fence on Target
Remove Sleep/Poison/Sadness/Fury/Confusion/Silence/Haste/Slow/
Stop/Frog/Small/Slow-numb/Petrify/Regen/Barrier
MBarrier/Reflect/Shield/Death-sentence/Manipulate/
Berserk/Peerless/Paralysed/Seizure Statuses from Target
Remove Haste/Slow/Seizure Statuses from Self
TempVar:TurnTaken = 1
}
}
} Else If (Count == 2) Then {
If (TempVar:RightMgc doesn't have Death Status) Then
{
Choose Random Opponent
Use Bolt3 on Target
TempVar:TurnTaken = 1
}
} Else If (Count == 3) Then {
If (TempVar:LeftMgc doesn't have Death Status) Then
{
Choose Random Opponent
Use Quake3 on Target
TempVar:TurnTaken = 1
}
} Else If (Count == 4) Then {
If (TempVar:Head doesn't have Death Status) Then
{
If ((TempVar:Core doesn't have Death Status)
{
Choose All Opponents
If (TempVar:MainBody's IdleAnim == Normal) Then
{
Use Stigma (Normal Version) on Target
} Else {
Use Stigma (Head KOed Version) on Target
}
} Else {
Choose All Opponents
Use Heartless Angel on Target
}
TempVar:TurnTaken = 1
}
} Else If (Count == 5 or 6) Then {
TempVar:TurnTaken = 1
} Else If (Count == 7) Then {
If (TempVar:RightMgc doesn't have Death Status) Then
{
Choose Random Opponent
Use Ice3 on Target
TempVar:TurnTaken = 1
}
} Else {
Count = 0
GlobalVar:MainCount = 0
If (TempVar:LeftMgc doesn't have Death Status) Then
{
Choose Random Opponent
Use Fire3 on Target
TempVar:TurnTaken = 1
}
}
If (TempVar:TurnTaken == 0) Then
{
Choose Random Opponent
If (TempVar:MainBody's IdleAnim == Normal) Then
{
Use <Sephiroth Shock> (Normal Version) on Target
} Else {
Use <Sephiroth Shock> (Head KOed Version) on Target
}
TempVar:TurnTaken = 1
}
} Else If (Self is TempVar:Core) Then {
Choose TempVar:MainBody
Use Bizzarro Enegy on Target
TempVar:Core's MP = TempVar:Core's Max MP
}
}
AI: Counter - Death
{
If (TempVar:Head has Death Status) Then
{
GlobalVar:BzDead-MainHead = 1
} Else {
GlobalVar:BzDead-MainHead = 0
}
If (TempVar:Core has Death Status) Then
{
GlobalVar:BzDead-MainCore = 1
} Else {
GlobalVar:BzDead-MainCore = 0
}
If (TempVar:RightMgc has Death Status) Then
{
GlobalVar:BzDead-MainRMgc = 1
} Else {
GlobalVar:BzDead-MainRMgc = 0
}
If (TempVar:LeftMgc has Death Status) Then
{
GlobalVar:BzDead-MainLMgc = 1
} Else {
GlobalVar:BzDead-MainLMgc = 0
}
Choose Self
If (Self is TempVar:MainBody) Then
{
Use <Vanish> on Target
Remove All Allies
GlobalVar:ChangeParty = 0
} Else If (TempVar:MainBody doesn't have Death Status) Then {
Use <Vanish> on Target
}
If (Self is TempVar:MainBody) Then
{
GlobalVar:ChangeParty = 0
Remove All Allies
} Else If (Self is TempVar:Head) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Choose TempVar:Head's Last Attacker (General)
Use Demi3 on Target
Print Message [Head Portion (B) Dead]
Chose Self
Use <> on Target
TempVar:MainBody's IdleAnim = Head KOed
TempVar:MainBody's HurtAnim = Flinch (Head KOed)
TempVar:MainBody's CustomVar:HRvvTurns = Rnd(1..3)
If (GlobalVar:BzHeadDeaths < 249) Then
{
GlobalVar:BzHeadDeaths = GlobalVar:BzHeadDeaths + 1
}
GlobalVar:ChangeParty = 5
} Else {
GlobalVar:ChangeParty = 0
}
} Else If (Self is TempVar:Core) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Core (C) Dead]
GlobalVar:MainCoreTurns = 0
GlobalVar:ChangeParty = 6
} Else {
GlobalVar:ChangeParty = 0
}
} Else If (Self is TempVar:RightMgc) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Right Magic (D) Dead]
GlobalVar:ChangeParty = 5
} Else {
GlobalVar:ChangeParty = 0
}
} Else If (Self is TempVar:LeftMgc) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Left Magic (E) Dead]
GlobalVar:ChangeParty = 6
} Else {
GlobalVar:ChangeParty = 0
}
}
}
-----------------------------------------------------------------------------
Name: Bizarro*Sephiroth
Lvl: 61 EXP: 0 Win: -
HP: 60000 AP: 0 Steal: -
MP: 400 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 200 Def: 210 Df%: 1 Dex: 120
MAt: 136 MDf: 200 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
This is the Right Hand Side (Sub Battle 1) in the Three Party scenario
This template is used by all five Bizarro*Sephiroth parts. The parts will
differ as such:
Main Body's Max HP = 35000 + 4000 * No. of Characters at L99
Head's Max HP = 2000 + 250 * No. of Characters at L99
Core's Max HP = 12000 + 1500 * No. of Characters at L99
Right Shl's Max HP = 8000 + 1000 * No. of Characters at L99
Right Arm's Max HP = 6000 + 750 * No. of Characters at L99
Note that Aeris does not count with regards to characters at L99.
