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