THE FF7 ENEMY MECHANICS v1.06 ======================= ===== by Terence Fergusson 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 ============================================================================= 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 formulas relating to the party, notably formulas regarding spell damage, 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 World Map Encounters 3.3 Field Map 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. Thus, many enemies will be shown that you will not be able to fight; these are often 3D objects FF7 uses in battle to simulate something in battle. A good example of this is the helicopter in the Rufus Boss Battle. The helicopter is a complete enemy with listed stats, but you cannot fight it and you will never have to destroy it. But because it is included in the battle itself, it will also be included here. 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 (19/08/2004): While almost fully complete, there are still some things left to do. Of high importance 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 still trying to translate the last few details. Furthermore, this FAQ hasn't been adequately stress- tested yet, so many errors may remain. It's 900+ KB of text. All I can say is that I've tried my best. Further note: I will not be updating the Battle Mechanics immediately; it's awaiting some further information before the next update is ready for 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 second or so. The higher the Danger Counter, the more likely you are to enter a random battle. Some areas increase the Danger Counter more quickly than others. This is called the 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. An L2 Lure grants a Rating of 12, and an 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 a roughly 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. Special Formation Battles ========================= If the area has any Special Formation battles, you have a chance of getting them first (excepting 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. 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. 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 "Side (NrmBatt #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*. 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. ------------------------ 3.2 World Map Encounters ------------------------ The following is a listing of all random encounters available on the world map, divided by area and then terrain. Areas are listed in story order. 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. Secondly, 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. Final 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. 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 Row 1: 1x Kalm Fang, 1x Prowler Row 2: 1x Kalm Fang Row 2: 1x Prowler Row 3: 1x Kalm Fang Ambush: 4/64 Chance Normal Battle #2: 16/64 Chance Grp 1: 1x Prowler Row 1: 2x Kalm Fang, 1x Prowler Grp 2: 2x Kalm Fang Normal Battle #3: 16/64 Chance 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 Row 1: 2x Devil Ride Normal Battle #2: 16/64 Chance Side Attack: 10/64 Chance Row 1: 1x Custom Sweeper Row 1: 2x Custom Sweeper Row 2: 1x 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 Back Attack #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 Back Attack #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. (Back Attack): 4/64 Chance Normal Battle #3: 13/64 Chance Row 1: 1x Levrikon, 2x Mandragora Row 1: 2x Levrikon Row 2: 1x Elfadunk Normal Battle #4: 13/64 Chance 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 Row 2: 2x Nerosuferoth Normal Battle #2: 16/64 Chance Back Attack #2: 4/64 Chance Row 1: 2x Nerosuferoth Row 1: 1x Nerosuferoth Row 2: 1x Formula Row 2: 2x Nerosuferoth Normal Battle #3: 16/64 Chance Row 1: 1x Zemzelett 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 Row 1: 1x Zemzelett Normal Battle #2: 21/64 Chance 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 Row 1: 2x Capparwire Row 2: 1x Formula 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 Row 1: 2x Needle Kiss Normal Battle #2: 21/64 Chance Side Attack: 16/64 Chance Row 1: 2x Needle Kiss Row 1: 2x Needle Kiss Normal Battle #3: 21/64 Chance 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 Side (NrmBatt #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 Row 1: 1x Joker, 2x Flapbeat Row 2: 1x 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 Row 1: 1x Grand Horn Normal Battle #2: 21/64 Chance Ambush: 4/64 Chance Row 1: 2x Gagighandi Grp 1: 1x Gagighandi Normal Battle #3: 21/64 Chance Grp 2: 2x Gagighandi Row 1: 2x Grand Horn 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 Row 1: 1x Grand Horn Normal Battle #2: 21/64 Chance Ambush: 4/64 Chance Row 1: 2x Gagighandi Grp 1: 1x Gagighandi Normal Battle #3: 21/64 Chance Grp 2: 2x Gagighandi Row 1: 2x Grand Horn Cosmo Area - Dirt Encounter Value: 20 Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance Row 1: 2x Bagrisk Row 1: 3x Bagrisk Row 2: 1x 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 Row 1: 2x Desert Sahagin Row 2: 1x Skeeskee Back Attack #2: 2/64 Chance Normal Battle #2: 11/64 Chance Row 1: 3x Skeeskee Row 1: 1x Griffin Side Attack: 10/64 Chance Normal Battle #3: 11/64 Chance Row 1: 3x Skeeskee Row 1: 1x Golem Ambush: 4/64 Chance Normal Battle #4: 11/64 Chance Grp 1: 1x Desert Sahagin Row 1: 2x Skeeskee Grp 2: 1x Desert Sahagin Row 2: 1x Griffin Normal Battle #5: 10/64 Chance 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 Row 1: 2x Nibel Wolf Row 2: 1x 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 Row 1: 2x Velcher Task Row 2: 2x Kyuvilduns 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 Row 1: 3x Thunderbird Row 2: 2x Thunderbird Back Attack #1: 2/64 Chance Normal Battle #2: 16/64 Chance Row 1: 2x Tail Vault Row 1: 2x Bizarre Bug Side Attack: 10/64 Chance Row 2: 3x Thunderbird Row 1: 3x Bizarre Bug Normal Battle #3: 16/64 Chance Ambush: 4/64 Chance Row 1: 2x Tail Vault Grp 1: 1x Tail Vault, Row 2: 1x Tail Vault 1x Thunderbird Normal Battle #4: 16/64 Chance Grp 2: 2x Bizarre Bug Row 1: 1x Tail Vault, 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 Row 1: 1x Dual Horn Normal Battle #2: 21/64 Chance 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 Row 1: 2x Trickplay Normal Battle #2: 21/64 Chance Back Attack #2: 4/64 Chance Row 1: 1x Trickplay Row 1: 1x Vlakorados Normal Battle #3: 21/64 Chance Row 1: 2x Trickplay Icicle Area - Snow Encounter Value: 32 Normal Battle #1: 13/64 Chance Back Attack #1: 4/64 Chance Row 1: 1x Bandersnatch Row 1: 2x Bandersnatch Normal Battle #2: 13/64 Chance Ambush: 4/64 Chance Row 1: 1x Bandersnatch Grp 1: 1x Bandersnatch Row 2: 1x Bandersnatch Grp 2: 1x Bandersnatch Normal Battle #3: 13/64 Chance 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 Row 1: 2x Spiral Row 2: 1x 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 Row 1: 1x Sea Worm North Corel Area ================ North Corel Area - Desert Encounter Value: 96 Normal Battle #1: 20/64 Chance Row 1: 1x Sea Worm Normal Battle #2: 20/64 Chance 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 Row 1: 1x Goblin Normal Battle #2: 21/64 Chance Side Attack: 10/64 Chance Row 1: 1x Goblin Row 1: 2x Goblin Row 2: 2x Goblin Ambush: 4/64 Chance Normal Battle #3: 21/64 Chance Grp 1: 2x Goblin Row 1: 1x Goblin Grp 2: 1x Goblin Finally, a listing of all Chocobo Encounters in the game: ====================================================================== Kalm Area Chocobos Chance Chocobo Battle #1: 24632 Row 1: 1x Chocobo (L13) Row 2: 2x Mandragora Chocobo Battle #2: 24633 Row 1: 1x Mandragora, 1x Chocobo (L13) Row 2: 1x Levrikon Chocobo Battle #3: 24636 Row 1: 1x Chocobo (L16) Row 2: 1x Levrikon Row 3: 1x Levrikon Chocobo Battle #4: 24637 Row 1: 1x Elfadunk Row 2: 1x Chocobo (L16) Row 3: 1x Elfadunk Total Chance: 98538 ====================================================================== Junon Area Chocobos Chance Chocobo Battle #1: 16462 Row 1: 3x Capparwire Row 2: 1x Chocobo (L19) Chocobo Battle #2: 16463 Row 1: 1x Chocobo (L19) Row 2: 2x Capparwire Chocobo Battle #3: 16464 Row 1: 2x Nerosuferoth Row 2: 1x Chocobo (L19) Chocobo Battle #4: 16465 Row 1: 2x Capparwire, 1x Chocobo (L19) Total Chance: 65854 ====================================================================== Gold Saucer Area Chocobos Chance Chocobo Battle #1: 5218 Row 1: 1x Chocobo (L29) Row 2: 2x Flapbeat Chocobo Battle #2: 5219 Row 1: 2x Spencer Row 2: 1x Chocobo (L29) Chocobo Battle #3: 11368 Row 1: 2x Flapbeat Row 2: 1x Chocobo (L22) Chocobo Battle #4: 11369 Row 1: 1x Chocobo (L22), 1x Harpy Total Chance: 33174 ====================================================================== Rocket Launch Pad Area Chocobos Chance Chocobo Battle #1: 5272 Row 1: 1x Chocobo (L22) Row 2: 2x Valron Chocobo Battle #2: 5273 Row 1: 2x Kyuvilduns Row 2: 1x Chocobo (L22) Chocobo Battle #3: 11420 Row 1: 1x Chocobo (L22), 1x Velcher Task, 1x Kyuvilduns Chocobo Battle #4: 11421 Row 1: 2x Velcher Task Row 2: 1x Chocobo (L22) Total Chance: 33386 ====================================================================== Wutai Area Chocobos Chance Chocobo Battle #1: 8354 Row 1: 1x Chocobo (L30) Row 2: 2x Tail Vault Chocobo Battle #2: 8355 Row 1: 3x Razor Weed, 1x Chocobo (L30) Chocobo Battle #3: 8358 Row 1: 1x Chocobo (L30) Row 2: 3x Tail Vault Chocobo Battle #4: 8359 Row 1: 1x Chocobo (L30) Row 2: 2x Tail Vault Total Chance: 33426 ====================================================================== Icicle Area Chocobos Chance Chocobo Battle #1: 3274 Row 1: 1x Chocobo (L33), 1x Jumping Chocobo Battle #2: 3275 Row 1: 1x Chocobo (L33) Row 2: 2x Jumping Chocobo Battle #3: 13518 Row 1: 1x Chocobo (L33) Row 2: 1x Bandersnatch, 1x Jumping Chocobo Battle #4: 13519 Row 1: 2x Bandersnatch, 1x Chocobo (L33) Total Chance: 33586 ====================================================================== Mideel Area Chocobos Chance Chocobo Battle #1: 7382 Row 1: 1x Spiral, 1x Chocobo (L36) Chocobo Battle #2: 7383 Row 1: 2x Spiral Row 2: 1x Chocobo (L36) Chocobo Battle #3: 9434 Row 1: 1x Chocobo (L36) Row 2: 3x Head Hunter Chocobo Battle #4: 9435 Row 1: 1x Chocobo (L36), 2x Head Hunter Total Chance: 33634 ====================================================================== ------------------------ 3.3 Field Map Encounters ------------------------ And now, here are 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. In addition, 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. 