Main Body is untargetable on this side of the battle
Head shares Death status with the Heads in all Three Party battles
Right Shoulder shares Death status with Right Magic in the Main battle
Right Shoulder and Right Arm will absorb Ice and Lightning Elements
Core is immune to all attacks until both Right Shoulder and Right Arm are
dead. The immunity will return if both parts of Right Magic are revived
If Core is destroyed and Left Core in Sub Battle 2 is dead, then the Core in
the Main Battle will lose its immunity
BUG: Both Three Party Sub Battles will use Heartless Angel instead of Stigma
*IF* the Main Core is still alive. They will only use Stigma if the Main
Core has been destroyed. This is clearly at odds with how the previous
battles were set up, and should likely be classed as a bug. Note that Stigma
is used correctly in the Three Party Main Battle
---
Attacks:
<Sephiroth Shock>
Physical Attack
Formula: Physical
Pwr: 5/8x Base (2030)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Can't Cover
Notes: Also used if the planned attack for this turn fails due to the
conditions for using it not being met
Aurora Fence
Magical HP Restore
Formula: Cure
Pwr: Base + 22 (1204)
MAt%: 100
Tar: All Op
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status
100% Cure 'Death', 'Sleep', 'Poison', 'Sadness', 'Fury',
'Confusion', 'Haste', 'Slow', 'Frog', 'Small',
'Slow-numb', 'Petrify', 'Regen', 'Barrier', 'MBarrier',
'Reflect', 'Shield', 'Berserk', 'Peerless',
'Death Force', 'Resist'
Notes: When used, will also remove Sleep/Poison/Sadness/Fury/Confusion/
Silence/Haste/Slow/Stop/Frog/Small/Slow-numb/Petrify/Regen/
Barrier/MBarrier/Reflect/Shield/Death-sentence/Berserk/
Peerless/Paralysed/Seizure Statuses from ALL party members
Only used when Head is dead
Status removal done via Aurora Fence is considered to be No Split,
even though the healing itself is split
Bolt3
Magical Attack
Formula: Magical
Pwr: 4x Base (4728)
MAt%: 100
Cost: 52 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Notes: Only used when Right Shoulder is alive
Slow
Magical Change Status
Auto Hit
Cost: 20 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [100] Inflict 'Slow'
Reflectable
Notes: Only used when Right Arm is alive
Heartless Angel
Physical Attack
Formula: Custom
Pwr: Target's HP - 1
PAt%: 255
Tar: All Op (NS)
Elm: Non-Element
Notes: Only used when Head is alive and Core in Main Battle is alive
Stigma
Magical Attack
Formula: Magical
Pwr: 1 3/4x Base (2068.5)
MAt%: 100
Tar: All Op (NS)
Elm: Shout
Attr: 100% Inflict 'Poison', 'Slow'
Notes: Only used when Head is alive and Core in Main Battle is dead
Sleepel
Magical Change Status
MAt%: 100
Cost: 8 MP
Tar: 1 Op/All Op
Elm: Non-Element</pre><pre id="faqspan-21">
Attr: [ 72] Inflict 'Sleep'
Reflectable
Notes: Only used when Right Arm is alive
Ice3
Magical Attack
Formula: Magical
Pwr: 4x Base (4728)
MAt%: 100
Cost: 52 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Notes: Only used when Right Shoulder is alive
Bizzarro Enegy
Magical HP Restore
Formula: Cure
Pwr: Base + 5610 (6792)
MAt%: 255
Tar: 1 Al/All Al
Elm: Restorative
Notes: Only used when Core is alive and Right Shoulder/Arm are being
revived
Stigma
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (1773)
MAt%: 100
Tar: All Op (NS)
Elm: Shout
Attr: 100% Inflict 'Poison', 'Slow'
Notes: Bizarro*Sephiroth will never use this version
Animations:
<Vanish>
<Vanish>
---
AI: Setup
{
TempVar:MainBody = Bizarro*Sephiroth A
TempVar:Head = Bizarro*Sephiroth B
TempVar:Core = Bizarro*Sephiroth C
TempVar:RightShld = Bizarro*Sephiroth D
TempVar:RightArm = Bizarro*Sephiroth E
Turn off Death Handling for Bizarro*Sephiroth
If (Self is TempVar:MainBody) Then
{
TempVar:CharLv99 = GlobalVar:CharLv99
TempVar:MainBody's Max HP = 35000 + TempVar:CharLv99 * 4000
TempVar:Head's Max HP = 4000 - ((8 - TempVar:CharLv99) * 250)
TempVar:Core's Max HP = 12000 + TempVar:CharLv99 * 1500
TempVar:RightShld's Max HP = 8000 + TempVar:CharLv99 * 1000
TempVar:RightArm's Max HP = 6000 + TempVar:CharLv99 * 750
If (GlobalVar:BizarroSub1Start == 0) Then
{
TempVar:MainBody's HP = TempVar:MainBody's Max HP
TempVar:Head's HP = TempVar:Head's Max HP
TempVar:Core's HP = TempVar:Core's Max HP
TempVar:RightShld's HP = TempVar:RightShld's Max HP
TempVar:RightArm's HP = TempVar:RightArm's Max HP
GlobalVar:BizarroSub1Start = 1
}
Print Message [If a part dies, change to a different party.]
