Final Fantasy VII – Enemy Mechanics FAQ
PlayStation
Enemy Mechanics FAQ by TFergusson
Version: 1.11 | Updated: 07/31/2009
THE FF7 ENEMY MECHANICS v1.11 ======================= ===== by Terence Fergusson <tf_faq@btinternet.com> 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
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
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
} 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
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
{ 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
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
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 ---
(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
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
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
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,
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 {
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 {
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 {
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
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.
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
} 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
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