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 Row 1: 1x Guard Hound Normal Battle #2: 22/64 Chance 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 Row 1: 2x Mono Drive Row 2: 1x 1st Ray Back Attack #2: 4/64 Chance Normal Battle #2: 12/64 Chance Row 1: 1x Grunt Row 1: 2x 1st Ray Row 2: 2x Grunt Normal Battle #3: 11/64 Chance Row 1: 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 Row 1: 2x Grunt Row 2: 2x Mono Drive Row 2: 1x Mono Drive Normal Battle #2: 22/64 Chance 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 Row 1: 2x Grunt Normal Battle #2: 22/64 Chance 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 Row 1: 2x Rocket Launcher Row 1: 4x Grashtrike Row 2: 2x Rocket Launcher Normal Battle #2: 22/64 Chance Row 1: 2x Grashtrike Row 2: 1x Grashtrike Normal Battle #3: 18/64 Chance 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 Row 1: 1x Chuse Tank Row 2: 2x Rocket Launcher Row 2: 3x Blugu Normal Battle #2: 22/64 Chance 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 Row 1: 2x Blood Taste Row 2: 3x Proto Machinegun Row 2: 1x Blood Taste Normal Battle #2: 22/64 Chance 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 Row 1: 2x Special Combatant Row 2: 1x Special Combatant Row 2: 1x Proto Machinegun Normal Battle #2: 14/64 Chance Back Attack #2: 2/64 Chance Row 1: 2x Proto Machinegun Row 1: 3x Blood Taste Row 2: 1x Proto Machinegun Ambush: 4/64 Chance Normal Battle #3: 13/64 Chance Grp 1: 1x Blood Taste Row 1: 2x Proto Machinegun Grp 2: 2x Blood Taste Row 3: 2x Special Combatant Normal Battle #4: 12/64 Chance 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 Row 1: 2x Hedgehog Pie Row 2: 2x Hedgehog Pie Ambush: 6/64 Chance Normal Battle #2: 18/64 Chance Grp 1: 2x Hedgehog Pie Row 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 Row 1: 1x Vice Row 2: 1x Whole Eater 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 Row 1: 2x Aero Combatant Row 2: 1x 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: 3/64 Chance Row 1: 1x Aero Combatant Row 1: 2x Aero Combatant Row 2: 1x Aero Combatant Back Attack #2: 3/64 Chance Normal Battle #2: 22/64 Chance [Same as Back Attack #1] Row 1: 1x Aero Combatant Ambush: 6/64 Chance Row 2: 1x Aero Combatant Grp 1: 1x Aero Combatant Normal Battle #3: 18/64 Chance Grp 2: 1x Aero Combatant 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 Row 1: 1x Moth Slasher Normal Battle #2: 17/64 Chance 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 Row 1: 2x SOLDIER:3rd Row 2: 1x Warning Board 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 Row 1: 1x Brain Pod, Row 2: 1x Brain Pod 2x Vargid Police Normal Battle #2: 22/64 Chance 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 Row 1: 2x Zenene Normal Battle #2: 17/64 Chance Ambush: 4/64 Chance Row 1: 2x Vargid Police Grp 1: 2x Vargid Police Normal Battle #3: 15/64 Chance Grp 2: 1x Vargid Police Row 1: 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 Row 1: 2x Crawler Normal Battle #2: 22/64 Chance Row 2: 2x Crawler Row 1: 1x Madouge, 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 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 Row 1: 2x Castanets Row 2: 2x Castanets Normal Battle #3: 18/64 Chance Row 1: 2x Castanets Row 2: 1x Ark Dragon, 1x Crawler Mythril Mines - Northern Peninsula Encounter Value: 40 Normal Battle #1: 18/64 Chance Row 1: 3x Crawler Row 2: 1x Ark Dragon Normal Battle #2: 17/64 Chance Row 1: 2x Castanets Row 2: 2x Castanets Normal Battle #3: 15/64 Chance Row 1: 2x Castanets Row 2: 1x Ark Dragon, 1x Crawler Normal Battle #4: 14/64 Chance 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 Row 1: 2x Scrutin Eye Row 2: 2x Scrutin Eye Row 2: 2x Scrutin Eye Normal Battle #2: 22/64 Chance 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 Row 1: 2x Needle Kiss Row 2: 1x Needle Kiss Row 2: 1x Needle Kiss Normal Battle #2: 22/64 Chance 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: 34/64 Chance Back Attack #1: 4/64 Chance Row 1: 3x Needle Kiss Row 1: 1x Cokatolis Row 2: 1x Cokatolis Ambush: 4/64 Chance Normal Battle #2: 30/64 Chance Grp 1: 3x Needle Kiss Row 1: 1x Cokatolis Grp 2: 2x Needle Kiss Row 2: 1x Cokatolis 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: 34/64 Chance Ambush: 12/64 Chance Row 1: 1x Bomb Grp 1: 1x Cokatolis Normal Battle #2: 30/64 Chance Grp 2: 2x Cokatolis Row 1: 1x Bagnadrana 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 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 Row 1: 2x Sneaky Step Row 2: 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 Row 1: 2x Sneaky Step Row 2: 3x Heg Side Attack: 8/64 Chance Normal Battle #2: 17/64 Chance Row 1: 2x Sneaky Step Row 1: 1x Gi Spector Ambush: 4/64 Chance Normal Battle #3: 15/64 Chance Grp 1: 1x Gi Spector Row 1: 2x Heg Grp 2: 1x Gi Spector Row 2: 1x Sneaky Step 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 Row 1: 1x Ghirofelgo Nibelheim Mansion - 2nd Floor Encounter Value: 48 Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance 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 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 Row 1: 2x Black Bat Row 2: 1x Black Bat Row 2: 1x Black Bat Normal Battle #2: 14/64 Chance Back Attack #2: 2/64 Chance Row 1: 2x Black Bat Row 1: 1x Ying, 1x Yang Row 2: 1x Black Bat Ambush: 4/64 Chance Normal Battle #3: 13/64 Chance Grp 1: 2x Black Bat Row 1: 1x Black Bat Grp 2: 1x Black Bat Row 2: 2x Black Bat Row 3: 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: 34/64 Chance Row 1: 1x Sonic Speed Row 2: 1x Sonic Speed Row 3: 1x Sonic Speed Normal Battle #2: 30/64 Chance Row 1: 1x Sonic Speed Row 2: 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 Row 1: 2x Screamer 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 - 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 Row 1: 2x Screamer Row 2: 1x Sonic Speed Ambush: 4/64 Chance Normal Battle #2: 14/64 Chance Grp 1: 1x Screamer Row 1: 1x Twin Brain Grp 2: 1x Screamer 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 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 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 Row 1: 3x Razor Weed Normal Battle #2: 22/64 Chance 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 Row 1: 1x Foulander Row 2: 3x Bizarre Bug Row 2: 1x Foulander Normal Battle #2: 22/64 Chance 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 Row 1: 1x Foulander Row 2: 3x Bizarre Bug Row 2: 1x Foulander Normal Battle #2: 17/64 Chance 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 Row 1: 3x Razor Weed Row 2: 1x Foulander Ambush: 4/64 Chance Normal Battle #2: 17/64 Chance Grp 1: 2x Foulander Row 1: 1x Garuda Grp 2: 1x Garuda Row 2: 2x 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 Row 1: 1x Kelzmelzer Normal Battle #2: 14/64 Chance Row 2: 1x Kelzmelzer Row 1: 1x Under Lizard Back Attack #1: 4/64 Chance Normal Battle #3: 13/64 Chance Row 1: 1x Kelzmelzer Row 1: 2x Kelzmelzer Row 2: 2x Toxic Frog Row 2: 2x Toxic Frog Side Attack: 8/64 Chance Normal Battle #4: 12/64 Chance Row 1: 2x Kelzmelzer Row 1: 1x Under Lizard Row 2: 2x Toxic Frog 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 Row 1: 3x Boundfat Row 2: 1x 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 Row 1: 2x Boundfat, 1x Hungry Normal Battle #2: 14/64 Chance Ambush: 4/64 Chance Row 1: 1x Acrophies Grp 1: 1x Hungry Normal Battle #3: 13/64 Chance Grp 2: 1x Hungry Row 1: 2x 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 Row 1: 2x Bandersnatch Row 2: 1x Shred Ambush: 4/64 Chance Normal Battle #2: 16/64 Chance Grp 1: 2x Bandersnatch Row 1: 1x Frozen Nail Grp 2: 1x Bandersnatch Row 2: 1x Frozen Nail 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 Row 1: 1x Lessaloploth Grp 1: 2x Hungry Normal Battle #2: 22/64 Chance Grp 2: 1x Hungry 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 Row 1: 2x Bandersnatch Row 2: 1x Bandersnatch Side Attack: 8/64 Chance Normal Battle #2: 14/64 Chance Row 1: 2x Bandersnatch, 1x Snow Row 1: 1x Ice Golem Ambush: 4/64 Chance Normal Battle #3: 13/64 Chance Grp 1: 1x Bandersnatch Row 1: 2x Bandersnatch Grp 2: 2x Bandersnatch Normal Battle #4: 12/64 Chance 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 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 Row 1: 1x Snow Row 2: 1x Lessaloploth Normal Battle #5: 9/64 Chance Row 1: 1x Snow Normal Battle #6: 8/64 Chance 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 Row 1: 2x Headbomber Row 2: 1x Headbomber Normal Battle #2: 17/64 Chance 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 Row 1: 1x Stilva Normal Battle #2: 17/64 Chance Ambush: 4/64 Chance Row 1: 2x Headbomber, Grp 1: 1x Evilhead 1x Zolokalter Grp 2: 1x Evilhead Normal Battle #3: 15/64 Chance 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 Row 1: 2x Cuahl Normal Battle #2: 17/64 Chance 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 Row 1: 2x Gremlin Normal Battle #2: 17/64 Chance 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 Row 1: 2x Wind Wing Row 2: 1x Wind Wing Ambush: 4/64 Chance Normal Battle #2: 14/64 Chance Grp 1: 1x Wind Wing Row 1: 1x Dragon Rider Grp 2: 2x Wind Wing Normal Battle #3: 13/64 Chance 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: 34/64 Chance Row 1: 1x SOLDIER:2nd Normal Battle #2: 30/64 Chance Row 1: 2x 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 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 Row 1: 1x Roulette Cannon Grp 1: 1x SOLDIER:2nd Normal Battle #2: 22/64 Chance Grp 2: 1x SOLDIER:2nd 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 Row 1: 2x Slalom Normal Battle #2: 22/64 Chance Side Attack: 8/64 Chance Row 1: 1x Slalom Row 1: 1x Death Machine Row 2: 2x Slalom Normal Battle #3: 18/64 Chance Row 1: 1x Death Machine Junon Path - Submarine Dock Encounter Value: 48 Normal Battle #1: 34/64 Chance Row 1: 3x SOLDIER:2nd Normal Battle #2: 30/64 Chance Row 2: 2x 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 Row 1: 2x SOLDIER:2nd Row 2: 1x Death Machine Back Attack #2: 2/64 Chance Normal Battle #2: 17/64 Chance Row 1: 2x Slalom Row 1: 1x Guard System Ambush: 4/64 Chance Normal Battle #3: 15/64 Chance Grp 1: 2x