Count = GlobalVar:Sub1Count
Make TempVar:MainBody Untargetable
} Else If (Self is TempVar:Head) Then {
TempVar:Head's [4278] = 20
If (GlobalVar:BzDead-MainHead == 1) Then
{
Inflict Death on TempVar:Head
Remove TempVar:Head
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
}
} Else If (Self is TempVar:Core) Then {
TempVar:Core's [4278] = 5
TempVar:Core's Physical Immunity = On
TempVar:Core's Magical Immunity = On
If ((GlobalVar:BzDead-MainRMgc == 1)
AND (GlobalVar:BzDead-Sub1RArm == 1)) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
}
If (GlobalVar:BzDead-Sub1Core == 1) Then
{
Inflict Death on TempVar:Core
Remove TempVar:Core
}
} Else If (Self is TempVar:RightShld) Then {
TempVar:RightShld's [4278] = 29
TempVar:RightShld's Additional Absorbs = Ice, Lightning
If (GlobalVar:BzDead-MainRMgc == 1) Then
{
Inflict Death on TempVar:RightShld
Remove TempVar:RightShld
}
} Else If (Self is TempVar:RightArm) Then {
TempVar:RightArm's [4278] = 30
TempVar:RightArm's Additional Absorbs = Ice, Lightning
If (GlobalVar:BzDead-Sub1RArm == 1) Then
{
Inflict Death on TempVar:RightArm
Remove TempVar:RightArm
}
} Else {
Remove Self
}
GlobalVar:ChangeParty = 0
}
AI: Main
{
If (Bizarro*Sephiroth A to E all have Death Status) Then
{
Remove All Allies
GlobalVar:ChangeParty = 0
}
If (Self is TempVar:MainBody) Then
{
TempVar:MainBody's MP = TempVar:MainBody's Max MP
TempVar:CoreTurns = GlobalVar:Sub1CoreTurns
If (TempVar:CoreTurns > 0) Then
{
TempVar:CoreTurns = TempVar:CoreTurns + 1
GlobalVar:Sub1CoreTurns = TempVar:CoreTurns
}
TempVar:TurnTaken = 0
If (TempVar:Head has Death Status) Then
{
If ((TempVar:MainBody's CustomVar:HRvvTurns == 0) Then
{
Remove Death Status from TempVar:Head
Activate TempVar:Head
TempVar:Head's HP = TempVar:Head's Max HP
Print Message [Head Portion (B) Revived]
GlobalVar:BzDead-MainHead = 0
Choose Self
Use <> on Target
All Allies' IdleAnim = Normal
All Allies' HurtAnim = Flinch (Normal)
TempVar:TurnTaken = 1
} Else {
TempVar:MainBody's CustomVar:HRvvTurns =
TempVar:MainBody's CustomVar:HRvvTurns - 1
}
}
GlobalVar:Sub1Count = GlobalVar:Sub1Count + 1
Count = GlobalVar:Sub1Count
If (Count == 1) Then
{
If ((TempVar:Core doesn't have Death Status)
AND (TempVar:RightShld has Death Status)
AND (TempVar:RightArm has Death Status)
AND (TempVar:CoreTurns > 8)) Then
{
Choose TempVar:RightShld and TempVar:RightArm
Remove Death Status from Target
Activate Target
Use Bizzarro Enegy on Target
TempVar:Core's Physical Immunity = On
TempVar:Core's Magical Immunity = On
Print Message [Right Magic (D&E) Revived]
GlobalVar:BzDead-MainRMgc = 0
GlobalVar:BzDead-Sub1RArm = 0
If (TempVar:Head doesn't have Death Status) Then
{
All Allies' IdleAnim = Normal
All Allies' HurtAnim = Flinch (Normal)
} Else {
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
}
GlobalVar:Sub1CoreTurns = 0
TempVar:TurnTaken = 1
} Else {
If (TempVar:Head has Death Status) Then
{
Choose All Opponents (incl. Dead)
Use Aurora Fence on Target
Remove Sleep/Poison/Sadness/Fury/Confusion/Silence/Haste/Slow/
Stop/Frog/Small/Slow-numb/Petrify/Regen/Barrier/
MBarrier/Reflect/Shield/Death-sentence/Berserk/
Peerless/Paralysed/Seizure Statuses from Target
Remove Haste/Slow/Seizure Statuses from Self
TempVar:TurnTaken = 1
}
}
} Else If (Count == 2) Then {
If (TempVar:RightShld doesn't have Death Status) Then
{
Choose Random Opponent
Use Bolt3 on Target
TempVar:TurnTaken = 1
}
} Else If (Count == 3) Then {
If (TempVar:RightArm doesn't have Death Status) Then
{
Choose Random Opponent
Use Slow on Target
TempVar:TurnTaken = 1
}
} Else If (Count == 4) Then {
If (TempVar:Head doesn't have Death Status) Then
{
If (GlobalVar:BzDead-MainCore == 1) Then
{
Choose All Opponents