SOLDIER:2nd Row 1: 2x Slalom Grp 2: 1x SOLDIER:2nd Row 2: 1x SOLDIER:2nd Normal Battle #4: 14/64 Chance 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, Row 1: 1x Gun Carrier 1x Gun Carrier Row 2: 1x Senior Grunt Normal Battle #2: 17/64 Chance 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 Row 1: 1x Guardian Normal Battle #2: 17/64 Chance Back Attack #2: 4/64 Chance Row 1: 1x Guardian Row 1: 1x Gun Carrier Row 2: 1x Guardian Row 2: 1x Senior Grunt Normal Battle #3: 15/64 Chance Row 1: 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: 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: Rilfsak Row 1: 2x Rilfsak Row 2: 2x Rilfsak Side Attack: 8/64 Chance Normal Battle #2: 17/64 Chance Row 1: 3x Rilfsak Row 1: 2x Epiolnis Ambush: 4/64 Chance Normal Battle #3: 15/64 Chance Grp 1: 2x Rilfsak Row 1: 2x Diablo Grp 2: 1x Rilfsak Normal Battle #4: 14/64 Chance 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 Row 1: 2x Diablo Row 2: 1x 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 Row 1: 1x Unknown Row 1: 1x Unknown Normal Battle #2: 22/64 Chance Row 1: 1x Unknown 3 Normal Battle #3: 18/64 Chance 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 Row 1: 1x Serpent Normal Battle #2: 17/64 Chance Row 1: 1x Unknown Normal Battle #3: 15/64 Chance Row 1: 1x Unknown 3 Normal Battle #4: 14/64 Chance 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 Row 1: 1x Cromwell Normal Battle #2: 12/64 Chance Back Attack #2: 2/64 Chance Row 1: 1x Manhole Row 1: 2x Cromwell Row 2: 2x Manhole Ambush: 4/64 Chance Normal Battle #3: 11/64 Chance Grp 1: 1x Cromwell Row 1: 1x Manhole Grp 2: 1x Cromwell Row 2: 2x Manhole 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 - Sector 8 Underground (Lower) Encounter Value: 48 Normal Battle #1: 14/64 Chance Back Attack #1: 2/64 Chance Row 1: 1x Cromwell Row 1: 1x Cromwell Row 2: 2x Cromwell Back Attack #2: 2/64 Chance Normal Battle #2: 12/64 Chance Row 1: 2x Cromwell Row 1: 1x Manhole Ambush: 4/64 Chance Row 2: 2x Manhole Grp 1: 1x Cromwell Normal Battle #3: 11/64 Chance Grp 2: 1x Cromwell Row 1: 1x Manhole Row 2: 2x Manhole 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 Row 1: 2x Shadow Maker Normal Battle #2: 17/64 Chance Back Attack #1: 4/64 Chance Row 1: 2x Shadow Maker Row 1: 1x Crazy Saw Normal Battle #3: 15/64 Chance Row 1: 1x Shadow Maker 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 Row 1: 2x SOLDIER:1st Normal Battle #2: 14/64 Chance Ambush: 4/64 Chance Row 1: 1x XCannon Grp 1: 1x SOLDIER:1st Normal Battle #3: 13/64 Chance Grp 2: 1x SOLDIER:1st Row 1: 2x 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 Row 1: 2x Parasite Normal Battle #2: 17/64 Chance Back Attack #2: 4/64 Chance Row 1: 1x Dark Dragon Row 1: 1x Scissors Normal Battle #3: 15/64 Chance Row 1: 2x Parasite 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 Row 1: 2x Parasite Normal Battle #2: 14/64 Chance Back Attack #2: 4/64 Chance Row 1: 1x Dark Dragon Row 1: 1x Scissors Normal Battle #3: 13/64 Chance Row 1: 2x Parasite 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 Row 1: 2x Parasite Normal Battle #2: 12/64 Chance Back Attack #2: 4/64 Chance Row 1: 1x Dark Dragon Row 1: 1x Scissors Normal Battle #3: 11/64 Chance Row 1: 2x Parasite 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 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 Row 1: 1x Death Dealer Normal Battle #2: 12/64 Chance Ambush: 4/64 Chance Row 1: 2x Death Dealer Grp 1: 1x Death Dealer Normal Battle #3: 11/64 Chance Grp 2: 1x Death Dealer Row 1: 1x Pollensalta, 2x Parasite Normal Battle #4: 10/64 Chance Row 1: 3x Parasite Normal Battle #5: 9/64 Chance Row 1: 1x Malboro Normal Battle #6: 8/64 Chance 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 Row 1: 1x King Behemoth Row 1: 1x Allemagne Normal Battle #2: 17/64 Chance Row 1: 1x Allemagne Normal Battle #3: 15/64 Chance Row 1: 1x Armored Golem Normal Battle #4: 14/64 Chance 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 Row 1: 1x Master Tonberry Normal Battle #6: 4/64 Chance Row 1: 3x Mover ============================================================================= 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 ), 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 will be found in the Battle Mechanics guide in due course 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 1.2.3 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 comparing 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 exactly 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 go over. Lower values generally indicate a higher chance that the enemy will use more desperate moves. 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 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. 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 --- No Special Attributes --- Attacks: Machine Gun Physical Attack Formula: Physical Pwr: 1x Base (6) PAt%: 100 Tar: 1 Op Elm: Shoot Attr: Berserk Attack Manip. 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 (All Opponents are in Front Row) Then { Choose Random Opponent 1/4 Chance: TempVar:ChosenAtt = Machine Gun 3/4 Chance: TempVar:ChosenAtt = } Else If (All Opponents are in Back Row) Then { 1/8 Chance: TempVar:ChosenAtt = 7/8 Chance: TempVar:ChosenAtt = Machine Gun } Else { If (1/2 Chance) Then { Choose Random Opponent in Back Row TempVar:ChosenAtt = Machine Gun } Else { Choose Random Opponent in Front Row TempVar:ChosenAtt = } } } Else { If (All Opponents are in Front Row) Then { Choose Random Opponent 1/4 Chance: TempVar:ChosenAtt = 3/4 Chance: TempVar:ChosenAtt = Machine Gun } Else If (All Opponents are in Back Row) Then { Choose Random Opponent 1/8 Chance: TempVar:ChosenAtt = 7/8 Chance: TempVar:ChosenAtt = Machine Gun } Else { If (1/6 Chance) Then { Choose Random Opponent in Front Row TempVar:ChosenAtt = } Else { Choose Random Opponent in Back Row 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 --- No Special Attributes --- Attacks: Physical Attack Formula: Physical Pwr: 1x Base (8) PAt%: 100 Tar: 1 Op Elm: Hit Attr: Berserk Attack Manip. Notes: Always targets a Front Row target, or else 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 a Back Row target, or else whoever has the lowest HP --- AI: Main { If (1/3 Chance) Then { If (At Least One Opponent is in Back Row) Then { Choose Random Opponent in Back Row } Else { Choose Random Opponent with Lowest HP } TempVar:ChosenAtt = Tentacle } Else { If (At Least One Opponent is in Front Row) Then { Choose Random Opponent in Front Row } Else { Choose Random Opponent with Lowest HP } TempVar:ChosenAtt = } 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 --- Attacks: Physical Attack Formula: Physical Pwr: 1x Base (3) PAt%: 100 Tar: 1 Op Elm: Punch Attr: Berserk Attack Manip. Notes: Always targets a Front Row target, or else 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 a Back Row target, or else 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 { If (At Least One Opponent is in Back Row) Then { Choose Random Opponent in Back Row } Else { Choose Random Opponent with Lowest MDf } TempVar:ChosenAtt = Fire TempVar:MagicAtt = 1 } Else { If (At Least One Opponent is in Front Row) Then { Choose Random Opponent in Front Row } Else { Choose Random Opponent with Lowest Def } TempVar:ChosenAtt = TempVar:MagicAtt = 0 } } If (TempVar:MagicAtt == 1) Then { If (Mono Drive's MP < 4) Then { If (At Least One Opponent is in Front Row) Then { Choose Random Opponent in Front Row } Else { Choose Random Opponent with Lowest Def } TempVar:ChosenAtt = } } 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 --- No Special Attributes --- Attacks: 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. --- AI: Main { If (Grunt is in Front Row) Then { If (All Opponents are in Front Row) Then { Choose Random Opponent 1/8 Chance: TempVar:ChosenAtt = Beam Gun 7/8 Chance: TempVar:ChosenAtt = } Else If (All Opponents are in Back Row) Then { Choose Random Opponent 1/6 Chance: TempVar:ChosenAtt = 5/6 Chance: TempVar:ChosenAtt = Beam Gun } Else { If (1/2 Chance) Then { Choose Random Opponent in Back Row TempVar:ChosenAtt = Beam Gun } Else { Choose Random Opponent in Front Row TempVar:ChosenAtt = } } } Else { If (All Opponents are in Front Row) Then { Choose Random Opponent 1/8 Chance: TempVar:ChosenAtt = 7/8 Chance: TempVar:ChosenAtt = Beam Gun } Else If (All Opponents are in Back Row) Then { Choose Random Opponent 1/16 Chance: TempVar:ChosenAtt = 15/16 Chance: TempVar:ChosenAtt = Beam Gun } Else { If (1/12 Chance) Then { Choose Random Opponent in Front Row TempVar:ChosenAtt = } Else { Choose Random Opponent in Back Row 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: Physical Attack Formula: Physical Pwr: 1x Base (10) PAt%: 100 Tar: 1 Op Elm: Shoot Attr: Berserk Attack Manip. Notes: Always targets whoever has the highest HP --- AI: Main { If (Count = 0) Then { Choose Random Opponent with Highest HP Use 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: 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. --- 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 = 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: Poison, 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: 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 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. 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: 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 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: 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 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 on Target } Else { Choose Random Opponent Use 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: 8 MDf: 64 Lck: 1 --- Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed, Darkness --- Attacks: 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. Smog Physical Attack Formula: Physical Pwr: 3/4x Base (16.5) PAt%: 105 Tar: 1 Op Elm: Non-Element Attr: [ 92] Inflict 'Darkness' Manip. --- 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 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 on Target Count = 4 } Else { Choose Random Opponent Use 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 on Target } Else { Choose Random Opponent Use 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: 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. Wave Physical Attack Formula: Physical Pwr: 2x Base (30) PAt%: 92 Tar: 1 Op Elm: Shout Attr: Manip. 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 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: 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 on Target } } Else { If (SelectTar doesn't have Death Status) Then { Choose SelectTar } Else { Choose Random Opponent } Use on Target If (Rnd(1..SpclChance) == 1) Then { If (SelectTar doesn't have Death Status) Then { Choose SelectTar } Else { Choose Random Opponent } Use 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 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 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 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 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 Air Buster's [402C] = 1 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 (High Hit% Version) on Target Air Buster's IdleAnim = Facing Barret } Else { Use (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 { Air Buster's [402C] = 1 Choose Self If (TempVar:CurFacing == Facing Cloud) Then { Air Buster's IdleAnim = Facing Cloud Use (Facing Cloud Version) on Target } Else { Air Buster's IdleAnim = Facing Barret Use (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: 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 on Target } Choose Random Opponent Use 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: 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 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 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: 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 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 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: Physical Attack Formula: Physical Pwr: 1x Base (32) PAt%: 80 Tar: 1 Op Elm: Shoot Attr: [ 28] Inflict 'Darkness' Hell Bomber Physical Attack Formula: Physical Pwr: 1 1/2x Base (48) PAt%: 88 Tar: 1 Op Elm: Shoot 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 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 Copy Hell House's Stats to Hell House Remove Self } } } AI: Counter - Death { Remove Hell House } ----------------------------------------------------------------------------- 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: 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 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: Physical Attack Formula: Physical Pwr: 1x Base (14) PAt%: 100 Tar: 1 Op Elm: Hit Attr: Berserk Attack Manip. 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 on Target } Else { Choose Random Opponent Use 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: Physical Attack Formula: Physical Pwr: 1x Base (29) PAt%: 100 Tar: 1 Op Elm: Hit Attr: Berserk Attack Manip. 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 on Target If (SelectTar doesn't have Death Status) Then { Choose SelectTar } Else { Choose Random Opponent } Use 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 on Target } Else { If (SelectTar doesn't have Death Status) Then { Choose SelectTar } Else { Choose Random Opponent } Use 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: 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' 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 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: 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. Animations: 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 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: 11 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: 22 Def: 32 Df%: 5 Dex: 47 MAt: 33 MDf: 18 Lck: 10 --- At 25% or less HP, they will continually use a Bubble+ combo --- Attacks: Physical Attack Formula: Physical Pwr: 1x Base (29) PAt%: 95 Tar: 1 Op Elm: Hit Attr: Berserk Attack Manip. Bubble Physical Attack Formula: Physical Pwr: 3/4x Base (21.75) PAt%: 75 Tar: 1 Op Elm: Water Attr: Manip. --- AI: Main { If (Stage == 0) Then { Choose Random Opponent 1/4 Chance: Use 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 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 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 on Target } Else { Choose Random Opponent Use Bubble on Target Choose Random Opponent Use 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: 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. 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 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: 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: Notes: 100% C/A --- AI: Main { If (Ghost's [402E] == 0) Then { If (Count == 0) Then { Choose Random Opponent Use 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 on Target } Count = 0 } } Else { Choose Self Use on Target Ghost's [402E] == 0 Count = 0 } } AI: Counter - General { If (Ghost's [402E] == 0) Then { Choose Self Use 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: 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 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: 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 = } } } Else { TempVar:ChosenAtt = } 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: 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 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 Copy Aero Combatant's Stats to Aero Combatant Remove Self } } AI: Counter - Death { Remove Aero Combatant } ----------------------------------------------------------------------------- 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: 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 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: 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 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 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 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."] Turks:Reno's [402C] = 1 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: --- AI: Counter - Death { Choose Imprisoned Character Remove Imprisoned Status from Target Remove Self Choose Self Use 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: 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 on Target } } Else { Choose Random Opponent Use 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 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: 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: 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 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 on Target Activate Mighty Grunt Copy Mighty Grunt's Stats to Mighty Grunt Remove Self } } AI: Counter - Death { Remove Mighty Grunt } ----------------------------------------------------------------------------- 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: 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: Skates around the area, doing nothing --- AI: Main { 2/8 Chance: { Choose Random Opponent Use on Target } 3/8 Chance: { Choose Random Opponent Use Rollerspin on Target } 3/8 Chance: { Choose Self Use 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: 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 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: 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' 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 Attr: Manip. Notes: Sword Dance will never use this normally 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 on Target If (Rnd(1..SpclChance) == 1) Then { Choose Random Opponent Use 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: Physical Attack Formula: Physical Pwr: 1x Base (18) PAt%: 95 Tar: 1 Op Elm: Hit Physical Attack Formula: Physical Pwr: 1/2x Base (9) PAt%: 90 Tar: 1 Op Elm: Hit Attr: [ 48] Inflict 'Confusion' Physical Attack Formula: Physical Pwr: 1x Base (18) PAt%: 105 Tar: 1 Op Elm: Hit Notes: Hammer Blaster will never use this 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 Physical Attack Formula: Physical Pwr: 1x Base (18) PAt%: 90 Tar: 1 Op Elm: Hit Notes: Hammer Blaster will never use this 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 Physical Attack Formula: Physical Pwr: 1x Base (18) PAt%: 100 Tar: 1 Op Elm: Hit Notes: Hammer Blaster will never use this 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: <(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 on Target } Else { Choose Random Opponent Use on Target } Count = Count + 1 } Else If (Count == 2) Then { Choose Self Make Hammer Blaster Invisible Use 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 on Target Count = 0 } Else { Choose Self Make Hammer Blaster Visible Use 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 on Target } Else { Choose Random Opponent Use 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 { Hammer Blaster's [402C] = 1 Choose Self Use <(Report)> on Target Remove Hammer Blaster's Base } ----------------------------------------------------------------------------- Name: Lvl: 12 EXP: 0 Win: - HP: 10 AP: 0 Steal: - MP: 0 Gil: 0 Morph: - --- No Elemental Properties --- Att: 0 Def: 0 Df%: 0 Dex: 1 MAt: 0 MDf: 0 Lck: 0 --- Untargetable. Does not need to be killed to end the battle This is Hammer Blaster's base --- No Attacks --- No AI Script ----------------------------------------------------------------------------- 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: 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 { Warning Board's [402C] = 1 Choose Self Use on Target Remove TempVar:WBGroup } ----------------------------------------------------------------------------- Name: Machine Gun Lvl: 8 EXP: 5 Win: - HP: 155 AP: 4 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: Physical Attack Formula: Physical Pwr: 1x Base (18) PAt%: 100 Tar: 1 Op Elm: Shoot Attr: Berserk Attack Animations: --- 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 on Target Choose Random Opponent Use on Target } } Else { If (3/4 Chance) Then { Make Machine Gun Visible Choose Self Use on Target Choose Random Opponent Use on Target } } } Else { Make Machine Gun Visible Choose Self Use on Target Machine Gun's CustomVar:SwitchTurn = 0 If (1/2 Chance) Then { Choose Random Opponent Use 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 on Target Make Machine Gun Invisible Laser Cannon's CustomVar:SwitchTurn = 1 } 1/4 Chance: { Choose Self Use on Target Make Machine Gun Invisible } 1/2 Chance: { Choose Random Opponent Use on Target } } Else { Choose Random Opponent Use on Target } } } } ----------------------------------------------------------------------------- Name: Laser Cannon Lvl: 8 EXP: 5 Win: - HP: 155 AP: 4 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 Paralaser Physical Attack Formula: Physical Pwr: 1x Base (20) PAt%: 30 Tar: 1 Op Elm: Shoot Attr: [ 8] Inflict 'Paralysed' Animations: --- 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 on Target TempVar:Attack = 1 } } Else { Make Laser Cannon Visible Choose Self Use 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 on Target Make Laser Cannon Invisible Machine Gun's CustomVar:SwitchTurn = 1 } 1/4 Chance: { Choose Self Use 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: 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 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: 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 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: --- AI: Setup { Sample:H0512's [402C] = 1 } 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 on Target } } } } AI: Counter - Death { Choose Self Use 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: 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 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 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 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: 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 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: 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 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 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: Shatters the glass elevator seperating the combatants Notes: Used just before battle starts Transform into 2nd Form Notes: C/A when HP <= 1066 Transform into 3rd Form Notes: C/A when HP <= 533 Notes: Used only in 3rd Form --- AI: Setup { Choose Self Use 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 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 (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 (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 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: 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 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: --- 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: 15 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: Physical Attack Formula: Physical Pwr: 1x Base (63) 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 (90) 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 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 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 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 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 on Target } } 1/2 Chance: { Choose Random Opponent Use on Target } } } ----------------------------------------------------------------------------- Name: Lvl: 1 EXP: 0 Win: - HP: 1 AP: 0 Steal: - MP: 1 Gil: 0 Morph: - --- No Elemental Properties --- Att: 1 Def: 2 Df%: 1 Dex: 1 MAt: 1 MDf: 2 Lck: 1 --- Untargetable. Does not need to be killed to end the battle This is the helicopter that flies around behind Rufus --- No Attacks --- No AI Script ----------------------------------------------------------------------------- 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: 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 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 on Target Choose All Opponents Use 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 on Target } Count = 3 } Else If (Count == 3) Then { Count = 4 } Else If (Count == 4) Then { Choose All Opponents Use 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: - --- 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: 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 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: Hi-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. 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: X-Potion --- Weak: Fire --- Att: 24 Def: 30 Df%: 14 Dex: 57 MAt: 16 MDf: 14 Lck: 6 --- No Special Attributes --- Attacks: 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 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%: 12 Dex: 66 MAt: 0 MDf: 28 Lck: 8 --- Immune: Frog --- Attacks: 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 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 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: 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 on Target } Else { Choose Elfadunk's Last Attacker (Physical) 1/4 Chance: Use Shower on Target 3/4 Chance: Use 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: Hi-Potion --- 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: Physical Attack Formula: Physical Pwr: 1x Base (31) PAt%: 120 Tar: 1 Op Elm: Shoot Attr: Berserk Attack 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 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 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: 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 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: Physical Attack Formula: Physical Pwr: 1x Base (508) PAt%: 110 Tar: 1 Op Elm: Hit 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: 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 on Target } Else If (Count == 0 or 1 or 2) Then { Choose Random Opponent Use on Target Count = Count + 1 } Else { If ((Rnd(1..SpclChance) == 1) AND (TempVar:BlownAway > 0)) Then { Choose Random Opponent Use on Target TempVar:BlownAway = TempVar:BlownAway - 1 } Else { Choose Random Opponent Use 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 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 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 either 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 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 Physical Attack Formula: Physical Pwr: 1x Base PAt%: 95 Tar: All Op Elm: Non-Element Notes: Chocobo will never use this Animations: Chocobo escapes the battle Notes: Two versions, depending on whether the Chocobo is standing or eating greens Chocobo starts eating the greens Notes: C/A against any Greens Prevents random escapes Chocobo finishes eating the greens Notes: Used a little after Taking Bait Allows random escapes again --- AI: Setup { TempVar:RunChance = 2 Chocobo's [402C] = 1 } 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 (Standing Version) on Target Remove Self } } Else { If (TempVar:GreensAmount == 0) Then { Choose Self Use 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 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 (Eating Greens Version) on Target } Else { Use (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 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 (Eating Greens Version) on Target } Else { Use (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] Potion HP: 220 AP: 8 Steal: [ 8] Grand Glove MP: 0 Gil: 150 Morph: Potion --- No Elemental Properties --- Att: 36 Def: 22 Df%: 6 Dex: 56 MAt: 4 MDf: 26 Lck: 3 --- No Special Attributes --- Attacks: 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. --- AI: Main { Choose Random Opponent If (Madouge is in Front Row) Then { 1/4 Chance: Use Swamp Shoot on Target 3/4 Chance: Use on Target } Else { 1/4 Chance: Use on Target 3/4 Chance: Use Swamp Shoot on Target } } ----------------------------------------------------------------------------- Name: Crawler Lvl: 15 EXP: 56 Win: [ 8] 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: 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 on Target } 3/4 Chance: { Choose Random Opponent with Highest HP Use Flame Thrower on Target } } ----------------------------------------------------------------------------- Name: Castanets Lvl: 15 EXP: 65 Win: [ 8] 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. --- 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: 78 Def: 46 Df%: 1 Dex: 60 MAt: 5 MDf: 60 Lck: 0 --- Immune: Death, Stop, Frog, Small, Petrify, Death-sentence, Manipulate, Peerless, Paralysed --- Attacks: Physical Attack Formula: Physical Pwr: 1x Base (207) PAt%: 95 Tar: 1 Op Elm: Hit Attr: Berserk Attack Physical Attack Formula: Physical Pwr: 1 1/2x Base (310.5) 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 on Target 1/2 Chance: Use 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: Physical Attack Formula: Physical Pwr: 1x Base (45) PAt%: 100 Tar: All Op Elm: Wind 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 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 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 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: 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 on Target TempVar:OpeningAttack = 1 } Else { If (Nerosuferoth's HP <= 25% of Nerosuferoth's Max HP) Then { 1/4 Chance: Use 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 on Target 1/2 Chance: Use Heatwing on Target } Else { 1/4 Chance: Use Heatwing on Target 3/4 Chance: Use 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: 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 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 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: 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 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: Physical Attack Formula: Physical Pwr: 1x Base (102) PAt%: 95 Tar: 1 Op Elm: Cut Physical Escape Battle Auto Hit Tar: Self Physical Change Status PAt%: 95 Tar: 1 Op Elm: Non-Element Attr: 100% Inflict 'Slow' Physical Change Status PAt%: 95 Tar: 1 Op Elm: Non-Element Attr: 100% Inflict 'Frog' Physical Attack Formula: Physical Pwr: 1x Base (102) PAt%: 95 Tar: All Op/1 Op Elm: Fire --- AI: Setup { Mystery Ninja's [402C] = 1 } AI: Main { Count == Count + 1 If (TempVar:OpeningAttack == 0) Then { Choose All Opponents Use 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 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 on Target } Else { Choose All Opponents Use on Target } } 1/8 Chance: { If (At Least One Opponent doesn't have Frog Status) Then { Choose Random Opponent without Frog Status Use on Target } Else { Choose All Opponents Use on Target } } 1/4 Chance: { Choose All Opponents Use on Target } 1/2 Chance: { Choose Random Opponent Use 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: Physical Attack Formula: Physical Pwr: 1x Base (135) PAt%: 95 Tar: 1 Op Elm: Cut Physical Escape Battle Auto Hit Tar: Self Physical Change Status PAt%: 95 Tar: 1 Op Elm: Non-Element Attr: 100% Inflict 'Slow' Physical Change Status PAt%: 95 Tar: 1 Op Elm: Non-Element Attr: 100% Inflict 'Frog' Physical Attack Formula: Physical Pwr: 1x Base (135) PAt%: 95 Tar: All Op/1 Op Elm: Fire --- AI: Setup { Mystery Ninja's [402C] = 1 } AI: Main { Count == Count + 1 If (TempVar:OpeningAttack == 0) Then { Choose All Opponents Use 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 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 on Target } Else { Choose All Opponents Use on Target } } 1/8 Chance: { If (At Least One Opponent doesn't have Frog Status) Then { Choose Random Opponent without Frog Status Use on Target } Else { Choose All Opponents Use on Target } } 1/4 Chance: { Choose All Opponents Use on Target } 1/2 Chance: { Choose Random Opponent Use 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: Physical Attack Formula: Physical Pwr: 1x Base (172) PAt%: 95 Tar: 1 Op Elm: Cut Physical Escape Battle Auto Hit Tar: Self Physical Change Status PAt%: 95 Tar: 1 Op Elm: Non-Element Attr: 100% Inflict 'Slow' Physical Attack Formula: Physical Pwr: 1x Base (172) PAt%: 95 Tar: All Op/1 Op Elm: Fire Physical Attack Formula: Physical Pwr: 1 1/4x Base (215) PAt%: 95 Tar: All Op/1 Op Elm: Water Physical Attack Formula: Physical Pwr: 1 1/4x Base (215) PAt%: 95 Tar: All Op/1 Op Elm: Lightning Notes: Mystery Ninja can also use this against 1 Op --- AI: Setup { Mystery Ninja's [402C] = 1 } AI: Main { Count == Count + 1 If (TempVar:OpeningAttack == 0) Then { Choose All Opponents Use 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 on Target RunCmd 0x22/0x0F GlobalVar:0x02 = 0 } Else { 1/8 Chance: { Choose All Opponents Use on Target } 1/8 Chance: { Choose All Opponents Use on Target } 1/8 Chance: { Choose All Opponents Use on Target } 1/8 Chance: { Choose Random Opponent Use on Target } 1/4 Chance: { If (At Least One Opponent doesn't have Slow Status) Then { Choose Random Opponent without Slow Status Use on Target } Else { Choose Random Opponent Use on Target } } 1/4 Chance: { Choose Random Opponent Use 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: Physical Attack Formula: Physical Pwr: 1x Base (276) PAt%: 95 Tar: 1 Op Elm: Cut Physical Escape Battle Auto Hit Tar: Self Physical Change Status PAt%: 95 Tar: 1 Op Elm: Non-Element Attr: 100% Inflict 'Slow' Physical Attack Formula: Physical Pwr: 1x Base (276) PAt%: 95 Tar: All Op/1 Op Elm: Fire Physical Attack Formula: Physical Pwr: 1 1/4x Base (345) PAt%: 95 Tar: All Op/1 Op Elm: Water Physical Attack Formula: Physical Pwr: 1 1/4x Base (345) PAt%: 95 Tar: All Op/1 Op Elm: Lightning Notes: Mystery Ninja can also use this against 1 Op --- AI: Setup { Mystery Ninja's [402C] = 1 } AI: Main { Count == Count + 1 If (TempVar:OpeningAttack == 0) Then { Choose All Opponents Use 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 on Target RunCmd 0x22/0x0F GlobalVar:0x02 = 0 } Else { 1/8 Chance: { Choose All Opponents Use on Target } 1/8 Chance: { Choose All Opponents Use on Target } 1/8 Chance: { Choose All Opponents Use on Target } 1/8 Chance: { Choose Random Opponent Use on Target } 1/4 Chance: { If (At Least One Opponent doesn't have Slow Status) Then { Choose Random Opponent without Slow Status Use on Target } Else { Choose Random Opponent Use on Target } } 1/4 Chance: { Choose Random Opponent Use 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: Physical Attack Formula: Physical Pwr: 1x Base (329) PAt%: 95 Tar: 1 Op Elm: Cut Physical Escape Battle Auto Hit Tar: Self Physical Change Status PAt%: 95 Tar: 1 Op Elm: Non-Element Attr: 100% Inflict 'Slow' Physical Attack Formula: Physical Pwr: 1x Base (329) PAt%: 95 Tar: All Op/1 Op Elm: Fire Physical Attack Formula: Physical Pwr: 1 1/4x Base (411.25) PAt%: 95 Tar: All Op/1 Op Elm: Water Physical Attack Formula: Physical Pwr: 1 1/4x Base (411.25) PAt%: 95 Tar: All Op/1 Op Elm: Lightning Notes: Mystery Ninja can also use this against 1 Op --- AI: Setup { Mystery Ninja's [402C] = 1 } AI: Main { Count == Count + 1 If (TempVar:OpeningAttack == 0) Then { Choose All Opponents Use 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 on Target RunCmd 0x22/0x0F GlobalVar:0x02 = 0 } Else { 1/8 Chance: { Choose All Opponents Use on Target } 1/8 Chance: { Choose All Opponents Use on Target } 1/8 Chance: { Choose All Opponents Use on Target } 1/8 Chance: { Choose Random Opponent Use on Target } 1/4 Chance: { If (At Least One Opponent doesn't have Slow Status) Then { Choose Random Opponent without Slow Status Use on Target } Else { Choose Random Opponent Use on Target } } 1/4 Chance: { Choose Random Opponent Use 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: Physical Attack Formula: Physical Pwr: 1x Base (395) PAt%: 95 Tar: 1 Op Elm: Cut Physical Escape Battle Auto Hit Tar: Self Physical Change Status PAt%: 95 Tar: 1 Op Elm: Non-Element Attr: 100% Inflict 'Slow' Physical Attack Formula: Physical Pwr: 1x Base (395) PAt%: 95 Tar: All Op/1 Op Elm: Fire Physical Attack Formula: Physical Pwr: 1 1/4x Base (493.75) PAt%: 95 Tar: All Op/1 Op Elm: Water 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 { Mystery Ninja's [402C] = 1 } AI: Main { Count == Count + 1 If (TempVar:OpeningAttack == 0) Then { Choose All Opponents Use 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 on Target RunCmd 0x22/0x0F GlobalVar:0x02 = 0 } Else { 1/8 Chance: { Choose All Opponents Use on Target } 1/8 Chance: { Choose All Opponents Use on Target } 1/8 Chance: { Choose All Opponents Use on Target } 1/8 Chance: { Choose Random Opponent Use on Target } 1/4 Chance: { If (At Least One Opponent doesn't have Slow Status) Then { Choose Random Opponent without Slow Status Use on Target } Else { Choose Random Opponent Use on Target } } 1/4 Chance: { Choose Random Opponent Use 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: 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 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 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: 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 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: 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 on Target If (1/2 Chance) Then { If (SelectTar has Death Status) Then { SelectTar = Choose Random Opponent } Choose SelectTar Use 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 on Target Waterpolo (Self)'s [402C] = 1 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: 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 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 Magical Change Status Auto Hit Tar: 1 Op Elm: Non-Element Attr: 100% Inflict 'Death', 'Imprisoned' Notes: Create 'Waterpolo' over target 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: Transforms into 2nd Form or 3rd Form Notes: C/A while in 1st Form or 2nd Form Transforms into 1st Form Notes: Used after a while in 2nd Form/3rd Form --- AI: Setup { Bottomswell's [402C] = 1 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 (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 (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 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 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 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 on Target Bottomswell's IdleAnim = 2nd Form Count = 0 TempVar:HitsTilNextStage = 6 If (Stage == 2) Then { Choose Self Use 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 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 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: --- 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 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: 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 on Target } } 1/4 Chance: { Choose Random Opponent If (Scrutin Eye's MP >= 22) Then { Use Ice2 on Target } Else { Use on Target } } 1/2 Chance: { Choose Random Opponent Use on Target } } Else { 3/8 Chance: { Choose Random Opponent If (Scrutin Eye's MP >= 22) Then { Use Fire2 on Target } Else { Use on Target } } 3/8 Chance: { Choose Random Opponent If (Scrutin Eye's MP >= 22) Then { Use Ice2 on Target } Else { Use on Target } } 1/4 Chance: { Choose Random Opponent Use 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: 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. 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 on Target Count = 1 } Else If (Count == 1 or 2 or 3) Then { Choose Random Opponent Use 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 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: Physical Attack Formula: Physical Pwr: 3x Base (201) PAt%: 90 Tar: 1 Op Elm: Shoot 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 Notes: Cannot Critical W-Laser Physical Attack Formula: Physical Pwr: 3x Base (201) PAt%: 90 Tar: 1 Op Elm: Shoot 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, Darkness --- 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 Animations: Releases Grangalan Jr. Notes: Only used once per battle as C/A 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 on Target Activate Grangalan Jr. Stage = 1 } If (Count > 3) Then { Count = 0 } } AI: Counter - Death { Choose Self Use 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, Darkness 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 Animations: 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 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, Darkness 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 --- 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: 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 on Target If (Rnd(1..SpclChance) == 1) Then { Choose Random Opponent without Petrify Status Use 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: 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 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 on Target Count = 0 } Else If (Count == 2) Then { Choose Random Opponent If (Beachplug's MP < 4) Then { Use on Target } Else { Use Ice on Target } Count = 3 } Else If (Count == 3) Then { Count = 4 } Else { Choose Random Opponent Use 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 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: 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. 