If (TempVar:MainBody's IdleAnim == Normal) Then
{
Use Stigma (Normal Version) on Target
} Else {
Use Stigma (Head KOed Version) on Target
}
} Else {
Choose All Opponents
Use Heartless Angel on Target
}
TempVar:TurnTaken = 1
}
} Else If (Count == 5 or 6) Then {
TempVar:TurnTaken = 1
} Else If (Count == 7) Then {
If (TempVar:RightArm doesn't have Death Status) Then
{
Choose Random Opponent
Use Sleepel on Target
TempVar:TurnTaken = 1
}
} Else {
Count = 0
GlobalVar:Sub1Count = 0
If (TempVar:RightShld doesn't have Death Status) Then
{
Choose Random Opponent
Use Ice3 on Target
TempVar:TurnTaken = 1
}
}
If (TempVar:TurnTaken == 0) Then
{
Choose Random Opponent
If (TempVar:MainBody's IdleAnim == Normal) Then
{
Use <Sephiroth Shock> (Normal Version) on Target
} Else {
Use <Sephiroth Shock> (Head KOed Version) on Target
}
TempVar:TurnTaken = 1
}
}
}
AI: Counter - Death
{
If (TempVar:Head has Death Status) Then
{
GlobalVar:BzDead-MainHead = 1
} Else {
GlobalVar:BzDead-MainHead = 0
}
If (TempVar:Core has Death Status) Then
{
GlobalVar:BzDead-Sub1Core = 1
} Else {
GlobalVar:BzDead-Sub1Core = 0
}
If (TempVar:RightShld has Death Status) Then
{
GlobalVar:BzDead-MainRMgc = 1
} Else {
GlobalVar:BzDead-MainRMgc = 0
}
If (TempVar:RightArm has Death Status) Then
{
GlobalVar:BzDead-Sub1RArm = 1
} Else {
GlobalVar:BzDead-Sub1RArm = 0
}
Choose Self
Use <Vanish> on Target
If (Self is TempVar:Head) Then
{
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Head Portion (B) Dead]
Choose Self
Use <> on Target
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
TempVar:MainBody's CustomVar:HRvvTurns = Rnd(1..3)
If (GlobalVar:BzHeadDeaths < 249) Then
{
GlobalVar:BzHeadDeaths = GlobalVar:BzHeadDeaths + 1
}
GlobalVar:ChangeParty = 6
}
} Else If (Self is TempVar:Core) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Right Core (C) Dead]
GlobalVar:Sub1CoreTurns = 0
If (GlobalVar:BzDead-Sub2Core == 1) Then
{
Print Message [Core (C) Defense Down]
Print Message [ in front of (Cloud)'s party.]
GlobalVar:ChangeParty = 4
} Else {
GlobalVar:ChangeParty = 6
}
}
} Else If (Self is TempVar:RightShld) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Right Magic (D) Dead]
If ((TempVar:RightArm has Death Status)
AND (TempVar:Core doesn't have Death Status)) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
Print Message [Right Core (C) Defense Down]
GlobalVar:Sub1CoreTurns = 1
}
GlobalVar:ChangeParty = 6
}
} Else If (Self is TempVar:RightArm) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Right Magic (E) Dead]
If ((TempVar:RightShld has Death Status)
AND (TempVar:Core doesn't have Death Status)) Then
{
Remove Death Status from TempVar:RightShld
Activate TempVar:RightShld
Choose TempVar:RightShld
Use Bizzarro Enegy on Target
Print Message [Right Magic (D) Revived]
GlobalVar:BzDead-MainRMgc = 0
}
GlobalVar:ChangeParty = 6
}
}
}
-----------------------------------------------------------------------------
Name: Bizarro*Sephiroth
Lvl: 61 EXP: 0 Win: -
HP: 60000 AP: 0 Steal: -
MP: 400 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 190 Def: 200 Df%: 1 Dex: 100
MAt: 128 MDf: 190 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Peerless, Paralysed, Seizure
This is the Left Hand Side (Sub Battle 2) in the Three Party scenario
This template is used by all five Bizarro*Sephiroth parts. The parts will
differ as such:
Main Body's Max HP = 30000 + 3000 * No. of Characters at L99
Head's Max HP = 2000 + 250 * No. of Characters at L99
Core's Max HP = 12000 + 1500 * No. of Characters at L99
Left Shl's Max HP = 8000 + 1000 * No. of Characters at L99
Left Arm's Max HP = 6000 + 750 * No. of Characters at L99
Note that Aeris does not count with regards to characters at L99.
Main Body is untargetable on this side of the battle
Head shares Death status with the Heads in all Three Party battles
Left Shoulder shares Death status with Left Magic in the Main battle
Left Shoulder and Left Arm will absorb Fire and Earth Elements
Core is immune to all attacks until both Left Shoulder and Left Arm are dead
The immunity will return if both parts of Left Magic are revived
If Core is destroyed and Right Core in Sub Battle 1 is dead, then the Core in
the Main Battle will lose its immunity
BUG: Both Three Party Sub Battles will use Heartless Angel instead of Stigma
*IF* the Main Core is still alive. They will only use Stigma if the Main
Core has been destroyed. This is clearly at odds with how the previous
battles were set up, and should likely be classed as a bug. Note that Stigma
is used correctly in the Three Party Main Battle
---
Attacks:
<Sephiroth Shock>
Physical Attack
Formula: Physical
Pwr: 5/8x Base (1702.5)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Can't Cover
Notes: Also used if the planned attack for this turn fails due to the
conditions for using it not being met
Aurora Fence
Magical HP Restore
Formula: Cure
Pwr: Base + 22 (1156)
MAt%: 100
Tar: All Op
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status
100% Cure 'Death', 'Sleep', 'Poison', 'Sadness', 'Fury',
'Confusion', 'Haste', 'Slow', 'Frog', 'Small',
'Slow-numb', 'Petrify', 'Regen', 'Barrier', 'MBarrier',
'Reflect', 'Shield', 'Berserk', 'Peerless',
'Death Force', 'Resist'
Notes: When used, will also remove Sleep/Poison/Sadness/Fury/Confusion/
Silence/Haste/Slow/Stop/Frog/Small/Slow-numb/Petrify/Regen/
Barrier/MBarrier/Reflect/Shield/Death-sentence/Berserk/
Peerless/Paralysed/Seizure Statuses from ALL party members
Only used when Head is dead
Status removal done via Aurora Fence is considered to be No Split,
even though the healing itself is split
Fire3
Magical Attack
Formula: Magical
Pwr: 4x Base (4536)
MAt%: 100
Cost: 52 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Only used when Left Shoulder is alive
Stop
Magical Change Status
Auto Hit
Cost: 34 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 60] Inflict 'Stop'
Reflectable
Notes: Only used when Left Arm is alive
Heartless Angel
Physical Attack
Formula: Custom
Pwr: Target's HP - 1
PAt%: 255
Tar: All Op (NS)
Elm: Non-Element
Notes: Only used when Head is alive and Core in Main Battle is alive
Stigma
Magical Attack
Formula: Magical
Pwr: 1 3/4x Base (1984.5)
MAt%: 100
Tar: All Op (NS)
Elm: Shout
Attr: 100% Inflict 'Poison', 'Slow'
Notes: Only used when Head is alive and Core in Main Battle is dead
Quake3
Magical Attack
Formula: Magical
Pwr: 4 3/8x Base (4961.25)
MAt%: 100
Cost: 68 MP
Tar: 1 Op/All Op
Elm: Earth
Attr: Reflectable
Notes: Only used when Left Shoulder is alive
Demi3
Magical Attack
Formula: HP%
Pwr: [Target's HP * 3 / 4]
MAt%: 75
Cost: 48 MP
Tar: 1 Op/All Op (NS)
Elm: Gravity
Notes: Only used when Left Arm is alive
Bizzarro Enegy
Magical HP Restore
Formula: Cure
Pwr: Base + 5610 (6744)
MAt%: 255
Tar: 1 Al/All Al
Elm: Restorative
Notes: Only used when Core is alive and Left Shoulder/Arm are being
revived
Stigma
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (1701)
MAt%: 100
Tar: All Op (NS)
Elm: Shout
Attr: 100% Inflict 'Poison', 'Slow'
Notes: Bizarro*Sephiroth will never use this version
Animations:
<Vanish>
<Vanish>
---
AI: Setup
{
TempVar:MainBody = Bizarro*Sephiroth A
TempVar:Head = Bizarro*Sephiroth B
TempVar:Core = Bizarro*Sephiroth C
TempVar:LeftShld = Bizarro*Sephiroth D
TempVar:LeftArm = Bizarro*Sephiroth E
Turn off Death Handling for Bizarro*Sephiroth
If (Self is TempVar:MainBody) Then
{
TempVar:CharLv99 = GlobalVar:CharLv99
TempVar:MainBody's Max HP = 30000 + TempVar:CharLv99 * 3000
TempVar:Head's Max HP = 4000 - ((8 - TempVar:CharLv99) * 250)
TempVar:Core's Max HP = 12000 + TempVar:CharLv99 * 1500
TempVar:LeftShld's Max HP = 8000 + TempVar:CharLv99 * 1000
TempVar:LeftArm's Max HP = 6000 + TempVar:CharLv99 * 750
If (GlobalVar:BizarroSub2Start == 0) Then
{
TempVar:MainBody's HP = TempVar:MainBody's Max HP
TempVar:Head's HP = TempVar:Head's Max HP
TempVar:Core's HP = TempVar:Core's Max HP
TempVar:LeftShld's HP = TempVar:LeftShld's Max HP
TempVar:LeftArm's HP = TempVar:LeftArm's Max HP
GlobalVar:BizarroSub2Start = 1
}
Print Message [If a part dies, change to a different party.]
Count = GlobalVar:Sub2Count
Make TempVar:MainBody Untargetable
} Else If (Self is TempVar:Head) Then {
TempVar:Head's [4278] = 20
If (GlobalVar:BzDead-MainHead == 1) Then
{
Inflict Death on TempVar:Head
Remove TempVar:Head
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
}
} Else If (Self is TempVar:Core) Then {
TempVar:Core's [4278] = 3
TempVar:Core's Physical Immunity = On
TempVar:Core's Magical Immunity = On
If ((GlobalVar:BzDead-MainLMgc == 1)
AND (GlobalVar:BzDead-Sub2LArm == 1)) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
}
If (GlobalVar:BzDead-Sub2Core == 1) Then
{
Inflict Death on TempVar:Core
Remove TempVar:Core
}
} Else If (Self is TempVar:LeftShld) Then {
TempVar:LeftShld's [4278] = 25
TempVar:LeftShld's Additional Absorbs = Fire, Earth
If (GlobalVar:BzDead-MainLMgc == 1) Then
{
Inflict Death on TempVar:LeftShld
Remove TempVar:LeftShld
}
} Else If (Self is TempVar:LeftArm) Then {
TempVar:LeftArm's [4278] = 26
TempVar:LeftArm's Additional Absorbs = Fire, Earth
If (GlobalVar:BzDead-Sub2LArm == 1) Then
{
Inflict Death on TempVar:LeftArm
Remove TempVar:LeftArm
}
} Else {
Remove Self
}
GlobalVar:ChangeParty = 0
}
AI: Main
{
If (Bizarro*Sephiroth A to E all have Death Status) Then
{
Remove All Allies
GlobalVar:ChangeParty = 0
}
If (Self is TempVar:MainBody) Then
{
TempVar:MainBody's MP = TempVar:MainBody's Max MP
TempVar:CoreTurns = GlobalVar:Sub2CoreTurns
If (TempVar:CoreTurns > 0) Then
{
TempVar:CoreTurns = TempVar:CoreTurns + 1
GlobalVar:Sub2CoreTurns = TempVar:CoreTurns
}
TempVar:TurnTaken = 0
If (TempVar:Head has Death Status) Then
{
If ((TempVar:MainBody's CustomVar:HRvvTurns == 0) Then
{
Remove Death Status from TempVar:Head
Activate TempVar:Head
TempVar:Head's HP = TempVar:Head's Max HP
Print Message [Head Portion (B) Revived]
GlobalVar:BzDead-MainHead = 0
Choose Self
Use <> on Target
All Allies' IdleAnim = Normal
All Allies' HurtAnim = Flinch (Normal)
TempVar:TurnTaken = 1
} Else {
TempVar:MainBody's CustomVar:HRvvTurns =
TempVar:MainBody's CustomVar:HRvvTurns - 1
}
}
GlobalVar:Sub2Count = GlobalVar:Sub2Count + 1
Count = GlobalVar:Sub2Count
If (Count == 1) Then
{
If ((TempVar:Core doesn't have Death Status)
AND (TempVar:LeftShld has Death Status)
AND (TempVar:LeftArm has Death Status)
AND (TempVar:CoreTurns > 8)) Then
{
Choose TempVar:LeftShld and TempVar:LeftArm
Remove Death Status from Target
Activate Target
Use Bizzarro Enegy on Target
TempVar:Core's Physical Immunity = On
TempVar:Core's Magical Immunity = On
Print Message [Left Magic (D&E) Revived]
GlobalVar:BzDead-MainLMgc = 0
GlobalVar:BzDead-Sub2LArm = 0
If (TempVar:Head doesn't have Death Status) Then
{
All Allies' IdleAnim = Normal
All Allies' HurtAnim = Flinch (Normal)
} Else {
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
}
GlobalVar:Sub2CoreTurns = 0
TempVar:TurnTaken = 1
} Else {
If (TempVar:Head has Death Status) Then
{
Choose All Opponents (incl. Dead)
Use Aurora Fence on Target
Remove Sleep/Poison/Sadness/Fury/Confusion/Silence/Haste/Slow/
Stop/Frog/Small/Slow-numb/Petrify/Regen/Barrier/
MBarrier/Reflect/Shield/Death-sentence/Berserk/
Peerless/Paralysed/Seizure Statuses from Target
Remove Haste/Slow/Seizure Statuses from Self
TempVar:TurnTaken = 1
}
}
} Else If (Count == 2) Then {
If (TempVar:LeftShld doesn't have Death Status) Then
{
Choose Random Opponent
Use Fire3 on Target
TempVar:TurnTaken = 1
}
} Else If (Count == 3) Then {
If (TempVar:LeftArm doesn't have Death Status) Then
{
Choose Random Opponent
Use Stop on Target
TempVar:TurnTaken = 1
}
} Else If (Count == 4) Then {
If (TempVar:Head doesn't have Death Status) Then
{
If (GlobalVar:BzDead-MainCore == 1) Then
{
Choose All Opponents
If (TempVar:MainBody's IdleAnim == Normal) Then
{
Use Stigma (Normal Version) on Target
} Else {
Use Stigma (Head KOed Version) on Target
}
} Else {
Choose Random Opponent
Use Heartless Angel on Target
}
TempVar:TurnTaken = 1
}
} Else If (Count == 5 or 6) Then {
TempVar:TurnTaken = 1
} Else If (Count == 7) Then {
If (TempVar:LeftShld doesn't have Death Status) Then
{
Choose Random Opponent
Use Quake3 on Target
TempVar:TurnTaken = 1
}
} Else {
Count = 0
GlobalVar:Sub2Count = 0
If (TempVar:LeftArm doesn't have Death Status) Then
{
Choose Random Opponent
Use Demi3 on Target
TempVar:TurnTaken = 1
}
}
If (TempVar:TurnTaken == 0) Then
{
Choose Random Opponent
If (TempVar:MainBody's IdleAnim == Normal) Then
{
Use <Sephiroth Shock> (Normal Version) on Target
} Else {
Use <Sephiroth Shock> (Head KOed Version) on Target
}
TempVar:TurnTaken = 1
}
}
}
AI: Counter - Death
{
If (TempVar:Head has Death Status) Then
{
GlobalVar:BzDead-MainHead = 1
} Else {
GlobalVar:BzDead-MainHead = 0
}
If (TempVar:LeftShld has Death Status) Then
{
GlobalVar:BzDead-MainLMgc = 1
} Else {
GlobalVar:BzDead-MainLMgc = 0
}
If (TempVar:Core has Death Status) Then
{
GlobalVar:BzDead-Sub2Core = 1
} Else {
GlobalVar:BzDead-Sub2Core = 0
}
If (TempVar:LeftArm has Death Status) Then
{
GlobalVar:BzDead-Sub2LArm = 1
} Else {
GlobalVar:BzDead-Sub2LArm = 0
}
Choose Self
Use <Vanish> on Target
If (Self is TempVar:Head) Then
{
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Head Portion (B) Dead]
Choose Self
Use <> on Target
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
TempVar:MainBody's CustomVar:HRvvTurns = Rnd(1..3)
If (GlobalVar:BzHeadDeaths < 249) Then
{
GlobalVar:BzHeadDeaths = GlobalVar:BzHeadDeaths + 1
}
GlobalVar:ChangeParty = 4
}
} Else If (Self is TempVar:Core) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Left Core (C) Dead]
GlobalVar:Sub2CoreTurns = 0
If (GlobalVar:BzDead-Sub1Core == 1) Then
{
Print Message [Core (C) Defense Down]
Print Message [ in front of (Cloud)'s party.]
GlobalVar:ChangeParty = 4
} Else {
GlobalVar:ChangeParty = 5
}
}
} Else If (Self is TempVar:LeftShld) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Left Magic (D) Dead]
If ((TempVar:LeftArm has Death Status)
AND (TempVar:Core doesn't have Death Status)) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
GlobalVar:Sub2CoreTurns = 1
Print Message [Left Core (C) Defense Down]
}
GlobalVar:ChangeParty = 5
}
} Else If (Self is TempVar:LeftArm) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Left Magic (E) Dead]
If ((TempVar:LeftShld has Death Status)
AND (TempVar:Core doesn't have Death Status)) Then
{
Remove Death Status from TempVar:LeftShld
Activate TempVar:LeftShld
Choose TempVar:LeftShld
Use Bizzarro Enegy on Target
Print Message [Left Magic (D) Revived]
GlobalVar:BzDead-MainLMgc = 0
}
GlobalVar:ChangeParty = 5
}
}
}
-----------------------------------------------------------------------------
5.34.3 Safer*Sephiroth
------ ---------------
This battle has an extra script which sets Battle Variable [2160] to
[2160] OR 0x30. The effect of this is currently unknown.
Name: Safer*Sephiroth
Lvl: 87 EXP: 0 Win: -
HP: 80000 AP: 0 Steal: -
MP: 680 Gil: 0 Morph: -
---
Void: Earth, Gravity
---
Att: 230 Def: 100 Df%: 1 Dex: 160
MAt: 100 MDf: 180 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Regen, Reflect, Death-sentence, Manipulate,
Berserk, Peerless, Paralysed, Seizure
Safer*Sephiroth's stats change depending on various factors:
+30,000 Max HP, 2 Att, 20 Def, 5 MAt, 16 MDf per character at L99
+80,000 Max HP if you cast Knights of Round on Jenova*SYNTHESIS
Note again that Aeris does not count with regards to characters at L99.
Also, for each time you killed Bizarro*Sephiroth's Head, Safer*Sephiroth's
HP will be 100 lower than his Max HP, up to a maximum of 24,900 HP lower.
At maximum power, Safer*Sephiroth will have:
400,000 Max HP, 246 Att, 260 Def, 140 MAt, 308 MDf
Base damage examples given are for the base version of Safer*Sephiroth and
- as a special exception - the maximum power version of Safer*Sephiroth is
listed second. All other versions will have damage values between these
two numbers.
---
Attacks:
< >
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (8782.5), (10389)
PAt%: 255
Tar: 1 Op
Elm: Cut
Attr: 100% Inflict 'Paralysed', 'Darkness'
Deen
Magical Attack
Formula: Magical
Pwr: 1 9/16x Base (1753.125), (2128.125)
MAt%: 255
Tar: All Op
Elm: Non-Element
Wall
Magical Change Status
Auto Hit
Cost: 58 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'Barrier', 'MBarrier'
Reflectable
Pale Horse
Magical Attack
Formula: Magical
Pwr: 2 3/16x Base (2454.375), (2979.375)
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Sadness', 'Frog', 'Small'
Shadow Flare
Magical Attack
Formula: Magical
Pwr: 7 13/16x Base (8765.625), (10640.625)
MAt%: 100
Cost: 100 MP
Tar: 1 Op
Elm: Non-Element
Attr: Reflectable
Super Nova
Magical Attack
Formula: HP%
Pwr: [Target's HP * 15 / 16]
MAt%: 255
Tar: All Op (NS)
Elm: Non-Element
Attr: [ 32] Inflict 'Confusion', 'Silence', 'Slow'
DeSpell
Magical Change Status
Auto Hit
Cost: 20 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: 100% Cure 'Haste', 'Slow', 'Stop', 'Regen', 'Barrier', 'MBarrier',
'Reflect', 'Shield', 'Death Force', 'Resist'
Heartless Angel
Physical Attack
Formula: Custom
Pwr: Target's HP - 1
PAt%: 255
Tar: All Op (NS)
Elm: Non-Element
Break
Magical Attack
Formula: Magical
Pwr: 6 1/4x Base (7012.5), (8512.5)
MAt%: 100
Cost: 86 MP
Tar: 1 Op
Elm: Earth
Attr: [ 32] Inflict 'Petrify'
Reflectable
Animations:
<x>
<Appear>
---
AI: Setup
{
Turn off Death Handling for Safer*Sephiroth
TempVar:CharLv99 = GlobalVar:CharLv99
TempVar:BzHeadDeaths = GlobalVar:BzHeadDeaths
If (GlobalVar:JenovaKoR == 1) Then
{
TempVar:JenovaBonus = 80000
} Else {
TempVar:JenovaBonus = 0
}
TempVar:Stat = 320000
TempVar:Stat = TempVar:Stat - 30000 * (8 - TempVar:CharLv99)
Safer*Sephiroth's Max HP = TempVar:Stat + TempVar:JenovaBonus
Safer*Sephiroth's HP = Safer*Sephiroth's Max HP
- (TempVar:BzHeadDeaths * 100)
Safer*Sephiroth's Att = Safer*Sephiroth's Att + 2 * TempVar:CharLv99
Safer*Sephiroth's Def = Safer*Sephiroth's Def + 20 * TempVar:CharLv99
Safer*Sephiroth's MAt = Safer*Sephiroth's MAt + 5 * TempVar:CharLv99
Safer*Sephiroth's MDf = Safer*Sephiroth's MDf + 16 * TempVar:CharLv99
Choose Self
Use <x> on Target
Use <Appear> on Target
}
AI: Main
{
Safer*Sephiroth's MP = Safer*Sephiroth's Max MP
Count = Count + 1
If (Count == 1) Then
{
If (Self has Slow Status) Then
{
Choose Self
Cast DeSpell on Target
} Else If (TempVar:MoveSet == 1) Then {
Choose All Opponents
Cast DeSpell on Target
TempVar:MoveSet = 0
} Else {
Choose Self
Cast Wall on Target
TempVar:MoveSet = 1
}
} Else If (Count == 2) Then {
If (TempVar:MoveSet == 0) Then {
Choose All Opponents
Use Deen on Target
} Else {
Choose Random Opponent
Use Shadow Flare on Target
}
} Else If (Count == 3) Then {
Choose Random Opponent with Highest HP
Use < > (Physical Attack) on Target
} Else If (Count == 4) Then {
Choose Self
Use <> (Fly Up) on Target
Stage = 1
Safer*Sephiroth's IdleAnim = Flying High
Safer*Sephiroth's HurtAnim = Flinch (Flying High)
Safer*Sephiroth's Range = 16
} Else If (Count == 5) Then {
Choose Random Opponent
Use Pale Horse on Target
} Else If (Count == 6) Then {
Choose All Opponents
Use Super Nova on Target
} Else If (Count == 7) Then {
If (Safer*Sephiroth's HP > 25% of Safer*Sephiroth's Max HP) Then
{
Choose Random Opponent
Use Break on Target
} Else {
Choose Random Opponent
Use Heartless Angel on Target
}
} Else {
Choose Self
Use <> (Fly Down) on Target
Stage = 0
Safer*Sephiroth's IdleAnim = Flying Low
Safer*Sephiroth's HurtAnim = Flinch (Flying Low)
Safer*Sephiroth's Range = 1
Count = 0
}
}
AI: Counter - Death
{
Choose Self
If (Stage == 0) Then
{
Use <> on Target
} Else
{
Use <> on Target
}
}
AI: Counter - 13
{
Remove Self
}
-----------------------------------------------------------------------------
5.34.4 Sephiroth
------ ---------
This battle has an extra script which sets Battle Variable [2160] to
[2160] OR 0x28, and sets Battle Variable [2180] to 0xDE (222). The complete
effect of this is currently unknown.
Name: Sephiroth
Lvl: 50 EXP: 0 Win: -
HP: 1 AP: 0 Steal: -
MP: 0 Gil: 0 Morph: -
---
No Elemental Properties
---
Att: 0 Def: 0 Df%: 0 Dex: 100
MAt: 0 MDf: 0 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Regen, Reflect, Death-sentence, Manipulate,
Berserk, Peerless, Paralysed, Seizure
---
Attacks:
<Cut>
Magical Attack
Formula: HP%
Pwr: [Target's HP * 31 / 32]
MAt%: 255
Tar: 1 Al
Elm: Non-Element
Notes: If Sephiroth uses this, the script will force Cloud to attack
Sephiroth in retaliation
Animations:
<Done-in>
Sephiroth dies
Notes: 100% general C/A, also used on death
---
AI: Setup
{
Turn off Death Handling for Sephiroth
}
AI: Main
{
Choose Cloud
Use <Cut> on Target
Set Cloud as Self
Choose Sephiroth
Use Attack Command on Target
}
AI: Counter - General
{
Choose Self
Use <Done-in> on Target
Remove Self
RunCmd 0x22/0x0F
}
AI: Counter - Death
{
Choose Self
Use <Done-in> on Target
RunCmd 0x22/0x0F
}
AI: Counter - 13
{
[2110] = [2110] OR 0x08
}
=============================================================================
=============================================================================
The FF7 Enemy Mechanics, copyright 2001-2009 Terence Fergusson