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 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: 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 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 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: Physical Attack Formula: Physical Pwr: 1x Base (37) PAt%: 95 Tar: 1 Op Elm: Hit Notes: Only in 1st Form Physical Attack Formula: Physical Pwr: 1x Base (37) PAt%: 100 Tar: 1 Op Elm: Hit Notes: Only in 2nd Form 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 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 (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 (2nd Form Version) on Target } Else { Choose Random Opponent 1/2 Chance: Use (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: [32] 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: 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 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 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: 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 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. --- 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: 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: --- AI: Setup { TempVar:DfltDf% = Cactuar's Df% } AI: Main { If (Count == 0 or 1) Then { If (1/2 Chance) Then { Choose Random Opponent Use on Target } } Else If (Count = 2 or 3 or 4) Then { Choose Random Opponent Use on Target If (1/2 Chance) Then { Choose Self Use <(Report)> on Target RunCmd 0x22/0x0F } } Else { Choose Random Opponent Use 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 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 Dyne's [402C] = 1 } 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 { 1/4 Chance: { Choose Random Opponent Use S-Mine on Target } 3/4 Chance: { Choose Random Opponent 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: 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 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: 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 on Target } Else 37 { 1/3 Chance: Use 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: 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 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 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: 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 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: 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 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: 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 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 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: 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 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."] Turks:Reno's [402C] = 1 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: 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 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 on Target } Else { 1/3 Chance: Print Message [Rude ".................."] 2/3 Chance: { Choose Tifa Use on Target } } } } AI: Counter - Death { Print Message [Rude ".................."] Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/ Manipulate/Berserk Statuses from Turks:Rude Turks:Reno's [402C] = 1 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. --- 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%: 0 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 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: 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 on Target Activate Flower Prong 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%: 0 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 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 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: 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 on Target Activate Flower Prong 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%: 0 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' 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: 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 = 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: 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: Moves Crown Lance forward 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 on Target Crown Lance's Range = Crown Lance's Range + 1 } Count = 0 } Else { Choose Random Opponent Use on Target } } Else If (Count > 2) Then { Choose Self Use 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: 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 on Target 1/2 Chance: Use Rage Bomber on Target } Else { Choose Random Opponent Use 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: 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 on Target } If (Rnd(1..SpclChance) == 1) Then { Choose Random Opponent without Petrify Use 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 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 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: 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: 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 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: 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 Physical Attack Formula: Physical Pwr: 1x Base (103) PAt%: 130 Tar: 1 Op Elm: Punch Notes: Only in 2nd Form 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 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 on Target TempVar:1stLandAttack = 0 } } Else { 1/4 Chance: { If (TempVar:1stFlyAttack == 1) Then { Choose Random Opponent Use 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 on Target TempVar:1stFlyAttack = 0 } 1/2 Chance: { Choose Random Opponent Use 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: 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: Moves Golem forward 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 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 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 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: 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 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: 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 on Target If (Rnd(1..SpclChance) == 1) Then { Choose Random Opponent Use 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 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 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: 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 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 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 on Target } Count = -1 } } AI: Counter - Death { Soul Fires' [402C] = 1 Remove Soul Fires Gi Nattak's [402C] = 1 Choose Self Use 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 Physical Misc Ability PAt%: 255 Tar: 1 Op Attr: Never used Animations: 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 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 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: 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: 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 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 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: 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. 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 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 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 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 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 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 = TempVar:UseDeSpell = 0 } If (TempVar:UseDeSpell == 1) Then { If (Valron's MP < TempVar:ChosenAtt's MP Cost) Then { Choose Random Opponent TempVar:ChosenAtt = } } 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: 180 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: 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 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 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: 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 Elm: Hidden Attr: [ 24] Inflict 'Confusion' Manip. Animations: 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 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 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 on Target } TempVar:FunnyBreath = 0 } Count = 1 } Else If (Count == 1 or 2) Then { Count = Count + 1 } Else { Choose Random Opponent Use 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: Tilt the scales to the left: Change to 2nd Form Notes: 100% C/A against physical damage 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 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 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 --- Attacks: Physical Attack Formula: Physical Pwr: 2 1/2x Base (325) PAt%: 255 Tar: 1 Op Elm: Cut Notes: Only used in 1st Form Animations: Notes: Only used when Ghirofelgo is in 2nd Form Transforms Ghirofelgo back to 1st form 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 on Target TempVar:SwingTurns = 3 } Else { TempVar:SwingTurns = TempVar:SwingTurns - 1 } } Else { If ((1/3 Chance) OR (TempVar:FallenTurns == 0)) Then { Choose Self Use on Target Ghirofelgo's IdleAnim = Swinging } Else { Choose Self Use 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: Chain Lvl: 1 EXP: 0 Win: - HP: 1 AP: 0 Steal: - MP: 0 Gil: 0 Morph: - --- No Elemental Properties --- Att: 0 Def: 0 Df%: 0 Dex: 0 MAt: 0 MDf: 0 Lck: 0 --- Immune: Confusion, Manipulate, Berserk Untargetable. Does not need to be killed to end the battle This is the chain Ghirofelgo hangs on --- No Attacks --- No AI Script ----------------------------------------------------------------------------- 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: 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 on Target If (Rnd(1..SpclChance) == 1) Then { Choose Random Opponent Use on Target } 1/3 Chance: Count = 2 2/3 Chance: Count = 1 } Else If (Count == 1) Then { Choose Random Opponent Use on Target If ((Target doesn't have Death Status) AND (Rnd(1..SpclChance) == 1)) Then { Choose Random Opponent Use 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 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 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 Remove Lost Number } 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 Copy Lost Number's Stats to Lost Number 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 Copy Lost Number's Stats to Lost Number 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: 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 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 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 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 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: 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 on Target If (1/2 Chance) Then { Choose Random Opponent Use 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: --- 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 = 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: 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 on Target } } AI: Counter - Death { If (Yang has Death Status) Then { Ying's [402C] = 1 Choose Self Use 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: 100% C/A to Physical Damage Notes: Yang gets an Att increase of 10 after this 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 { Yang's [402C] = 1 Choose Self Use on Target Remove Ying/Yang } } AI: Counter - Physical { Choose Self Use 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 on Target If (Yang's MAt < 255) Then { Yang's MAt = Yang's MAt + 10 Print Message [Yang's excited.] } RunCmd 0x24/0x00 } ----------------------------------------------------------------------------- Name: Ying/Yang Lvl: 24 EXP: 700 Win: - HP: 1200 AP: 80 Steal: - MP: 0 Gil: 800 Morph: - --- No Elemental Properties --- Att: 0 Def: 0 Df%: 0 Dex: 0 MAt: 0 MDf: 0 Lck: 0 --- Immune: Manipulate Untargetable. Does not need to be killed to end the battle This is the legs for Ying and Yang --- No Attacks --- No AI Script ----------------------------------------------------------------------------- 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: 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 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: 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 --- AI: Setup { SelectTar = Choose Random Opponent } AI: Main { If (1/2 Chance) Then { Choose Random Opponent Use on Target If (1/3 Chance) Then { Choose Random Opponent Use on Target } } Else { If (SelectTar doesn't have Death Status) Then { Choose SelectTar Use Harrier on Target } Else { Choose Random Opponent Use 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: 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' --- AI: Setup { Count = Rnd(0..3) SpclChance = 8 } AI: Main { If (Count == 0 or 1) Then { Choose Random Opponent Use on Target If (Rnd(1..SpclChance) == 1) Then { Choose Random Opponent Use on Target } Count = Count + 1 } Else If (Count == 2) Then { Choose Random Opponent Use on Target If (Rnd(1..SpclChance) == 1) Then { Choose Random Opponent Use on Target } If (Rnd(1..SpclChance) == 1) Then { Count = 3 } Else { Count = 0 } } Else { Choose All Opponents Used 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: 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 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 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: 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 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 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: 150 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: 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 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 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 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: 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 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 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 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 on Target } } 1/4 Chance: { If (Palmer's MP >= 22) Then { Print Message [Mako Gun] Choose Random Opponent Use on Target } } 1/4 Chance: { If (Palmer's MP >= 22) Then { Print Message [Mako Gun] Choose Random Opponent Use on Target } } 1/4 Chance: { If (Palmer's MP >= 22) Then { Print Message [Mako Gun] Choose Random Opponent Use 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 } ----------------------------------------------------------------------------- Name: Lvl: 1 EXP: 0 Win: - HP: 1 AP: 0 Steal: - MP: 0 Gil: 0 Morph: - --- No Elemental Properties --- Att: 1 Def: 2 Df%: 0 Dex: 1 MAt: 1 MDf: 2 Lck: 0 --- Untargetable. Does not need to be killed to end the battle This is the Tiny Bronco in the Palmer battle --- No Attacks --- No AI Script ----------------------------------------------------------------------------- Name: Lvl: 1 EXP: 0 Win: - HP: 1 AP: 0 Steal: - MP: 0 Gil: 0 Morph: - --- No Elemental Properties --- Att: 0 Def: 0 Df%: 0 Dex: 1 MAt: 0 MDf: 0 Lck: 0 --- Untargetable. Does not need to be killed to end the battle This is the truck that knocks Palmer down in the Palmer battle --- No Attacks --- No AI Script ============================================================================= 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: 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 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: 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 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: 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 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: Physical Attack Formula: Physical Pwr: 1x Base (270) PAt%: 95 Tar: 1 Op Elm: Hit Notes: Only used in 1st Form 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 --- 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 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 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: 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 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: Physical Attack Formula: Physical Pwr: 1x Base (269) PAt%: 95 Tar: 1 Op Elm: Shout Attr: Berserk Attack Manip. 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 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: 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 on Target If ((Target doesn't have Death Status) AND (1/3 Chance)) Then { Use 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: 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 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: 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 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 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 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: 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. 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 on Target 1/3 Chance: Use Grenade on Target 1/3 Chance: Use 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 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: 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 on Target If (Rnd(1..SpclChance) == 1) Then { Choose Random Opponent Use 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: 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 on Target } Else { 1/2 Chance: Use Demi2 on Target 1/2 Chance: Use 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: 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 on Target 1/2 Chance: Use Rage Bomber on Target } Else { Choose Random Opponent Use 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: 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 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 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: 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 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 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: Transform to 2nd Form Notes: Only used in 1st Form Transform to 3rd Form Notes: Only used in 1st Form Transform to 1st Form Notes: Only used in 2nd Form Transform to 3rd Form Notes: Only used in 2nd Form Transform to 2nd Form Notes: Only used in 3rd Form 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 = 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 = 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 = TempVar:NewForm = Beast } Else If (TempVar:NewStage == 2) Then { TempVar:FormMove = TempVar:NewForm = Joker } } Else If (Stage == 1) Then { If (TempVar:NewStage == 0) Then { TempVar:FormMove = TempVar:NewForm = Human } Else If (TempVar:NewStage == 2) Then { TempVar:FormMove = TempVar:NewForm = Joker } } Else { If (TempVar:NewStage == 0) Then { TempVar:FormMove = TempVar:NewForm = Human } Else If (TempVar:NewStage == 1) Then { TempVar:FormMove = 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 on Target Godo's IdleAnim = Human Godo's HurtAnim = Flinch (Human) Stage = 0 } Else If (Stage == 2) Then { Choose Self Use 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 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: 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 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 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 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: 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 on Target } Else { 1/4 Chance: Use 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: 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 on Target 1/2 Chance: Use Horn Lift on Target } Else { 1/4 Chance: Use Horn Lift on Target 3/4 Chance: Use 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: 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. Big Sound Physical Attack Formula: Physical Pwr: 1 1/4x Base (192.5) PAt%: 95 Tar: All Op/1 Op Elm: Wind Attr: Manip. 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 on Target If (Rnd(1..SpclChance) == 1) Then { Choose Random Opponent Use on Target } Count = Count + 1 } Else If (Count == 2) Then { Choose Random Opponent Use on Target If (Rnd(1..SpclChance) == 1) Then { Choose Random Opponent Use on Target } If (Rnd(1..SpclChance) == 1) Then { Count = 3 } Else { Count = 0 } } Else { Choose All Opponents Used 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: