THE FF7 ENEMY MECHANICS v1.11
======================= =====
by Terence Fergusson <tf_faq@btinternet.com>
Final Fantasy 7 Copyright 1997, 1998 Square Co., Ltd. Final Fantasy and
Squaresoft are registered trademarks of Square Co., Ltd.
This document is entirely my work, and was written and is owned by me,
Terence Fergusson. All copyrights and trademarks are acknowledged where not
specifically mentioned. If you wish to reproduce this document AS IS, you
may do so without having to ask my permission, providing that the entire
document including this copyright notice is left intact, preferably in ASCII
text format, and is done so for non-profit purposes. I do, however, reserve
the right to revoke permission and ask for it to be taken down should I feel
it necessary.
=============================================================================
VERSION HISTORY
=============================================================================
v1.00 : 19/08/04 : Original Release
v1.02 : 13/09/04 : Fixed a few errors in various enemies
(thanks to SineNomine for pointing some of them out)
Added extra section detailing Item Drop and Steal rates
v1.05 : 26/04/05 : Fixed a few errors in certain counter scripts
and while loops, as well as some minor updates to a few
monster entries
Large updates to all abilities, adding Hit Rate and
Formula Type data. The formulas to interpret these
properly - as well as needed corrections and changes to
certain terms and old data - will be in a future Battle
Mechanics update
v1.06 : 14/07/05 : Updated a few terms and rewrote all status chances to make
them clearer. Also finished research on the unknown
elemental resistances, and updated accordingly
v1.10 : 29/06/09 : Added Run Difficulty to all encounters. A number of
slight inaccuracies and AI errors were found and
corrected too
Synched with sister guides
v1.11 : 31/07/09 : Enemy Data underwent a full reverification, and a good
30+ errors were found and fixed
Chocobo Ratings were added
World Map Encounter details were revised
=============================================================================
COMPONENT GUIDES
=============================================================================
The FF7 Game Mechanics Guides are split into three files. This guide, the
third in the series, will detail the stats, attacks and formations of the
enemies you meet. The other two are:
The FF7 Battle Mechanics:
Covers the battle mechanics as a whole, and is required reading for
understanding this current guide.
The FF7 Party Mechanics:
Covers the various battle data relating to the party, notably data
regarding spell stats, materia use, and limit breaks.
The FF7 Battle Mechanics is the main one to start with, since it will define
many terms that will be used in both Party and Enemy Mechanics.
Note that this guide is based on the PC version. While most alleged
gameplay differences between the PC and PSX versions have been proven false,
more may exist.
=============================================================================
CONTENTS
=============================================================================
1. Foreword
2. Basic Mechanics
2.1 Item Rates
2.1.1 Winning Items
2.1.2 Stealing Items
3. Random Encounters
3.1 Encounter Basics
3.2 Encounter List
3.2.1 World Map Encounters
3.2.2 Field Map Encounters
3.2.3 Unique Random Encounters
4. Enemy Data Key
4.1 Basic Data
4.2 AI Data
5. Enemy Listing
5.1 Midgar (Disc One)
5.1.1 No. 1 Reactor
5.1.2 Lower Sector 4 Plate
5.1.3 No. 5 Reactor
5.1.4 Sector 5 Slum
5.1.5 Sector 6
5.1.6 Don Corneo's Mansion
5.1.7 Sewer
5.1.8 Train Graveyard
5.1.9 Plate Support
5.1.10 Reno of the Turks
5.1.11 Shinra HQ
5.1.12 Escape
5.2 Midgar Overworld
5.2.1 Midgar Area
5.2.2 Grasslands Area
5.2.3 Chocobos!
5.3 Mythril Mines
5.4 Junon Overworld
5.4.1 Junon Area
5.4.2 The Mystery Ninja
5.4.3 Fort Condor
5.4.4 Junon (Disc One): Bottomswell
5.5 Cargo Ship
5.6 Corel
5.6.1 Corel Area
5.6.2 Mt. Corel
5.7 Gold Saucer
5.7.1 Corel Prison
5.7.2 Corel Desert
5.7.3 Gold Saucer Area
5.8 Battle Square (Part One)
5.9 Gongaga
5.9.1 Gongaga Area
5.9.2 Jungle
5.9.3 Meltdown Reactor
5.10 Cosmo Canyon
5.10.1 Cosmo Area
5.10.2 Caves of the Gi
5.11 Nibelheim
5.11.1 Nibel Area
5.11.2 Shinra Mansion
5.11.3 Mt. Nibel
5.12 Rocket Town
5.12.1 Nibel Area Forests
5.12.2 Rocket Launch Pad Area
5.12.3 The Tiny Bronco
5.13 Battle Square (Part Two)
5.14 Wutai
5.14.1 Wutai Area
5.14.2 Wutai, Da-chao Statue
5.14.3 The Stolen Materia
5.14.4 Wutai, Godo's Pagoda
5.15 The Temple of the Ancients
5.15.1 Woodlands Area
5.15.2 Temple of the Ancients
5.16 The Forgotten City
5.16.1 Icicle Area (Part One)
5.16.2 Corel Valley
5.16.3 Water Altar
5.16.4 Corel Valley Cave
5.17 Icicle Area (Part Two)
5.18 The Snow Fields
5.18.1 Great Glacier
5.18.2 Gaea's Cliff
5.19 Whirlwind Maze
5.20 Junon (Disc Two): Aljunon
5.21 Mideel Area
5.22 The Lonely Isles
5.22.1 Goblin Island
5.22.2 Cactus Island
5.23 The Huge Materia Quest: Corel Reactor
5.24 Ultimate Weapon
5.25 Battle Square (Part Three)
5.26 The Huge Materia Quest: Underwater Reactor
5.26.1 Junon Path
5.26.2 Underwater Tunnel
5.26.3 Underwater Reactor
5.26.4 Carry Armor
5.27 The Huge Materia Quest: Rocket Town
5.28 The Ancient Forest
5.29 The Gelnika
5.30 Diamond Weapon
5.31 Midgar Raid
5.31.1 Sector 8 Underground
5.31.2 The Mako Cannon
5.32 The Optional Weapons
5.33 The Northern Crater
5.34 The Final Battles
5.34.1 Jenova*SYNTHESIS
5.34.2 Bizarro*Sephiroth
5.34.3 Safer*Sephiroth
5.34.4 Sephiroth
=============================================================================
1. FOREWORD
=============================================================================
Before we delve into the heart of the enemy mechanics, there are various
things that must be said, especially regarding the accuracy and layout of
this guide.
First off, while this is not specifically a technical document, it *does*
strive to be accurate in the large majority of cases. Many parts of the
document are written to be accurate with the game code itself. However,
other parts have been translated into data that are not precisely what the
game does, but are easier to understand: for example, the AI routines of
each enemy have been simplified where possible for this guide. Previous
versions of this document also listed what untargetable enemies existed;
this has since been removed since it really adds nothing to the guide and
was incomplete, in any case.
Also, many enemies share the same attacks. No indication of which attacks
are shared will be given in this guide - there are many attacks which have
exactly the same name and effect but may have different attack IDs. This is
also sometimes the case when the same enemy has multiple attacks with the
same name and effect. In this case, the only difference is when it is used
via the AI script and the animation attached to it. In this case, I will
sometimes indicate which version within the AI script. In general though,
this guide will condense them all into one attack and attempt to explain when
it is used. (An example of this is Reno's Pyramid attack, of which he has
three different versions for each of the three Pyramids he can call into
being)
The purpose of this guide is to remain true to the enemy stats listed in
FF7's data files. As such, this will generally have priority. However, I
am not immune to making mistakes, and with the sheer amount of information
being conveyed, some are bound to turn up from time to time.
I was heading for accuracy. At this present time, I believe this guide to be
more accurate in most things than many other monster lists already published,
and in this respect, I have succeeded in my goal. However, total accuracy is
still elusive. As such, if you wish to use this guide, please take its
faults into account.
NOTE (26/06/2009): While quite extensive, there are still some things left
missing. Of particular interest are certain unknown variables in the AI
scripts. If you see a variable listed like [0000] or [2040], please do not
worry overmuch about it; I know they exist, and am fairly sure that most
are merely technical changes that do not affect how a battle plays out.
Many things have been corrected as time has passed, but I still cannot be
sure that none do not remain. It's 1000+ KB of text. All I can say is that
I've tried my best, and I hope you find use from it.
=============================================================================
2. BASIC MECHANICS
=============================================================================
This short section is devoted to covering important formulas and procedures
necessary to understand certain parts of this guide, that are complicated
enough to require more than a few paragraphs, but unique enough to not fit
anywhere else.
--------------
2.1 Item Rates
--------------
Each enemy in the game can carry up to four different items, divided up
between items that you can win from them and items you can steal from them.
From a single enemy, it is only possible to earn one of these items. The
item you get depends on what you use (either stealing or simply killing them)
and random chance.
Each item - whether it be Won or Stolen - has an Item Chance, which is a
unique number that determines how often it drops. The following two sections
detail how this number becomes an actual probability of dropping or being
stolen.
2.1.1 Winning Items
----- -------------
You have a chance at winning an item if an enemy is killed and you finish the
battle successfully. In addition, the enemy cannot have been stolen from and
must not have been killed by Remove. Finally, the battle must finish with
the default ending screen that awards EXP/AP/Gil/Items. Battle Square
battles do not do this, and multi-part battles only count the final battle in
the series. (Example: The Hundred Gunner and Heli Gunner battle only awards
the Heli Gunner part of the battle)
An enemy that is able to award items upon winning will have a list of said
items, each with their own chance of being dropped. For example, a Razor
Weed has the following list:
Win: [ 8] Tranquilizer, [ 8] Hi-Potion, [ 8] Loco Weed
Both the chance of each item and the order are important. When an item is
to be dropped, each item in the list is looked at in turn. The item being
looked at will be awarded if the following occurs:
If Rnd(0..63) <= Chance of Item, then Current Item is won!
This means that you have (Chance + 1)/64 that the current item being looked
at will be dropped. This is done in order, however, so with the example item
list above, it would be done like this:
9/64 Chance: Win the Tranquilizer
55/64 Chance: Move to next item...
9/64 Chance: Win the Hi-Potion
55/64 Chance: Move to next item...
9/64 Chance: Win the Loco Weed
55/64 Chance: No item is dropped
For this example, this means you have the following chances of each item:
Tranquilizer: 9/64 chance, 14.06%
Hi-Potion: 495/4096 chance, 12.08%
Loco Weed: 27225/262144 chance, 10.39%
Nothing: 166375/262144 chance, 63.47%
As you can see, even though they each had the same individual chance, the
earlier items in the list are more likely to drop than the later items.
This follows for any enemy that can drop an item; the chance per item is
always (Chance+1)/64, meaning that a Chance of 63 is a 100% drop rate.
2.1.2 Stealing Items
----- --------------
You may steal an item from an enemy whenever it is carrying one or more items
classed as being stealable. If you successfully steal an item, then that
enemy will have no more items to either drop upon defeat or to be stolen.
(You will, of course, still be able to Morph them....)
The chance of stealing an item is similar to the chance of an item being
dropped, with a single difference: your Level and the target's Level are
combined to form a modifier that adjusts the Chance of all items before they
are tested against.
The modifier is calculated like so:
Lvl Diff = 40 + Attacker's Level - Target's Level
StealMod = [512 * Lvl Diff / 100]
The Modifier is then applied to each Item Chance via the following formula:
New Chance = [Item Chance * StealMod / 256]
Steal chances are exactly equal to Item Drop chances when StealMod is equal
to 256; this occurs when you are 10 levels higher than your target. We can
also see that Steal chances are *doubled* when StealMod is equal to 512; this
occurs when you are *60* levels higher than your target.
The same test used for Item Drops is used for Stealing; each item in the
Steal list is looked at in order, with the following test applied:
If Rnd(0..63) <= Chance of Item, then Current Item is stolen!
To see how this all works, let's take a look at an example. A popular one
is the Bagrisk, who is L19 and has the following Steal List:
Steal: [32] Soft, [32] Soft, [ 8] Vagyrisk Claw
If the person stealing from the Bagrisk is L29, then the chances are
identical to the basic Item Drop chances; 33/64 chance of the first Soft,
33/64 chance of the second Soft (if the first Soft fails) and then 9/64
chance of the Vagyrisk Claw if both Softs fail to be stolen. If we do the
calculations, this leads to a 76.54% chance of a Soft, 3.30% chance of a
Vagyrisk Claw and 20.16% chance of nothing.
If the person stealing from the Bagrisk is L79, then the individual numbers
are doubled. This means that the first Soft will be stolen if Rnd(0..63) is
less or equal to 64... which it always will be. This means we have a 100%
chance of stealing a Soft... but it also means we have a 0% chance of
stealing the Vagyrisk Claw.
In fact, the chances of stealing a Vagyrisk Claw are finally closed off at
L78. Let's go over this particular example in detail.
At L78, we get:
Lvl Diff = 40 + Attacker's Level - Target's Level
= 40 + 78 - 19
= 99
StealMod = [512 * Lvl Diff / 100]
= [512 * 99 / 100]
= [506.88]
= 506
Each Item Chance will thus be multiplied by 506/256 and then rounded down.
The chance for each Soft is 32, which becomes:
[32 * 506 / 256] = [63.25] = 63
The Item Chance for the Vagyrisk Claw (though it doesn't matter), becomes:
[8 * 506 / 256] = [15.8125] = 15
Finally, we get to test each item. We will steal the first Soft if
Rnd(0..63) is less or equal to 63, which it *always* will be. We therefore
have a 100% chance of stealing the first Soft, and a 0% chance of getting
anything after it in the list.
There is one final modifier in stealing: the Sneak Glove. If the character
stealing has a Sneak Glove equipped, then StealMod will be set to 512
*MINIMUM*. This means that you will, at a very minimum, be set to 60 levels
greater than your target with regards to stealing. Note that the Sneak Glove
will never *lower* your chance of stealing; if you are more than 60 levels
over your target already, it will have no effect. Also note that because it
alters StealMod, it is able to boost your chances even higher than being L99
would against enemies at L40 or higher.
As you can probably guess from the examples we've already looked at, wearing
a Sneak Glove will reduce your chances of stealing a Vagyrisk Claw to 0. And
if you think being really low level helps all that much for Vagyrisk Claw
stealing... well, the best individual chance is at L11, where you have a
54.86% chance of stealing a Soft, 4.23% chance of stealing a Vagyrisk Claw
and a 40.91% chance of failing. The calculations required to get these
figures are left as an exercise for the reader.
=============================================================================
3. RANDOM ENCOUNTERS
=============================================================================
--------------------
3.1 Encounter Basics
--------------------
FF7 is divided into areas. A single screen in a dungeon or town is called
a Field Map area, and when you change Field Maps, you very often change the
rate you will encounter enemies.
On the World Map, however, the division of areas is through defined borders.
For instance, there is a mountain range and river that seperates Corel Area
from both North Corel Area and Gold Saucer Area. You can see which area you
are currently in by opening up the menu and looking at the bottom right of
the screen.
Each unique area can support up to 6 Normal battles and 4 Special Formation
battles. In addition, World Map areas can support a further 4 Chocobo
battles.
First, we will look at how the game decides *when* a random encounter should
occur. The Field Maps and World Map have slightly different ways of deciding
this, so we shall look at them in turn.
Field Maps
==========
While moving, a variable called the Field Danger Counter is incremented every
so often. The higher the Danger Counter, the more likely you are to enter a
random battle. Some areas increase the Danger Counter at a larger rate than
others. The difference between more and less dangerous areas is marked by a
stat known as the area's Encounter Value.
High Encounter Values are safer than normal, and you can usually run quite a
distance without getting into a random battle. Low Encounter Values are more
dangerous, and the random encounters are more frequent.
The Danger Counter is incremented every time a battle check occurs, which
happens roughly three times per second when moving.
Walking increases the Danger Counter by [1024 / Encounter Value] per battle
check. Running increases the Danger Counter by [4096 / Encounter Value]
per battle check. Note that running is four times faster than walking, so
the distance covered ends up about the same, with the exception of rounding.
However, while running, the number of times the battle check is called will
be lower over the same distance, so you may find you have *less* encounters.
You will encounter a random battle if, during a battle check, Rnd(0..255) is
less than [Danger Counter * Enemy Lure Value / 256]. Note that the Enemy
Lure Value is a fraction between 2/16ths to 32/16ths, but is only altered
through the presence of Enemy Lure and Enemy Away Materia on your party.
The default value when no such Materia is equipped is 16/16ths or 100%.
Note that the Field Danger Counter is reset after a *random* battle only,
and carries over from screen to screen.
World Map
=========
The World Map has its own Danger Counter. In this case, however, the
counter is incremented by [Enemy Lure Value * 16384 / Encounter Value] per
battle check. Another thing to note is that the Enemy Lure Value is
doubled if it is greater than 16/16ths, making enemy luring count for *twice*
as much as it usually does. The average value per battle check tends to be
512, since Enemy Lure Value is usually 16/16ths and Grass areas tend to have
an Encounter Value of 32.
Battle checks occur less often on the World Map, averaging about one per
second while moving. However, the higher increase of the Danger Counter
makes up for this.
Again, you will enter a random battle if, during a battle check, Rnd(0..255)
is less than [Danger Counter / 256].
Unlike the Field Danger Counter, the Danger Counter for the World Map is
reset whenever you leave or enter the World Map. This includes entering any
town or dungeon or submerging while in the Sub. While it does not include
switching to the Highwind's cockpit from the World Map, it *DOES* include
switching to the World Map from the Highwind's cockpit.
As soon as the chance succeeds and a random battle is going to occur, the
following things are considered in order:
Unique/Chocobo Battles
Pre-emptive Chance
Special Formations
Normal Battles
Unique/Chocobo Battles
======================
On the World Map, there are a few unique checks that must be made. The
very first is the Mystery Ninja check. If you are in a forest or jungle and
a random battle occurs, there is a chance you will face the Mystery Ninja
instead... providing you haven't recruited Yuffie yet. See the Mystery Ninja
section for details.
Otherwise, the other check that is done is for Chocobos. If you are on a
chocobo track area and have a Chocobo Lure Materia equipped, then there is
the possibility you will get a Chocobo battle instead. The check done is
as follows:
Chance = [Rnd(0..255) * 4096 / Chocobo Lure Rating]
If (Chance < Chocobo Battle Chance #1) Then
Do Chocobo Battle #1!
Stop Check Here
Chance = Chance - Chocobo Battle Chance #1
If (Chance < Chocobo Battle Chance #2) Then
Do Chocobo Battle #2!
Stop Check Here
Chance = Chance - Chocobo Battle Chance #2
If (Chance < Chocobo Battle Chance #3) Then
Do Chocobo Battle #3!
Stop Check Here
Chance = Chance - Chocobo Battle Chance #3
If (Chance < Chocobo Battle Chance #4) Then
Do Chocobo Battle #4!
Stop Check Here
The Chocobo Battle Chance for each of the four possible battles comes from
the Battle ID for that Chocobo ID and the standard 'chance' to get that
battle. The full number is equal to 'Chance * 1024 + Battle ID'. However,
because the Battle ID is included in the numerical check, it is required to
list the entire number when giving the chances to get a Chocobo Battle.
Please note that a standard L1 Chocobo Lure gives you a Chocobo Lure Rating
of 8. A L2 Lure grants a Rating of 12, and a L3 or L4 Chocobo Lure grants
a final Rating of 16. While Chocobo Lures do stack, the maximum Rating you
can get is 32.
A Chocobo Lure Rating of 8 would give you a Chance value of between 0 and
130560, which, essentially, gives you a 75% chance of a Chocobo battle in
Kalm, 50% chance in Junon and 25% elsewhere.
A Chocobo Lure Rating of 16 would give you a Chance of between 0 and 65280,
which is roughly 100% in Kalm and Junon and 50% elsewhere.
Finally, a Chocobo Lure Rating of 32 would give you a Chance between 0 and
32640, which is a 100% chance of a Chocobo fight whichever tracks you may be
at.
Please note that the level of the Chocobo does not determine how good the
Chocobo is. Chocobo ratings are determined by exactly *which* encounter
you get.
Pre-emptive Chance
==================
Pre-emptive chance is worked out next. You have a base chance of 16/256 of
getting a Pre-emptive battle. A mastered Pre-emptive Materia will boost this
up to 64/256. The maximum this value can go to is 85/256, which is roughly a
1/3rd chance. Rnd(0..255) is rolled for this: if the number is lower than
your Pre-emptive chance, then you are rewarded with Pre-emptive status when
the battle begins... assuming the battle allows a Pre-emptive attack.
For the remaining battle types, we will focus on how the Field Map deals
with them. The World Map has slightly different rules, and the differences
between them will be looked at at the end of this section.
Special Formation Battles
=========================
If the area has any Special Formation battles, you have a chance of getting
them first (after Mystery Ninja and Chocobo battles, of course). These
almost always have you at a disadvantage. However, a 5-star Pre-emptive
Materia will help protect you against these battles by halving the chances of
the disadvantageous ones. We will call this an Ambush Alert bonus.
Note that FF7 has some special quirks about detecting whether you have a
5-star Pre-emptive Materia equipped or not. It's important to note that
there are two different types of checks that are used to detect a 5-star
Materia: a single character check and a global check.
The single character check is made whenever you change Materia or Equipment
on a character. None of the other characters are looked at: only the
character you're changing Materia on now counts. If that character does
*NOT* have a 5-star Pre-emptive Materia equipped, then the game will decide
you do not have one and remove the Ambush Alert bonus. It doesn't matter if
another character does have a 5-star Materia.
The global check is primarily used when you enter the Menu screen from the
world map or field screen, or when you exit the PHS screen. The primary
problem here is that the way it does the check is to run the single character
check on each character in your party in turn, starting from the top.
What this means is that only the *last* character (the bottommost) in your
party really counts for whether they have a 5-star Pre-emptive Materia or
not. As such, if you want to get the most out of the Ambush Alert bonus, you
should place the 5-star Pre-emptive Materia on your last character.
Now that the game has ascertained whether you get the Ambush Alert bonus or
not, the game will go through all four possible Special Formation battles for
the area, in the following order:
Back Attack #1 and #2:
The first two Special Formations are meant for Back Attacks, where you
begin facing away from the enemy with your formation reversed (back row
becomes front row and vice versa) and the enemies invariably get the first
attack. You cannot get a Pre-emptive attack for these battles. However,
Ambush Alert will reduce the chance of meeting Back Attacks by half. Note
that while you are shown as facing away from the enemy, you are not
*really* doing so: you do not take the usual double damage from being hit
from behind. The only real disadvantage is having your formation reversed.
Please also note that this means that those tricks to automatically get you
to face forward (like attempting to run for a split second to turn your
party around) do nothing.
Side Attack:
This Special Formation is reserved for when you surround a single enemy
group. Ambush Alert will *not* reduce the chances of getting this
advantageous battle. Pre-emptive chance is not removed by getting a Side
Attack, but it either has no effect or a different effect from normal; your
entire party begins a Side Attack with all their time bars filled, while
the enemies have theirs delayed significantly.
Ambush:
The final possible battle is an attack from both sides for the enemy, where
you are surrounded by two enemy groups. Ambush Alert reduces the chance
of Ambushes by half. While Pre-emptive chance is not removed by getting
this battle, it either has no effect or a different effect from normal;
you begin an ambush with your time bars fully depleted, while your enemies
gain a slight increase to their own time bar values.
All Special Formation Battles have a chance out of 64 of occurring. A single
random number - Rnd(0..63) - is rolled to determine both if you will get a
Special Formation battle *and* which one you get if you do. The chance of
not getting a Special Formation battle is equal to 64/64 minus the sum of the
probabilities of all available Special Formation battles (this includes the
probability halving for Back Attacks and Ambushes that Ambush Alert grants).
Rarely, a Back Attack battle will be placed in the Ambush slot, or an Ambush
battle will be placed in the Back Attack slots. Where this occurs, I will
mark the battles as "BAtt (Ambush) #1" or "Amb. (Back Attack)". Even rarer,
a Special Battle may be placed in the Normal slots below. For this, I will
use "Normal (Side) #1" or similar.
Normal Battles
==============
If neither a Special Formation nor a Chocobo Battle has been able to occur,
then the normal battles are finally checked. This is a simple chance out
of 64 for each battle allowed, with a single Rnd(0..63) deciding which of the
battles is chosen.
There is one exception however: if you get the *exact* same battle formation
as you did last time, then the game will reroll *once* for a new Normal
Battle. If you still get the same battle, then no further rerolls are done.
However, this does mean that you are less likely (in general) to get the same
battle than you are to get a new battle.
Note that Special Formation battles never share the same IDs of Normal
Battles, so only Normal Battles will count for rerolls.
BUG: Due to an error with regards to signed numbers, any Normal Battle chance
that is 32/64 or greater will actually be treated as a negative number:
Chance - 64. How FF7 reacts to this depends, but for the most part, if it
was the first encounter in the list, it will cause it to have a 100% chance
of being selected, providing no Special Battle was encountered.
Note that World Map encounters do not suffer from this bug, and all chances
listed in this document already take this bug into account: if you see a
battle with 32/64 chance or greater, then it is because it's a group of
battles pointing to the same encounter. The bugged encounters have already
been modified to show 64/64 instead.
World Map Differences
=====================
The way encounters are decided on the World Map are slightly different,
despite being based around the same data system. The key differences are
as follows:
Special Formation Battles
-------------------------
Instead of a single random value being used for all four types of Special
Formations, they are checked individually in a particularly obtuse way.
The two Back Attack slots are checked first, using a single Rnd(0..255).
The usual chances out of 64 are multiplied by either 2 if you have Ambush
Alert, or 4 if you don't. However, due to the way the battles are compared,
the first Back Attack will have a 1/256 greater chance of being picked
overall. For example, if the Back Attack battle had a 4/64 chance
originally, the true chance would instead be 17/256 (or 9/256 under Ambush
Alert). The 2nd Back Attack battle (if it exists) is not affected by this
bug.
If you don't get a Back Attack, then Side Attack is checked next, and a new
Rnd(0..255) is used for it. And once again, the usual chance out of 64 is
multiplied by 64, and the same bug gives a 1/256 greater chance of the Side
Attack happening.
If you fail to get either a Back or Side Attack, then Ambush is checked last.
Again, it has a new Rnd(0..255) used, and the chance out of 64 is multiplied
by either 2 (if Ambush Alert) or 4 (if not under Ambush Alert). The same
1/256 greater chance is also applied due to the bug in comparing the chances.
This means that the chance of not getting a Special Formation on the World
Map is not the sum of the chances subtracted from 64, but instead the three
chances of not getting a Back Attack, not getting a Side Attack and not
getting an Ambush multiplied together. On top of that, Side Attacks and
Ambushes hinge on having failed to get any previous Special Formation that
exists in the current World Map area, which reduce the chances of seeing them
further.
Normal Battles
--------------
Like the Special Formations, a single Rnd(0..255) is used with the chances
out of 64 multiplied by 4. The same bug described previously exists with the
Normal Battles on the World Map too, so the first battle in each list has a
1/256 greater chance than indicated, whilst the *last* battle in each list
has a 1/256 *lesser* chance than indicated. So if an area had two battles
marked 32/64 each, then the first battle would instead have a 129/256 chance
of being chosen, whilst the second (and last) battle would have a 127/256
chance of being chosen.
Note that there is still a reroll if a Normal Battle is chosen that matches
the same battle that was encountered last time, which further complicates
the chances of a battle being picked.
In the encounter table in the next section, all World Map encounters will be
displayed with their standard chance out of 64, but please be aware of the
various ways the chances are manipulated due to the mentioned bugs and
checked parameters.
------------------
3.2 Encounter List
------------------
In this section, we will list all random encounters in the game, sorting them
by location. The first subsection will deal with World Map encounters, while
the second subsection will deal with Field Map encounters. The final
subsection will deal with certain uniquely random encounters that do not use
the previously defined encounter system.
A few things about how encounters are listed. First, I only list the enemies
that can be targeted and are visible at the start of battle. A number of
enemies have hidden 'forms' or 'companions' that they call on as the battle
progresses. In all cases, these have been detailed in the Enemy Data
section. I will not, for example, expressely state that Grangalan can
summon a Grangalan Jr. here, or that a Grosspanzer comprises of
Grosspanzer*Big, Grosspanzer*Mobile and two Grosspanzer*Smalls.
Also, anytime two different chances point to the same battle, I have combined
them into a single chance. This also means that if there are two battles
that I have listed with the *same* apparent formation, then they are
*DIFFERENT* battles. This is important to note in regards to the 'reroll'
clause that reduces the chance of getting the same battle twice in a row.
Thirdly, every encounter has its unique Run Difficulty. The large majority
of encounters have a Run Difficulty of 1 - these are very easy to escape.
Back Attacks and encounters with certain enemies or in certain locations have
been designed to have an increased Run Difficulty though, so for every
encounter that has a Run Difficulty higher than 1, it will be listed in the
encounter itself. The higher the Run Difficulty, the longer it takes for
your escape to be successful.
And finally, each battle is listed by which 'Row' an enemy is in. A Row is a
measure of Range; enemies in higher Rows are considered to be behind enemies
in lower Rows. This is where the 'Back Row' definition for enemies comes
from; an enemy is considered to be in the Back Row until *all* enemies in
the rows in front of it have been defeated or otherwise dealt with. For
instance, the first battle in Midgar Area - Grass has three Kalm Fangs,
with Kalm Fang B in Row 2 and Kalm Fang C in Row 3. Both of these are
behind Kalm Fang A in Row 1. So, Kalm Fang B is in the Back Row until
Kalm Fang A has been killed... but Kalm Fang C is in the Back Row until both
Kalm Fang A *and* B have been dispatched. Certain rare enemies can change
'rows' via their AI script; there, it is called the Range variable.
Note on rows/range: RowFl means Row 'Flying', which is another way of saying
Row 16. Any enemy at Row 16 or above can no longer be hit by short range
abilities. This is known as "Can't Reach" - the message that appears when
you try to hit such a target. Very few enemies start in Row 16, but several
can change their Range to 16. Further information can be found in the
appropriate enemy descriptions in the Enemy Data section.
3.2.1 World Map Encounters
----- --------------------
The list of World Map Encounters is divided first by area and then terrain -
each area can have up to four different terrain possibilities, which can have
their own individual encounter chances. Areas are listed in story order.
Midgar Area
===========
Midgar Area - Grass Encounter Value: 32
Normal Battle #1: 16/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Kalm Fang RUN DIFFICULTY: 2
Row 2: 1x Kalm Fang Row 1: 1x Kalm Fang, 1x Prowler
Row 3: 1x Kalm Fang Row 2: 1x Prowler
Normal Battle #2: 16/64 Chance Ambush: 4/64 Chance
Row 1: 2x Kalm Fang, 1x Prowler Grp 1: 1x Prowler
Normal Battle #3: 16/64 Chance Grp 2: 2x Kalm Fang
Row 1: 2x Devil Ride
Normal Battle #4: 16/64 Chance
Row 1: 1x Kalm Fang
Row 2: 2x Kalm Fang
Midgar Area - Dirt Encounter Value: 20
Normal Battle #1: 16/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Devil Ride RUN DIFFICULTY: 2
Normal Battle #2: 16/64 Chance Row 1: 2x Devil Ride
Row 1: 1x Custom Sweeper Side Attack: 10/64 Chance
Row 2: 1x Custom Sweeper Row 1: 2x Custom Sweeper
Normal Battle #3: 16/64 Chance
Row 1: 2x Kalm Fang
Row 2: 1x Devil Ride
Normal Battle #4: 16/64 Chance
Row 1: 1x Kalm Fang, 1x Prowler
Row 2: 1x Prowler
Midgar Area - Beach Encounter Value: 64
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 2x Kalm Fang Grp 1: 2x Prowler
Row 2: 1x Kalm Fang Grp 2: 1x Kalm Fang
Normal Battle #2: 21/64 Chance
Row 1: 2x Kalm Fang
Normal Battle #3: 21/64 Chance
Row 1: 1x Kalm Fang
Row 2: 1x Prowler, 1x Kalm Fang
Kalm Area
=========
Kalm Area - Grass Encounter Value: 32
Normal Battle #1: 13/64 Chance BAtt (Normal) #1: 2/64 Chance
Row 1: 1x Levrikon Row 1: 1x Elfadunk
Row 2: 2x Mu Row 2: 1x Elfadunk
Normal Battle #2: 13/64 Chance BAtt (Normal) #2: 2/64 Chance
Row 1: 1x Levrikon Row 1: 1x Elfadunk
Row 2: 1x Levrikon Row 2: 2x Elfadunk
Row 3: 1x Levrikon Amb. (Normal): 4/64 Chance
Normal (BAtt) #3: 13/64 Chance Row 1: 1x Levrikon, 2x Mandragora
RUN DIFFICULTY: 2 Row 2: 1x Elfadunk
Row 1: 2x Levrikon
Normal (BAtt) #4: 13/64 Chance
RUN DIFFICULTY: 2
Row 1: 3x Levrikon
Normal Battle #5: 12/64 Chance
Row 1: 4x Mandragora
Kalm Area - Beach Encounter Value: 64
Normal Battle #1: 16/64 Chance
Row 1: 1x Levrikon
Normal Battle #2: 16/64 Chance
Row 1: 1x Levrikon
Row 2: 1x Levrikon
Normal Battle #3: 16/64 Chance
Row 1: 1x Elfadunk
Normal Battle #4: 16/64 Chance
Row 1: 2x Elfadunk
Junon Area
==========
Junon Area - Grass Encounter Value: 32
Normal Battle #1: 16/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Nerosuferoth RUN DIFFICULTY: 2
Normal Battle #2: 16/64 Chance Row 2: 2x Nerosuferoth
Row 1: 2x Nerosuferoth Back Attack #2: 4/64 Chance
Row 2: 1x Formula RUN DIFFICULTY: 2
Normal Battle #3: 16/64 Chance Row 1: 1x Nerosuferoth
Row 1: 1x Zemzelett Row 2: 2x Nerosuferoth
Normal Battle #4: 16/64 Chance
Row 1: 1x Zemzelett,
2x Nerosuferoth
Junon Area - Dirt Encounter Value: 20
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Hell Rider VR2 RUN DIFFICULTY: 2
Normal Battle #2: 21/64 Chance Row 1: 1x Zemzelett
Row 1: 1x Formula
Row 2: 1x Formula
Normal Battle #3: 21/64 Chance
Row 1: 1x Zemzelett
Junon Area - Forest Encounter Value: 12
Normal Battle #1: 32/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Formula RUN DIFFICULTY: 2
Row 2: 1x Formula Row 1: 2x Capparwire
Normal Battle #2: 32/64 Chance
Row 1: 2x Capparwire
Row 2: 3x Capparwire
Junon Area - Beach Encounter Value: 64
Normal Battle #1: 22/64 Chance
Row 1: 1x Capparwire
Row 2: 1x Capparwire
Normal Battle #2: 21/64 Chance
Row 1: 2x Nerosuferoth
Normal Battle #3: 21/64 Chance
Row 1: 1x Nerosuferoth
Row 2: 2x Capparwire
Corel Area
==========
Corel Area - Grass Encounter Value: 32
Normal Battle #1: 64/64 Chance
Row 3: 1x Grangalan
Corel Area - Mountain Path Encounter Value: 32
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 3: 1x Grangalan RUN DIFFICULTY: 2
Normal Battle #2: 21/64 Chance Row 1: 2x Needle Kiss
Row 1: 2x Needle Kiss Side Attack: 16/64 Chance
Normal Battle #3: 21/64 Chance Row 1: 2x Needle Kiss
Row 1: 1x Cokatolis,
1x Needle Kiss
Row 2: 1x Needle Kiss
Corel Area - Beach Encounter Value: 64
Normal Battle #1: 16/64 Chance
Row 3: 1x Grangalan
Normal Battle #2: 16/64 Chance
Row 1: 1x Beachplug
Row 2: 2x Beachplug
Normal Battle #3: 16/64 Chance
Row 1: 3x Beachplug
Row 2: 1x Beachplug
Normal (Side) #4: 16/64 Chance
Row 1: 3x Beachplug
Gold Saucer Area
================
Gold Saucer Area - Grass Encounter Value: 32
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 1: 3x Spencer RUN DIFFICULTY: 2
Row 2: 1x Flapbeat Row 1: 1x Joker, 2x Flapbeat
Normal Battle #2: 21/64 Chance
Row 1: 1x Flapbeat
Row 2: 2x Flapbeat
Normal Battle #3: 21/64 Chance
Row 1: 1x Joker
Row 2: 1x Joker
Gold Saucer Area - Desert Encounter Value: 32
Normal Battle #1: 32/64 Chance
Row 1: 1x Harpy
Normal Battle #2: 32/64 Chance
Row 1: 2x Flapbeat
Row 2: 2x Flapbeat
Gold Saucer Area - Beach Encounter Value: 64
Normal Battle #1: 16/64 Chance
Row 3: 1x Grangalan
Normal Battle #2: 16/64 Chance
Row 1: 1x Beachplug
Row 2: 2x Beachplug
Normal Battle #3: 16/64 Chance
Row 1: 3x Beachplug
Row 2: 1x Beachplug
Normal Battle #4: 16/64 Chance
Row 1: 3x Beachplug
Gongaga Area
============
Gongaga Area - Grass Encounter Value: 32
Normal Battle #1: 22/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Grand Horn RUN DIFFICULTY: 2
Normal Battle #2: 21/64 Chance Row 1: 1x Grand Horn
Row 1: 2x Gagighandi Ambush: 4/64 Chance
Normal Battle #3: 21/64 Chance Grp 1: 1x Gagighandi
Row 1: 2x Grand Horn Grp 2: 2x Gagighandi
Gongaga Area - Jungle Encounter Value: 20
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 2x Gagighandi Grp 1: 3x Touch Me
Row 2: 1x Gagighandi Grp 2: 3x Touch Me
Normal Battle #2: 21/64 Chance
Row 1: 2x Gagighandi
Normal Battle #3: 21/64 Chance
Row 1: 1x Gagighandi, 2x Touch Me
Gongaga Area - Beach Encounter Value: 64
Normal Battle #1: 16/64 Chance
Row 3: 1x Grangalan
Normal Battle #2: 16/64 Chance
Row 1: 1x Beachplug
Row 2: 2x Beachplug
Normal Battle #3: 16/64 Chance
Row 1: 3x Beachplug
Row 2: 1x Beachplug
Normal Battle #4: 16/64 Chance
Row 1: 3x Beachplug
Cosmo Area
==========
Cosmo Area - Grass Encounter Value: 32
Normal Battle #1: 22/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Grand Horn RUN DIFFICULTY: 2
Normal Battle #2: 21/64 Chance Row 1: 1x Grand Horn
Row 1: 2x Gagighandi Ambush: 4/64 Chance
Normal Battle #3: 21/64 Chance Grp 1: 1x Gagighandi
Row 1: 2x Grand Horn Grp 2: 2x Gagighandi
Cosmo Area - Dirt Encounter Value: 20
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Bagrisk RUN DIFFICULTY: 2
Row 2: 1x Bagrisk Row 1: 3x Bagrisk
Normal Battle #2: 21/64 Chance
Row 1: 1x Griffin
Normal Battle #3: 21/64 Chance
Row 1: 1x Desert Sahagin
Row 2: 1x Desert Sahagin
Cosmo Area - Canyon Encounter Value: 32
Normal Battle #1: 11/64 Chance Back Attack #1: 2/64 Chance
Row 1: 2x Skeeskee RUN DIFFICULTY: 2
Row 2: 1x Skeeskee Row 1: 2x Desert Sahagin
Normal Battle #2: 11/64 Chance Back Attack #2: 2/64 Chance
Row 1: 1x Griffin RUN DIFFICULTY: 2
Normal Battle #3: 11/64 Chance Row 1: 3x Skeeskee
Row 1: 1x Golem Side Attack: 10/64 Chance
Normal Battle #4: 11/64 Chance Row 1: 3x Skeeskee
Row 1: 2x Skeeskee Ambush: 4/64 Chance
Row 2: 1x Griffin Grp 1: 1x Desert Sahagin
Normal Battle #5: 10/64 Chance Grp 2: 1x Desert Sahagin
Row 1: 1x Desert Sahagin
Row 2: 2x Desert Sahagin
Normal Battle #6: 10/64 Chance
Row 1: 2x Desert Sahagin
Cosmo Area - Beach Encounter Value: 64
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 1x Crown Lance Grp 1: 1x Crown Lance
Row 2: 1x Crown Lance Grp 2: 1x Crown Lance
Normal Battle #2: 21/64 Chance
Row 1: 1x Crown Lance
Row 2: 2x Crown Lance
Normal Battle #3: 21/64 Chance
Row 1: 1x Crown Lance
Nibel Area
==========
Nibel Area - Grass Encounter Value: 32
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Nibel Wolf RUN DIFFICULTY: 2
Row 2: 1x Nibel Wolf Row 1: 2x Nibel Wolf
Normal Battle #2: 21/64 Chance
Row 1: 1x Valron, 2x Nibel Wolf
Normal Battle #3: 21/64 Chance
Row 1: 1x Valron
Nibel Area - Forest Encounter Value: 12
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 1x Bahba Velamyu Grp 1: 1x Bahba Velamyu
Row 2: 1x Bahba Velamyu Grp 2: 1x Bahba Velamyu
Normal Battle #2: 21/64 Chance
Row 1: 4x Battery Cap
Row 2: 1x Valron
Normal Battle #3: 21/64 Chance
Row 1: 1x Battery Cap
Row 2: 2x Battery Cap
Row 3: 3x Battery Cap
Nibel Area - Beach Encounter Value: 64
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 1x Crown Lance Grp 1: 1x Crown Lance
Row 2: 1x Crown Lance Grp 2: 1x Crown Lance
Normal Battle #2: 21/64 Chance
Row 1: 1x Crown Lance
Row 2: 2x Crown Lance
Normal Battle #3: 21/64 Chance
Row 1: 1x Crown Lance
Rocket Launch Pad Area
======================
Rocket Launch Pad Area - Grass Encounter Value: 32
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 1x Nibel Wolf Grp 1: 2x Nibel Wolf
Row 2: 2x Nibel Wolf Grp 2: 1x Velcher Task
Normal Battle #2: 21/64 Chance
Row 1: 1x Velcher Task
Row 2: 1x Velcher Task
Normal Battle #3: 21/64 Chance
Row 1: 2x Nibel Wolf
Row 2: 1x Velcher Task
Rocket Launch Pad Area - Forest Encounter Value: 12
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Kyuvilduns RUN DIFFICULTY: 2
Row 2: 2x Kyuvilduns Row 1: 2x Velcher Task
Row 3: 1x Kyuvilduns
Normal Battle #2: 21/64 Chance
Row 1: 1x Valron
Row 2: 2x Valron
Normal Battle #3: 21/64 Chance
Row 1: 1x Velcher Task
Row 2: 1x Velcher Task
Rocket Launch Pad Area - Beach Encounter Value: 64
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 1x Crown Lance Grp 1: 1x Crown Lance
Row 2: 1x Crown Lance Grp 2: 1x Crown Lance
Normal Battle #2: 21/64 Chance
Row 1: 1x Crown Lance
Row 2: 2x Crown Lance
Normal Battle #3: 21/64 Chance
Row 1: 1x Crown Lance
Wutai Area
==========
Wutai Area - Grass Encounter Value: 64
Normal Battle #1: 16/64 Chance
Row 1: 1x Tail Vault,
2x Razor Weed
Normal Battle #2: 16/64 Chance
Row 1: 1x Razor Weed
Row 2: 3x Razor Weed
Normal Battle #3: 16/64 Chance
Row 1: 1x Edgehead
Row 2: 2x Tail Vault
Normal Battle #4: 16/64 Chance
Row 1: 2x Tail Vault
Wutai Area - Dirt Encounter Value: 64
Normal Battle #1: 16/64 Chance Back Attack #1: 2/64 Chance
Row 1: 2x Thunderbird RUN DIFFICULTY: 2
Row 2: 2x Thunderbird Row 1: 3x Thunderbird
Normal Battle #2: 16/64 Chance Back Attack #1: 2/64 Chance
Row 1: 2x Bizarre Bug RUN DIFFICULTY: 2
Row 2: 3x Thunderbird Row 1: 2x Tail Vault
Normal Battle #3: 16/64 Chance Side Attack: 10/64 Chance
Row 1: 2x Tail Vault Row 1: 3x Bizarre Bug
Row 2: 1x Tail Vault Ambush: 4/64 Chance
Normal Battle #4: 16/64 Chance Grp 1: 1x Tail Vault,
Row 1: 1x Tail Vault, 1x Thunderbird
2x Bizarre Bug Grp 2: 2x Bizarre Bug
Wutai Area - Beach Encounter Value: 96
Normal Battle #1: 64/64 Chance
Row 1: 1x Adamantaimai
Woodlands Area
==============
Woodlands Area - Grass Encounter Value: 32
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Under Lizard RUN DIFFICULTY: 2
Normal Battle #2: 21/64 Chance Row 1: 1x Dual Horn
Row 1: 1x Dual Horn
Normal Battle #3: 21/64 Chance
Row 1: 2x Dual Horn
Woodlands Area - Dirt Encounter Value: 32
Normal Battle #1: 22/64 Chance
Row 1: 1x Under Lizard
Normal Battle #2: 21/64 Chance
Row 1: 2x Under Lizard
Normal Battle #3: 21/64 Chance
Row 1: 1x Tonadu
Woodlands Area - Jungle Encounter Value: 12
Normal Battle #1: 22/64 Chance Ambush: 8/64 Chance
Row 1: 2x Slaps Grp 1: 2x Slaps
Row 2: 1x Slaps Grp 2: 2x Slaps
Normal Battle #2: 21/64 Chance
Row 1: 2x Slaps
Row 2: 2x Slaps
Row 3: 1x Slaps
Normal Battle #3: 21/64 Chance
Row 1: 2x Kelzmelzer
Woodlands Area - Beach Encounter Value: 96
Normal Battle #1: 64/64 Chance
Row 1: 1x Tonadu
Icicle Area
===========
Icicle Area - Grass Encounter Value: 32
Normal Battle #1: 22/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Vlakorados RUN DIFFICULTY: 2
Normal Battle #2: 21/64 Chance Row 1: 2x Trickplay
Row 1: 1x Trickplay Back Attack #2: 4/64 Chance
Normal Battle #3: 21/64 Chance RUN DIFFICULTY: 2
Row 1: 2x Trickplay Row 1: 1x Vlakorados
Icicle Area - Snow Encounter Value: 32
Normal Battle #1: 13/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Bandersnatch RUN DIFFICULTY: 2
Normal Battle #2: 13/64 Chance Row 1: 2x Bandersnatch
Row 1: 1x Bandersnatch Ambush: 4/64 Chance
Row 2: 1x Bandersnatch Grp 1: 1x Bandersnatch
Normal Battle #3: 13/64 Chance Grp 2: 1x Bandersnatch
Row 1: 1x Bandersnatch
Row 2: 2x Bandersnatch
Normal Battle #4: 13/64 Chance
Row 1: 1x Jumping
Normal Battle #5: 12/64 Chance
Row 1: 2x Jumping
Icicle Area - Beach Encounter Value: 96
Normal Battle #1: 64/64 Chance
Row 1: 1x Tonadu
Mideel Area
===========
Mideel Area - Grass Encounter Value: 32
Normal Battle #1: 16/64 Chance
Row 1: 1x Hippogriff
Normal Battle #2: 16/64 Chance
Row 1: 1x Spiral
Row 2: 1x Spiral
Normal Battle #3: 16/64 Chance
Row 1: 2x Head Hunter
Row 2: 1x Head Hunter
Normal Battle #4: 16/64 Chance
Row 1: 2x Head Hunter
Row 2: 1x Head Hunter
Mideel Area - Dirt Encounter Value: 20
Normal Battle #1: 22/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Spiral RUN DIFFICULTY: 2
Row 2: 1x Spiral Row 1: 2x Spiral
Row 3: 1x Spiral
Normal Battle #2: 21/64 Chance
Row 1: 2x Spiral
Normal Battle #3: 21/64 Chance
Row 1: 1x Hippogriff
Mideel Area - Jungle Encounter Value: 12
Normal Battle #1: 22/64 Chance
Row 1: 1x Crysales
Row 2: 2x Crysales
Normal Battle #2: 21/64 Chance
Row 1: 2x Head Hunter
Row 2: 2x Head Hunter
Normal Battle #3: 21/64 Chance
Row 1: 3x Head Hunter
Mideel Area - Beach Encounter Value: 96
Normal Battle #1: 64/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Sea Worm
North Corel Area
================
North Corel Area - Desert Encounter Value: 96
Normal Battle #1: 20/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Sea Worm
Normal Battle #2: 20/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Tonadu
Normal Battle #3: 16/64 Chance
Row 1: 1x Cactuer
Cactus Island
=============
Cactus Island - Grass Encounter Value: 64
Normal Battle #1: 22/64 Chance
Row 1: 1x Dual Horn
Normal Battle #2: 21/64 Chance
Row 1: 2x Dual Horn
Normal Battle #3: 21/64 Chance
Row 1: 1x Under Lizard
Cactus Island - Desert Encounter Value: 96
Normal Battle #1: 64/64 Chance
Row 1: 1x Cactuer
Goblin Island
=============
Goblin Island - Grass and Beach Encounter Value: 64
Normal Battle #1: 22/64 Chance
Row 1: 1x Dual Horn
Normal Battle #2: 21/64 Chance
Row 1: 2x Dual Horn
Normal Battle #3: 21/64 Chance
Row 1: 1x Under Lizard
Goblin Island and Round Island - Forest Encounter Value: 64
Normal Battle #1: 22/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Goblin RUN DIFFICULTY: 2
Normal Battle #2: 21/64 Chance Row 1: 1x Goblin
Row 1: 1x Goblin Side Attack: 10/64 Chance
Row 2: 2x Goblin Row 1: 2x Goblin
Normal Battle #3: 21/64 Chance Ambush: 4/64 Chance
Row 1: 1x Goblin Grp 1: 2x Goblin
Grp 2: 1x Goblin
Finally, a listing of all Chocobo Encounters in the game:
======================================================================
Kalm Area Chocobos Chance
Chocobo Battle #1 - (7) Bad: 24632
Row 1: 1x Chocobo (L13)
Row 2: 2x Mandragora
Chocobo Battle #2 - (7) Bad: 24633
Row 1: 1x Mandragora, 1x Chocobo (L13)
Row 2: 1x Levrikon
Chocobo Battle #3 - (8) Terrible: 24636
Row 1: 1x Chocobo (L16)
Row 2: 1x Levrikon
Row 3: 1x Levrikon
Chocobo Battle #4 - (8) Terrible: 24637
Row 1: 1x Elfadunk
Row 2: 1x Chocobo (L16)
Row 3: 1x Elfadunk
Total Chance: 98538
======================================================================
Junon Area Chocobos Chance
Chocobo Battle #1 - (6) Poor: 16462
Row 1: 3x Capparwire
Row 2: 1x Chocobo (L19)
Chocobo Battle #2 - (6) Poor: 16463
Row 1: 1x Chocobo (L19)
Row 2: 2x Capparwire
Chocobo Battle #3 - (7) Bad: 16464
Row 1: 2x Nerosuferoth
Row 2: 1x Chocobo (L19)
Chocobo Battle #4 - (7) Bad: 16465
Row 1: 2x Capparwire, 1x Chocobo (L19)
Total Chance: 65854
======================================================================
Gold Saucer Area Chocobos Chance
Chocobo Battle #1 - (3) Good: 5218
Row 1: 1x Chocobo (L29)
Row 2: 2x Flapbeat
Chocobo Battle #2 - (3) Good: 5219
Row 1: 2x Spencer
Row 2: 1x Chocobo (L29)
Chocobo Battle #3 - (5) Average: 11368
Row 1: 2x Flapbeat
Row 2: 1x Chocobo (L22)
Chocobo Battle #4 - (5) Average: 11369
Row 1: 1x Chocobo (L22), 1x Harpy
Total Chance: 33174
======================================================================
Rocket Launch Pad Area Chocobos Chance
Chocobo Battle #1 - (2) Great: 5272
Row 1: 1x Chocobo (L22)
Row 2: 2x Valron
Chocobo Battle #2 - (2) Great: 5273
Row 1: 2x Kyuvilduns
Row 2: 1x Chocobo (L22)
Chocobo Battle #3 - (4) So-So: 11420
Row 1: 1x Chocobo (L22), 1x Velcher Task, 1x Kyuvilduns
Chocobo Battle #4 - (4) So-So: 11421
Row 1: 2x Velcher Task
Row 2: 1x Chocobo (L22)
Total Chance: 33386
======================================================================
Wutai Area Chocobos Chance
Chocobo Battle #1 - (6) Poor: 8354
Row 1: 1x Chocobo (L30)
Row 2: 2x Tail Vault
Chocobo Battle #2 - (6) Poor: 8355
Row 1: 3x Razor Weed, 1x Chocobo (L30)
Chocobo Battle #3 - (5) Average: 8358
Row 1: 1x Chocobo (L30)
Row 2: 3x Tail Vault
Chocobo Battle #4 - (5) Average: 8359
Row 1: 1x Chocobo (L30)
Row 2: 2x Tail Vault
Total Chance: 33426
======================================================================
Icicle Area Chocobos Chance
Chocobo Battle #1 - (1) Wonderful: 3274
Row 1: 1x Chocobo (L33), 1x Jumping
Chocobo Battle #2 - (1) Wonderful: 3275
Row 1: 1x Chocobo (L33)
Row 2: 2x Jumping
Chocobo Battle #3 - (8) Terrible: 13518
Row 1: 1x Chocobo (L33)
Row 2: 1x Bandersnatch, 1x Jumping
Chocobo Battle #4 - (8) Terrible: 13519
Row 1: 2x Bandersnatch, 1x Chocobo (L33)
Total Chance: 33586
======================================================================
Mideel Area Chocobos Chance
Chocobo Battle #1 - (2) Great: 7382
Row 1: 1x Spiral, 1x Chocobo (L36)
Chocobo Battle #2 - (2) Great: 7383
Row 1: 2x Spiral
Row 2: 1x Chocobo (L36)
Chocobo Battle #3 - (6) Poor: 9434
Row 1: 1x Chocobo (L36)
Row 2: 3x Head Hunter
Chocobo Battle #4 - (6) Poor: 9435
Row 1: 1x Chocobo (L36), 2x Head Hunter
Total Chance: 33634
======================================================================
3.2.2 Field Map Encounters
----- --------------------
In this section, we will deal with the random encounters for every field map
in the game. Note that I have left out any field maps that do not have
random encounters. This also includes some seemingly random encounters that
are *not* random - they will be dealt with in the final subsection.
I have also placed section headings which co-incide with the Enemy Data
sections I use later in this guide. As always, everything is listed in
rough story order. I have done my best to be descriptive with regards to
which map has which encounters, but please forgive me if it's sometimes
a little hard to understand.
In any case, on with the list.
No. 1 Reactor
=============
Midgar - Sector 1 (Outside Reactor) Encounter Value: 128
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x MP RUN DIFFICULTY: 2
Normal Battle #2: 22/64 Chance Row 1: 1x Guard Hound
Row 1: 1x Guard Hound
Normal Battle #3: 18/64 Chance
Row 1: 1x MP, 1x Guard Hound
Reactor #1 - Connecting Walkway Encounter Value: 48
Normal Battle #1: 18/64 Chance
Row 1: 2x Mono Drive
Normal Battle #2: 17/64 Chance
Row 1: 2x MP
Row 2: 1x Mono Drive
Normal Battle #3: 29/64 Chance
Row 1: 2x MP
Reactor #1 - Entrance Encounter Value: 48
Normal Battle #1: 18/64 Chance
Row 1: 2x Grunt
Normal Battle #2: 17/64 Chance
Row 1: 1x 1st Ray, 1x Grunt
Row 2: 1x 1st Ray
Normal Battle #3: 15/64 Chance
Row 1: 3x 1st Ray
Normal Battle #4: 14/64 Chance
Row 1: 1x Grunt
Row 2: 2x Grunt
Reactor #1 - Main Staircase Encounter Value: 128
Normal Battle #1: 14/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Mono Drive RUN DIFFICULTY: 2
Row 2: 1x 1st Ray Row 1: 2x Mono Drive
Normal Battle #2: 12/64 Chance Back Attack #2: 4/64 Chance
Row 1: 2x 1st Ray RUN DIFFICULTY: 2
Normal Battle #3: 11/64 Chance Row 1: 1x Grunt
Row 1: 2x Grunt Row 2: 2x Grunt
Normal Battle #4: 10/64 Chance
Row 1: 1x 1st Ray, 1x Grunt
Row 2: 1x 1st Ray
Normal Battle #5: 9/64 Chance
Row 1: 3x 1st Ray
Normal Battle #6: 8/64 Chance
Row 1: 1x Grunt
Row 2: 2x Grunt
Reactor #1 - Upper Piping Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Grunt RUN DIFFICULTY: 2
Row 2: 2x Mono Drive Row 1: 2x Grunt
Normal Battle #2: 22/64 Chance Row 2: 1x Mono Drive
Row 1: 2x Grunt
Row 2: 3x Mono Drive
Normal Battle #3: 18/64 Chance
Row 1: 2x Grunt
Row 2: 1x Grunt
Reactor #1 - Lower Piping Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Sweeper RUN DIFFICULTY: 2
Normal Battle #2: 22/64 Chance Row 1: 2x Grunt
Row 1: 1x Sweeper
Row 2: 2x Grunt
Normal Battle #3: 18/64 Chance
Row 1: 2x Grunt
Row 2: 1x Sweeper
Sector 7 Train Station
======================
Midgar - Train Graveyard South (Before Aps) Encounter Value: 192
Midgar - Train Graveyard North (Before Aps) Encounter Value: 128
Normal Battle #1: 18/64 Chance
Row 1: 3x Mono Drive
Normal Battle #2: 17/64 Chance
Row 1: 2x Guard Hound
Normal Battle #3: 15/64 Chance
Row 1: 2x Mono Drive
Row 2: 1x Mono Drive
Normal Battle #4: 14/64 Chance
Row 1: 1x Sweeper
Lower Sector 4 Plate
====================
Midgar - Sector 4 Train Tunnel Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
RUN DIFFICULTY: 2 RUN DIFFICULTY: 3
Row 1: 2x Rocket Launcher Row 1: 4x Grashtrike
Row 2: 2x Rocket Launcher
Normal Battle #2: 22/64 Chance
RUN DIFFICULTY: 2
Row 1: 2x Grashtrike
Row 2: 1x Grashtrike
Normal Battle #3: 18/64 Chance
RUN DIFFICULTY: 2
Row 1: 2x Grashtrike
Row 2: 2x Grashtrike
Lower Sector 4 Plate - Corridors Encounter Value: 72
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 2x Grashtrike Grp 1: 2x Grashtrike
Row 2: 2x Chuse Tank Grp 2: 2x Grashtrike
Normal Battle #2: 22/64 Chance
Row 1: 1x Chuse Tank
Row 2: 2x Chuse Tank
Normal Battle #3: 18/64 Chance
Row 1: 3x Chuse Tank
Row 2: 2x Grashtrike
Lower Sector 4 Plate - Lattice Walkways Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Rocket Launcher RUN DIFFICULTY: 2
Row 2: 2x Rocket Launcher Row 1: 1x Chuse Tank
Normal Battle #2: 22/64 Chance Row 2: 3x Blugu
Row 1: 2x Rocket Launcher
Row 2: 2x Blugu
Normal Battle #3: 18/64 Chance
Row 1: 1x Rocket Launcher
Row 2: 2x Blugu
No. 5 Reactor
=============
Reactor #5 - Main Staircase Encounter Value: 128
Reactor #5 - Upper Piping Encounter Value: 72
Normal Battle #1: 18/64 Chance
Row 1: 1x Special Combatant
Row 2: 2x Smogger
Normal Battle #2: 17/64 Chance
Row 1: 2x Smogger
Row 2: 1x Proto Machinegun
Normal Battle #3: 15/64 Chance
Row 1: 2x Special Combatant
Row 2: 2x Special Combatant
Normal Battle #4: 14/64 Chance
Row 1: 2x Smogger
Reactor #5 - Lower Piping Encounter Value: 72
Reactor #5 - Reactor Valve Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Proto Machinegun RUN DIFFICULTY: 2
Row 2: 3x Proto Machinegun Row 1: 2x Blood Taste
Normal Battle #2: 22/64 Chance Row 2: 1x Blood Taste
Row 1: 2x Smogger
Row 2: 1x Blood Taste
Normal Battle #3: 18/64 Chance
Row 1: 1x Smogger, 2x Blood Taste
Reactor #5 - Entrance Encounter Value: 72
Normal Battle #1: 15/64 Chance Back Attack #1: 2/64 Chance
Row 1: 2x Special Combatant RUN DIFFICULTY: 2
Row 2: 1x Special Combatant Row 1: 2x Special Combatant
Normal Battle #2: 14/64 Chance Row 2: 1x Proto Machinegun
Row 1: 2x Proto Machinegun Back Attack #2: 2/64 Chance
Row 2: 1x Proto Machinegun RUN DIFFICULTY: 2
Normal Battle #3: 13/64 Chance Row 1: 3x Blood Taste
Row 1: 2x Proto Machinegun Ambush: 4/64 Chance
Row 3: 2x Special Combatant Grp 1: 1x Blood Taste
Normal Battle #4: 12/64 Chance Grp 2: 2x Blood Taste
Row 1: 2x Blood Taste
Row 2: 2x Special Combatant
Normal Battle #5: 10/64 Chance
Row 1: 2x Blood Taste
Row 2: 2x Blood Taste
Sector 5 Slum
=============
Church Rafters Encounter Value: 128
Normal Battle #1: 46/64 Chance Back Attack #1: 6/64 Chance
Row 1: 1x Hedgehog Pie RUN DIFFICULTY: 2
Row 2: 2x Hedgehog Pie Row 1: 2x Hedgehog Pie
Normal Battle #2: 18/64 Chance Ambush: 6/64 Chance
Row 1: 2x Hedgehog Pie Grp 1: 2x Hedgehog Pie
Grp 2: 1x Hedgehog Pie
Midgar - Sector 5 Slums Encounter Value: 128
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Whole Eater RUN DIFFICULTY: 2
Row 2: 1x Whole Eater Row 1: 1x Vice
Normal Battle #2: 22/64 Chance
Row 1: 1x Whole Eater,
1x Hedgehog Pie
Row 2: 1x Hedgehog Pie
Normal Battle #3: 18/64 Chance
Row 1: 2x Vice
Sector 6
========
Midgar - Sector 6 Ruins Encounter Value: 72
Normal Battle #1: 42/64 Chance Side Attack: 8/64 Chance
Row 1: 1x Hell House Row 1: 1x Hell House
Normal Battle #2: 22/64 Chance Ambush: 8/64 Chance
Row 1: 2x Whole Eater Grp 1: 1x Whole Eater
Row 2: 2x Whole Eater Grp 2: 2x Whole Eater
Sewer
=====
Sewers Encounter Value: 72
Normal Battle #1: 18/64 Chance
Row 1: 1x Ceasar
Row 2: 2x Ceasar
Normal Battle #2: 17/64 Chance
Row 1: 2x Sahagin
Row 2: 1x Ceasar
Normal Battle #3: 15/64 Chance
Row 1: 1x Sahagin
Row 2: 1x Sahagin
Normal Battle #4: 14/64 Chance
Row 1: 2x Sahagin
Row 2: 1x Sahagin
Train Graveyard
===============
Midgar - Train Graveyard South (After Aps) Encounter Value: 192
Normal Battle #1: 15/64 Chance
Row 1: 2x Cripshay, 1x Deenglow
Normal Battle #2: 27/64 Chance
Row 1: 2x Deenglow
Normal Battle #3: 12/64 Chance
Row 1: 1x Ghost
Row 2: 2x Ghost
Normal Battle #4: 10/64 Chance
Row 1: 1x Ghost, 1x Deenglow
Row 2: 1x Ghost
Midgar - Train Graveyard North (After Aps) Encounter Value: 128
Normal Battle #1: 15/64 Chance
Row 1: 1x Eligor
Normal Battle #2: 14/64 Chance
Row 1: 2x Deenglow
Row 2: 1x Deenglow
Normal Battle #3: 13/64 Chance
Row 1: 2x Deenglow
Normal Battle #4: 12/64 Chance
Row 1: 1x Ghost
Row 2: 2x Ghost
Normal Battle #5: 10/64 Chance
Row 1: 1x Ghost, 1x Deenglow
Row 2: 1x Ghost
Plate Support
=============
Midgar - Sector 7 Support Pillar (Lower) Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Aero Combatant RUN DIFFICULTY: 2
Row 2: 1x Aero Combatant Row 1: 2x Aero Combatant
Normal Battle #2: 22/64 Chance
Row 1: 1x Aero Combatant
Row 2: 1x Aero Combatant
Normal Battle #3: 18/64 Chance
Row 1: 1x Aero Combatant
Midgar - Sector 7 Support Pillar (Upper) Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 6/64 Chance
Row 1: 1x Aero Combatant RUN DIFFICULTY: 2
Row 2: 1x Aero Combatant Row 1: 2x Aero Combatant
Normal Battle #2: 22/64 Chance Ambush: 6/64 Chance
Row 1: 1x Aero Combatant Grp 1: 1x Aero Combatant
Row 2: 1x Aero Combatant Grp 2: 1x Aero Combatant
Normal Battle #3: 18/64 Chance
Row 1: 1x Aero Combatant
Shinra HQ
=========
Shinra HQ - Outside Main Doors Encounter Value: 192
Normal Battle #1: 42/64 Chance
Row 1: 2x Grenade Combatant
Normal Battle #2: 22/64 Chance
Row 1: 2x Grenade Combatant
Row 2: 1x Grenade Combatant
Shinra HQ - Floor 1 Encounter Value: 192
Normal Battle #1: 42/64 Chance Ambush: 8/64 Chance
Row 1: 2x Grenade Combatant Grp 1: 1x Grenade Combatant
Normal Battle #2: 22/64 Chance Grp 2: 1x Grenade Combatant
Row 1: 2x Grenade Combatant
Row 2: 1x Grenade Combatant
Shinra HQ - Floor 2 Encounter Value: 192
Normal Battle #1: 24/64 Chance
Row 1: 2x Grenade Combatant
Normal Battle #2: 22/64 Chance
Row 1: 2x Grenade Combatant
Row 2: 1x Grenade Combatant
Normal Battle #3: 18/64 Chance
Row 1: 1x Mighty Grunt
Shinra HQ - Floor 3 Encounter Value: 192
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 1x Mighty Grunt Grp 1: 1x Grenade Combatant
Normal Battle #2: 22/64 Chance Grp 2: 1x Grenade Combatant
Row 1: 2x Grenade Combatant
Row 2: 1x Grenade Combatant
Normal Battle #3: 18/64 Chance
Row 1: 2x Grenade Combatant
Shinra HQ - Floor 59 Encounter Value: 192
Normal Battle #1: 24/64 Chance
Row 1: 1x Mighty Grunt
Normal Battle #2: 22/64 Chance
Row 1: 2x Mighty Grunt
Normal Battle #3: 18/64 Chance
Row 1: 1x Mighty Grunt
Row 2: 2x Mighty Grunt
Shinra HQ - Floor 63 Encounter Value: 192
Normal Battle #1: 18/64 Chance
Row 2: 1x Hammer Blaster
Normal Battle #2: 17/64 Chance
Row 1: 1x Sword Dance
Normal Battle #3: 15/64 Chance
Row 1: 1x Hammer Blaster
Row 2: 1x Hammer Blaster
Normal Battle #3: 14/64 Chance
Row 1: 2x Sword Dance
Shinra HQ - Floor 65 Encounter Value: 240
Normal Battle #1: 15/64 Chance BAtt (Ambush) #1: 8/64 Chance
Row 2: 1x Hammer Blaster Grp 1: 1x Hammer Blaster
Normal Battle #2: 14/64 Chance Grp 2: 1x Hammer Blaster
Row 1: 1x Sword Dance
Normal Battle #3: 13/64 Chance
Row 1: 1x Hammer Blaster
Row 2: 1x Hammer Blaster
Normal Battle #3: 12/64 Chance
Row 1: 2x Sword Dance
Normal Battle #3: 10/64 Chance
Row 1: 3x Sword Dance
Shinra HQ - Floor 67 (Before Escape) Encounter Value: 192
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Warning Board RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 1x Moth Slasher
Row 1: 1x Moth Slasher
Normal Battle #3: 15/64 Chance
Row 1: 1x SOLDIER:3rd
Row 2: 1x SOLDIER:3rd
Normal Battle #3: 14/64 Chance
Row 1: 1x Moth Slasher
Row 2: 1x Moth Slasher
Shinra HQ - Floor 68 (Before Escape) Encounter Value: 192
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Warning Board RUN DIFFICULTY: 2
Row 2: 1x Warning Board Row 1: 2x SOLDIER:3rd
Normal Battle #2: 17/64 Chance
Row 1: 2x SOLDIER:3rd
Row 2: 1x SOLDIER:3rd
Normal Battle #3: 15/64 Chance
Row 1: 1x Moth Slasher
Row 2: 1x Moth Slasher
Row 3: 1x Moth Slasher
Normal Battle #3: 14/64 Chance
Row 1: 1x Moth Slasher
Row 2: 2x SOLDIER:3rd
Escape
======
Shinra HQ - Floor 67 (After Escape) Encounter Value: 192
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Brain Pod RUN DIFFICULTY: 2
Row 2: 1x Brain Pod Row 1: 1x Brain Pod,
Normal Battle #2: 22/64 Chance 2x Vargid Police
Row 1: 1x Brain Pod
Normal Battle #3: 18/64 Chance
Row 1: 3x Vargid Police
Shinra HQ - Floor 68 (After Escape) Encounter Value: 128
Normal Battle #1: 24/64 Chance
Row 1: 1x Zenene
Row 2: 1x Zenene
Normal Battle #2: 22/64 Chance
Row 1: 1x Vargid Police
Row 2: 1x Zenene
Normal Battle #3: 18/64 Chance
Row 1: 2x Brain Pod
Row 2: 1x Zenene
Shinra HQ - Floor 69 Encounter Value: 192
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Zenene RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 2x Zenene
Row 1: 2x Vargid Police Ambush: 4/64 Chance
Normal Battle #3: 15/64 Chance Grp 1: 2x Vargid Police
Row 1: 1x Vargid Police Grp 2: 1x Vargid Police
Row 2: 1x Zenene
Normal Battle #4: 14/64 Chance
Row 1: 2x Brain Pod
Row 2: 1x Zenene
Mythril Mines
=============
Mythril Mines - Zolom Swamp Side Encounter Value: 48
Mythril Mines - Fort Condor Side Encounter Value: 48
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Madouge RUN DIFFICULTY: 2
Normal Battle #2: 22/64 Chance Row 1: 2x Crawler
Row 1: 1x Madouge, 2x Crawler Row 2: 2x Crawler
Row 2: 1x Madouge, 1x Crawler
Normal Battle #3: 18/64 Chance
Row 1: 2x Castanets
Row 2: 1x Castanets
Mythril Mines - Eastern Peninsula Encounter Value: 40
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
RUN DIFFICULTY: 2 RUN DIFFICULTY: 3
Row 1: 3x Crawler Grp 1: 1x Ark Dragon
Row 2: 1x Ark Dragon Grp 2: 1x Ark Dragon
Normal Battle #2: 22/64 Chance
RUN DIFFICULTY: 2
Row 1: 2x Castanets
Row 2: 2x Castanets
Normal Battle #3: 18/64 Chance
RUN DIFFICULTY: 2
Row 1: 2x Castanets
Row 2: 1x Ark Dragon, 1x Crawler
Mythril Mines - Northern Peninsula Encounter Value: 40
Normal Battle #1: 18/64 Chance
RUN DIFFICULTY: 2
Row 1: 3x Crawler
Row 2: 1x Ark Dragon
Normal Battle #2: 17/64 Chance
RUN DIFFICULTY: 2
Row 1: 2x Castanets
Row 2: 2x Castanets
Normal Battle #3: 15/64 Chance
RUN DIFFICULTY: 2
Row 1: 2x Castanets
Row 2: 1x Ark Dragon, 1x Crawler
Normal Battle #4: 14/64 Chance
RUN DIFFICULTY: 2
Row 1: 5x Crawler
Cargo Ship
==========
Cargo Ship Encounter Value: 40
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Scrutin Eye RUN DIFFICULTY: 2
Row 2: 2x Scrutin Eye Row 1: 2x Scrutin Eye
Normal Battle #2: 22/64 Chance Row 2: 2x Scrutin Eye
Row 1: 2x Marine
Normal Battle #3: 18/64 Chance
Row 1: 1x Marine
Row 2: 2x Marine
Mt. Corel
=========
Mt Corel - 1st and 2nd Screen Encounter Value: 48
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Needle Kiss RUN DIFFICULTY: 2
Row 2: 1x Needle Kiss Row 1: 2x Needle Kiss
Normal Battle #2: 22/64 Chance Row 2: 1x Needle Kiss
Row 1: 3x Search Crown
Row 2: 1x Needle Kiss
Normal Battle #3: 18/64 Chance
Row 1: 1x Needle Kiss,
1x Search Crown
Row 2: 1x Bagnadrana
Mt Corel - Corel Reactor Encounter Value: 72
Normal Battle #1: 18/64 Chance
Row 1: 1x Bloatfloat
Row 2: 2x Bloatfloat
Normal Battle #2: 17/64 Chance
Row 1: 1x Bagnadrana
Row 2: 1x Bagnadrana
Normal Battle #3: 15/64 Chance
Row 1: 4x Bloatfloat
Normal Battle #4: 14/64 Chance
Row 1: 1x Bloatfloat
Row 2: 1x Bagnadrana
Row 3: 1x Bloatfloat
Mt Corel - Bridge Start Encounter Value: 72
Normal Battle #1: 18/64 Chance
Row 1: 1x Bomb
Normal Battle #2: 17/64 Chance
Row 1: 2x Bomb
Normal Battle #3: 15/64 Chance
Row 1: 1x Cokatolis
Row 2: 2x Bloatfloat
Normal Battle #4: 14/64 Chance
Row 1: 1x Cokatolis
Row 2: 1x Cokatolis
Mt Corel - Rollercoaster Tracks Encounter Value: 72
Normal Battle #1: 64/64 Chance Back Attack #1: 4/64 Chance
Row 1: 3x Needle Kiss RUN DIFFICULTY: 2
Row 2: 1x Cokatolis Row 1: 1x Cokatolis
Ambush: 4/64 Chance
Grp 1: 3x Needle Kiss
Grp 2: 2x Needle Kiss
Mt Corel - Waterside Tracks Encounter Value: 72
Normal Battle #1: 24/64 Chance Side Attack: 8/64 Chance
Row 1: 2x Search Crown Row 1: 5x Search Crown
Row 2: 3x Search Crown
Normal Battle #2: 22/64 Chance
Row 1: 2x Needle Kiss
Row 2: 1x Bagnadrana
Normal Battle #3: 18/64 Chance
Row 1: 3x Search Crown,
2x Needle Kiss
Mt Corel - Final Bridge Encounter Value: 72
Normal Battle #1: 64/64 Chance Ambush: 12/64 Chance
Row 1: 1x Bomb Grp 1: 1x Cokatolis
Grp 2: 2x Cokatolis
Corel Prison
============
Corel Prison - 1st Screen Encounter Value: 72
Corel Prison - 2nd Screen Encounter Value: 128
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 1x 2-Faced Grp 1: 1x Bandit
Row 2: 2x Bandit Grp 2: 1x Bandit
Normal Battle #2: 22/64 Chance
Row 1: 2x 2-Faced
Row 2: 1x Bandit
Normal Battle #3: 18/64 Chance
Row 1: 3x 2-Faced
Corel Prison - Well Encounter Value: 72
Normal Battle #1: 64/64 Chance
Row 1: 2x 2-Faced
Row 2: 2x 2-Faced
Corel Desert
============
Corel Prison - Desert Outskirts Encounter Value: 128
Normal Battle #1: 18/64 Chance
Row 1: 2x Death Claw
Normal Battle #2: 17/64 Chance
Row 1: 1x Bullmotor
Row 2: 2x Bullmotor
Row 3: 1x Bullmotor
Normal Battle #3: 15/64 Chance
Row 1: 2x Death Claw
Row 2: 1x Bullmotor
Normal Battle #4: 14/64 Chance
Row 1: 1x 2-Faced
Row 2: 2x Bandit
Corel Prison - Junkyard Encounter Value: 128
Normal Battle #1: 18/64 Chance
Row 1: 2x Death Claw
Normal Battle #2: 17/64 Chance
Row 1: 1x Bullmotor
Row 2: 2x Bullmotor
Row 3: 1x Bullmotor
Normal Battle #3: 15/64 Chance
Row 1: 2x Death Claw
Row 2: 1x Bullmotor
Normal Battle #4: 14/64 Chance
Row 1: 2x 2-Faced
Row 2: 1x Bandit
Corel Desert Encounter Value: 240
Normal Battle #1: 60/64 Chance
Row 1: 1x Land Worm
Normal Battle #2: 4/64 Chance
Row 1: 1x Cactuar
Jungle
======
Gongaga - Jungle (1st Screen) Encounter Value: 48
Normal Battle #1: 18/64 Chance Ambush: 8/64 Chance
Row 1: 1x Kimara Bug Grp 1: 1x Touch Me
Normal Battle #2: 17/64 Chance Grp 2: 1x Touch Me
Row 1: 1x Touch Me
Normal Battle #3: 15/64 Chance
Row 1: 2x Kimara Bug
Gongaga - Jungle (2nd Screen) Encounter Value: 48
Normal Battle #1: 18/64 Chance Side Attack: 8/64 Chance
Row 1: 1x Flower Prong Row 1: 1x Flower Prong
Normal Battle #2: 17/64 Chance
Row 1: 1x Touch Me
Normal Battle #3: 15/64 Chance
Row 1: 2x Kimara Bug
Normal Battle #4: 14/64 Chance
Row 1: 1x Kimara Bug
Meltdown Reactor
================
Gongaga - Wasteland and Mako Reactor Encounter Value: 48
Normal Battle #1: 64/64 Chance Back Attack #1: 8/64 Chance
RUN DIFFICULTY: 2 RUN DIFFICULTY: 3
Row 1: 1x Heavy Tank Row 1: 1x Heavy Tank
Caves of the Gi
===============
Caverns of the Gi - 1st Screen Encounter Value: 48
Normal Battle #1: 24/64 Chance
Row 1: 2x Heg
Row 2: 2x Heg
Normal Battle #2: 22/64 Chance
Row 1: 1x Sneaky Step
Normal Battle #3: 18/64 Chance
Row 1: 2x Heg
Row 2: 1x Sneaky Step
Caverns of the Gi - 2nd Screen Encounter Value: 48
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Sneaky Step RUN DIFFICULTY: 2
Row 2: 2x Sneaky Step Row 1: 2x Sneaky Step
Normal Battle #2: 22/64 Chance
Row 1: 2x Sneaky Step
Normal Battle #3: 18/64 Chance
Row 1: 2x Heg
Row 2: 3x Heg
Caverns of the Gi - 3rd Screen Encounter Value: 72
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Sneaky Step RUN DIFFICULTY: 2
Row 2: 3x Heg Row 1: 2x Sneaky Step
Normal Battle #2: 17/64 Chance Side Attack: 8/64 Chance
Row 1: 1x Gi Spector Row 1: 2x Sneaky Step
Normal Battle #3: 15/64 Chance Ambush: 4/64 Chance
Row 1: 2x Heg Grp 1: 1x Gi Spector
Row 2: 1x Sneaky Step Grp 2: 1x Gi Spector
Normal Battle #4: 14/64 Chance
Row 1: 2x Heg
Row 2: 3x Heg
Shinra Mansion
==============
Nibelheim Mansion - 1st Floor Encounter Value: 48
Normal Battle #1: 24/64 Chance
Row 1: 1x Dorky Face
Row 2: 2x Dorky Face
Normal Battle #1: 22/64 Chance
Row 1: 2x Dorky Face
Row 2: 2x Dorky Face
Normal Battle #1: 18/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Ghirofelgo
Nibelheim Mansion - 2nd Floor Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
RUN DIFFICULTY: 2 RUN DIFFICULTY: 3
Row 1: 1x Ghirofelgo Row 1: 1x Ghirofelgo
Normal Battle #2: 17/64 Chance Ambush: 4/64 Chance
Row 1: 1x Dorky Face Grp 1: 1x Jersey
Row 2: 2x Dorky Face Grp 2: 2x Mirage
Row 3: 1x Dorky Face
Normal Battle #3: 15/64 Chance
Row 1: 2x Mirage
Row 2: 1x Dorky Face
Normal Battle #4: 14/64 Chance
Row 1: 3x Jersey
Nibelheim Mansion - Spiral Staircase Encounter Value: 40
Normal Battle #1: 24/64 Chance Back Attack #1: 4/64 Chance
RUN DIFFICULTY: 2 RUN DIFFICULTY: 2
Row 1: 1x Ghirofelgo Row 1: 1x Black Bat
Normal Battle #2: 22/64 Chance Row 2: 2x Black Bat
Row 1: 2x Dorky Face Ambush: 4/64 Chance
Row 2: 1x Black Bat Grp 1: 1x Jersey
Normal Battle #3: 18/64 Chance Grp 2: 2x Mirage
Row 1: 1x Dorky Face, 1x Mirage
Row 2: 1x Dorky Face
Nibelheim Mansion - Caves Encounter Value: 40
Normal Battle #1: 15/64 Chance Back Attack #1: 2/64 Chance
Row 1: 1x Black Bat RUN DIFFICULTY: 2
Row 2: 1x Black Bat Row 1: 2x Black Bat
Normal Battle #2: 14/64 Chance Row 2: 1x Black Bat
Row 1: 2x Black Bat Back Attack #2: 2/64 Chance
Row 2: 1x Black Bat RUN DIFFICULTY: 2
Normal Battle #3: 13/64 Chance Row 1: 1x Ying, 1x Yang
Row 1: 1x Black Bat Ambush: 4/64 Chance
Row 2: 2x Black Bat Grp 1: 2x Black Bat
Row 3: 1x Black Bat Grp 2: 1x Black Bat
Normal Battle #4: 12/64 Chance
Row 1: 1x Ying, 1x Yang
Normal Battle #5: 10/64 Chance
Row 1: 1x Ying, 1x Yang
Mt. Nibel
=========
Mt Nibel - Approach (Flashback) Encounter Value: 192
Mt Nibel - Approach (Normal) Encounter Value: 128
Mt Nibel - Western Base (Fall) (Flashback) Encounter Value: 72
Mt Nibel - Western Base (Normal) Encounter Value: 72
Normal Battle #1: 18/64 Chance
Row 1: 2x Kyuvilduns
Normal Battle #2: 17/64 Chance
Row 1: 2x Kyuvilduns
Row 2: 1x Kyuvilduns
Normal Battle #3: 15/64 Chance
Row 1: 1x Sonic Speed,
2x Kyuvilduns
Normal Battle #4: 14/64 Chance
Row 1: 1x Sonic Speed
Row 2: 1x Sonic Speed
Mt Nibel - Wooden Bridge (Flashback) Encounter Value: 128
Normal Battle #1: 64/64 Chance
Row 1: 1x Sonic Speed
Row 2: 1x Sonic Speed
Row 3: 1x Sonic Speed
Mt Nibel - Wooden Bridge (Normal) Encounter Value: 72
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 1x Sonic Speed Grp 1: 1x Sonic Speed
Row 2: 1x Sonic Speed Grp 2: 1x Sonic Speed
Row 3: 1x Sonic Speed
Normal Battle #2: 22/64 Chance
Row 1: 1x Sonic Speed
Row 2: 1x Sonic Speed
Normal Battle #3: 18/64 Chance
RowFl: 1x Zuu
Mt Nibel - Reactor Approach (Flashback) Encounter Value: 192
Mt Nibel - Reactor Area (Flashback) Encounter Value: 72
Mt Nibel - In Front of Reactor (Flashback) Encounter Value: 72
Normal Battle #1: 24/64 Chance
Row 1: 2x Twin Brain
Row 2: 1x Sonic Speed
Normal Battle #2: 22/64 Chance
Row 1: 1x Twin Brain
Row 2: 2x Twin Brain
Normal Battle #3: 18/64 Chance
Row 1: 1x Sonic Speed
Row 2: 2x Sonic Speed
Mt Nibel - Reactor Approach (Normal) Encounter Value: 128
Normal Battle #1: 15/64 Chance
Row 1: 2x Twin Brain
Row 2: 1x Sonic Speed
Normal Battle #2: 14/64 Chance
Row 1: 1x Twin Brain
Row 2: 2x Twin Brain
Normal Battle #3: 13/64 Chance
Row 1: 1x Sonic Speed
Row 2: 2x Sonic Speed
Normal Battle #4: 12/64 Chance
Row 1: 1x Zuu
Normal Battle #5: 10/64 Chance
Row 1: 1x Screamer, 1x Twin Brain
Row 2: 1x Screamer
Mt Nibel - Reactor Area (Normal) Encounter Value: 128
Normal Battle #1: 15/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Twin Brain RUN DIFFICULTY: 2
Row 2: 1x Sonic Speed Row 1: 2x Screamer
Normal Battle #2: 14/64 Chance
Row 1: 1x Twin Brain
Row 2: 2x Twin Brain
Normal Battle #3: 13/64 Chance
Row 1: 1x Sonic Speed
Row 2: 2x Sonic Speed
Normal Battle #4: 12/64 Chance
Row 1: 1x Zuu
Normal Battle #5: 10/64 Chance
Row 1: 1x Screamer, 1x Twin Brain
Row 2: 1x Screamer
Mt Nibel - In Front of Reactor (Normal) Encounter Value: 128
Normal Battle #1: 15/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Twin Brain RUN DIFFICULTY: 2
Row 2: 1x Sonic Speed Row 1: 2x Screamer
Normal Battle #2: 14/64 Chance Ambush: 4/64 Chance
Row 1: 1x Twin Brain Grp 1: 1x Screamer
Row 2: 2x Twin Brain Grp 2: 1x Screamer
Normal Battle #3: 13/64 Chance
Row 1: 1x Sonic Speed
Row 2: 2x Sonic Speed
Normal Battle #4: 12/64 Chance
Row 1: 1x Zuu
Normal Battle #5: 10/64 Chance
Row 1: 1x Screamer, 1x Twin Brain
Row 2: 1x Screamer
Nibel Caves - Western Base (Flashback) Encounter Value: 72
Nibel Caves - Past Mako Fountain (Flashback) Encounter Value: 128
Normal Battle #1: 24/64 Chance
Row 1: 3x Kyuvilduns
Row 2: 2x Kyuvilduns
Normal Battle #2: 22/64 Chance
Row 1: 2x Twin Brain
Row 2: 1x Twin Brain
Normal Battle #3: 18/64 Chance
Row 1: 2x Twin Brain
Row 2: 3x Kyuvilduns
Nibel Caves - Western Base (Normal) Encounter Value: 72
Nibel Caves - Past Mako Fountain (Normal) Encounter Value: 72
Nibel Caves - Pipe Room Encounter Value: 72
Normal Battle #1: 18/64 Chance
Row 1: 3x Kyuvilduns
Row 2: 2x Kyuvilduns
Normal Battle #2: 17/64 Chance
Row 1: 2x Twin Brain
Row 2: 1x Twin Brain
Normal Battle #3: 15/64 Chance
Row 1: 2x Twin Brain
Row 2: 3x Kyuvilduns
Normal Battle #4: 14/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Dragon
Wutai, Da-chao Statue
=====================
Da Chao - Base Encounter Value: 48
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 3x Razor Weed RUN DIFFICULTY: 2
Normal Battle #2: 22/64 Chance Row 1: 3x Razor Weed
Row 1: 1x Bizarre Bug
Row 2: 1x Bizarre Bug
Normal Battle #3: 18/64 Chance
Row 1: 2x Jayjujayme
Row 2: 1x Bizarre Bug
Da Chao - Far Left Hand Encounter Value: 48
Normal Battle #1: 24/64 Chance Back Attack #1: 12/64 Chance
Row 1: 1x Foulander RUN DIFFICULTY: 2
Row 2: 3x Bizarre Bug Row 1: 1x Foulander
Normal Battle #2: 22/64 Chance Row 2: 1x Foulander
Row 1: 2x Foulander
Normal Battle #3: 18/64 Chance
Row 1: 3x Foulander
Da Chao - Lower Junction Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Foulander RUN DIFFICULTY: 2
Row 2: 3x Bizarre Bug Row 1: 1x Foulander
Normal Battle #2: 17/64 Chance Row 2: 1x Foulander
Row 1: 2x Foulander
Normal Battle #3: 15/64 Chance
Row 1: 3x Foulander
Normal Battle #4: 14/64 Chance
Row 1: 2x Jayjujayme
Row 2: 1x Bizarre Bug
Da Chao - Far Right Hand Encounter Value: 48
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 3x Jayjujayme Grp 1: 1x Garuda
Row 2: 1x Garuda Grp 2: 1x Garuda
Normal Battle #2: 22/64 Chance
Row 1: 1x Garuda
Row 2: 1x Garuda
Normal Battle #3: 18/64 Chance
Row 1: 2x Jayjujayme
Row 2: 1x Garuda
Da Chao - Upper Junction Encounter Value: 48
Normal Battle #1: 18/64 Chance Ambush: 8/64 Chance
Row 1: 3x Jayjujayme Grp 1: 1x Garuda
Row 2: 1x Garuda Grp 2: 1x Garuda
Normal Battle #2: 17/64 Chance
Row 1: 1x Garuda
Row 2: 1x Garuda
Normal Battle #3: 15/64 Chance
Row 1: 2x Jayjujayme
Row 2: 1x Garuda
Normal Battle #4: 14/64 Chance
Row 1: 1x Bizarre Bug
Row 2: 1x Bizarre Bug
Da Chao - Topmost Hand Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Garuda RUN DIFFICULTY: 2
Row 2: 1x Foulander Row 1: 3x Razor Weed
Normal Battle #2: 17/64 Chance Ambush: 4/64 Chance
Row 1: 1x Garuda Grp 1: 2x Foulander
Row 2: 2x Garuda Grp 2: 1x Garuda
Normal Battle #3: 15/64 Chance
Row 1: 2x Foulander
Normal Battle #4: 14/64 Chance
Row 1: 2x Jayjujayme
Row 2: 1x Garuda
Temple of the Ancients
======================
Temple of the Ancients - Main Area Encounter Value: 128
Normal Battle #1: 15/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Kelzmelzer RUN DIFFICULTY: 2
Normal Battle #2: 14/64 Chance Row 1: 1x Kelzmelzer
Row 1: 1x Under Lizard Row 2: 1x Kelzmelzer
Normal Battle #3: 13/64 Chance Back Attack #2: 4/64 Chance
Row 1: 2x Kelzmelzer RUN DIFFICULTY: 2
Row 2: 2x Toxic Frog Row 1: 1x Kelzmelzer
Normal Battle #4: 12/64 Chance Row 2: 2x Toxic Frog
Row 1: 1x Under Lizard Side Attack: 8/64 Chance
Row 2: 2x Toxic Frog Row 1: 2x Kelzmelzer
Normal Battle #5: 10/64 Chance
Row 1: 1x Doorbull
Temple of the Ancients - Mural Room Encounter Value: 40
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 1x Ancient Dragon Grp 1: 1x Doorbull
Row 2: 1x Ancient Dragon Grp 2: 1x Doorbull
Normal Battle #2: 22/64 Chance
Row 1: 1x Doorbull
Normal Battle #3: 18/64 Chance
Row 1: 1x Ancient Dragon
Row 2: 2x Ancient Dragon
Corel Valley
============
Corel Valley - Entrance Encounter Value: 72
Normal Battle #1: 24/64 Chance
Row 1: 1x Boundfat
Row 2: 3x Malldancer
Normal Battle #2: 22/64 Chance
Row 1: 2x Malldancer
Row 2: 2x Malldancer
Normal Battle #3: 18/64 Chance
Row 1: 2x Malldancer
Row 2: 3x Boundfat
Corel Valley - Approaching Forgotten City Encounter Value: 72
Normal Battle #1: 64/64 Chance
Row 1: 1x Hungry
Corel Valley - Giant Conch Shell Encounter Value: 72
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Boundfat RUN DIFFICULTY: 2
Row 2: 1x Boundfat Row 1: 3x Boundfat
Normal Battle #2: 22/64 Chance
Row 1: 1x Trickplay
Row 2: 2x Boundfat
Normal Battle #3: 18/64 Chance
Row 1: 2x Trickplay
Corel Valley Cave
=================
Corel Valley Cave Encounter Value: 72
Normal Battle #1: 15/64 Chance Back Attack #1: 4/64 Chance
Row 1: 3x Grimguard RUN DIFFICULTY: 2
Normal Battle #2: 14/64 Chance Row 1: 2x Boundfat, 1x Hungry
Row 1: 1x Acrophies Ambush: 4/64 Chance
Normal Battle #3: 13/64 Chance Grp 1: 1x Hungry
Row 1: 2x Hungry Grp 2: 1x Hungry
Normal Battle #4: 12/64 Chance
Row 1: 3x Boundfat
Row 2: 1x Hungry
Normal Battle #5: 10/64 Chance
Row 1: 1x Boundfat
Row 2: 2x Boundfat
Row 3: 1x Boundfat
Great Glacier
=============
Great Glaicer - Start Encounter Value: 128
Glacier Pass - L/R Snow and L/R Ice Encounter Value: 128
Normal Battle #1: 15/64 Chance
Row 1: 2x Shred
Row 2: 1x Shred
Normal Battle #2: 14/64 Chance
Row 1: 1x Frozen Nail
Row 2: 1x Frozen Nail
Normal Battle #3: 13/64 Chance
Row 1: 2x Shred
Row 2: 1x Frozen Nail
Normal Battle #4: 12/64 Chance
Row 1: 2x Bandersnatch
Normal Battle #5: 10/64 Chance
Row 1: 1x Frozen Nail
Row 2: 2x Frozen Nail
Glacier Pass - L/R Narrow, Diagonal, Forest Encounter Value: 128
Normal Battle #1: 17/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Shred RUN DIFFICULTY: 2
Row 2: 1x Shred Row 1: 2x Bandersnatch
Normal Battle #2: 16/64 Chance Ambush: 4/64 Chance
Row 1: 1x Frozen Nail Grp 1: 2x Bandersnatch
Row 2: 1x Frozen Nail Grp 2: 1x Bandersnatch
Normal Battle #3: 15/64 Chance
Row 1: 2x Shred
Row 2: 1x Frozen Nail
Normal Battle #4: 12/64 Chance
Row 1: 2x Bandersnatch
Normal Battle #5: 4/64 Chance
Row 1: 1x Frozen Nail
Row 2: 2x Frozen Nail
Great Glacier - Southern Ice Cave Encounter Value: 128
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
RUN DIFFICULTY: 2 Grp 1: 2x Hungry
Row 1: 1x Lessaloploth Grp 2: 1x Hungry
Normal Battle #2: 22/64 Chance
Row 1: 3x Hungry
Normal Battle #3: 18/64 Chance
Row 1: 2x Bandersnatch
Row 2: 2x Bandersnatch
Great Glacier - Center Areas and Caves Encounter Value: 128
Normal Battle #1: 15/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Bandersnatch RUN DIFFICULTY: 2
Row 2: 1x Bandersnatch Row 1: 2x Bandersnatch
Normal Battle #2: 14/64 Chance Side Attack: 8/64 Chance
Row 1: 1x Ice Golem Row 1: 2x Bandersnatch, 1x Snow
Normal Battle #3: 13/64 Chance Ambush: 4/64 Chance
Row 1: 2x Bandersnatch Grp 1: 1x Bandersnatch
Normal Battle #4: 12/64 Chance Grp 2: 2x Bandersnatch
Row 1: 1x Snow
Normal Battle #5: 10/64 Chance
Row 1: 2x Ice Golem
Great Glacier - Northwest Areas and Caves Encounter Value: 72
Normal Battle #1: 14/64 Chance Back Attack #1: 4/64 Chance
RUN DIFFICULTY: 2 RUN DIFFICULTY: 3
Row 1: 1x Magnade Row 1: 1x Magnade
Normal Battle #2: 12/64 Chance Ambush: 4/64 Chance
Row 1: 1x Lessaloploth Grp 1: 1x Bandersnatch
Row 2: 1x Lessaloploth Grp 2: 2x Bandersnatch
Normal Battle #3: 11/64 Chance
Row 1: 2x Bandersnatch
Row 2: 2x Bandersnatch
Normal Battle #4: 10/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Snow
Row 2: 1x Lessaloploth
Normal Battle #5: 9/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Snow
Normal Battle #6: 8/64 Chance
RUN DIFFICULTY: 2
Row 1: 2x Magnade
NOTE: Icicle Area - Snowstorm follows all rules for the *World Map*. It is
not a Field Map area. It is listed here to reduce confusion with regards to
when and where you can access these encounters, but it is important to
remember that it is a World Map area.
Icicle Area - Snowstorm Encounter Value: 96
Normal Battle #1: 22/64 Chance Side Attack: 10/64 Chance
Row 1: 1x Lessaloploth Row 1: 3x Jumping
Normal Battle #2: 21/64 Chance
Row 1: 2x Ice Golem
Normal Battle #3: 21/64 Chance
Row 1: 1x Jumping
Row 2: 2x Jumping
Gaea's Cliff
============
Gaea's Cliff - Outdoors Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Headbomber RUN DIFFICULTY: 2
Row 2: 1x Headbomber Row 1: 2x Headbomber
Normal Battle #2: 17/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Malboro
Normal Battle #3: 15/64 Chance
Row 1: 2x Zolokalter
Normal Battle #4: 14/64 Chance
Row 1: 2x Headbomber
Row 2: 1x Zolokalter
Gaea's Cliff - Indoors Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Stilva RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 1x Stilva
Row 1: 2x Headbomber, Ambush: 4/64 Chance
1x Zolokalter Grp 1: 1x Evilhead
Normal Battle #3: 15/64 Chance Grp 2: 1x Evilhead
Row 1: 2x Zolokalter
Row 2: 2x Zolokalter
Normal Battle #4: 14/64 Chance
Row 1: 1x Evilhead
Row 2: 1x Evilhead
Gaea's Cliff - Schizo's Lair Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
Row 1: 3x Evilhead RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 2x Cuahl
Row 1: 2x Cuahl
Normal Battle #3: 15/64 Chance
Row 1: 1x Cuahl, 2x Headbomber
Normal Battle #4: 14/64 Chance
Row 1: 1x Blue Dragon
Whirlwind Maze
==============
Whirlwind Maze - Crater Encounter Value: 32
Normal Battle #1: 24/64 Chance Side Attack: 8/64 Chance
Row 1: 1x Grenade Row 1: 1x Grenade
Normal Battle #2: 22/64 Chance
Row 1: 1x Gigas
Normal Battle #3: 18/64 Chance
Row 1: 1x Grenade
Row 2: 1x Grenade
Whirlwind Maze - Long Straight L/R Road Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
Row 1: 3x Gremlin RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 2x Gremlin
Row 1: 2x Sculpture
Normal Battle #3: 15/64 Chance
Row 1: 1x Ironite
Normal Battle #4: 14/64 Chance
Row 1: 2x Gremlin
Row 2: 1x Sculpture
Whirlwind Maze - Winding Path Encounter Value: 48
Normal Battle #1: 15/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Wind Wing RUN DIFFICULTY: 2
Row 2: 1x Wind Wing Row 1: 2x Wind Wing
Normal Battle #2: 14/64 Chance Ambush: 4/64 Chance
Row 1: 1x Dragon Rider Grp 1: 1x Wind Wing
Normal Battle #3: 13/64 Chance Grp 2: 2x Wind Wing
Row 1: 1x Ironite
Row 2: 2x Wind Wing
Normal Battle #4: 12/64 Chance
Row 1: 2x Ironite
Normal Battle #5: 10/64 Chance
Row 1: 2x Killbin
Junon (Disc Two): Aljunon
=========================
Aljunon - Outside Execution Room (During Esc.) Encounter Value: 48
Normal Battle #1: 64/64 Chance
Row 1: 1x SOLDIER:2nd
Junon - Barret's Escape on Main Concourse Encounter Value: 48
Junon - Airship Dock (During Escape) Encounter Value: 48
Normal Battle #1: 24/64 Chance
Row 1: 1x SOLDIER:2nd
Normal Battle #2: 22/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Roulette Cannon
Normal Battle #3: 18/64 Chance
Row 1: 2x SOLDIER:2nd
Junon Path
==========
Junon - Airship Dock (After Escape) Encounter Value: 48
Normal Battle #1: 24/64 Chance Ambush: 4/64 Chance
RUN DIFFICULTY: 2 Grp 1: 1x SOLDIER:2nd
Row 1: 1x Roulette Cannon Grp 2: 1x SOLDIER:2nd
Normal Battle #2: 22/64 Chance
Row 1: 2x SOLDIER:2nd
Normal Battle #3: 18/64 Chance
Row 1: 2x SOLDIER:2nd,
1x Roulette Cannon
Aljunon - Outside Execution Room (After Esc.) Encounter Value: 48
Junon Path - Outside Elevator Encounter Value: 48
Junon Path - 1st Corridor Encounter Value: 48
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 2x Slalom RUN DIFFICULTY: 2
Normal Battle #2: 22/64 Chance Row 1: 2x Slalom
Row 1: 1x Slalom Side Attack: 8/64 Chance
Row 2: 2x Slalom Row 1: 1x Death Machine
Normal Battle #3: 18/64 Chance
Row 1: 1x Death Machine
Junon Path - Submarine Dock Encounter Value: 48
Normal Battle #1: 64/64 Chance
Row 1: 3x SOLDIER:2nd
Junon Path - 2nd and 3rd Corridor Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 2/64 Chance
Row 1: 1x Death Machine RUN DIFFICULTY: 2
Row 2: 1x Death Machine Row 1: 2x SOLDIER:2nd
Normal Battle #2: 17/64 Chance Back Attack #2: 2/64 Chance
Row 1: 1x Guard System RUN DIFFICULTY: 2
Normal Battle #3: 15/64 Chance Row 1: 2x Slalom
Row 1: 2x Slalom Ambush: 4/64 Chance
Row 2: 1x SOLDIER:2nd Grp 1: 2x SOLDIER:2nd
Normal Battle #4: 14/64 Chance Grp 2: 1x SOLDIER:2nd
Row 1: 2x Guard System
Underwater Tunnel
=================
Underwater Pipe Encounter Value: 48
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 1x Diver Nest Grp 1: 1x Corvette
Normal Battle #2: 22/64 Chance Grp 2: 1x Corvette
Row 1: 1x Ghost Ship
Normal Battle #2: 18/64 Chance
Row 1: 2x Corvette
Underwater Reactor
==================
Underwater Reactor - Walkway Over Subs Encounter Value: 48
Underwater Reactor - Save Point Corridor Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Senior Grunt, RUN DIFFICULTY: 2
1x Gun Carrier Row 1: 1x Gun Carrier
Normal Battle #2: 17/64 Chance Row 2: 1x Senior Grunt
Row 1: 1x Hard Attacker
Row 2: 1x Hard Attacker
Normal Battle #3: 15/64 Chance
Row 1: 1x Hard Attacker
Row 2: 2x Senior Grunt
Normal Battle #4: 14/64 Chance
Row 1: 1x Guardian
Underwater Reactor - Reactor Chamber Encounter Value: 48
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Guardian RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 1x Guardian
Row 1: 1x Guardian Back Attack #2: 4/64 Chance
Row 2: 1x Guardian RUN DIFFICULTY: 2
Normal Battle #3: 15/64 Chance Row 1: 1x Gun Carrier
Row 1: 1x Senior Grunt, Row 2: 1x Senior Grunt
1x Gun Carrier
Normal Battle #4: 14/64 Chance
Row 1: 1x Hard Attacker
Row 2: 1x Hard Attacker
The Ancient Forest
==================
Ancient Forest - 1st Screen and Treetops Encounter Value: 128
Normal Battle #1: 18/64 Chance
Row 1: 1x Rilfsak
Row 2: 2x Rilfsak
Normal Battle #2: 17/64 Chance
Row 1: 2x Epiolnis
Normal Battle #3: 15/64 Chance
Row 1: 2x Diablo
Normal Battle #4: 14/64 Chance
Row 1: 1x Diablo, 2x Rilfsak
Ancient Forest - 2nd and 3rd Screen Encounter Value: 128
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Rilfsak RUN DIFFICULTY: 2
Row 2: 2x Rilfsak Row 1: 2x Rilfsak
Normal Battle #2: 17/64 Chance Side Attack: 8/64 Chance
Row 1: 2x Epiolnis Row 1: 3x Rilfsak
Normal Battle #3: 15/64 Chance Ambush: 4/64 Chance
Row 1: 2x Diablo Grp 1: 2x Rilfsak
Normal Battle #4: 14/64 Chance Grp 2: 1x Rilfsak
Row 1: 1x Diablo, 2x Rilfsak
Ancient Forest - Cave Encounter Value: 48
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
Row 1: 1x Diablo RUN DIFFICULTY: 2
Row 2: 1x Diablo Row 1: 2x Diablo
Normal Battle #2: 22/64 Chance
Row 1: 2x Rilfsak
Row 2: 1x Epiolnis
Normal Battle #3: 18/64 Chance
Row 1: 1x Diablo
The Gelnika
===========
Gelnika - Northern Room Encounter Value: 40
Normal Battle #1: 24/64 Chance Back Attack #1: 8/64 Chance
RUN DIFFICULTY: 3 RUN DIFFICULTY: 4
Row 1: 1x Unknown Row 1: 1x Unknown
Normal Battle #2: 22/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Unknown 3
Normal Battle #3: 18/64 Chance
RUN DIFFICULTY: 3
Row 1: 2x Unknown 2
Gelnika - Connecting Corridor Encounter Value: 48
Normal Battle #1: 24/64 Chance Ambush: 8/64 Chance
Row 1: 1x Poodler Grp 1: 2x Bad Rap
Row 2: 1x Poodler Grp 2: 1x Poodler
Normal Battle #2: 22/64 Chance
Row 1: 1x Poodler
Row 2: 2x Bad Rap
Normal Battle #3: 18/64 Chance
Row 1: 2x Bad Rap
Row 2: 2x Bad Rap
Gelnika - Flooded Cargo Bay Encounter Value: 48
Normal Battle #1: 18/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Serpent
Normal Battle #2: 17/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Unknown
Normal Battle #3: 15/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Unknown 3
Normal Battle #4: 14/64 Chance
RUN DIFFICULTY: 3
Row 1: 2x Unknown 2
Sector 8 Underground
====================
Midgar - Sector 8 Underground (Upper) Encounter Value: 48
Normal Battle #1: 14/64 Chance Back Attack #1: 2/64 Chance
Row 1: 2x Cromwell RUN DIFFICULTY: 2
Normal Battle #2: 12/64 Chance Row 1: 1x Cromwell
Row 1: 1x Manhole Back Attack #2: 2/64 Chance
Row 2: 2x Manhole RUN DIFFICULTY: 2
Normal Battle #3: 11/64 Chance Row 1: 2x Cromwell
Row 1: 1x Manhole Ambush: 4/64 Chance
Row 2: 2x Manhole Grp 1: 1x Cromwell
Normal Battle #4: 10/64 Chance Grp 2: 1x Cromwell
Row 1: 1x Behemoth
Normal Battle #5: 9/64 Chance
Row 1: 1x Crazy Saw
Row 2: 1x Crazy Saw
Normal Battle #6: 8/64 Chance
Row 1: 1x Crazy Saw, 1x Cromwell
Midgar - Sector 8 Underground (Lower) Encounter Value: 48
Normal Battle #1: 14/64 Chance Back Attack #1: 2/64 Chance
Row 1: 1x Cromwell RUN DIFFICULTY: 2
Row 2: 2x Cromwell Row 1: 1x Cromwell
Normal Battle #2: 12/64 Chance Back Attack #2: 2/64 Chance
Row 1: 1x Manhole RUN DIFFICULTY: 2
Row 2: 2x Manhole Row 1: 2x Cromwell
Normal Battle #3: 11/64 Chance Ambush: 4/64 Chance
Row 1: 1x Manhole Grp 1: 1x Cromwell
Row 2: 2x Manhole Grp 2: 1x Cromwell
Normal Battle #4: 10/64 Chance
Row 1: 1x Behemoth
Normal Battle #5: 9/64 Chance
Row 1: 1x Crazy Saw
Row 2: 1x Crazy Saw
Normal Battle #6: 8/64 Chance
Row 1: 1x Crazy Saw, 1x Cromwell
Midgar Raid - Train Tunnel Segments Encounter Value: 72
Midgar Raid - Train Tunnel Junctions Encounter Value: 128
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Crazy Saw RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 2x Shadow Maker
Row 1: 2x Shadow Maker Back Attack #2: 4/64 Chance
Normal Battle #3: 15/64 Chance RUN DIFFICULTY: 2
Row 1: 1x Shadow Maker Row 1: 1x Crazy Saw
Row 2: 2x Shadow Maker
Normal Battle #4: 14/64 Chance
Row 1: 2x Shadow Maker
Row 2: 1x Crazy Saw
The Mako Cannon
===============
Midgar - Sister Ray Base Encounter Value: 48
Normal Battle #1: 18/64 Chance
Row 1: 1x Grosspanzer
Normal Battle #2: 17/64 Chance
Row 1: 1x Grosspanzer
Normal Battle #3: 15/64 Chance
Row 1: 1x Grosspanzer
Normal Battle #4: 14/64 Chance
Row 1: 1x Grosspanzer
Sister Ray - Upper Gantries Encounter Value: 48
Normal Battle #1: 15/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x SOLDIER:1st RUN DIFFICULTY: 2
Normal Battle #2: 14/64 Chance Row 1: 2x SOLDIER:1st
Row 1: 1x XCannon Ambush: 4/64 Chance
Normal Battle #3: 13/64 Chance Grp 1: 1x SOLDIER:1st
Row 1: 2x SOLDIER:1st Grp 2: 1x SOLDIER:1st
Row 2: 1x SOLDIER:1st
Normal Battle #4: 12/64 Chance
Row 1: 1x Maximum Kimaira
Normal Battle #5: 10/64 Chance
Row 1: 1x SOLDIER:1st
The Northern Crater
===================
Northern Crater - Descent (1st Screen) Encounter Value: 32
Normal Battle #1: 18/64 Chance
Row 1: 1x Gargoyle
Normal Battle #2: 17/64 Chance
Row 1: 1x Dark Dragon
Normal Battle #3: 15/64 Chance
Row 1: 2x Parasite
Normal Battle #4: 14/64 Chance
Row 1: 2x Gargoyle
Northern Crater - Descent (2nd Screen) Encounter Value: 24
Normal Battle #1: 18/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Scissors RUN DIFFICULTY: 2
Normal Battle #2: 17/64 Chance Row 1: 2x Parasite
Row 1: 1x Dark Dragon Back Attack #2: 4/64 Chance
Normal Battle #3: 15/64 Chance RUN DIFFICULTY: 2
Row 1: 2x Parasite Row 1: 1x Scissors
Normal Battle #4: 14/64 Chance
Row 1: 2x Gargoyle
Northern Crater - Descent (3rd Screen - Outer) Encounter Value: 24
Normal Battle #1: 15/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Scissors RUN DIFFICULTY: 2
Normal Battle #2: 14/64 Chance Row 1: 2x Parasite
Row 1: 1x Dark Dragon Back Attack #2: 4/64 Chance
Normal Battle #3: 13/64 Chance RUN DIFFICULTY: 2
Row 1: 2x Parasite Row 1: 1x Scissors
Normal Battle #4: 12/64 Chance
Row 1: 1x Parasite
Row 2: 2x Parasite
Normal Battle #5: 10/64 Chance
Row 1: 2x Scissors
Northern Crater - Descent (3rd Screen - Cave) Encounter Value: 32
Northern Crater - Dividing Point Encounter Value: 40
Normal Battle #1: 14/64 Chance Back Attack #1: 4/64 Chance
Row 1: 2x Scissors RUN DIFFICULTY: 2
Normal Battle #2: 12/64 Chance Row 1: 2x Parasite
Row 1: 1x Dark Dragon Back Attack #2: 4/64 Chance
Normal Battle #3: 11/64 Chance RUN DIFFICULTY: 2
Row 1: 2x Parasite Row 1: 1x Scissors
Normal Battle #4: 10/64 Chance
Row 1: 1x Scissors
Normal Battle #5: 9/64 Chance
Row 1: 1x Parasite
Row 2: 2x Parasite
Normal Battle #6: 8/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Master Tonberry
Northern Crater - Graveyard (Upp/Lwr Pillar) Encounter Value: 32
Northern Crater - Graveyard (Hatchery+Spine) Encounter Value: 24
Normal Battle #1: 14/64 Chance Back Attack #1: 4/64 Chance
Row 1: 1x Pollensalta RUN DIFFICULTY: 2
Normal Battle #2: 12/64 Chance Row 1: 1x Death Dealer
Row 1: 2x Death Dealer Ambush: 4/64 Chance
Normal Battle #3: 11/64 Chance Grp 1: 1x Death Dealer
Row 1: 1x Pollensalta, 2x Parasite Grp 2: 1x Death Dealer
Normal Battle #4: 10/64 Chance
Row 1: 3x Parasite
Normal Battle #5: 9/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Malboro
Normal Battle #6: 8/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Dragon Zombie
Northern Crater - Left Junction Encounter Value: 32
Northern Crater - Floating Platforms Encounter Value: 32
Northern Crater - Grassy Area Encounter Value: 32
Normal Battle #1: 18/64 Chance Back Attack #1: 8/64 Chance
RUN DIFFICULTY: 2 RUN DIFFICULTY: 3
Row 1: 1x King Behemoth Row 1: 1x Allemagne
Normal Battle #2: 17/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Allemagne
Normal Battle #3: 15/64 Chance
RUN DIFFICULTY: 2
Row 1: 1x Armored Golem
Normal Battle #4: 14/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Master Tonberry
Northern Crater - Water Area (1st Screen) Encounter Value: 24
Northern Crater - Water Area (2nd Screen) Encounter Value: 32
Normal Battle #1: 15/64 Chance Side Attack: 8/64 Chance
Row 1: 1x Christopher, 1x Gighee Row 1: 2x Magic Pot
Normal Battle #2: 13/64 Chance Ambush: 8/64 Chance
Row 1: 1x Magic Pot Grp 1: 1x Allemagne
Normal Battle #3: 12/64 Chance Grp 2: 1x Allemagne
Row 1: 2x Magic Pot
Normal Battle #4: 11/64 Chance
Row 1: 1x Allemagne
Normal Battle #5: 9/64 Chance
RUN DIFFICULTY: 3
Row 1: 1x Master Tonberry
Normal Battle #6: 4/64 Chance
Row 1: 3x Mover
3.2.3 Unique Random Encounters
----- ------------------------
There are a few areas in the game where encounters are random, but are
event-driven and do not use the standard encounter system. The first main
one is Battle Square, but that has been dealt with already in the individual
Battle Square sections within the Enemy Listing.
The other two areas that we will touch on are the Shinra HQ Elevator and the
final descent in the Northern Crater.
Shinra HQ Elevator
==================
When infiltrating Shinra HQ, one of the optional routes you can take is the
central elevator up to the 59th floor. As you do so, however, the elevator
goes haywire and you are forced to stop at random floors of the building,
which frequently prompt a battle. The battle you encounter is tied to the
floor you stop on.
You begin the trip starting on Floor 6. Everytime Cloud presses the button
to stop the elevator, you will end up a random number of floors higher than
your last stop with the following chances of each:
2/16 chance: 7 Floors higher
2/16 chance: 8 Floors higher
2/16 chance: 9 Floors higher
2/16 chance: 10 Floors higher
2/16 chance: 11 Floors higher
2/16 chance: 12 Floors higher
2/16 chance: 13 Floors higher
1/16 chance: 14 Floors higher
1/16 chance: 15 Floors higher
This means that your first stop will be between Floors 13 and 21 inclusive.
The doors will open and you will face the battle for that floor. Once the
battle is over, you are able to progress another 7 to 15 floors, all until
the elevator reaches Floor 59, ending this journey. Obviously, the elevator
will not go higher than this floor and will stop as soon as it passes it.
As stated previously, the encounter you get depends on the floor the elevator
stops at. However, not all the floors trigger a battle. Certain floors,
instead, reveal an unfortunate Shinra employee who simply lets you go on your
way. Meeting Hito (the name of this employee in the data files) is simply
an amusing little event that can happen randomly and can even happen multiple
times if you hit the right floors.
With that aside, we'll list the floors and their appropriate encounters.
Floor 13: 2x Grenade Combatant
Floor 14: 3x Grenade Combatant
Floor 15: 1x Mighty Grunt
Floor 16: 2x Mighty Grunt
Floor 17: 2x Grenade Combatant
Floor 18: 3x Grenade Combatant
Floor 19: 1x Mighty Grunt
Floor 20: 2x Mighty Grunt
Floor 21: 3x Grenade Combatant
Floor 22: 2x Mighty Grunt
Floor 23: 2x Grenade Combatant
Floor 24: 2x Mighty Grunt
Floor 25: 1x Mighty Grunt
Floor 26: 2x Grenade Combatant
Floor 27: 3x Grenade Combatant
Floor 28: 1x Mighty Grunt
Floor 29: Meeting with Hito
Floor 30: 1x Hammer Blaster
Floor 31: 1x Sword Dance
Floor 32: 2x Sword Dance
Floor 33: 1x Moth Slasher
Floor 34: 1x Hammer Blaster
Floor 35: 1x Sword Dance
Floor 36: 2x Sword Dance
Floor 37: 1x Moth Slasher
Floor 38: Meeting with Hito
Floor 39: 1x Hammer Blaster
Floor 40: 2x Sword Dance
Floor 41: 1x Moth Slasher
Floor 42: 1x Sword Dance
Floor 43: 1x Sword Dance
Floor 44: 1x Hammer Blaster
Floor 45: 1x Moth Slasher
Floor 46: 2x Sword Dance
Floor 47: Meeting with Hito
Floor 48: 1x Moth Slasher
Floor 49: 1x Sword Dance
Floor 50: 1x Hammer Blaster
Floor 51: 1x Sword Dance
Floor 52: 1x Moth Slasher
Floor 53: 1x Hammer Blaster
Floor 54: 2x Sword Dance
Floor 55: 2x Sword Dance
Floor 56: Meeting with Hito
Floor 57: 1x Hammer Blaster
Floor 58: 1x Moth Slasher
Floor 59: Final Stop
Final Descent
=============
After passing the point of no return in the Northern Crater, you descend
down a series of hovering platforms towards the battle with Jenova*SYNTHESIS.
Every time you hop to a new platform, you have a 76/256 (29.69%) chance of
being attacked. If you are attacked, the enemy will be one of the following:
1x Allemagne: 26/256 (10.2%) chance
1x Iron Man: 128/256 (50.0%) chance
1x Dragon Zombie: 102/256 (39.8%) chance
These battles occur only when you jump to a new platform. There are 5 jumps
on the first screen and 8 jumps on the second screen.
=============================================================================
4. ENEMY DATA KEY
=============================================================================
--------------
4.1 Basic Data
--------------
Throughout this document, enemies will be defined using the following format:
Name:
Lvl: EXP: Win:
HP: AP: Steal:
MP: Gil: Morph:
---
Elemental Properties
---
Att: Def: Df%: Dex:
MAt: MDf: Lck:
---
Special Attributes
---
Attacks:
Name
Attack Type
Formula:
Pwr:
PAt%:
Cost:
Tar:
Elm:
Attr:
Notes:
Each of these fields contain the following data:
Name - The name of the enemy
Lvl - The enemy's Level
HP - The Max HP the enemy has
MP - The Max MP the enemy has
EXP - The EXP earned when the enemy is killed
AP - The AP earned when the enemy is killed
Gil - The Gil earned when the enemy is killed
Win - The item(s) that are sometimes earned when the enemy is
killed, and the chance class they will drop (63 max)
If, when the item is checked, Rnd(0..63) is less or equal
to the chance class, then the item will drop
Items listed first are more likely to be dropped than
subsequent items
Steal - The item(s) that can be stolen from the enemy, and the
chance class you can steal it (63 max)
Items listed first are more likely to be stolen than
subsequent items
Morph - The item that the enemy can be morphed into
Elemental Properties:
Death - The elements the enemy will instantly die from
AutoH - The elements the enemy cannot normally evade
Weak - The elements the enemy is weak to
Half - The elements the enemy resists
Void - The elements the enemy is immune to
Asrb - The elements the enemy absorbs
NOTE: A few rare enemies have weaknesses and resistances to particular
Status Attributes. If this is the case, they will react to that
Status as if it were an Element. This is different from an Immunity
to that Status - for example, a physical attack that inflicts
Confusion as well will do double damage to a Corvette, who are weak
to 'Confusion' Status Abilities.
Att - The enemy's Attack stat
Def - The enemy's Defense stat
Df% - The enemy's Defense% stat
MAt - The enemy's Magic atk stat
MDf - The enemy's Magic def stat
Dex - The enemy's Dexterity stat
Lck - The enemy's Luck stat
Special Attributes:
Any special notes about the enemy, including forced formation battles,
special transformations, permenant status effects, status immunities and
so forth
Attacks:
Each attack is listed seperately.
Name - The name of the attack. If the attack name is in brackets
(like <Tonfa>), then this is what FF7 calls it, but when
the attack is used, no name will show up. You can see
hidden attack names if they are Manipulatable
Attack Type- See section 1.2.2 in the FF7 Battle Mechanics
Formula - See section 1.2.3 in the FF7 Battle Mechanics
Pwr - The Power of the attack. Closely linked with the Formula of
the ability. Note that for Physical and Magical Formula
attacks, this will be expressed as a fraction of Base -
however, the true Power value would be the fraction
multiplied by 16. For example, 1x Base indicates a Power
of 16 when used in the Physical and Magical Formulas,
while 1/4x Base would be a Power of 4. It has been done
this way simply to make it easier to see how it affects
damage, and how well attacks compare to each other.
If the attack uses the Physical, Magical, Cure, Item or
Fixed formulas, then the actual strength of the attack
(using the enemy's base) will be displayed in brackets
after the formula. For example, MP's Tonfa attack has a
base damage of 9, after using the formula given for it
PAt% - The basic chance to hit the ability has. 100 is average,
MAt% while 255 is the max. MAt% is used instead for abilities
Auto Hit that use the hit formula for magic abilities, and Auto Hit
is displayed for anything that uses neither the PAt% or
MAt% methods to hit. The algorithms and formulas that use
these values can be found in the Battle Mechanics guide
Cost - How much MP the attack costs the enemy. If an enemy does
not have the MP the attack requires, it can no longer use
this attack
Tar - The target(s) of the attack. See section 1.2.4 in the FF7
Battle Mechanics for details. In the case of attacks that
can switch between 1 Tar and All Tar, the first listed
will be the default the monster uses
Elm - Element of the attack. All attacks that cause damage have
an element. See section 1.2 in the FF7 Battle Mechanics
for an explaination about elements, including the hidden
physical ones
Attr - Any special effects the attack has in addition to the Attack
Type. Whether the attack is Manipulatable or not is also
shown here. In addition, Status Changes and their
respective chance classes to succeed also go here
Notes - Any special details about the attack that isn't covered in
any of the previous fields
Animations:
These are essentially 'Attacks' that have no effect and are used by FF7
to change the animation of the enemy. This is also why an enemy will
often have many versions of the same attack; the difference is not in
the stats, but in the animation they use.
A Note about Stats
------------------
Each of the main stats (Att, Def, Df%, MAt, MDf, Dex and Lck) are already
the derived versions of the stat. For example, an enemy's Df% will not get
any bonus from their Dex - for monsters, it's considered the final stat.
However, Dex is still used to help increase the enemy's chance to hit, for
example. Enemies also do not have a MD% stat, a weakness that is useful to
exploit.
Another note about Dex: with regards to how fast an enemy's Time Bar fills,
you should consider their Dex value to be *50 points lower* than their actual
value is when you compare to members of Cloud's party. That means that an
Unknown 2 - with a listed value of 150 Dex - is no faster than a party member
with 100 Dex, while a 1st Ray with a Dex of 40 will never be able to move
faster than any of your party members.
The reason for this is that party members get a 50 point bonus to their Dex
for calculating the rate their Time Bar fills up at, while enemies do not get
this same bonus. As such, don't be fooled by the seemingly high Dex values
of many of the enemies.
-----------
4.2 AI Data
-----------
This last field is always after the Attack section. It dictates how each
enemy decides what to do. It also covers the effects of how it reacts to
certain attacks via counters.
This part is split into sections:
Setup: This is used when battle starts.
Main: This is used whenever the enemy may take a turn.
Counter: This will always have a specific effect that this section can
counter, for example: Death, Damage or Physical. It will
be run whenever the enemy experiences the listed effect.
Note that the AI data listed in this document is translated, and is not an
*EXACT* translation of precisely what it's doing behind the scenes. But it
will always have the same effect and will hopefully be easier to understand
as a result. There are many cases where I have rewritten the structure of an
AI script so that it takes up less space and is easier to read. The end
effect should be the same in all cases however.
Also note that much of the time, an AI script has access to many temporary
variables. These are all reset to 0 at the start of battle, and are
sometimes set to other values in the Setup routine. However, a lot of the
time, these variables will be used to fulfil specific functions that crop up
time and again. To aid understanding, here are the names we will give to
certain temporary variables if they're used in a certain way:
Count: Often used to determine the order of attacks, or which
attack should be used next.
Stage: Similar to Count, but often dictates what moves are
available and sometimes used to reflect a change in
stats.
SelectTar: Used to predefine a target for an attack to be used on.
Often defined in counterattacks so that the enemy knows
who to redirect their anger against.
SpclChance: Often, the chance for using a certain special effect will
change depending on certain situations, like as the
enemy nears death. This variable dictates how often
they tend to use these moves. Lower values generally
indicate a higher chance that the enemy will use more
desperate attacks.
CustomVar: A special TempVar that can be checked by other monsters in
the same battle. These, like other TempVars, will be
given names.
In addition, there are GlobalVars and BattleVars. BattleVars only apply for
the current Battle, but are used by all enemies in the battle. GlobalVars
affect the entire game. Whenever an AI Script uses one of these, a unique
description will be allocated to it to describe to you exactly what this
value is used for. Most BattleVars referenced in this guide are custom
however and don't mean the same thing from battle to battle.
All other temporary variables will be labelled 'TempVar', with a description
after it identifying its general purpose.
A few common commands and terminology will also be described here:
Choose <Target>
This sets up a target selection for a later spell to be used. There are
many possibilities for targets. The most common are Random Opponent,
All Opponents, Self and All Allies. In the case of Random Opponent, All
Opponents and All Allies, these do not count targets that are flagged
as Dead (inflicted with Death and Petrify statuses, for example) by
default. If an enemy uses an attack that does affect these kind of
objects, then it will target one individually or it will be specified in
the selection - 'All Opponents (incl. Dead)' as an example. Also note
that if an enemy Chooses a target that the attack it uses doesn't accept
(a single target when the attack is an area), then the attack's targets
take priority, and a random target out of the default list will be chosen
regardless of who was Chosen. This can unfortunately lead to a few rare
bugs.
x/y Chance
This is a shorthand to indicate the chance of something happening. When
it is grouped with other chances ("1/2 Chance: Attack 1,
1/2 Chance: Attack 2" for example), then the chances are dependent; in
the example's case, you have a 50/50 chance of either Attack 1 or
Attack 2 activating, but not both. If it is alone in an If statement,
then it's an independent chance, with nothing else happening if it fails
(except the 'Else' part of the If statement if it exists) and the AI
script continuing on as normal.
Formation ID
Used to determine whether multiple monsters are part of the same 'group'.
A Formation ID is visible in battles with multiple monsters of the
same type by looking at the 'A'/'B'/'C' after the monster's name.
So, "Hammer Blaster A" has a Formation ID of 0, while "Hammer Blaster B"
has a Formation ID of 1.
Set <???> as Self
Rarely used, this replaces all references to 'Self' and the source of all
attacks used until the end of the current AI script.
In addition, here's the definition of the various Counter effects:
Counter - General
Used immediately after any targetted attack the enemy experiences,
providing it's still alive and able to do anything. Otherwise, there's
very few things it will not react to. Sense and statuses that miss or
fail due to immunities will generally not be countered. Abilities that
heal HP will be countered. Also, if the attack has caused the enemy's
death, then Counter - Death takes priority and Counter - General will not
be run at all.
Counter - Death
Used immediately upon the death or removal of the enemy. Note that the
enemy is still considered alive and well until this script has finished
running.
Counter - Physical
Will be used against any physical attack. Abilities that end up healing
or removing statuses will not be countered against by this script.
Counter - Magical
Will be used against any magical attack. Abilities that end up healing
or removing statuses will not be countered against by this script.
Counter - PreTurn
Will be used before *ANY* ability made by *ANY* character, INCLUDING the
enemy's allies or even themselves! Note that an ability must be used;
a run through the AI script is not enough. However, even 'moves' like
Defend and Change will activate this script. The script is run before
the effects of the move/ability are calculated. In general, it's used to
set/remove immunities and other effects that may or may not interfere
with the ability.
=============================================================================
5. ENEMY LISTING
=============================================================================
=============================================================================
5.1 Midgar (Disc One)
---------------------
5.1.1 No. 1 Reactor
----- -------------
Name: MP
Lvl: 2 EXP: 16 Win: [ 8] Potion
HP: 30 AP: 2 Steal: [ 8] Grenade
MP: 0 Gil: 10 Morph: Potion
---
No Elemental Properties
---
Att: 6 Def: 4 Df%: 0 Dex: 50
MAt: 0 MDf: 0 Lck: 4
---
BUG: Due to flaws in MP's AI Script, they will not react differently to
targets in different rows.
---
Attacks:
Machine Gun
Physical Attack
Formula: Physical
Pwr: 1x Base (6)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
<Tonfa>
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (9)
PAt%: 85
Tar: 1 Op
Elm: Hit
Attr: Manip.
---
AI: Main
{
If (MP is in Front Row) Then
{
If (1/2 Chance) Then
{
Choose Random Opponent
TempVar:ChosenAtt = Machine Gun
} Else {
Choose Random Opponent
TempVar:ChosenAtt = <Tonfa>
}
} Else {
If (1/6 Chance) Then
{
Choose Random Opponent
TempVar:ChosenAtt = <Tonfa>
} Else {
Choose Random Opponent
TempVar:ChosenAtt = Machine Gun
}
}
Use TempVar:ChosenAtt on Target
}
-----------------------------------------------------------------------------
Name: Guard Hound
Lvl: 3 EXP: 20 Win: [ 8] Potion
HP: 42 AP: 2 Steal: [32] Potion
MP: 0 Gil: 12 Morph: Potion
---
No Elemental Properties
---
Att: 8 Def: 4 Df%: 6 Dex: 64
MAt: 2 MDf: 2 Lck: 6
---
BUG: Due to flaws in Guard Hound's AI Script, they will not react differently
to targets in different rows.
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (8)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Always targets whoever has the lowest HP
Tentacle
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (12)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: Manip.
Notes: Always targets whoever has the lowest HP
---
AI: Main
{
If (1/3 Chance) Then {
Choose Random Opponent with Lowest HP
TempVar:ChosenAtt = Tentacle
} Else {
Choose Random Opponent with Lowest HP
TempVar:ChosenAtt = <Bite>
}
Use TempVar:ChosenAtt on Target
}
-----------------------------------------------------------------------------
Name: Mono Drive
Lvl: 2 EXP: 18 Win: [ 8] Potion, [ 2] Ether
HP: 28 AP: 3 Steal: -
MP: 28 Gil: 8 Morph: Ether
---
Weak: Wind
Void: Earth
---
Att: 3 Def: 6 Df%: 6 Dex: 49
MAt: 3 MDf: 4 Lck: 2
---
Immune: Stop, Frog, Paralysed
BUG: Due to flaws in Mono Drive's AI Script, they will not react differently
to targets in different rows.
---
Attacks:
<Drilldrive>
Physical Attack
Formula: Physical
Pwr: 1x Base (3)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Notes: Always targets whoever has the lowest Def
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (15)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Manip.
Notes: Always targets whoever has the lowest MDf
---
AI: Main
{
If (TempVar:Warning == 0) Then
{
TempVar:TakeTurn = 0
1/2 Chance: Print Message [Enemy Sighted!]
1/2 Chance: Print Message [Warning! Warning!]
TempVar:Warning = 1
} Else {
TempVar:TakeTurn = 1
If (1/3 Chance) Then
{
Choose Random Opponent with Lowest MDf
TempVar:ChosenAtt = Fire
TempVar:MagicAtt = 1
} Else {
Choose Random Opponent with Lowest Def
TempVar:ChosenAtt = <Drilldrive>
TempVar:MagicAtt = 0
}
}
If (TempVar:MagicAtt == 1) Then
{
If (Mono Drive's MP < 4) Then
{
Choose Random Opponent with Lowest Def
TempVar:ChosenAtt = <Drilldrive>
}
}
If (TempVar:TakeTurn == 1) Then
{
Use TempVar:ChosenAtt on Target
}
}
-----------------------------------------------------------------------------
Name: Grunt
Lvl: 7 EXP: 22 Win: [ 8] Potion, [ 8] Potion
HP: 40 AP: 2 Steal: [ 8] Grenade
MP: 0 Gil: 15 Morph: Potion
---
No Elemental Properties
---
Att: 12 Def: 10 Df%: 4 Dex: 58
MAt: 2 MDf: 2 Lck: 8
---
BUG: Due to flaws in Grunt's AI Script, they will not react differently to
targets in different rows.
---
Attacks:
<Handclaw>
Physical Attack
Formula: Physical
Pwr: 1x Base (12)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Beam Gun
Physical Attack
Formula: Physical
Pwr: 1 1/8x Base (13.5)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Can't Cover
---
AI: Main
{
If (Grunt is in Front Row) Then
{
If (1/2 Chance) Then
{
Choose Random Opponent
TempVar:ChosenAtt = Beam Gun
} Else {
Choose Random Opponent
TempVar:ChosenAtt = <Handclaw>
}
} Else {
If (1/12 Chance) Then
{
Choose Random Opponent
TempVar:ChosenAtt = <Handclaw>
} Else {
Choose Random Opponent
TempVar:ChosenAtt = Beam Gun
}
}
Use TempVar:ChosenAtt on Target
}
-----------------------------------------------------------------------------
Name: 1st Ray
Lvl: 4 EXP: 12 Win: -
HP: 18 AP: 1 Steal: -
MP: 0 Gil: 5 Morph: Potion
---
Weak: Lightning
---
Att: 10 Def: 2 Df%: 0 Dex: 40
MAt: 0 MDf: 0 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
<Laser Cannon>
Physical Attack
Formula: Physical
Pwr: 1x Base (10)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Can't Cover
Notes: Always targets whoever has the highest HP
---
AI: Main
{
If (Count = 0) Then
{
Choose Random Opponent with Highest HP
Use <Laser Cannon> on Target
Count = 1
} Else {
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Sweeper
Lvl: 8 EXP: 27 Win: -
HP: 140 AP: 3 Steal: -
MP: 0 Gil: 30 Morph: Potion
---
Weak: Lightning
---
Att: 18 Def: 20 Df%: 0 Dex: 48
MAt: 0 MDf: 4 Lck: 1
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (18)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Notes: Always targets whoever has the lowest HP
W Machine Gun
Physical Attack
Formula: Physical
Pwr: 1 3/4x Base (31.5)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Notes: Always targets whoever has the highest HP
Smoke Shot
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (27)
PAt%: 75
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Can't Cover
---
AI: Main
{
If (TempVar:Setup == 0) Then
{
Count = Rnd(0..3)
TempVar:Setup = 1
}
If (Count == 0) Then
{
If (At Least One Opponent doesn't have Darkness Status) Then
{
Choose Random Opponent without Darkness Status
} Else {
Choose Random Opponent
}
TempVar:ChosenAtt = Smoke Shot
Count = 1
} Else If (Count == 1) Then {
Choose Random Opponent with Lowest HP
TempVar:ChosenAtt = <Machine Gun>
Count = 2
} Else {
Choose Random Opponent with Highest HP
TempVar:ChosenAtt = W Machine Gun
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Guard Scorpion
Lvl: 12 EXP: 100 Win: 100% Assault Gun
HP: 800 AP: 10 Steal: -
MP: 0 Gil: 100 Morph: -
---
Weak: Lightning
Void: Gravity
---
Att: 30 Def: 40 Df%: 0 Dex: 60
MAt: 15 MDf: 300 Lck: 1
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed,
Darkness
Note: MDf listed is not the MDf used; see below for true MDf
Transformation: 1st Form is default; Def: 40, MDf: 256
2nd Form has tail above body; Def: 255, MDf: 384
Transforms to 2nd Form after using two Attacks (Rifle or Scorpion Tail)
Transforms to 1st Form after certain amount of time
Pattern: Search Scope, Attack, Search Scope, Attack, Transform to 2nd Form,
Wait, Wait, Transform to 1st Form, Repeat
---
Attacks:
Rifle
Physical Attack
Formula: Physical
Pwr: 1x Base (41)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Can only use during 1st Form
Scorpion Tail
Physical Attack
Formula: Physical
Pwr: 1 3/4x Base (71.75)
PAt%: 95
Tar: 1 Op
Elm: Shoot
Notes: Can only use during 1st Form
Tail Laser
Physical Attack
Formula: Physical
Pwr: 3x Base (123)
PAt%: 120
Tar: All Op
Elm: Shoot
Notes: 100% C/A during 2nd Form
Animations:
Search Scope
Notes: Selects target of next Attack
Can only use during 1st Form
---
AI: Setup
{
TempVar:DfltIdle = Guard Scorpion's IdleAnim
TempVar:DfltHurt = Guard Scorpion's HurtAnim
Guard Scorpion's MDf = 256
TempVar:DfltDef = Guard Scorpion's Def
TempVar:DfltMDf = Guard Scorpion's MDf
Stage = 0
}
AI: Main
{
If (Count == 0 or 2) Then
{
SelectTar = Random Opponent
Choose SelectTar
Use Search Scope on Target
Print Message [Locked On Target]
Count = Count + 1
} Else If (Count == 1 or 3) Then {
Choose SelectTar
If (1/3 Chance) Then
{
Use Scorpion Tail on Target
} Else {
If (Guard Scorpion's HP < 50% of Guard Scorpion's Max HP) Then {
Use Scorpion Tail on Target
} Else {
Use Rifle on Target
}
}
Count = Count + 1
} Else If (Count == 4) Then {
Choose Self
Use <> on Target
Guard Scorpion's IdleAnim = 7
Guard Scorpion's HurtAnim = 8
Guard Scorpion's Def = 255
Guard Scorpion's MDf = 384
Stage = 1
If (TempVar:Warning == 0) Then
{
If (Cloud doesn't have Death Status) Then
{
If (Barret has Death Status) Then
{
Print Message [(Cloud) "It's gonna fire that laser..."]
} Else {
Print Message [(Cloud) "(Barret), be careful!"]
}
Print Message ["Attack while it's tail's up!]
Print Message [It's gonna counterattack with its laser."]
} Else {
Print Message [(Barret) "I dunno what's goin' on, but...]
Print Message [ it looks pretty bad.]
Print Message [ Let's see what it does when it's tail's up..."]
}
TempVar:Warning = 1
}
Count = Count + 1
} Else If (Count == 5 or 6) Then {
Count = Count + 1
} Else If (Count == 7) Then {
Choose Self
Use <> on Target
Guard Scorpion's IdleAnim = TempVar:DfltIdle
Guard Scorpion's HurtAnim = TempVar:DfltHurt
Guard Scorpion's Def = TempVar:DfltDef
Guard Scorpion's MDf = TempVar:DfltMDf
Stage = 0
Count = 0
}
}
AI: Counter - General
{
If (Stage == 1) Then
{
Choose All Opponents
Use Tail Laser on Target
}
}
AI: Counter - Death
{
If (Stage == 1) Then
{
Choose Self
Use <> on Target
Guard Scorpion's IdleAnim = TempVar:DfltIdle
Guard Scorpion's HurtAnim = TempVar:DfltHurt
}
}
-----------------------------------------------------------------------------
5.1.2 Lower Sector 4 Plate
----- --------------------
Name: Grashtrike
Lvl: 8 EXP: 20 Win: [ 2] Spider Web
HP: 42 AP: 2 Steal: [32] Spider Web
MP: 0 Gil: 20 Morph: Spider Web
---
No Elemental Properties
---
Att: 12 Def: 18 Df%: 3 Dex: 58
MAt: 15 MDf: 2 Lck: 6
---
No Special Attributes
---
Attacks:
<Sickle>
Physical Attack
Formula: Physical
Pwr: 1x Base (12)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Silk
Magical Change Status
MAt%: 90
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
Manip.
---
AI: Main
{
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Oppenent without Slow Status
Use Silk on Target
} Else {
If (At Least One Opponent has Slow Status) Then
{
Choose Random Opponent with Slow Status
} Else {
Choose Random Opponent
}
Use <Sickle> on Target
}
}
-----------------------------------------------------------------------------
Name: Rocket Launcher
Lvl: 5 EXP: 13 Win: -
HP: 50 AP: 3 Steal: -
MP: 0 Gil: 7 Morph: Potion
---
Weak: Lightning
---
Att: 30 Def: 2 Df%: 0 Dex: 50
MAt: 0 MDf: 200 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
Rocket Launcher
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (51)
PAt%: 75
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Can't Cover
Notes: Always targets whoever has the lowest HP
---
AI: Main
{
If (Count == 1) Then
{
Choose Random Opponent with Lowest HP
Use Rocket Launcher on Target
Count = 0
} Else {
Count = 1
}
}
-----------------------------------------------------------------------------
Name: Chuse Tank
Lvl: 6 EXP: 23 Win: [ 8] Potion
HP: 36 AP: 2 Steal: [32] Potion
MP: 0 Gil: 30 Morph: Potion
---
No Elemental Properties
---
Att: 10 Def: 6 Df%: 3 Dex: 57
MAt: 0 MDf: 66 Lck: 5
---
Immune: Frog
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (10)
PAt%: 110
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Rolling Claw
Magical Attack
Formula: HP%
Pwr: [Target's HP / 8]
MAt%: 75
Tar: 1 Op
Elm: Hit
Attr: Manip.
Notes: Always targets whoever has the highest HP
---
AI: Main
{
1/2 Chance:
{
If (At Least One Opponent is in Front Row) Then
{
Choose Random Opponent in Front Row
} Else {
Choose Random Opponent
}
Use <Claw> on Target
}
1/2 Chance:
{
Choose Random Opponent with Highest HP
Use Rolling Claw on Target
}
}
-----------------------------------------------------------------------------
Name: Blugu
Lvl: 4 EXP: 18 Win: [ 8] Potion
HP: 120 AP: 2 Steal: [32] Eye drop
MP: 0 Gil: 35 Morph: Potion
---
Weak: Lightning, Wind
Void: Earth
---
Att: 8 Def: 180 Df%: 1 Dex: 52
MAt: 24 MDf: 128 Lck: 2
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (8)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Hell Bubbles
Magical Change Status
Auto Hit
Tar: 1 Op
Elm: Non-Element
Attr: [ 80] Inflict 'Sleep'
Manip.
---
AI: Setup
{
Count = Rnd(0..3)
}
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed Status
} Else {
Choose Random Opponent
}
Use <Bodyblow> on Target
If (Count == 0 or 1) Then
{
Count = Count + 1
} Else {
1/3 Chance: Count = 3
2/3 Chance: Count = 1
}
} Else {
If (At Least One Opponent doesn't have Paralysed Status) Then
{
Choose Random Opponent without Paralysed Status
Use Hell Bubbles on Target
} Else If (At Least One Opponent has Paralysed Status) Then {
Choose Random Opponent with Paralysed Status
Use <Bodyblow> on Target
} Else {
Choose Random Opponent
Use <Bodyblow> on Target
}
Count = 0
}
}
-----------------------------------------------------------------------------
5.1.3 No. 5 Reactor
----- -------------
Name: Smogger
Lvl: 8 EXP: 32 Win: [ 8] Deadly Waste
HP: 90 AP: 3 Steal: [ 8] Smoke Bomb
MP: 0 Gil: 60 Morph: Hi-Potion
---
Asrb: Poison
---
Att: 22 Def: 24 Df%: 1 Dex: 47
MAt: 4 MDf: 64 Lck: 1
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (22)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Smog
Physical Attack
Formula: Physical
Pwr: 3/4x Base (16.5)
PAt%: 90
Tar: 1 Op
Elm: Non-Element
Attr: [ 88] Inflict 'Poison'
Manip.
Can't Cover
Smog
Physical Attack
Formula: Physical
Pwr: 3/4x Base (16.5)
PAt%: 105
Tar: 1 Op
Elm: Non-Element
Attr: [ 92] Inflict 'Darkness'
Manip.
Can't Cover
---
AI: Setup
{
Count = Rnd(0..4)
}
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
If (At Least One Opponent has Darkness Status) Then
{
Choose Random Opponent with Darkness Status
} Else {
Choose Random Opponent
}
Use <Punch> on Target
If (Count == 0 or 1) Then
{
Count = Count + 1
} Else {
1/4 Chance: Count = 3
1/4 Chance: Count = 4
1/2 Chance: Count = 0
}
} Else If (Count == 3) Then {
If (At Least One Opponent doesn't have Poison Status) Then
{
Choose Random Opponent without Poison Status
Use Smog (Poison Version) on Target
Count = 0
} Else If (At Least One Opponent has Darkness Status) Then {
Choose Random Opponent with Darkness Status
Use <Punch> on Target
Count = 4
} Else {
Choose Random Opponent
Use <Punch> on Target
Count = 4
}
} Else {
If (At Least One Opponent doesn't have Darkness Status) Then
{
Choose Random Opponent without Darkness Status
Use Smog (Darkness Version) on Target
} Else If (At Least One Opponent has Darkness Status) Then {
Choose Random Opponent with Darkness Status
Use <Punch> on Target
} Else {
Choose Random Opponent
Use <Punch> on Target
}
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Special Combatant
Lvl: 9 EXP: 28 Win: [ 8] Antidote, [ 2] Grenade
HP: 60 AP: 3 Steal: [32] Eye drop
MP: 0 Gil: 40 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 15 Def: 24 Df%: 5 Dex: 58
MAt: 2 MDf: 32 Lck: 12
---
No Special Attributes
---
Attacks:
<Handclaw>
Physical Attack
Formula: Physical
Pwr: 1x Base (15)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Beam Gun
Physical Attack
Formula: Physical
Pwr: 1 1/8x Base (16.875)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Can't Cover
Wave
Physical Attack
Formula: Physical
Pwr: 2x Base (30)
PAt%: 92
Tar: 1 Op
Elm: Shout
Attr: Manip.
Can't Cover
Notes: Always targets whoever has the lowest HP
---
AI: Setup
{
1/2 Chance: Count = 3
1/2 Chance: Count = 0
}
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
Choose Random Opponent
Use <Handclaw> on Target
If (Count == 0 or 1) Then {
Count = Count + 1
} Else {
Count = 6
TempVar:Cycle = 0
}
} Else If (Count == 3 or 4 or 5) Then {
Choose Random Opponent
Use Beam Gun on Target
If (Count == 3 or 4) Then {
Count = Count + 1
} Else {
Count = 6
TempVar:Cycle = 1
}
} Else If (Count == 6) Then {
Choose Random Opponent with Lowest HP
Use Wave on Target
If (TempVar:Cycle == 0) Then
{
Count = 3
} Else {
Count = 0
}
}
}
-----------------------------------------------------------------------------
Name: Blood Taste
Lvl: 8 EXP: 24 Win: [ 8] Antidote
HP: 72 AP: 2 Steal: [32] Eye drop
MP: 0 Gil: 32 Morph: Potion
---
No Elemental Properties
---
Att: 12 Def: 22 Df%: 8 Dex: 65
MAt: 14 MDf: 24 Lck: 6
---
No Special Attributes
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (12)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Bite twice in a single combo
Tentacle Drain
Physical Absorb
Formula: Physical
Pwr: 5/8x Base (7.5)
PAt%: 110
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
---
AI: Setup
{
SelectTar = Chosen Random Opponent
SpclChance = 8
}
AI: Main
{
If (Rnd(1..SpclChance) == 1) Then
{
If (Blood Taste's HP < Blood Taste's Max HP) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent with Highest HP
}
Use Tentacle Drain on Target
} Else {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Bite> on Target
}
} Else {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Bite> on Target
If (Rnd(1..SpclChance) == 1) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Bite> on Target
}
}
}
AI: Counter - General
{
SelectTar = Blood Taste's Last Attacker (General)
If (Blood Taste's HP <= 25% of Blood Taste's Max HP) Then
{
SpclChance = 1
} Else If (Blood Taste's HP <= 50% of Blood Taste's Max HP) Then {
SpclChance = 2
} Else If (Blood Taste's HP <= 75% of Blood Taste's Max HP) Then {
SpclChance = 3
} Else {
SpclChance = 8
}
}
-----------------------------------------------------------------------------
Name: Proto Machinegun
Lvl: 4 EXP: 16 Win: -
HP: 100 AP: 2 Steal: -
MP: 0 Gil: 15 Morph: Potion
---
Weak: Lightning
---
Att: 12 Def: 2 Df%: 0 Dex: 45
MAt: 0 MDf: 128 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
Machine Gun
Physical Attack
Formula: Physical
Pwr: 1x Base (12)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Notes: Always targets whoever has the lowest HP
---
AI: Main
{
If (Count == 0) Then:
{
Choose Random Opponent with Lowest HP
Use Machine Gun on Target
Count = 1
} Else {
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Air Buster
Lvl: 15 EXP: 180 Win: 100% Titan Bangle
HP: 1200 AP: 16 Steal: -
MP: 0 Gil: 150 Morph: -
---
Weak: Lightning
Half: Fire
Void: Earth, Gravity
---
Att: 24 Def: 80 Df%: 3 Dex: 75
MAt: 12 MDf: 320 Lck: 2
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed,
Darkness
Automatic Side Attack Battle
Forced Formation: 1.Barret, 2.Cloud, 3.Tifa
Air Buster takes 5x damage from Back Attacks (instead of the usual 2x)
---
Attacks:
Big Bomber
Physical Attack
Formula: Physical
Pwr: 3 1/8x Base (109.375)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Notes: Can only use in Program 1 Operation
Energy Ball
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (65.625)
PAt%: 100
Tar: 1 Op
Elm: Shout
Attr: Can't Cover
Notes: Can only use in Program 2 Operation
Rear Gun
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (43.75)
PAt%: 115
Tar: 1 Op
Elm: Shoot
Notes: Will not turn Air Buster
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (87.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Can only use as C/A against Cloud
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (87.5)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Can only use as C/A against Barret or Tifa
Animations:
<> (Cloud2Barret)
Air Buster turns from facing Cloud to facing Barret's group
<> (Barret2Cloud)
Air Buster turns from facing Barret's group to facing Cloud
---
AI: Setup
{
TempVar:InitFacing = Air Buster's Facing
TempVar:CurFacing = TempVar:InitFacing
Turn off Death Handling for Air Buster
TempVar:Ammo = 4
Air Buster's MDf = 320
}
AI: Main
{
TempVar:GroupsAlive = 0
If (At Least One Targetable Opponent in Cloud's Group exists) Then
{
TempVar:GroupsAlive = TempVar:GroupsAlive + 1
}
If (At Least One Targetable Opponent in Barret's Group exists) Then
{
TempVar:GroupsAlive = TempVar:GroupsAlive + 2
}
TempVar:Back2Target = 0
If (TempVar:Ammo > 0) Then
{
If (Stage == 0) Then
{
Print Message [Program 1 Operation]
Stage = 1
}
Choose Random Opponent
SelectTar = Target
If (TempVar:CurFacing == Not facing SelectTar) Then
{
If (TempVar:TurnBroken == 0) Then
{
Choose Self
If (TempVar:CurFacing == Facing Cloud) Then
{
Air Buster's IdleAnim = Facing Cloud
Use <> (Cloud2Barret) on Target
Air Buster's IdleAnim = Facing Barret
TempVar:CurFacing = Facing Barret
} Else {
Air Buster's IdleAnim = Facing Barret
Use <> (Barret2Cloud) on Target
Air Buster's IdelAnim = Facing Cloud
TempVar:CurFacing = Facing Cloud
}
} Else {
TempVar:Back2Target = 1
If (((TempVar:CurFacing == Facing Cloud) AND
(Only Barret's Group is Targetable))
OR ((TempVar:CurFacing == Not facing Cloud) AND
(Only Cloud's Group is Targetable))) Then
{
TempVar:Ammo = 0
}
}
}
If (TempVar:Back2Target == 0) Then
{
Choose SelectTar
If (TempVar:CurFacing == Facing Cloud) Then
{
Air Buster's IdleAnim = Facing Cloud
Use Big Bomber on Target
} Else {
Air Buster's IdleAnim = Facing Barret
Use Big Bomber on Target
}
TempVar:Ammo = TempVar:Ammo - 1
If (TempVar:Ammo == 0) Then
{
Print Message [Big Bomber's out of ammo.]
}
}
} Else {
If (Stage == 1) Then
{
Print Message [Program 2 Operation]
Stage = 2
}
Choose Random Opponent
If (Target is Barret or Tifa) Then
{
If (TempVar:CurFacing == Facing Cloud) Then
{
Air Buster's IdleAnim = Facing Cloud
Use Rear Gun on Target
} Else {
Air Buster's IdleAnim = Facing Barret
Use Energy Ball on Target
}
} Else {
If (TempVar:CurFacing == Facing Cloud) Then
{
Air Buster's IdleAnim = Facing Cloud
Use Energy Ball on Target
} Else {
Air Buster's IdleAnim = Facing Barret
Use Rear Gun on Target
}
}
}
}
AI: Counter - General
{
If (Air Buster's HP < 20% of Air Buster's Max HP) Then
{
If (TempVar:TurnBroken == 0) Then
{
Print Message [Turn Function non-operational]
TempVar:TurnBroken == 1
}
}
SelectTar = Air Buster's Last Attacker (General)
If (TempVar:CurFacing == Facing Cloud) Then
{
If (Air Buster's Last Attacker (General) is in Barret's Group) Then
{
Air Buster's IdleAnim = Facing Cloud
Air Buster's HurtAnim = Flinch (Facing Cloud)
} Else {
Air Buster's IdleAnim = Facing Barret
Air Buster's HurtAnim = Flinch (Facing Barret)
SelectTar = Air Buster's Last Attacker (General)
TempVar:Counter = 1
}
} Else {
If (Air Buster's Last Attacker (General) is in Cloud's Group) Then
{
Air Buster's IdleAnim = Facing Barret
Air Buster's HurtAnim = Flinch (Facing Cloud)
} Else {
Air Buster's IdleAnim = Facing Cloud
Air Buster's HurtAnim = Flinch (Facing Barret)
SelectTar = Air Buster's Last Attacker (General)
TempVar:Counter = 1
}
}
If (TempVar:Counter == 1) Then
{
TempVar:FacingTarget = 0
TempVar:Counter = 0
Print Message [Counter Attack]
Choose SelectTar
If ((TempVar:TurnBroken == 0) AND (2/3 Chance)) Then
{
If (TempVar:CurFacing == Facing Cloud) Then
{
Use <Bodyblow> (High Hit% Version) on Target
Air Buster's IdleAnim = Facing Barret
} Else {
Use <Bodyblow> (Low Hit% Version) on Target
Air Buster's IdleAnim = Facing Cloud
}
TempVar:CurFacing = Not TempVar:CurFacing
TempVar:FacingTarget = 1
}
If (TempVar:FacingTarget == 0) Then
{
If (TempVar:CurFacing == Facing Cloud) Then
{
Air Buster's IdleAnim = Facing Cloud
Use Rear Gun on Target
} Else {
Air Buster's IdleAnim = Facing Barret
Use Rear Gun on Target
}
}
}
}
AI: Counter - Death
{
Turn off Death Handling for Air Buster
Choose Self
If (TempVar:CurFacing == Facing Cloud) Then
{
Air Buster's IdleAnim = Facing Cloud
Use <Destroyed> (Facing Cloud Version) on Target
} Else {
Air Buster's IdleAnim = Facing Barret
Use <Destroyed> (Facing Barret Version) on Target
}
}
-----------------------------------------------------------------------------
5.1.4 Sector 5 Slum
----- -------------
Name: Whole Eater
Lvl: 9 EXP: 24 Win: -
HP: 72 AP: 2 Steal: [32] Potion
MP: 0 Gil: 70 Morph: Potion
---
No Elemental Properties
---
Att: 30 Def: 14 Df%: 2 Dex: 58
MAt: 0 MDf: 80 Lck: 4
---
No Special Attributes
---
Attacks:
<Sickle>
Physical Attack
Formula: Physical
Pwr: 1x Base (38)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Sickle twice in a single combo
---
AI: Setup
{
SelectTar = Choose Random Opponent
SpclChance = 8
}
AI: Main
{
If ((SelectTar doesn't have Death Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose SelectTar
Use <Sickle> on Target
}
Choose Random Opponent
Use <Sickle> on Target
}
AI: Counter - General
{
SelectTar = Whole Eater's Last Attacker (General)
If (Whole Eater's HP <= 50% of Whole Eater's Max HP) Then {
SpclChance = 2
} Else {
SpclChance = 8
}
}
-----------------------------------------------------------------------------
Name: Hedgehog Pie
Lvl: 6 EXP: 20 Win: [ 8] Potion
HP: 40 AP: 3 Steal: [ 8] Ether
MP: 52 Gil: 25 Morph: Ether
---
Weak: Ice
---
Att: 12 Def: 18 Df%: 4 Dex: 42
MAt: 4 MDf: 12 Lck: 8
---
No Special Attributes
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (12)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (30)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Manip.
---
AI: Setup
{
Count = Rnd(0..2)
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Bodyblow> on Target
Count = Count + 1
} Else {
Choose Random Opponent
If ((Hedgehog's Pie MP >= 4) AND (1/2 Chance)) Then
{
Use Fire on Target
} Else {
Use <Bodyblow> on Target
}
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Vice
Lvl: 7 EXP: 24 Win: [ 8] Potion
HP: 68 AP: 3 Steal: [32] Speed Drink
MP: 0 Gil: 80 Morph: Potion
---
No Elemental Properties
---
Att: 14 Def: 14 Df%: 16 Dex: 62
MAt: 0 MDf: 0 Lck: 6
---
Immune: Frog
---
Attacks:
<Hit>
Physical Attack
Formula: Physical
Pwr: 1x Base (14)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Vice will never use this normally
Steal
Physical Misc Ability
Auto Hit
Tar: 1 Op
Attr: Steal Inventory
Notes: Randomly picks item from party inventory and removes it
Kill enemy to get it back
Grind
Physical Misc Ability
Auto Hit
Tar: 1 Op
Attr: Steal Inventory
Notes: Randomly picks item from party inventory and removes it
Kill enemy to get it back
Seize
Physical Attack
Formula: Physical
Pwr: 1x Base (14)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Notes: Vice will never use this
<Escape>
Physical Escape Battle
Auto Hit
Tar: Self
---
AI: Setup
{
SelectTar = Choose Random Opponent
}
AI: Main
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
If (Count == 0) Then
{
1/6 Chance: Count = 1
1/6 Chance: Count = 2
2/3 Chance: Count = 0
} Else If (Count == 1) Then {
Use Grind on Target
1/3 Chance: Count = 4
2/3 Chance: Count = 3
} Else If (Count == 2) Then {
Use Steal on Target
1/3 Chance: Count = 4
2/3 Chance: Count = 3
} Else If (Count == 3) Then {
1/2 Chance: Count = 4
1/2 Chance: Count = 3
} Else {
Choose Self
Use <Escape> on Target
Remove Self
}
}
AI: Counter - General
{
SelectTar = Vice's Last Attacker (General)
}
-----------------------------------------------------------------------------
5.1.5 Sector 6
----- --------
Name: Hell House
Lvl: 11 EXP: 44 Win: [ 8] Potion
HP: 450 AP: 6 Steal: -
MP: 0 Gil: 250 Morph: Potion
---
No Elemental Properties
---
Att: 24 Def: 2 Df%: 0 Dex: 52
MAt: 20 MDf: 48 Lck: 2
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
Manipulate, Berserk
This is Type A: the Hell House that you will meet first in battle.
If it is not dead before it reaches below 337 HP, it has a 50% chance per
attack below that number where it will use Suicide Drop and immediately
transform to Type B below
---
Attacks:
<Erupt>
Physical Attack
Formula: Physical
Pwr: 1x Base (32)
PAt%: 80
Tar: 1 Op
Elm: Shoot
Attr: [ 28] Inflict 'Darkness'
Can't Cover
Hell Bomber
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (48)
PAt%: 88
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Suicide Drop
Physical Attack
Formula: Physical
Pwr: 1x Base (32)
PAt%: 255
Tar: All Op
Elm: Earth
Notes: 50% C/A used only when below 337 HP
Transforms to Hell House Type B after using this
---
AI: Main
{
Choose Random Opponent
1/3 Chance: Use <Erupt> on Target
2/3 Chance: Use Hell Bomber on Target
}
AI: Counter - General
{
If (Hell House's HP <= 3 * [Hell House's Max HP / 4]) Then
{
If (1/2 Chance) Then
{
Choose All Opponents
Use Suicide Drop on Target
Activate Hell House <Type B>
Copy Hell House's Stats to Hell House <Type B>
Remove Self
}
}
}
AI: Counter - Death
{
Remove Hell House <Type B>
}
-----------------------------------------------------------------------------
Name: Hell House
Lvl: 11 EXP: 44 Win: [ 8] Potion
HP: 450 AP: 6 Steal: -
MP: 0 Gil: 200 Morph: Potion
---
No Elemental Properties
---
Att: 32 Def: 2 Df%: 3 Dex: 59
MAt: 24 MDf: 64 Lck: 4
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Manipulate, Berserk
This is Type B: the Hell House Type A becomes when damaged enough
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (107.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Suicide Drop
Physical Attack
Formula: Physical
Pwr: 1x Base (43)
PAt%: 255
Tar: All Op
Elm: Earth
Lunattack
Physical Attack
Formula: Physical
Pwr: 1 3/4x Base (75.25)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Only used as 25% C/A when HP <= 112
Hell Press
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (64.5)
PAt%: 100
Tar: 1 Op
Elm: Hit
---
AI: Main
{
1/4 Chance:
{
Choose All Opponents
Use Suicide Drop on Target
}
1/4 Chance:
{
Choose Random Opoonent
Use Hell Press on Target
}
1/2 Chance:
{
If (At Least One Opponent is in Front Row) Then
{
Choose Random Opponent in Front Row
} Else {
Choose Random Opponent
}
Use <Bodyblow> on Target
}
}
AI: Counter - General
{
If (Hell House's HP <= 25% of Hell House's Max HP)
{
If (1/4 Chance) Then
{
Choose Hell House's Last Attacker (General)
Use Lunattack on Target
}
}
}
-----------------------------------------------------------------------------
5.1.6 Don Corneo's Mansion
----- --------------------
Name: Corneo's Lackey
Lvl: 8 EXP: 8 Win: -
HP: 42 AP: 0 Steal: -
MP: 0 Gil: 10 Morph: Potion
---
No Elemental Properties
---
Att: 14 Def: 12 Df%: 2 Dex: 48
MAt: 10 MDf: 6 Lck: 8
---
No Special Attributes
---
Attacks:
<Hit>
Physical Attack
Formula: Physical
Pwr: 1x Base (14)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (14)
PAt%: 100
Tar: 1 Op
Elm: Shoot
---
AI: Setup
{
TempVar:AllyGroup = All Allies
}
AI: Main
{
If ((TempVar:AllyGroup = At Least One has Death Status)
OR (At Least One in TempVar:AllyGroup's CustomVar:ScotchAngry == 1)
OR (At Least One in TempVar:AllyGroup's CustomVar:Angry == 1)) Then
{
Choose Random Opponent
Use <Machine Gun> on Target
} Else {
Choose Random Opponent
Use <Hit> on Target
}
}
AI: Counter - General
{
If (Corneo's Lackey's HP <= 50% of Corneo's Lackey's Max HP) Then
{
Corneo's Lackey's CustomVar:Angry = 1
}
}
-----------------------------------------------------------------------------
Name: Scotch
Lvl: 11 EXP: 22 Win: -
HP: 150 AP: 0 Steal: -
MP: 0 Gil: 60 Morph: Potion
---
No Elemental Properties
---
Att: 22 Def: 32 Df%: 5 Dex: 44
MAt: 33 MDf: 18 Lck: 10
---
No Special Attributes
---
Attacks:
<Hit>
Physical Attack
Formula: Physical
Pwr: 1x Base (29)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (29)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Will start using Machine Gun twice in a single combo if attacked
or one of his allies dies
---
AI: Setup
{
TempVar:AllyGroup = All Allies except Scotch
SelectTar = Choose Random Opponent
}
AI: Main
{
If ((Scotch's CustomVar:ScotchAngry == 1) OR
(TempVar:AllyGroup == At Least One has Death Status)) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Machine Gun> on Target
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Machine Gun> on Target
} Else If (At Least One in TempVar:AllyGroup's
CustomVar:Angry == 1) Then {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Machine Gun> on Target
} Else {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Hit> on Target
}
}
AI: Counter - General
{
SelectTar = Scotch's Last Attacker (General)
Scotch's CustomVar:Angry = 1
Scotch's CustomVar:ScotchAngry = 1
}
-----------------------------------------------------------------------------
5.1.7 Sewer
----- -----
Name: Aps
Lvl: 18 EXP: 240 Win: 100% Phoenix Down
HP: 1800 AP: 22 Steal: -
MP: 0 Gil: 253 Morph: -
---
Weak: Fire
Void: Gravity
---
Att: 40 Def: 36 Df%: 4 Dex: 63
MAt: 40 MDf: 160 Lck: 5
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
BUG: Due to flaws in Aps' AI Script, he will never use his 'Tsunami Flinch'
reaction to Sewer Tsunami
Aps takes 4x damage from Back Attacks (instead of the usual 2x)
---
Attacks:
<Tail Attack>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (77.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Lick
Physical Attack
Formula: Physical
Pwr: 1/4x Base (15.5)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Sadness'
Can't Cover
Sewer Tsunami
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (77.5)
PAt%: 100
Tar: All
Elm: Water
Notes: Forward Version - Aps takes Back Attack damage
Aps will take 180-192 damage from this
Sewer Tsunami
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (77.5)
PAt%: 100
Tar: All
Elm: Water
Notes: Backward Version - Party takes Back Attack damage
Aps will take 45-48 damage from this
---
AI: Setup
{
TempVar:DfltHurt = Aps' HurtAnim
}
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
Choose All Targets
Use Sewer Tsunami (Forward Version)
TempVar:OpeningAttack = 1
} Else If (TempVar:Tsunami == 0) Then {
If (1/4 Chance) Then
{
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
} Else {
Choose Random Opponent
}
Use Lick on Target
} Else {
If (At Least One Opponent is in Back Row) Then
{
Choose Random Opponent in Back Row
} Else {
Choose Random Opponent
}
Use <Tail Attack> on Target
}
} Else If (Count == 0) Then {
Count = 1
} Else If (Count == 1) Then {
Choose All Targets
Use Sewer Tsunami (Forward Version)
Count = 2
} Else If (Count == 2) Then {
Count = 3
} Else {
Choose All Targets
Use Sewer Tsunami (Backward Version)
Count = 0
TempVar:Tsunami = 0
}
}
AI: Counter - Physical
{
If (Last Sub-Command == 0x0144 (Sewer Tsunami (Forward Version))
or 0x0145 (Sewer Tsunami (Backward Version))) Then
{
Aps' HurtAnim = Tsunami Flinch
} Else {
Aps' HurtAnim = TempVar:DfltHurt
}
If (TempVar:HPDanger == 0) Then
{
If (Aps' HP <= 1/3rd of Aps' Max HP) Then
{
TempVar:Tsunami = 1
TempVar:HPDanger = 1
}
}
}
AI: Counter - Magical
{
If (Last Sub-Command == 0x0144 (Sewer Tsunami (Forward Version))
or 0x0145 (Sewer Tsunami (Backward Version))) Then
{
Aps' HurtAnim = Tsunami Flinch
} Else {
Aps' HurtAnim = TempVar:DfltHurt
}
TempVar:Tsunami = 1
}
-----------------------------------------------------------------------------
Name: Sahagin
Lvl: 10 EXP: 30 Win: [ 8] Potion, [ 2] Hyper
HP: 150 AP: 3 Steal: [ 8] Hyper
MP: 0 Gil: 89 Morph: Potion
---
AutoH: Punch
Asrb: Water
---
Att: 23 Def: 32 Df%: 2 Dex: 59
MAt: 8 MDf: 64 Lck: 12
---
No Special Attributes
---
Attacks:
<Harpoon>
Physical Attack
Formula: Physical
Pwr: 1x Base (30)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Water Gun
Physical Attack
Formula: Physical
Pwr: 1 3/8x Base (41.25)
PAt%: 90
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Can't Cover
Animations:
<Shell Defense>
Sahagin deflects the attack with its shell
Notes: When used, Sahagin's Def is 512
---
AI: Setup
{
TempVar:DfltHurt = Sahagin's HurtAnim
TempVar:DfltDef = Sahagin's Def
}
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
If (3/4 Chance) Then
{
Choose Random Opponent
Use Water Gun on Target
}
TempVar:OpeningAttack = 1
} Else {
Choose Random Opponent
1/2 Chance: Use Water Gun on Target
1/2 Chance: Use <Harpoon> on Target
}
}
AI: Counter - PreTurn
{
Sahagin's HurtAnim = TempVar:DfltHurt
Sahagin's Def = TempVar:DfltDef
If (1/16 Chance) Then
{
Sahagin's HurtAnim = Shell Defense
Sahagin's Def = 512
}
}
-----------------------------------------------------------------------------
Name: Ceasar
Lvl: 8 EXP: 23 Win: [ 8] Potion, [ 2] Tranquilizer
HP: 120 AP: 2 Steal: [ 8] Tranquilizer
MP: 0 Gil: 55 Morph: Potion
---
AutoH: Punch
Weak: Ice
---
Att: 14 Def: 108 Df%: 3 Dex: 47
MAt: 6 MDf: 32 Lck: 10
---
At 25% or less HP, they will continually use a Bubble+<Bodyblow> combo
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (14)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Bubble
Physical Attack
Formula: Physical
Pwr: 3/4x Base (10.5)
PAt%: 75
Tar: 1 Op
Elm: Water
Attr: Manip.
Can't Cover
---
AI: Main
{
If (Stage == 0) Then
{
Choose Random Opponent
1/4 Chance: Use <Bodyblow> on Target
3/4 Chance: Nothing
} Else If (Stage == 1) Then {
Choose Random Opponent
1/6 Chance: Use Bubble on Target
1/6 Chance: Use <Bodyblow> on Target
1/3 Chance: Nothing
} Else If (Stage == 2) Then {
Choose Random Opponent
1/4 Chance: Use Bubble on Target
1/4 Chance: Use <Bodyblow> on Target
1/2 Chance: Nothing
} Else If (Stage == 3) Then {
Choose Random Opponent
1/2 Chance: Use Bubble on Target
1/2 Chance: Use <Bodyblow> on Target
} Else {
Choose Random Opponent
Use Bubble on Target
Choose Random Opponent
Use <Bodyblow> on Target
}
}
AI: Counter - General
{
If (Ceasar's HP <= 25% of Ceasar's Max HP) Then
{
Stage = 4
} Else If (Ceasar's HP <= 50% of Ceasar's Max HP) Then {
Stage = 3
} Else If (Ceasar's HP <= 75% of Ceasar's Max HP) Then {
Stage = 2
} Else {
Stage = 1
}
}
-----------------------------------------------------------------------------
5.1.8 Train Graveyard
----- ---------------
Name: Eligor
Lvl: 12 EXP: 36 Win: [ 2] Echo Screen
HP: 300 AP: 4 Steal: [ 8] Striking Staff
MP: 67 Gil: 120 Morph: Mute Mask
---
Half: Gravity
---
Att: 33 Def: 46 Df%: 2 Dex: 56
MAt: 24 MDf: 110 Lck: 7
---
No Special Attributes
---
Attacks:
<Sword Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (45)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Mono Laser
Physical Attack
Formula: Physical
Pwr: 7/8x Base (39.375)
PAt%: 110
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Can't Cover
Notes: At 50% HP or lower, will start being used in a combo against all
party members
Silence
Magical Change Status
MAt%: 100
Cost: 24 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 60] Inflict 'Silence'
Reflectable
Manip.
Sleepel
Magical Change Status
MAt%: 100
Cost: 8 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Inflict 'Sleep'
Reflectable
---
AI: Main
{
TempVar:PhysAttack = 0
If (TempVar:OpeningAttack == 0) Then
{
1/3 Chance:
{
If (Eligor's MP >= 24) Then
{
Choose Random Opponent without Silence Status
Use Silence on Target
} Else {
TempVar:PhysAttack = 1
}
}
1/3 Chance:
{
If (Eligor's MP >= 8) Then
{
Choose Random Opponent without Sleep Status
Use Sleepel on Target
} Else {
TempVar:PhysAttack = 1
}
}
1/3 Chance: Nothing
TempVar:OpeningAttack = 1
} Else If (Stage == 0) Then {
1/6 Chance:
{
If (At Least One Opponent doesn't have Silence Status) Then
{
If (Eligor's MP >= 24) Then
{
Choose Random Opponent without Silence Status
Use Silence on Target
} Else {
TempVar:PhysAttack = 1
}
} Else If (At Least One Opponent doesn't have Sleep Status) Then {
If (Eligor's MP >= 8) Then
{
Choose Random Opponent without Sleep Status
Use Sleepel on Target
} Else {
TempVar:PhysAttack = 1
}
} Else {
TempVar:PhysAttack = 1
}
}
1/6 Chance:
{
If (At Least One Opponent doesn't have Sleep Status) Then
{
If (Eligor's MP >= 8) Then
{
Choose Random Opponent without Sleep Status
Use Sleepel on Target
} Else {
TempVar:PhysAttack = 1
}
} Else If (At Least One Opponent doesn't have Silence Status) Then {
If (Eligor's MP >= 24) Then
{
Choose Random Opponent without Silence Status
Use Silence on Target
} Else {
TempVar:PhysAttack = 1
}
} Else {
TempVar:PhysAttack = 1
}
}
1/3 Chance:
{
If (At Least One Opponent is in Back Row) Then
{
Choose Random Opponent in Back Row
} Else {
Choose Random Opponent
}
Use Mono Laser on Target
}
1/3 Chance: TempVar:PhysAttack = 1
} Else {
1/5 Chance:
{
If (At Least One Opponent doesn't have Silence Status) Then
{
If (Eligor's MP >= 24) Then
{
Choose Random Opponent without Silence Status
Use Silence on Target
} Else {
TempVar:PhysAttack = 1
}
} Else If (At Least One Opponent doesn't have Sleep Status) Then {
If (Eligor's MP >= 8) Then
{
Choose Random Opponent without Sleep Status
Use Sleepel on Target
} Else {
TempVar:PhysAttack = 1
}
} Else {
TempVar:PhysAttack = 1
}
}
1/5 Chance:
{
If (At Least One Opponent doesn't have Sleep Status) Then
{
If (Eligor's MP >= 8) Then
{
Choose Random Opponent without Sleep Status
Use Sleepel on Target
} Else {
TempVar:PhysAttack = 1
}
} Else If (At Least One Opponent doesn't have Silence Status) Then {
If (Eligor's MP >= 24) Then
{
Choose Random Opponent without Silence Status
Use Silence on Target
} Else {
TempVar:PhysAttack = 1
}
} Else {
TempVar:PhysAttack = 1
}
}
3/5 Chance: TempVar:PhysAttack = 1
}
If (TempVar:PhysAttack == 1) Then {
If (Stage == 0) Then
{
If (At Least One Opponent is in Front Row) Then
{
Choose Random Opponent in Front Row
} Else {
Choose Random Opponent
}
Use <Sword Attack> on Target
} Else {
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
Use Mono Laser on Target
}
If (1st Opponent doesn't have Death Status) Then
{
Choose 1st Opponent
Use Mono Laser on Target
}
If (3rd Opponent doesn't have Death Status) Then
{
Choose 3rd Opponent
Use Mono Laser on Target
}
}
}
}
AI: Counter - General
{
If (Eligor's HP <= 50% of Eligor's Max HP) Then
{
Stage = 1
} Else {
Stage = 0
}
}
-----------------------------------------------------------------------------
Name: Ghost
Lvl: 10 EXP: 30 Win: [ 2] Ghost Hand
HP: 130 AP: 3 Steal: [32] Ghost Hand
MP: 80 Gil: 22 Morph: Ether
---
Death: Holy
Weak: Fire
Half: Ice
Void: Earth, Water
Asrb: Restorative, 'Death' Status Abilities
---
Att: 25 Def: 8 Df%: 10 Dex: 48
MAt: 18 MDf: 56 Lck: 6
---
Immune: Silence, Stop, Frog, Paralysed
---
Attacks:
<Scratch>
Physical Attack
Formula: Physical
Pwr: 1x Base (32)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (84)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Manip.
Drain
Magical Absorb
Formula: Magical
Pwr: 3/8x Base (63)
MAt%: 255
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
Notes: Always targets whoever has the highest HP
Animations:
<Vanish>
Notes: 100% C/A
<Appear>
---
AI: Main
{
If (Ghost's [402E] == 0) Then
{
If (Count == 0) Then
{
Choose Random Opponent
Use <Scratch> on Target
1/2 Chance: Count = Count + 1
} Else If (Count == 1) Then {
Choose Random Opponent with Highest HP
Use Drain on Target
Count = Count + 1
} Else {
If (Ghost's MP >= 4) Then
{
Choose Random Opponent
Use Fire on Target
} Else {
Choose Random Opponent
Use <Scratch> on Target
}
Count = 0
}
} Else {
Choose Self
Use <Appear> on Target
Ghost's [402E] == 0
Count = 0
}
}
AI: Counter - General
{
If (Ghost's [402E] == 0) Then
{
Choose Self
Use <Vanish> on Target
Ghost's [402E] == 1
}
}
-----------------------------------------------------------------------------
Name: Cripshay
Lvl: 8 EXP: 26 Win: [ 8] Potion
HP: 100 AP: 3 Steal: [32] Potion
MP: 0 Gil: 53 Morph: Potion
---
No Elemental Properties
---
Att: 11 Def: 18 Df%: 3 Dex: 46
MAt: 0 MDf: 26 Lck: 2
---
No Special Attributes
---
Attacks:
<Scissors>
Physical Attack
Formula: Physical
Pwr: 1x Base (11)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Dual Spike
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (13.75)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Manip.
---
AI: Main
{
If (TempVar:Counter == 1) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use Dual Spike on Target
TempVar:Counter = 0
} Else {
Choose Random Opponent
Use <Scissors> on Target
}
}
AI: Counter - Physical
{
SelectTar = Cripshay's Last Attacker (Physical)
TempVar:Counter = 1
}
-----------------------------------------------------------------------------
Name: Deenglow
Lvl: 10 EXP: 35 Win: [ 8] Graviball
HP: 120 AP: 4 Steal: [32] Ether
MP: 72 Gil: 70 Morph: Phoenix Down
---
Weak: Wind
Half: Lightning
Void: Earth, Water, Gravity
Asrb: Ice
---
Att: 22 Def: 32 Df%: 6 Dex: 58
MAt: 22 MDf: 240 Lck: 10
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Wing Cutter>
Physical Attack
Formula: Physical
Pwr: 1x Base (28)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Ice
Magical Attack
Formula: Magical
Pwr: 1/2x Base (96)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Manip.
Demi
Magical Attack
Formula: HP%
Pwr: [Target's HP / 4]
MAt%: 75
Cost: 14 MP
Tar: 1 Op/All Op (NS)
Elm: Gravity
Attr: Manip.
---
AI: Main
{
Choose Random Opponent with Highest HP
If (TempVar:Counter == 1) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
If (Deenglow's MP < TempVar:ChosenAtt's MP Cost) Then
{
TempVar:ChosenAtt = <Wing Cutter>
}
}
} Else {
TempVar:ChosenAtt = <Wing Cutter>
}
Use TempVar:ChosenAtt on Target
TempVar:Counter = 0
}
AI: Counter - Physical
{
TempVar:HitCount = TempVar:HitCount + 1
If (TempVar:HitCount == 3) Then
{
TempVar:Counter = 1
SelectTar = Deenglow's Last Attacker (Physical)
TempVar:ChosenAtt = Ice
TempVar:HitCount = 0
}
}
AI: Counter - Magical
{
TempVar:HitCount = TempVar:HitCount + 1
If (TempVar:HitCount == 3) Then
{
TempVar:Counter = 1
SelectTar = Deenglow's Last Attacker (Magical)
TempVar:ChosenAtt = Demi
TempVar:HitCount = 0
}
}
-----------------------------------------------------------------------------
5.1.9 Plate Support
----- -------------
Name: Aero Combatant
Lvl: 11 EXP: 40 Win: [ 8] Potion
HP: 190 AP: 4 Steal: [32] Potion
MP: 0 Gil: 110 Morph: Potion
---
Weak: Gravity, Wind
Void: Earth
---
Att: 22 Def: 24 Df%: 40 Dex: 72
MAt: 6 MDf: 24 Lck: 22
---
Immune: Confusion, Stop, Frog, Small, Slow-numb, Death-sentence, Manipulate,
Berserk, Paralysed
This is Type A: the Aero Combatant that you will meet first in battle.
It will transform to Type B as a 50% C/A during the battle
---
Attacks:
<Kick>
Physical Attack
Formula: Physical
Pwr: 1x Base (29)
PAt%: 120
Tar: 1 Op
Elm: Hit
Propeller
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (43.5)
PAt%: 110
Tar: 1 Op
Elm: Cut
---
AI: Main
{
Choose Random Opponent
1/3 Chance: Use <Kick> on Target
2/3 Chance: Use Propeller on Target
}
AI: Counter - General
{
If (1/2 Chance) Then
{
Choose Self
Use <> on Target
Activate Aero Combatant <Type B>
Copy Aero Combatant's Stats to Aero Combatant <Type B>
Remove Self
}
}
AI: Counter - Death
{
Remove Aero Combatant <Type B>
}
-----------------------------------------------------------------------------
Name: Aero Combatant
Lvl: 11 EXP: 40 Win: [ 8] Potion
HP: 190 AP: 4 Steal: [32] Potion
MP: 0 Gil: 110 Morph: Potion
---
Weak: Gravity
---
Att: 22 Def: 24 Df%: 1 Dex: 42
MAt: 33 MDf: 48 Lck: 1
---
This is Type B: the Aero Combatant form that stands on the ground
---
Attacks:
<Propeller Sword>
Physical Attack
Formula: Physical
Pwr: 1x Base (29)
PAt%: 75
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Sword Rush
Physical Attack
Formula: Physical
Pwr: 1 1/8x Base (32.625)
PAt%: 80
Tar: 1 Op
Elm: Hit
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/4 Chance: Use Sword Rush on Target
3/4 Chance: Use <Propeller Sword> on Target
}
-----------------------------------------------------------------------------
5.1.10 Reno of the Turks
------ -----------------
During this battle, the following extra script exists on the party:
AI: Counter - General
{
BattleVar:CharID = 0
While (BattleVar:CharID < 3)
{
If (BattleVar:CharID == 0) Then
{
Choose 1st Opponent
} Else If (BattleVar:CharID == 1) Then {
Choose 2nd Opponent
} Else If (BattleVar:CharID == 2) Then {
Choose 3rd Opponent
}
If (Target has Imprisoned Status) Then
{
Deactivate Target
}
BattleVar:CharID = BattleVar:CharID + 1
}
}
This script will remove any Imprisoned party member from being targetable.
-----------------------------------------------------------------------------
Name: Turks:Reno
Lvl: 17 EXP: 290 Win: 100% Ether
HP: 1000 AP: 22 Steal: -
MP: 0 Gil: 500 Morph: -
---
Half: Lightning
Void: Gravity
---
Att: 32 Def: 52 Df%: 6 Dex: 50
MAt: 20 MDf: 62 Lck: 15
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Paralysed, Seizure
BUG: Due to flaws in Turks:Reno's AI Script, he will also react to Ice
Crystal, Bolt Plume and Swift Bolt as if they were Bolt spells
---
Attacks:
<Short Staff>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (61.25)
PAt%: 110
Tar: 1 Op
Elm: Hit
Pyramid
Magical Change Status
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Imprisoned'
Notes: Create 'Pyramid' over target
This version of Imprisoned acts like Stop
Electro-mag Rod
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (73.5)
PAt%: 100
Tar: 1 Op
Elm: Lightning
Attr: [ 24] Inflict 'Paralysed'
Animations:
<Pyramid Release>
Pyramid vanishes
---
AI: Setup
{
Count = 2
}
AI: Main
{
TempVar:TurnTaken = 0
Count = Count + 1
TempVar:DisableChars = 0
For (TempVar:Char = 1st Character to 3rd Character) Then
{
Choose TempVar:Char
If ((Target has Death Status) OR (Target has Imprisoned Status)) Then
{
TempVar:DisableChars = TempVar:DisableChars + 1
}
Next TempVar:Char
}
If (Count >= TempVar:DisableChars + 3) Then
{
While (TempVar:TurnTaken != 0)
{
1/3 Chance:
{
Choose 1st Opponent
If ((Target doesn't have Death Status)
AND (Target doesn't have Imprisoned Status)) Then
{
Activate Pyramid A
Remove Death Status from Pyramid A
Set Pyramid A's HP to Pyramid A's Max HP
Use Pyramid (A Version) on Target
TempVar:TurnTaken = 1
Count = 0
}
}
1/3 Chance:
{
Choose 2nd Opponent
If ((Target doesn't have Death Status)
AND (Target doesn't have Imprisoned Status)) Then
{
Activate Pyramid B
Remove Death Status from Pyramid B
Set Pyramid B's HP to Pyramid B's Max HP
Use Pyramid (B Version) on Target
TempVar:TurnTaken = 1
Count = 0
}
}
1/3 Chance:
{
Choose 3rd Opponent
If ((Target doesn't have Death Status)
AND (Target doesn't have Imprisoned Status)) Then
{
Activate Pyramid C
Remove Death Status from Pyramid C
Set Pyramid C's HP to Pyramid C's Max HP
Use Pyramid (C Version) on Target
TempVar:TurnTaken = 1
Count = 0
}
}
}
If (TempVar:Warning == 0) Then
{
Print Message [Reno "Try and break it if you can."]
TempVar:Warning = 1
}
}
If (TempVar:TurnTaken == 0) Then
{
If (TempVar:Counter == 1) Then
{
Choose SelectTar
Use Electro-mag Rod on Target
TempVar:Counter = 0
} Else {
Choose Random Opponent
1/3 Chance: Use Electro-mag Rod on Target
2/3 Chance: Use <Short Staff> on Target
}
}
}
AI: Counter - Death
{
Remove Pyramids
Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/Manipulate/
Berserk Statuses from Turks:Reno
Print Message [Reno "It's time."]
Turn off Death Handling for Turks:Reno
Choose Self
Use <(Report)> on Target
}
AI: Counter - Magical
{
If (Last Sub-Command == 0x21 (Bolt) or 0x22 (Bolt2) or 0x23 (Bolt3)) Then
{
SelectTar = Turks:Reno's Last Attacker (Magical)
TempVar:Counter = 1
}
}
-----------------------------------------------------------------------------
Name: Pyramid
Lvl: 2 EXP: 0 Win: -
HP: 10 AP: 1 Steal: -
MP: 0 Gil: 0 Morph: -
---
Death: Gravity
---
Att: 0 Def: 2 Df%: 0 Dex: 50
MAt: 0 MDf: 0 Lck: 0
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Regen, Manipulate,
Berserk, Peerless
If killed, leaves no EXP/AP/Gil
---
Animations:
<Vanish>
<Appear>
---
AI: Counter - Death
{
Choose Imprisoned Character
Remove Imprisoned Status from Target
Remove Self
Choose Self
Use <Vanish> on Target
}
-----------------------------------------------------------------------------
5.1.11 Shinra HQ
------ ---------
Name: Grenade Combatant
Lvl: 10 EXP: 42 Win: [ 8] Grenade
HP: 130 AP: 4 Steal: [32] Tranquilizer
MP: 0 Gil: 72 Morph: Grenade
---
No Elemental Properties
---
Att: 18 Def: 24 Df%: 3 Dex: 54
MAt: 4 MDf: 30 Lck: 3
---
No Special Attributes
---
Attacks:
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (18)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Hand Grenade
Physical Attack
Formula: Physical
Pwr: 2 3/16x Base (39.375)
PAt%: 70
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Notes: Always targets whoever has the lowest HP
---
AI: Setup
{
TempVar:TurnsUntilGrenade = 3
TempVar:GrenadeAmmo = 4
}
AI: Main
{
If (Stage == 0) Then
{
If (TempVar:TurnsUntilGrenade == 0) Then
{
If (TempVar:GrenadeAmmo > 0) Then
{
Choose Random Opponent with Lowest HP
Use Hand Grenade on Target
TempVar:GrenadeAmmo = TempVar:GrenadeAmmo - 1
TempVar:TurnsUntilGrenade = 3
} Else {
Choose Random Opponent with Lowest HP
Use <Machine Gun> on Target
}
} Else {
Choose Random Opponent
Use <Machine Gun> on Target
TempVar:TurnsUntilGrenade = TempVar:TurnsUntilGrenade - 1
}
} Else {
If (TempVar:GrenadeAmmo > 0) Then
{
Choose Random Opponent with Lowest HP
Use Hand Grenade on Target
TempVar:GrenadeAmmo = TempVar:GrenadeAmmo - 1
} Else {
Choose Random Opponent
Use <Machine Gun> on Target
}
}
}
AI: Counter - General
{
If (Grenade Combatant's HP <= 3 * [Grenade Combatant's Max HP / 4]) Then
{
Stage = 1
} Else {
Stage = 0
}
}
-----------------------------------------------------------------------------
Name: Mighty Grunt
Lvl: 12 EXP: 50 Win: [ 8] Tranquilizer
HP: 230 AP: 5 Steal: [32] Tranquilizer, [ 8] Grenade
MP: 0 Gil: 98 Morph: -
---
No Elemental Properties
---
Att: 20 Def: 100 Df%: 0 Dex: 40
MAt: 6 MDf: 64 Lck: 0
---
Immune: Death, Frog, Small, Slow-numb, Petrify, Death-sentence, Manipulate,
Berserk
This is Type A: the Mighty Grunt that you will meet first in battle.
It will transform to Type B when it reaches 50% HP or lower without dying
---
Attacks:
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (27)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Double Shot
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (50.625)
PAt%: 110
Tar: 1 Op
Elm: Hit
Notes: Always targets whoever has the highest HP
Animations:
<Grunt Death>
Destroys outer covering, revealing Mighty Grunt Type B
Notes: Transforms to Mighty Grunt Type B
C/A when HP <= 50% of Max HP
---
AI: Main
{
1/2 Chance:
{
Choose Random Opponent
Use <Machine Gun> on Target
}
1/2 Chance:
{
Choose Random Opponent with Highest HP
Use Double Shot on Target
}
}
AI: Counter - General
{
If (Mighty Grunt's HP <= 50% of Mighty Grunt's Max HP) Then
{
Choose Self
Use <Grunt Death> on Target
Activate Mighty Grunt <Type B>
Copy Mighty Grunt's Stats to Mighty Grunt <Type B>
Remove Self
}
}
AI: Counter - Death
{
Remove Mighty Grunt <Type B>
}
-----------------------------------------------------------------------------
Name: Mighty Grunt
Lvl: 12 EXP: 50 Win: [ 8] Tranquilizer
HP: 230 AP: 5 Steal: [32] Tranquilizer, [ 8] Grenade
MP: 0 Gil: 98 Morph: -
---
No Elemental Properties
---
Att: 28 Def: 4 Df%: 33 Dex: 55
MAt: 6 MDf: 8 Lck: 12
---
Immune: Death, Frog, Small
This is Type B: the Mighty Grunt Type A becomes when damaged enough.
---
Attacks:
<Roller Dash>
Physical Attack
Formula: Physical
Pwr: 1x Base (38)
PAt%: 110
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Rollerspin
Physical Attack
Formula: Physical
Pwr: 1 3/4x Base (66.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Animations:
<Skating>
Skates around the area, doing nothing
---
AI: Main
{
2/8 Chance:
{
Choose Random Opponent
Use <Roller Dash> on Target
}
3/8 Chance:
{
Choose Random Opponent
Use Rollerspin on Target
}
3/8 Chance:
{
Choose Self
Use <Skating> on Target
}
}
-----------------------------------------------------------------------------
Name: Moth Slasher
Lvl: 13 EXP: 46 Win: -
HP: 260 AP: 5 Steal: [ 8] Carbon Bangle
MP: 0 Gil: 75 Morph: -
---
Weak: Lightning
---
Att: 31 Def: 28 Df%: 4 Dex: 59
MAt: 0 MDf: 58 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
<Verbal Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (43)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Speed Slash
Physical Attack
Formula: Physical
Pwr: 1 13/16x Base (77.9375)
PAt%: 85
Tar: 1 Op
Elm: Cut
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/3 Chance: Use Speed Slash on Target
2/3 Chance: Use <Verbal Attack> on Target
}
-----------------------------------------------------------------------------
Name: Sword Dance
Lvl: 11 EXP: 39 Win: [ 8] Loco weed
HP: 160 AP: 6 Steal: [ 8] Hyper
MP: 0 Gil: 90 Morph: Light Curtain
---
Weak: 'Confusion' Status Abilities
Void: Earth
---
Att: 22 Def: 24 Df%: 5 Dex: 52
MAt: 0 MDf: 32 Lck: 0
---
Immune: Stop, Paralysed
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (29)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Bodyblow twice in a single combo
Slap
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (36.25)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: [ 48] Inflict 'Fury'
Manip.
Sawback
Physical Attack
Formula: Physical
Pwr: 1x Base (29)
PAt%: 100
Tar: All Op
Elm: Cut
Notes: Will sometimes use Sawback twice in a single combo
Gash
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (36.25)
PAt%: 100
Tar: 1 Op
Elm: Cut
Notes: Sword Dance will never use this
Spinning Cut
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (54.375)
PAt%: 100
Tar: 1 Op
Elm: Cut
Notes: Sword Dance will never use this
---
AI: Setup
{
SelectTar = Choose Random Opponent
SpclChance = 5
Count = Rnd(0..3)
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Bodyblow> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Bodyblow> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
Choose All Opponents
Use Sawback on Target
If (Rnd(1..SpclChance) == 1) Then
{
Use Sawback on Target
}
Count = 0
} Else {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
Use Slap on Target
}
Count = 1
}
}
AI: Counter - General
{
SelectTar = Sword Dance's Last Attacker (General)
If ((Sword Dance's HP <= 50% of Sword Dance's Max HP)
AND (SpclChance == 5)) Then
{
SpclChance = 3
Count = 3
} Else {
SpclChance = 5
}
}
-----------------------------------------------------------------------------
Name: Hammer Blaster
Lvl: 12 EXP: 43 Win: [ 8] Loco weed
HP: 210 AP: 5 Steal: [32] Echo Screen
MP: 0 Gil: 80 Morph: Smoke Bomb
---
Weak: Lightning
---
Att: 18 Def: 12 Df%: 3 Dex: 50
MAt: 0 MDf: 44 Lck: 4
---
Immune: Death, Confusion, Stop, Frog, Small, Slow-numb, Petrify, Manipulate,
Berserk
---
Attacks:
<Hammer Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (18)
PAt%: 95
Tar: 1 Op
Elm: Hit
<Muyddle Mallet>
Physical Attack
Formula: Physical
Pwr: 1/2x Base (9)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: [ 48] Inflict 'Confusion'
<Zip Hammer>
Physical Attack
Formula: Physical
Pwr: 1x Base (18)
PAt%: 105
Tar: 1 Op
Elm: Hit
Notes: Hammer Blaster will never use this
<Zip Confu>
Physical Attack
Formula: Physical
Pwr: 1/2x Base (9)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: [ 48] Inflict 'Confusion'
Notes: Hammer Blaster will never use this
<Flying Hammer>
Physical Attack
Formula: Physical
Pwr: 1x Base (18)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Hammer Blaster will never use this
<Flying Muddle>
Physical Attack
Formula: Physical
Pwr: 1/2x Base (9)
PAt%: 85
Tar: 1 Op
Elm: Hit
Attr: [ 48] Inflict 'Confusion'
Notes: Hammer Blaster will never use this
<Flying Zip>
Physical Attack
Formula: Physical
Pwr: 1x Base (18)
PAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Hammer Blaster will never use this
<Flying Zip Confu>
Physical Attack
Formula: Physical
Pwr: 1/2x Base (9)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: [ 48] Inflict 'Confusion'
Notes: Hammer Blaster will never use this
Animations:
<Vanish>
<Appear>
<(Report)>
---
AI: Setup
{
If (Self is Hammer Blaster B) Then
{
Count = 1
} Else {
Count = 0
}
SpclChance = 5
}
AI: Main
{
If (Count == 0 or 1) Then
{
If ((At Least One Opponent doesn't have Confusion Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent without Confusion Status
Use <Muyddle Mallet> on Target
} Else {
Choose Random Opponent
Use <Hammer Attack> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
Choose Self
Make Hammer Blaster Invisible
Use <Vanish> on Target
Count = 3
} Else If (Count == 3) Then {
1/2 Chance: Count = 4
1/2 Chance: Count = 5
} Else If (Count == 4) Then {
Choose Self
Make Hammer Blaster Visible
Use <Appear> on Target
Count = 0
} Else {
Choose Self
Make Hammer Blaster Visible
Use <Appear> on Target
If ((At Least One Opponent doesn't have Confusion Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent without Confusion Status
Use <Muyddle Mallet> on Target
} Else {
Choose Random Opponent
Use <Hammer Attack> on Target
}
Count = 1
}
}
AI: Counter - General
{
If (Hammer Blaster's HP <= 1*[Hammer Blaster's Max HP / 4]) Then
{
SpclChance = 2
} Else If (Hammer Blaster's HP <= 2*[Hammer Blaster's Max HP / 4]) Then {
SpclChance = 3
} Else If (Hammer Blaster's HP <= 3*[Hammer Blaster's Max HP / 4]) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
}
AI: Counter - Death
{
Turn off Death Handling for Hammer Blaster
Choose Self
Use <(Report)> on Target
Remove Hammer Blaster's Base
}
-----------------------------------------------------------------------------
Name: Warning Board
Lvl: 12 EXP: 38 Win: -
HP: 270 AP: 4 Steal: -
MP: 0 Gil: 75 Morph: -
---
Void: Lightning
---
Att: 10 Def: 10 Df%: 0 Dex: 40
MAt: 0 MDf: 14 Lck: 0
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed,
Darkness
---
Animations:
<Vanish>
Death animation
Dummy Moves:
Leave at once!!
First Attack
Does nothing
---
AI: Setup
{
TempVar:WBGroup = Warning Board, Machine Gun and Laser Cannon with same
Formation ID as Warning Board
}
AI: Main
{
If (TempVar:Setup == 0) Then
{
1/2 Chance: Print Message [Warning! Warning!]
1/2 Chance: Print Message [Leave at once!!]
TempVar:Setup = 1
TempVar:WBGroup's CustomVar:Active = 1
}
}
AI: Counter - Death
{
Turn off Death Handling for Warning Board
Choose Self
Use <Vanish> on Target
Remove TempVar:WBGroup
}
-----------------------------------------------------------------------------
Name: Machine Gun
Lvl: 8 EXP: 5 Win: -
HP: 155 AP: 0 Steal: -
MP: 0 Gil: 0 Morph: Hi-Potion
---
Weak: Lightning
---
Att: 18 Def: 10 Df%: 0 Dex: 62
MAt: 0 MDf: 4 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Confusion, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Paralysed, Darkness
---
Attacks:
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (18)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Animations:
<Vanish>
<Appear>
---
AI: Main
{
If (Machine Gun's CustomVar:Active == 1) Then
{
If (Only Warning Board is active) Then
{
If (Machine Gun's CustomVar:SwitchTurn == 0) Then
{
If (At Least One Opponent doesn't have Paralysed Status) Then
{
If (1/2 Chance) Then
{
Make Machine Gun Visible
Choose Self
Use <Appear> on Target
Choose Random Opponent
Use <Machine Gun> on Target
}
} Else {
If (3/4 Chance) Then
{
Make Machine Gun Visible
Choose Self
Use <Appear> on Target
Choose Random Opponent
Use <Machine Gun> on Target
}
}
} Else {
Make Machine Gun Visible
Choose Self
Use <Appear> on Target
Machine Gun's CustomVar:SwitchTurn = 0
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Machine Gun> on Target
}
}
} Else If (Only Warning Board and Machine Gun are active) Then {
If (Laser Cannon doesn't have Death Status) Then
{
1/4 Chance:
{
Choose Self
Use <Vanish> on Target
Make Machine Gun Invisible
Laser Cannon's CustomVar:SwitchTurn = 1
}
1/4 Chance:
{
Choose Self
Use <Vanish> on Target
Make Machine Gun Invisible
}
1/2 Chance:
{
Choose Random Opponent
Use <Machine Gun> on Target
}
} Else {
Choose Random Opponent
Use <Machine Gun> on Target
}
}
}
}
-----------------------------------------------------------------------------
Name: Laser Cannon
Lvl: 8 EXP: 5 Win: -
HP: 155 AP: 0 Steal: -
MP: 0 Gil: 0 Morph: Hi-Potion
---
Weak: Lightning
---
Att: 20 Def: 10 Df%: 0 Dex: 58
MAt: 0 MDf: 4 Lck: 0
---
Immune: Sleep, Poison, Sadness, Fury, Confusion, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Paralysed, Darkness
---
Attacks:
Laser Cannon
Physical Attack
Formula: Physical
Pwr: 1x Base (20)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Can't Cover
Paralaser
Physical Attack
Formula: Physical
Pwr: 1x Base (20)
PAt%: 30
Tar: 1 Op
Elm: Shoot
Attr: [ 8] Inflict 'Paralysed'
Can't Cover
Animations:
<Vanish>
<Appear>
---
AI: Main
{
TempVar:Attack = 0
If (Laser Cannon's CustomVar:Active == 1) Then
{
If (Only Warning Board is active) Then
{
If (Laser Cannon's CustomVar:SwitchTurn == 0) Then
{
If (1/2 Chance) Then
{
Make Laser Cannon Visible
Choose Self
Use <Appear> on Target
TempVar:Attack = 1
}
} Else {
Make Laser Cannon Visible
Choose Self
Use <Appear> on Target
Laser Cannon's CustomVar:SwitchTurn = 0
If (1/2 Chance) Then
{
Choose Random Opponent
Use Laser Cannon on Target
}
}
} Else If (Only Warning Board and Laser Cannon are active) Then {
If (Machine Gun doesn't have Death Status) Then
{
1/4 Chance:
{
Choose Self
Use <Vanish> on Target
Make Laser Cannon Invisible
Machine Gun's CustomVar:SwitchTurn = 1
}
1/4 Chance:
{
Choose Self
Use <Vanish> on Target
Make Laser Cannon Invisible
}
1/2 Chance: TempVar:Attack = 1
} Else {
1/4 Chance:
{
If (At Least One Opponent doesn't have Paralysed Status) Then
{
Choose Random Opponent without Paralysed Status
} Else {
Choose Random Opponent
}
Use Paralaser on Target
}
3/4 Chance:
{
Choose Random Opponent
Use Laser Cannon on Target
}
}
}
}
If (TempVar:Attack == 1) Then {
If (At Least One Opponent doesn't have Paralysed Status) Then
{
1/4 Chance:
{
Choose Random Opponent without Paralysed Status
Use Paralaser on Target
}
3/4 Chance:
{
Choose Random Opponent
Use Laser Cannon on Target
}
} Else {
Choose Random Opponent
Use Laser Cannon on Target
}
}
}
-----------------------------------------------------------------------------
Name: SOLDIER:3rd
Lvl: 13 EXP: 54 Win: [ 8] Loco weed
HP: 250 AP: 6 Steal: [ 8] Hardedge
MP: 40 Gil: 116 Morph: Bolt Plume
---
Weak: Fire, 'Confusion' Status Abilities
---
Att: 27 Def: 38 Df%: 12 Dex: 60
MAt: 8 MDf: 72 Lck: 8
---
No Special Attributes
---
Attacks:
<Split>
Physical Attack
Formula: Physical
Pwr: 1x Base (37)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Split twice in a single combo
Bolt2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (157.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Ice2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (157.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Sleepel
Magical Change Status
MAt%: 100
Cost: 8 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Inflict 'Sleep'
Reflectable
Manip.
Flying Sickle
Magical Attack
Formula: Magical
Pwr: 3/4x Base (94.5)
MAt%: 255
Cost: 8 MP
Tar: 1 Op
Elm: Wind
Attr: Manip.
Notes: Will sometimes use Flying Sickle twice in a single combo
---
AI: Setup
{
Count = Rnd(0..3)
SpclChance = 4
TempVar:MgcChance = 4
}
AI: Main
{
TempVar:Attack = 0
TempVar:AttackNum = 1
If (Count == 0) Then
{
TempVar:Attack = 1
If (Rnd(1..SpclChance) == 1) Then
{
TempVar:AttackNum = 2
}
Count = 2
} Else If (Count == 1) Then {
TempVar:Attack = 2
If (Rnd(1..SpclChance) == 1) Then
{
TempVar:AttackNum = 2
}
Count = 2
} Else If (Count == 2) Then {
If ((At Least One Opponent doesn't have Sleep Status)
AND (SOLDIER:3rd's MP >= 8)
AND (Rnd(1..TempVar:MgcChance) == 1)) Then
{
Choose Random Opponent without Sleep Status
Use Sleepel on Target
} Else {
TempVar:Attack = Rnd(1..2)
}
1/2 Chance: Count = 3
1/2 Chance: Count = 4
} Else If (Count == 3) Then {
If ((SOLDIER:3rd's MP >= 22) AND (Rnd(1..TempVar:MgcChance) == 1)) Then
{
If (At Least One Opponent has Sleep Status) Then
{
Choose Random Opponent with Sleep Status
} Else {
Choose Random Opponent
}
Use Bolt2 on Target
} Else {
TempVar:Attack = Rnd(1..2)
}
1/2 Chance: Count = 0
1/2 Chance: Count = 1
} Else {
If ((SOLDIER:3rd's MP >= 22) AND (Rnd(1..TempVar:MgcChance) == 1)) Then
{
If (At Least One Opponent has Sleep Status) Then
{
Choose Random Opponent with Sleep Status
} Else {
Choose Random Opponent
}
Use Ice2 on Target
} Else {
TempVar:Attack = Rnd(1..2)
}
1/2 Chance: Count = 0
1/2 Chance: Count = 1
}
If (TempVar:Attack > 0) Then
{
While (TempVar:AttackNum != 0)
{
If (At Least One Opponent doesn't have Sleep Status) Then
{
Choose Random Opponent without Sleep Status
} Else {
Choose Random Opponent
}
If (TempVar:Attack == 1) Then
{
Use <Split> on Target
} Else {
Use Flying Sickle on Target
}
TempVar:AttackNum = TempVar:AttackNum - 1
}
}
}
AI: Counter - General
{
If (SOLDIER:3rd's HP <= 1 * [SOLDIER:3rd's Max HP / 4]) Then
{
TempVar:MgcChance = 1
SpclChance = 1
} Else If (SOLDIER:3rd's HP <= 2 * [SOLDIER:3rd's Max HP / 4]) Then {
TempVar:MgcChance = 1
SpclChance = 2
} Else If (SOLDIER:3rd's HP <= 3 * [SOLDIER:3rd's Max HP / 4]) Then {
TempVar:MgcChance = 2
SpclChance = 3
} Else {
TempVar:MgcChance = 4
SpclChance = 4
}
}
-----------------------------------------------------------------------------
Name: Sample:H0512
Lvl: 19 EXP: 300 Win: 100% Talisman
HP: 1000 AP: 30 Steal: -
MP: 120 Gil: 250 Morph: -
---
Half: Lightning
Void: Gravity
Asrb: Poison
---
Att: 40 Def: 60 Df%: 1 Dex: 65
MAt: 35 MDf: 64 Lck: 1
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
---
Attacks:
<Keyclaw>
Physical Attack
Formula: Physical
Pwr: 1x Base (63)
PAt%: 100
Tar: 1 Op
Elm: Cut
Shady Breath
Magical Change Status
MAt%: 255
Cost: 4 MP
Tar: All Op (NS)
Elm: Poison
Attr: [ 72] Inflict 'Poison'
Reanimagic
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP * 255 / 32]
MAt%: 255
Cost: 40 MP
Tar: All Al (NS)
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status and target does
not absorb Restorative
100% chance of killing targets that absorb Restorative
100% Cure 'Death'
Animations:
<Order>
---
AI: Setup
{
Turn off Death Handling for Sample:H0512
}
AI: Main
{
If (Sample:H0512's CustomVar:1 == 1) Then
{
[2120] = Sample:H0512's CustomVar:2
Sample:H0512's CustomVar:1 = 0
}
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use Shady Breath on Target
TempVar:OpeningAttack = 1
} Else {
If ((At Least One Sample:H0512-opt have Death Status)
AND (Sample:H0512's MP >= 40)) Then
{
Choose All Sample:H0512-opts with Death Status
Use Reanimagic on Target
} Else {
If ((At Least One Opponent doesn't have Poison Status)
AND (1/4 Chance)) Then
{
Choose All Opponents
Use Shady Breath on Target
} Else {
Choose Random Opponent with Poison Status
Use <Keyclaw> on Target
}
}
}
}
AI: Counter - Death
{
Choose Self
Use <Vanish> on Target
Remove Sample:H0512-opts
}
-----------------------------------------------------------------------------
Name: Sample:H0512-opt
Lvl: 7 EXP: 20 Win: 100% Tranquilizer
HP: 300 AP: 2 Steal: -
MP: 48 Gil: 0 Morph: -
---
Void: Earth
---
Att: 22 Def: 46 Df%: 4 Dex: 45
MAt: 18 MDf: 32 Lck: 2
---
Immune: Frog, Small, Manipulate
If Sample:H0512 dies, Sample:H0512-opt is removed leaving no XP, AP, Gil or
items (providing it is not already dead)
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (22)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (75)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Ice
Magical Attack
Formula: Magical
Pwr: 1/2x Base (75)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Rolling Attack
Physical Attack
Formula: Physical
Pwr: 3x Base (66)
PAt%: 90
Tar: 1 Op
Elm: Hit
---
AI: Main
{
TempVar:Random = Rnd(0..3)
If (TempVar:Random == 0) Then
{
Choose Random Opponent
Use <Bodyblow> on Target
} Else If (TempVar:Random == 1) Then {
If (At Least One Opponent doesn't have Paralysed Status) Then
{
Choose Random Opponent
Use Rolling Attack on Target
}
} Else If (TempVar:Random == 2) Then {
If (1/3 Chance) Then
{
If (Sample:H0512-opt's MP >= 4) Then
{
Choose Random Opponent
Use Fire on Target
} Else {
Choose Random Opponent
Use <Bodyblow> on Target
}
}
} Else {
If (1/3 Chance) Then
{
If (Sample:H0512-opt's MP >= 4) Then
{
Choose Random Opponent
Use Ice on Target
} Else {
Choose Random Opponent
Use <Bodyblow> on Target
}
}
}
}
AI: Counter - Death
{
Sample:H0512's CustomVar:1 = 1
Sample:H0512's CustomVar:2 = [2120]
}
-----------------------------------------------------------------------------
5.1.12 Escape
------ ------
Name: Brain Pod
Lvl: 15 EXP: 52 Win: [ 8] Deadly Waste
HP: 240 AP: 6 Steal: [32] Antidote
MP: 46 Gil: 95 Morph: Deadly Waste
---
Weak: Holy
Void: Earth
Asrb: Poison, Restorative
---
Att: 23 Def: 26 Df%: 3 Dex: 48
MAt: 6 MDf: 32 Lck: 6
---
Immune: Death
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (33)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Refuse
Magical Attack
Formula: Magical
Pwr: 3/8x Base (47.25)
PAt%: 95
Cost: 4 MP
Tar: 1 Op
Elm: Poison
Attr: [ 40] Inflict 'Sleep'
Manip.
Refuse
Magical Attack
Formula: Magical
Pwr: 3/4x Base (94.5)
PAt%: 95
Cost: 4 MP
Tar: 1 Op
Elm: Poison
Attr: [ 40] Inflict 'Poison'
Manip.
---
AI: Main
{
TempVar:PhysAttack = 0
If (At Least One Opponent has Poison Status) Then
{
If (At Least One Opponent has Sleep Status) Then
{
TempVar:PhysAttack = 1
} Else {
If (Brain Pod's MP >= 4) Then
{
Choose Random Opponent with Poison but without Sleep Status
Use Refuse (Sleep Version) on Target
} Else {
TempVar:PhysAttack = 1
}
} Else {
If (Brain Pod's MP >= 4) Then
{
Choose Random Opponent
Use Refuse (Poison Version) on Target
} Else {
TempVar:PhysAttack = 1
}
}
If (TempVar:PhysAttack == 1) Then
{
If ((At Least One Opponent has neither Poison nor Sleep Status) Then
{
Choose Random Opponent without both Poison AND Sleep Status
} Else {
Choose Random Opponent
}
Use <Bodyblow> on Target
}
}
-----------------------------------------------------------------------------
Name: Vargid Police
Lvl: 9 EXP: 44 Win: 100% Phoenix Down
HP: 140 AP: 7 Steal: [32] Tranquilizer
MP: 28 Gil: 40 Morph: Tranquilizer
---
No Elemental Properties
---
Att: 12 Def: 16 Df%: 5 Dex: 48
MAt: 24 MDf: 20 Lck: 2
---
No Special Attributes
---
Attacks:
Needle
Physical Attack
Formula: Physical
Pwr: 1/16x Base (0.75)
PAt%: 10
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Attr: [ 8] Inflict 'Paralysed'
Berserk Attack
Manip.
Suicide
Magical Attack
Formula: HP%
Pwr: [Target's HP * 3 / 16]
MAt%: 255
Cost: 10 MP
Tar: 1 Op
Elm: Non-Element
Notes: Kills Vargid Police when used
Vargid Police leaves no EXP/AP/Gil/Items after using this
---
AI: Main
{
If ([2020] == 2) Then
{
If (1/4 Chance) Then
{
Choose All Opponents
Use Suicide on Target
Remove Self
} Else {
If ((At Least One Ally with same Formation ID has Death Status)
OR (Vargid Police's HP <= 25% of Vargid Police's Max HP)) Then
{
Choose All Opponents
Use Suicide on Target
Remove Self
} Else {
Choose Random Opponent
Use Needle on Target
}
}
} Else {
If ((At Least One Ally with same Formation ID has Death Status)
OR (Vargid Police's HP <= 25% of Vargid Police's Max HP)) Then
{
Choose All Opponents
Use Suicide on Target
Remove Self
} Else {
Choose Random Opponent
Use Needle on Target
}
}
}
-----------------------------------------------------------------------------
Name: Zenene
Lvl: 14 EXP: 58 Win: [ 8] Ether
HP: 250 AP: 6 Steal: [32] Deadly Waste
MP: 93 Gil: 60 Morph: Remedy
---
Weak: Holy
Half: Fire
Asrb: Poison, Restorative, 'Death' Status Abilities
---
Att: 26 Def: 20 Df%: 8 Dex: 60
MAt: 16 MDf: 20 Lck: 5
---
Immune: Poison
---
Attacks:
<Fang>
Physical Attack
Formula: Physical
Pwr: 1x Base (37)
PAt%: 120
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Piazzo Shower
Magical Attack
Formula: Magical
Pwr: 1/2x Base (90)
MAt%: 255
Cost: 6 MP
Tar: 1 Op
Elm: Poison
Attr: [ 72] Inflict 'Poison'
Manip.
Ghenghana
Magical Attack
Formula: Magical
Pwr: 5/8x Base (112.5)
MAt%: 255
Cost: 6 MP
Tar: 1 Op
Elm: Fire
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/4 Chance: Use Piazzo Shower on Target
1/4 Chance: Use Ghenghana on Target
1/2 Chance: Use <Fang> on Target
}
-----------------------------------------------------------------------------
Name: Hundred Gunner
Lvl: 18 EXP: 330 Win: -
HP: 1600 AP: 35 Steal: -
MP: 0 Gil: 300 Morph: -
---
Weak: Lightning
Half: Gravity
---
Att: 52 Def: 46 Df%: 1 Dex: 63
MAt: 0 MDf: 240 Lck: 0
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Paralysed, Darkness
Can't Reach
Transformation: 1st Form is default
2nd Form occurs after 'Destroyed' (1st Form) is used
3rd Form occurs after 'Destroyed' (2nd Form) is used
EXP/AP/Gil from Hundred Gunner is not gained when defeated; once Hundred
Gunner is defeated, you move immediately on to the next battle with no pause
---
Attacks:
Aux Artillery
Physical Attack
Formula: Physical
Pwr: 1x Base (110)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Used only in 1st Form
Hidden Artillery
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (137.5)
PAt%: 120
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Notes: Used only in 1st Form
Main Artillery
Physical Attack
Formula: Physical
Pwr: 1 1/8x Base (123.75)
PAt%: 100
Tar: All Op
Elm: Shoot
Notes: Used only in 2nd Form
Wave Artillery
Physical Attack
Formula: Physical
Pwr: 1 11/16x Base (185.625)
PAt%: 255
Tar: All Op
Elm: Shoot
Notes: Used only in 3rd Form after Sensor Cannon Charged!
Sub Artillery
Physical Attack
Formula: Physical
Pwr: 1 3/8x Base (151.25)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Hundred Gunner will never use this
Animations:
<Glass Shatter>
Shatters the glass elevator seperating the combatants
Notes: Used just before battle starts
<Destroyed>
Transform into 2nd Form
Notes: C/A when HP <= 1066
<Destroyed>
Transform into 3rd Form
Notes: C/A when HP <= 533
<Charging>
Notes: Used only in 3rd Form
---
AI: Setup
{
Choose Self
Use <Glass Shatter> on Target
Hundred Gunner's Range = 16
}
AI: Main
{
If (Hundred Gunner's IdleAnim == 1st Form) Then
{
Choose Random Opponent
If (TempVar:OpeningAttack == 0) Then
{
Use Aux Artillery on Target
TempVar:OpeningAttack = 1
} Else {
1/4 Chance: Use Hidden Artillery on Target
3/4 Chance: Use Aux Artillery on Target
}
} Else If (Hundred Gunner's IdleAnim == 2nd Form) Then {
Choose All Opponents
Use Main Artillery on Target
} Else {
If (TempVar:ChargeCount < 2) Then
{
Choose Self
Use <Charging> on Target
If (TempVar:ChargeCount = 0) Then
{
Print Message [Sensor Cannon Charging!]
} Else {
Print Message [Sensor Cannon Charged!]
}
TempVar:ChargeCount = TempVar:ChargeCount + 1
} Else {
Choose All Opponents
Use Wave Artillery on Target
TempVar:ChargeCount = 0
}
}
}
AI: Counter - General
{
If (Stage == 0) Then
{
If (Hundred Gunner's HP <= 2/3rds of Hundred Gunner's Max HP) Then
{
Choose Self
Use <Destroyed> (1st Form Version) on Target
Hundred Gunner's IdleAnim = 2nd Form
Hundred Gunner's HurtAnim = Flinch (2nd Form)
Stage = 1
}
} Else If (Stage == 1) Then {
If (Hundred Gunner's HP <= 1/3rd of Hundred Gunner's Max HP) Then
{
Choose Self
Use <Destroyed> (2nd Form Version) on Target
Hundred Gunner's IdleAnim = 3rd Form
Hundred Gunner's HurtAnim = Flinch (3rd Form)
Stage = 2
}
}
}
AI: Counter - Death
{
Remove Self
}
-----------------------------------------------------------------------------
Name: Heli Gunner
Lvl: 19 EXP: 250 Win: 100% Mythril Armlet
HP: 1000 AP: 25 Steal: -
MP: 0 Gil: 200 Morph: -
---
Weak: Lightning, Wind
Void: Earth
---
Att: 55 Def: 40 Df%: 15 Dex: 66
MAt: 0 MDf: 220 Lck: 0
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Paralysed, Darkness
Can't Reach
Transformation: 1st Form is default
2nd Form occurs after 'Start Spin' is used
2nd Form has Def: 90, MDf: 270
---
Attacks:
AB Cannon
Physical Attack
Formula: Physical
Pwr: 1x Base (119)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: [ 28] Inflict 'Sleep'
Notes: Used only in 1st Form
C Cannon
Physical Attack
Formula: Physical
Pwr: 1x Base (119)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: [ 28] Inflict 'Poison'
Notes: Used only in 1st Form
Firing Line
Physical Attack
Formula: Physical
Pwr: 1 3/16x Base (141.3125)
PAt%: 100
Tar: All Op
Elm: Shoot
Attr: [ 20] Inflict 'Poison', 'Sleep'
Notes: Used only in 1st Form
Status infliction done via Firing Line is considered to be No
Split, even though the damage itself is split
Spinning Bodyblow
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (148.75)
PAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Used only in 2nd Form
Flying Drill
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (178.5)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Used only in 2nd Form
Animations:
<Start Spin>
Transform into 2nd Form
Notes: C/A when HP <= 250
---
AI: Setup
{
Heli Gunner's Range = 16
Choose Self
Use <> on Target
Choose Random Opponent
Use AB Cannon on Target
}
AI: Main
{
If (Heli Gunner's IdleAnim = Hovering) Then
{
If (Count == 0) Then
{
Choose Random Opponent
Use AB Cannon on Target
Count = 1
} Else If (Count == 1) Then {
Choose Random Opponent
1/4 Chance:
{
Use Firing Line on Target
Count = 3
}
3/4 Chance
{
Use C Cannon on Target
Count = 2
}
} Else If (Count == 2) Then {
Choose Random Opponent
1/4 Chance:
{
Use Firing Line on Target
Count = 3
}
3/4 Chance:
{
Use AB Cannon on Target
Count = 1
}
} Else {
Choose Random Opponent
1/4 Chance:
{
Use C Cannon on Target
Count = 2
}
3/4 Chance:
{
Use AB Cannon on Target
Count = 1
}
}
} Else {
Choose Random Opponent
1/2 Chance: Use Spinning Bodyblow on Target
1/2 Chance: Use Flying Drill on Target
}
}
AI: Counter - General
{
If (Stage == 0) Then
{
If (Heli Gunner's HP <= 25% of Heli Gunner's Max HP) Then
{
Choose Self
Use <Start Spin> on Target
Heli Gunner's IdleAnim = Spinning
Heli Gunner's HurtAnim = Flinch (Spinning)
Heli Gunner's Def = Heli Gunner's Def + 50
Heli Gunner's MDf = Heli Gunner's MDf + 50
Stage = 1
}
}
}
-----------------------------------------------------------------------------
Name: Rufus
Lvl: 21 EXP: 240 Win: 100% Protect Vest
HP: 500 AP: 35 Steal: -
MP: 0 Gil: 400 Morph: -
---
Void: Gravity
---
Att: 35 Def: 32 Df%: 14 Dex: 72
MAt: 0 MDf: 160 Lck: 8
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
BUG: Since TempVar:PrevHP is not set until *before* TempVar:HPDiff is first
worked out, TempVar:HPDiff will be a colossal number after the 1st time the
Counter - General script is run, and will not return to normal until the 2nd
time it is run.
---
Attacks:
Shotgun
Physical Attack
Formula: Physical
Pwr: 1x Base (57)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Animations:
<Dodge>
---
AI: Main
{
If ((Rufus' HP > 200) AND (TempVar:HPDiff < 100) AND (1/3 Chance)) Then
{
Print Message [Rufus "Heh, Heh, Heh..."]
Choose Self
Use <> on Target
} Else {
Choose Random Opponent
Use Shotgun on Target
}
}
AI: Counter - General
{
TempVar:HPDiff = TempVar:PrevHP - Rufus' HP
TempVar:PrevHP = Rufus' HP
}
AI: Counter - Death
{
Print Message [Rufus "Heh... That's all for today..."]
Choose Self
Use <(Report)> on Target
If (Dark Nation doesn't have Death Status) Then
{
Remove Dark Nation
}
}
-----------------------------------------------------------------------------
Name: Dark Nation
Lvl: 18 EXP: 70 Win: 100% Guard Source
HP: 140 AP: 7 Steal: -
MP: 80 Gil: 250 Morph: -
---
No Elemental Properties
---
Att: 43 Def: 38 Df%: 18 Dex: 74
MAt: 15 MDf: 94 Lck: 3
---
Immune: Confusion
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (67)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Barrier
Magical Change Status
Auto Hit
Cost: 16 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'Barrier'
Reflectable
MBarrier
Magical Change Status
Auto Hit
Cost: 24 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'MBarrier'
Reflectable
Bolt
Magical Attack
Formula: Magical
Pwr: 1/2x Base (99)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
---
AI: Main
{
TempVar:NormalAtt = 0
If (Rufus doesn't have Death or Barrier Status) Then
{
If (Dark Nation's MP >= 16) Then
{
Choose Rufus
Use Barrier on Target
} Else {
Choose Random Opponent
Use <Bite> on Target
}
} Else If (Dark Nation doesn't have Barrier Status) Then {
1/2 Chance: TempVar:NormalAtt = 1
1/2 Chance:
{
If (Dark Nation's MP >= 16) Then
{
Choose Self
Use Barrier on Target
} Else {
Choose Random Opponent
Use <Bite> on Target
}
}
} Else If (Dark Nation doesn't have MBarrier Status) Then {
1/2 Chance: TempVar:NormalAtt = 1
1/2 Chance:
{
If (Dark Nation's MP >= 24) Then
{
Choose Self
Use MBarrier on Target
} Else {
Choose Random Opponent
Use <Bite> on Target
}
}
} Else {
1/2 Chance: TempVar:NormalAtt = 1
1/2 Chance:
{
If (Dark Nation's MP >= 4) Then
{
Choose All Opponents
Use Bolt on Target
} Else {
Choose Random Opponent
Use <Bite> on Target
}
}
}
If (TempVar:NormalAtt == 1) Then
{
1/2 Chance:
{
Choose Random Opponent
If (Dark Nation's MP >= 4) Then
{
Use Bolt on Target
} Else {
Use <Bite> on Target
}
}
1/2 Chance:
{
Choose Random Opponent
Use <Bite> on Target
}
}
}
-----------------------------------------------------------------------------
Name: Motor Ball
Lvl: 19 EXP: 440 Win: 100% Star Pendant
HP: 2600 AP: 45 Steal: -
MP: 120 Gil: 350 Morph: -
---
Weak: Lightning
Half: Fire
Void: Gravity
---
Att: 44 Def: 32 Df%: 10 Dex: 67
MAt: 17 MDf: 34 Lck: 1
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Stop, Frog,
Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
Paralysed, Darkness
Automatic Back Attack Battle
Transformation: 1st Form is default
2nd Form has main body bent over; flame thrower shown
---
Attacks:
<Highway>
Physical Attack
Formula: Physical
Pwr: 1x Base (70)
PAt%: 95
Tar: All Op
Elm: Hit
Notes: Only used as first attack
Deadly Wheel
Physical Attack
Formula: Physical
Pwr: 1x Base (70)
PAt%: 100
Tar: All Op/1 Op
Elm: Hit
Notes: Only used in 1st Form
<Deadly Wheel>
Physical Attack
Formula: Physical
Pwr: 1x Base (70)
PAt%: 100
Tar: All Op/1 Op
Elm: Hit
Notes: Only used in 2nd Form
Twin Burner
Magical Attack
Formula: Magical
Pwr: 5/8x Base (135)
MAt%: 255
Cost: 16 MP
Tar: All Op/1 Op
Elm: Fire
Notes: Only used in 2nd Form
Rolling Fire
Magical Attack
Formula: Magical
Pwr: 1x Base (216)
MAt%: 255
Cost: 24 MP
Tar: All Op (NS)
Elm: Fire
Notes: Only used in 1st Form
Arm Attack
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (87.5)
PAt%: 110
Tar: 1 Op
Elm: Hit
Notes: Only used in 1st Form
Will sometimes use Arm Attack twice in a single combo
Always targets whoever has the highest HP
---
AI: Setup
{
Choose Self
Use <x> on Target
Choose All Opponents
Use <Highway> on Target
Motor Ball's IdleAnim = Upright Form
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent with Highest HP
Use Arm Attack on Target
If (1/2 Chance) Then
{
Choose Random Opponent with Highest HP
Use Arm Attack on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
Choose Self
Use <> on Target
Motor Ball's IdleAnim = Flamethrower Form
If (Motor Ball's MP >= 16) Then
{
Choose All Opponents
Use Twin Burner on Target
} Else {
Choose All Opponents
Use <Deadly Wheel> on Target
}
Count = 3
} Else If (Count == 3) Then {
Count = 4
} Else If (Count == 4) Then {
Choose All Opponents
Use <Deadly Wheel> on Target
Count = 5
} Else If (Count == 5) Then {
Choose Self
Use <> on Target
Motor Ball's IdleAnim = Upright Form
Count = 6
} Else {
If (Motor Ball's MP >= 24) Then
{
Choose All Opponents
Use Rolling Fire on Target
} Else {
Choose All Opponents
Use Deadly Wheel on Target
}
Count = 0
}
}
AI: Counter - General
{
If (Motor Ball's IdleAnim == Flamethrower Form) Then
{
Motor Ball's HurtAnim = Flinch (Flamethrower Form)
} Else {
Motor Ball's HurtAnim = Flinch (Upright Form)
}
If (TempVar:HPReact == 0) Then
{
If (Motor Ball's HP <= 1/8th of Motor Ball's Max HP) Then
{
If (Motor Ball's IdleAnim == Flamethrower Form) Then
{
Choose Self
Use <> on Target
Motor Ball's IdleAnim = Upright Form
}
Count = 2
TempVar:HPReact = 1
}
}
}
=============================================================================
5.2 Midgar Overworld
--------------------
5.2.1 Midgar Area
----- -----------
Name: Devil Ride
Lvl: 13 EXP: 60 Win: [ 8] Potion
HP: 240 AP: 6 Steal: [32] Hi-Potion
MP: 0 Gil: 100 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 25 Def: 40 Df%: 3 Dex: 56
MAt: 4 MDf: 22 Lck: 2
---
Immune: Sleep, Poison, Sadness, Fury, Confusion, Frog, Small, Death-sentence,
Berserk, Paralysed, Darkness
---
Attacks:
<Wheelie>
Physical Attack
Formula: Physical
Pwr: 1x Base (35)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Manip.
Drift Turn
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (43.75)
PAt%: 95
Tar: All Op
Elm: Hit
Attr: Manip.
---
AI: Main
{
1/2 Chance:
{
Choose Random Opponent
Use <Wheelie> on Target
}
1/2 Chance:
{
Choose All Opponents
Use Drift Turn on Target
}
}
-----------------------------------------------------------------------------
Name: Custom Sweeper
Lvl: 15 EXP: 63 Win: [ 8] Potion
HP: 300 AP: 7 Steal: [ 8] Atomic Scissors
MP: 100 Gil: 120 Morph: X-Potion
---
Weak: Lightning
---
Att: 30 Def: 30 Df%: 1 Dex: 43
MAt: 3 MDf: 40 Lck: 1
---
Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
Darkness
---
Attacks:
W Machine Gun
Physical Attack
Formula: Physical
Pwr: 1 3/4x Base (77)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Smoke Shot
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (66)
PAt%: 75
Tar: 1 Op
Elm: Shoot
Attr: Manip.
Can't Cover
Matra Magic
Magical Attack
Formula: Magical
Pwr: 11/16x Base (74.25)
MAt%: 100
Cost: 8 MP
Tar: All Op (NS)
Elm: Non-Element
Attr: Reflectable
Manip.
---
AI: Main
{
1/4 Chance:
{
Choose Random Opponent
Use Matra Magic on Target
}
1/4 Chance:
{
If (At Least One Opponent doesn't have Darkness Status) Then
{
Choose Random Opponent without Darkness Status
Use Smoke Shot on Target
} Else {
Choose Random Opponent
Use W Machine Gun on Target
}
}
1/2 Chance:
{
Choose Random Opponent
Use W Machine Gun on Target
}
}
-----------------------------------------------------------------------------
Name: Kalm Fang
Lvl: 10 EXP: 53 Win: [ 8] Potion
HP: 160 AP: 5 Steal: [ 8] Ether
MP: 0 Gil: 92 Morph: Hi-Potion
---
Weak: Fire
---
Att: 24 Def: 30 Df%: 14 Dex: 57
MAt: 16 MDf: 14 Lck: 6
---
No Special Attributes
---
Attacks:
<Fang>
Physical Attack
Formula: Physical
Pwr: 1x Base (31)
PAt%: 120
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Bodyblow
Physical Attack
Formula: Physical
Pwr: 1x Base (31)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/4 Chance: Use Bodyblow on Target
3/4 Chance: Use <Fang> on Target
}
-----------------------------------------------------------------------------
Name: Prowler
Lvl: 12 EXP: 55 Win: [ 8] Potion
HP: 150 AP: 5 Steal: [32] Ether
MP: 0 Gil: 160 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 23 Def: 28 Df%: 18 Dex: 66
MAt: 0 MDf: 28 Lck: 8
---
Immune: Frog
---
Attacks:
<Hit>
Physical Attack
Formula: Physical
Pwr: 1x Base (31)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Prowler will never use this normally
Steal
Physical Misc Ability
Auto Hit
Tar: 1 Op
Attr: Steal Inventory
Notes: Randomly picks item from party inventory and removes it
Kill enemy to get it back
Grind
Physical Misc Ability
Auto Hit
Tar: 1 Op
Attr: Steal Inventory
Notes: Randomly picks item from party inventory and removes it
Kill enemy to get it back
Seize
Physical Attack
Formula: Physical
Pwr: 1x Base (31)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
<Escape>
Physical Escape Battle
Auto Hit
Tar: Self
---
AI: Setup
{
SelectTar = Choose Random Opponent
}
AI: Main
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
If (Count == 0) Then
{
1/4 Chance: Count = 1
1/4 Chance: Count = 2
1/2 Chance: Count = 3
} Else If (Count == 1) Then {
Use Steal on Target
1/2 Chance: Count = 4
2/2 Chance: Count = 5
} Else If (Count == 2) Then {
Use Grind on Target
1/2 Chance: Count = 4
1/2 Chance: Count = 5
} Else If (Count == 3) Then {
Use Seize on Target
1/2 Chance: Count = 4
1/2 Chance: Count = 5
} Else If (Count == 4) Then {
Count = 5
} Else {
Choose Self
Use <Escape> on Target
Remove Self
}
}
AI: Counter - General
{
SelectTar = Prowler's Last Attacker (General)
}
-----------------------------------------------------------------------------
5.2.2 Grasslands Area
----- ---------------
Name: Elfadunk
Lvl: 14 EXP: 64 Win: [ 8] Potion
HP: 220 AP: 7 Steal: [ 8] Hi-Potion
MP: 34 Gil: 140 Morph: -
---
No Elemental Properties
---
Att: 28 Def: 40 Df%: 2 Dex: 55
MAt: 6 MDf: 8 Lck: 2
---
No Special Attributes
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (40)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Shower
Magical Attack
Formula: Magical
Pwr: 1/2x Base (20)
MAt%: 95
Cost: 5 MP
Tar: 1 Op
Elm: Shoot
Attr: [100] Inflict 'Sadness'
Manip.
---
AI: Main
{
If (Elfadunk's Last Attacker (Physical) doesn't exist) Then
{
Choose Random Opponent
1/2 Chance: Use Shower on Target
1/2 Chance: Use <Bodyblow> on Target
} Else {
Choose Elfadunk's Last Attacker (Physical)
1/4 Chance: Use Shower on Target
3/4 Chance: Use <Bodyblow> on Target
Elfadunk's Last Attacker (Physical) = [2040]
}
}
-----------------------------------------------------------------------------
Name: Mu
Lvl: 12 EXP: 54 Win: [ 8] Hi-Potion
HP: 210 AP: 6 Steal: -
MP: 52 Gil: 130 Morph: -
---
No Elemental Properties
---
Att: 23 Def: 30 Df%: 7 Dex: 59
MAt: 27 MDf: 32 Lck: 14
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Manipulate
---
Attacks:
<Rock Toss>
Physical Attack
Formula: Physical
Pwr: 1x Base (31)
PAt%: 120
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Can't Cover
Sewer
Magical Attack
Formula: Magical
Pwr: 1x Base (234)
MAt%: 100
Tar: 1 Op
Elm: Water
Sinking
Physical Attack
Formula: Physical
Pwr: 2 3/8x Base (73.625)
PAt%: 100
Tar: 1 Op
Elm: Earth
Attr: Can't Cover
Hot Springs
Magical HP Restore
Formula: Cure
Pwr: Base + 154 (388)
MAt%: 255
Tar: 1 Op
Elm: Restorative
L4 Suicide
Magical Attack
Formula: HP%
Pwr: [Target's HP * 31 / 32]
Auto Hit
Cost: 10 MP
Tar: All Op (NS)
Elm: Non-Element
Attr: 100% Inflict 'Small'
Reflectable
Notes: Miss if Target's Lvl not multiple of 4
---
AI: Main
{
Choose Random Opponent
1/14 Chance: Use Hot Springs on Target
2/7 Chance: Use <Rock Toss> on Target
2/7 Chance: Use Sewer on Target
2/7 Chance: Use Sinking on Target
1/14 Chance: Use L4 Suicide on Target
}
AI: Counter - Death
{
Remove Mu's Base
}
-----------------------------------------------------------------------------
Name: Mandragora
Lvl: 10 EXP: 55 Win: [ 8] Lasan Nut
HP: 120 AP: 6 Steal: [ 8] Lasan Nut
MP: 0 Gil: 135 Morph: Ether
---
No Elemental Properties
---
Att: 22 Def: 12 Df%: 2 Dex: 49
MAt: 53 MDf: 450 Lck: 3
---
Mandragora does not attack until *you* attack a Mandragora; at that point,
*all* Mandragoras will react once on their next turn
---
Attacks:
<Grass Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (28)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Notes: Only used after a Magical attack against any Mandragora
Always targets whoever has the lowest MP
Slow Dance
Physical Attack
Formula: Physical
Pwr: 5/8x Base (17.5)
PAt%: 115
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Slow'
Manip.
Notes: Only used after a Physical attack against any Mandragora
Always targets whoever has the lowest HP
---
AI: Main
{
If (Mandragora's CustomVar:MandragoraAttack == 1) Then
{
Choose Random Opponent with Lowest HP
Use Slow Dance on Target
Mandragora's CustomVar:MandragoraAttack = 0
} Else If (Mandragora's CustomVar:MandragoraAttack == 2) Then {
Choose Random Opponent with Lowest MP
Use <Grass Punch> on Target
Mandragora's CustomVar:MandragoraAttack = 0
}
}
AI: Counter - Physical
{
All Allies' CustomVar:MandragoraAttack = 1
}
AI: Counter - Magical
{
All Allies' CustomVar:MandragoraAttack = 2
}
-----------------------------------------------------------------------------
Name: Levrikon
Lvl: 14 EXP: 65 Win: [ 8] Hi-Potion
HP: 200 AP: 7 Steal: [ 8] Ether
MP: 0 Gil: 128 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 38 Def: 40 Df%: 5 Dex: 60
MAt: 6 MDf: 12 Lck: 4
---
No Special Attributes
---
Attacks:
Bird Kick
Physical Attack
Formula: Physical
Pwr: 1x Base (54)
PAt%: 108
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Flaming Peck
Physical Attack
Formula: Physical
Pwr: 2x Base (108)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: [ 8] Inflict 'Fury'
Manip.
---
AI: Setup
{
If ([2020] == 2) Then
{
[0000] = 1
}
}
AI: Main
{
If ([0000] == 0) Then
{
Choose Random Opponent
1/4 Chance: Use Flaming Peck on Target
3/4 Chance: Use Bird Kick on Target
} Else {
Choose Random Opponent
1/4 Chance: Use Bird Kick on Target
3/4 Chance: Use Flaming Peck on Target
[0000] = 0
}
}
-----------------------------------------------------------------------------
Name: Midgar Zolom
Lvl: 26 EXP: 250 Win: -
HP: 4000 AP: 25 Steal: -
MP: 348 Gil: 400 Morph: X-Potion
---
No Elemental Properties
---
Att: 120 Def: 90 Df%: 2 Dex: 54
MAt: 40 MDf: 70 Lck: 1
---
Immune: Death, Confusion, Silence, Stop, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Paralysed
Transformation: 1st Form is default
2nd Form occurs after 'Change' is used
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (508)
PAt%: 110
Tar: 1 Op
Elm: Hit
<Blown Away>
Removes Target From Battle
Auto Hit
Tar: 1 Op
Notes: Also used as C/A in 2nd Form when HP <= 2000
Target is counted as having Run Away
Can only use Blown Away twice per battle
Beta
Magical Attack
Formula: Magical
Pwr: 3 3/8x Base (1336.5)
MAt%: 100
Cost: 35 MP
Tar: All Op (NS)
Elm: Fire
Notes: Only used in 2nd Form as C/A when HP <= 1500
Can only use Beta once per battle
Animations:
<Change>
Transforms into 2nd Form
Notes: C/A when HP <= 3000
---
AI: Setup
{
SpclChance = 8
TempVar:BlownAway = 2
}
AI: Main
{
If (Midgar Zolom's IdleAnim == Sitting) Then
{
Choose Random Opponent
Use <Bite> on Target
} Else If (Count == 0 or 1 or 2) Then {
Choose Random Opponent
Use <Bite> on Target
Count = Count + 1
} Else {
If ((Rnd(1..SpclChance) == 1) AND (TempVar:BlownAway > 0)) Then
{
Choose Random Opponent
Use <Blown Away> on Target
TempVar:BlownAway = TempVar:BlownAway - 1
} Else {
Choose Random Opponent
Use <Bite> on Target
}
Count = Rnd(0..1)
}
}
AI: Counter - General
{
If (Midgar Zolom's IdleAnim == Sitting) Then
{
Midgar Zolom's HurtAnim = Flinch (Sitting)
} Else {
Midgar Zolom's HurtAnim = Flinch (Standing)
}
If ((Midgar Zolom's HP <= 3/8ths of Midgar Zolom's Max HP)
AND (SpclChance == 5)) Then
{
Choose All Opponents
Use Beta on Target
SpclChance = 4
} Else If ((Midgar Zolom's HP <= 4/8ths of Midgar Zolom's Max HP)
AND (SpclChance == 6)) Then {
If (TempVar:BlownAway == 2) Then
{
Choose Midgar Zolom's Last Attacker (General)
Use <Blown Away> on Target
TempVar:BlownAway = TempVar:BlownAway - 1
}
SpclChance = 5
} Else If ((Midgar Zolom's HP <= 5/8ths of Midgar Zolom's Max HP)
AND (SpclChance == 7)) Then {
SpclChance = 6
} Else If ((Midgar Zolom's HP <= 6/8ths of Midgar Zolom's Max HP)
AND (SpclChance == 8)) Then {
Choose Self
Use <Change> on Target
Midgar Zolom's IdleAnim = Standing
SpclChance = 7
}
}
-----------------------------------------------------------------------------
5.2.3 Chocobos!
----- ---------
Name: Chocobo
Lvl: ?? EXP: 10 Win: -
HP: ??? AP: 1 Steal: -
MP: ?? Gil: 1 Morph: -
---
No Elemental Properties
---
Att: 13 Def: 40 Df%: 1 Dex: 101
MAt: 52 MDf: 26 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
Seizure
Chocobos come in 8 different levels, each with the same basic stats:
L13, L16, L19, L22, L29, L30, L33, L36
Chocobo's HP = Chocobo's Lvl * 10
Chocobo's MP = Chocobo's Lvl (for L13 and L16)
= 30 (for L19)
= 100 (for L22+)
If a Chocobo's HP is reduced to 0, it will automatically counter with
'Chocobo, goes nuts' and 'Escape', leaving no EXP, AP or Gil.
---
Attacks:
Chocobuckle
Physical Attack
Formula: Custom
Pwr: Number of times Party has Escaped
PAt%: 100
Cost: 3 MP
Tar: 1 Op
Elm: Non-Element
Notes: Only used as a 100% C/A under the following conditions:
The Chocobo has been fed at least one Sylkis or Mimett Greens
during the battle
The Chocobo's HP is reduced to less than or equal to
[Chocobo's Max HP / 32] + 1, but greater than 0 HP
<Chocobo, goes nuts>
Physical Attack
Formula: Physical
Pwr: 1x Base
PAt%: 95
Tar: 1 Op
Elm: Punch
Notes: This is the version used if the Chocobo is reduced to 0 HP
<Chocobo, goes nuts>
Physical Attack
Formula: Physical
Pwr: 1x Base
PAt%: 95
Tar: All Op
Elm: Non-Element
Notes: Chocobo will never use this
Animations:
<Escape>
Chocobo escapes the battle
Notes: Two versions, depending on whether the Chocobo is standing or
eating greens
<Taking Bait>
Chocobo starts eating the greens
Notes: C/A against any Greens
Prevents random escapes
<Finished Bait>
Chocobo finishes eating the greens
Notes: Used a little after Taking Bait
Allows random escapes again
---
AI: Setup
{
TempVar:RunChance = 2
Turn off Death Handling for Chocobo
}
AI: Main
{
If (TempVar:1stTurnTaken == 0) Then
{
TempVar:1stTurnTaken = 1
} Else {
If (TempVar:EatingGreens == 0) Then
{
If (Rnd(1..TempVar:RunChance) == 1) Then
{
TempVar:Escape = 1
Print Message [Chocobo "Wark! Wark!"]
Choose Self
Use <Escape> (Standing Version) on Target
Remove Self
}
} Else {
If (TempVar:GreensAmount == 0) Then
{
Choose Self
Use <Finished Bait> on Target
Chocobo's IdleAnim = Standing
Chocobo's HurtAnim = Flinch (Standing)
TempVar:EatingGreens = 0
} Else {
TempVar:GreensAmount = TempVar:GreensAmount - 1
}
}
}
If ((Only One Enemy Left) AND (Chocobo doesn't have Death Status)) Then
{
Remove All Enemies
Print Message [Caught a Chocobo.]
GlobalVar:0x84 = 1
}
}
AI: Counter - General
{
If (Last Command was Item or W-Item) Then
{
TempVar:UsedGreens = 0
If (Last Sub-Command == 0x3E (Sylkis Greens)) Then
{
TempVar:UsedGreens = 1
TempVar:ChocobuckleGreens = 1
} Else If (Last Sub-Command == 0x3F (Reagan Greens)) Then {
TempVar:GreensAmount = 8
TempVar:RunChance = 8
TempVar:UsedGreens = 1
} Else If (Last Sub-Command == 0x40 (Mimett Greens)) Then {
TempVar:UsedGreens = 1
TempVar:ChocobuckleGreens = 1
} Else If (Last Sub-Command == 0x41 (Curiel Greens)) Then {
TempVar:GreensAmount = 5
TempVar:UsedGreens = 1
} Else If (Last Sub-Command == 0x42 (Pahsana Greens)) Then {
TempVar:RunChance = 5
TempVar:UsedGreens = 1
} Else If (Last Sub-Command == 0x43 (Tantal Greens)) Then {
TempVar:GreensAmount = 3
TempVar:UsedGreens = 1
} Else If (Last Sub-Command == 0x44 (Krakka Greens)) Then {
TempVar:RunChance = 3
TempVar:UsedGreens = 1
} Else If (Last Sub-Command == 0x45 (Gysahl Greens)) Then {
TempVar:GreensAmount = 2
TempVar:UsedGreens = 1
}
If ((TempVar:EatingGreens == 0) AND (TempVar:UsedGreens == 1)) Then
{
Print Message [Chocobo "Wark......kkk!"]
Choose Self
Use <Taking Bait> on Target
Chocobo's IdleAnim = Eating Greens
Chocobo's HurtAnim = Flinch (Eating Greens)
TempVar:EatingGreens = 1
}
} Else {
If ((Chocobo's HP <= [Chocobo's Max HP / 32] + 1)
AND (TempVar:ChocobuckleGreens == 1)) Then
{
Choose Chocobo's Last Attacker (General)
Use Chocobuckle on Target
}
TempVar:Escape = 1
Print Message [Chocobo "Wark! Wark!"]
Choose Self
If (TempVar:EatingGreens == 1) Then
{
Use <Escape> (Eating Greens Version) on Target
} Else {
Use <Escape> (Standing Version) on Target
}
Remove Self
}
}
AI: Counter - Death
{
Chocobo's CustomVar:RevengeTaken = 1
While (TempVar:CharsHit < 8)
{
Choose Random Target with CustomVar:RevengeTaken != 1
If (Target doesn't have Death Status) Then
{
Print Message [Chocobo "Warrrrk!"]
Use <Chocobo, goes nuts> on Target
}
Target's CustomVar:RevengeTaken = 1
TempVar:CharsHit = TempVar:CharsHit + 1
}
TempVar:Escape = 1
Print Message [Chocobo "Wark! Wark!"]
Choose Self
If (TempVar:EatingGreens == 1) Then
{
Use <Escape> (Eating Greens Version) on Target
} Else {
Use <Escape> (Standing Version) on Target
}
Remove Self
}
Note that all enemies that appear with Chocobos have the following extra
scripts occuring in addition to any enemy-specific code:
AI: Setup
{
If (At Least One Ally is a Chocobo) Then
{
TempVar:ChocoboBattle = 1
GlobalVar:0x84 = 0
Print Message [A Chocobo!]
}
}
AI: Counter - Death
{
If (TempVar:ChocoboBattle = 1) Then
{
If (Only Two Monsters are Left) Then
{
If (Chocobo is still in Battle and doesn't have Death Status) Then
{
Remove Chocobo
Print Message [Caught a Chocobo.]
GlobalVar:0x84 = 1
}
}
}
}
These extra scripts will not be listed with the enemies that have them in
this document. Only enemy specific code will be listed, if any.
=============================================================================
5.3 Mythril Mines
-----------------
Name: Madouge
Lvl: 16 EXP: 70 Win: [ 8] Hi-Potion
HP: 220 AP: 8 Steal: [ 8] Grand Glove
MP: 0 Gil: 150 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 36 Def: 22 Df%: 6 Dex: 56
MAt: 4 MDf: 26 Lck: 3
---
No Special Attributes
---
Attacks:
<Ironball>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (67.5)
PAt%: 115
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Swamp Shoot
Physical Attack
Formula: Physical
Pwr: 1/4x Base (13.5)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: 100% Inflict 'Darkness'
Manip.
Can't Cover
---
AI: Main
{
Choose Random Opponent
If (Madouge is in Front Row) Then
{
1/4 Chance: Use Swamp Shoot on Target
3/4 Chance: Use <Ironball> on Target
} Else {
1/4 Chance: Use <Ironball> on Target
3/4 Chance: Use Swamp Shoot on Target
}
}
-----------------------------------------------------------------------------
Name: Crawler
Lvl: 15 EXP: 56 Win: [ 8] Hi-Potion
HP: 140 AP: 6 Steal: -
MP: 48 Gil: 65 Morph: -
---
Weak: Earth
Half: Ice
---
Att: 28 Def: 10 Df%: 5 Dex: 36
MAt: 38 MDf: 32 Lck: 2
---
No Special Attributes
---
Attacks:
Bite
Physical Attack
Formula: Physical
Pwr: 1x Base (41)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Cold Breath
Magical Attack
Formula: Magical
Pwr: 1/16x Base (19.875)
MAt%: 100
Cost: 2 MP
Tar: 1 Op
Elm: Ice
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/2 Chance: Use Bite on Target
1/2 Chance: Use Cold Breath on Target
}
-----------------------------------------------------------------------------
Name: Ark Dragon
Lvl: 18 EXP: 84 Win: [ 8] Phoenix Down, [ 2] Ether
HP: 280 AP: 10 Steal: [32] Ether
MP: 124 Gil: 180 Morph: Phoenix Down
---
Weak: Wind
Void: Earth
Asrb: Fire
---
Att: 56 Def: 50 Df%: 5 Dex: 61
MAt: 18 MDf: 130 Lck: 7
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (67.5)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Flame Thrower
Magical Attack
Formula: Magical
Pwr: 7/8x Base (189)
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Fire
Attr: Reflectable
Manip.
Notes: Always targets whoever has the highest HP
---
AI: Main
{
1/4 Chance:
{
Choose Random Opponent
Use <Claw> on Target
}
3/4 Chance:
{
Choose Random Opponent with Highest HP
Use Flame Thrower on Target
}
}
-----------------------------------------------------------------------------
Name: Castanets
Lvl: 15 EXP: 65 Win: [ 8] Hi-Potion
HP: 190 AP: 7 Steal: -
MP: 0 Gil: 113 Morph: -
---
Weak: Fire
---
Att: 26 Def: 76 Df%: 3 Dex: 49
MAt: 2 MDf: 4 Lck: 2
---
No Special Attributes
---
Attacks:
2-stage Attack
Physical Attack
Formula: Physical
Pwr: 1x Base (38)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Scissor Spark
Physical Attack
Formula: Physical
Pwr: 1 3/8x Base (52.25)
PAt%: 75
Tar: 1 Op
Elm: Lightning
Attr: Manip.
Can't Cover
---
AI: Main
{
Choose Random Opponent
1/2 Chance: Use 2-stage Attack on Target
1/2 Chance: Use Scissor Spark on Target
}
=============================================================================
5.4 Junon Overworld
-------------------
5.4.1 Junon Area
----- ----------
Name: Hell Rider VR2
Lvl: 18 EXP: 72 Win: [ 8] Potion
HP: 350 AP: 8 Steal: [32] Hi-Potion
MP: 50 Gil: 130 Morph: Hi-Potion
---
Half: Gravity
---
Att: 76 Def: 46 Df%: 1 Dex: 60
MAt: 5 MDf: 60 Lck: 0
---
Immune: Death, Stop, Frog, Small, Petrify, Death-sentence, Manipulate,
Peerless, Paralysed
---
Attacks:
<Iron Mallet>
Physical Attack
Formula: Physical
Pwr: 1x Base (160)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
<Ballistic>
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (240)
PAt%: 95
Tar: 1 Op
Elm: Hit
Electromag
Magical Change Row
MAt%: 255
Tar: All Op
Elm: Hidden
Notes: Toggles Back Row to Front Row and vice versa for all party members
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use Electromag on Target
TempVar:OpeningAttack = 1
} Else {
Choose Random Opponent
1/2 Chance: Use <Iron Mallet> on Target
1/2 Chance: Use <Ballistic> on Target
}
}
-----------------------------------------------------------------------------
Name: Zemzelett
Lvl: 17 EXP: 70 Win: [ 8] Hi-Potion
HP: 285 AP: 7 Steal: -
MP: 36 Gil: 165 Morph: Hi-Potion
---
Weak: Wind
Void: Earth, Water, Gravity
---
Att: 30 Def: 50 Df%: 1 Dex: 58
MAt: 30 MDf: 50 Lck: 0
---
Immune: Confusion, Stop, Frog, Small, Berserk, Paralysed
Transformation: 1st Form is default
2nd Form flies in the air and changes attack animation of
'Clap' and 'Thunderbolt'
2nd Form has Can't Reach; Def: 20, Df%: 60
---
Attacks:
<Flap>
Physical Attack
Formula: Physical
Pwr: 1x Base (45)
PAt%: 100
Tar: All Op
Elm: Wind
Attr: Can't Cover
Thunderbolt
Magical Attack
Formula: Magical
Pwr: 15/16x Base (264.375)
MAt%: 75
Cost: 4 MP
Tar: 1 Op
Elm: Lightning
Attr: Manip.
White Wind
Physical HP Restore
Formula: Custom
Pwr: Caster's HP
PAt%: 255
Cost: 34 MP
Tar: All Al (NS)
Elm: Restorative
Attr: 100% Cure 'Sleep', 'Poison', 'Confusion', 'Silence', 'Slow',
'Stop', 'Frog', 'Small', 'Slow-numb', 'Petrify',
'Manipulate', 'Berserk', 'Paralysed', 'Darkness',
'Death Force', 'Resist'
Manip.
Notes: Zemzelett will never use this normally
---
AI: Setup
{
TempVar:DfltDf% = Zemzelett's Df%
TempVar:DfltDef = Zemzelett's Def
}
AI: Main
{
If (Zemzelett's IdleAnim == On Land) Then
{
If (TempVar:1stLandAttack == 0) Then
{
Choose Random Opponent
Use <Clap> on Target
TempVar:1stLandAttack = 1
} Else {
1/4 Chance:
{
Choose Self
Use <> on Target
Zemzelett's IdleAnim = In Air
Zemzelett's Df% = Zemzelett's Df% + 10
Zemzelett's Def = Zemzelett's Def - 30
Zemzelett's Range = 16
TempVar:1stFlyAttack = 0
}
1/4 Chance:
{
Choose Random Opponent
Use Thunderbolt on Target
}
1/2 Chance:
{
Choose Random Opponent
Use <Clap> on Target
}
}
} Else {
If (TempVar:1stFlyAttack == 0) Then
{
Choose Random Opponent
Use Thunderbolt on Target
TempVar:1stFlyAttack = 1
} Else {
1/4 Chance:
{
Choose Self
Use <> on Target
Zemzelett's IdleAnim = On Land
Zemzelett's Df% = TempVar:DfltDf%
Zemzelett's Def = TempVar:DfltDef
Zemzelett's Range = 1
TempVar:1stLandAttack = 0
}
1/4 Chance:
{
Choose Random Opponent
Use Thunderbolt on Target
}
1/2 Chance:
{
Choose Random Opponent
Use <Clap> on Target
}
}
}
}
AI: Counter - General
{
If (Zemzelett's IdleAnim == On Land) Then
{
Zemzelett's HurtAnim = Flinch (On Land)
} Else {
Zemzelett's HurtAnim = Flinch (In Air)
}
If (Zemzelett's IdleAnim == On Land) Then
{
If ([2120] AND 0x03 != 0) Then
{
Choose Self
Use <> on Target
Zemzelett's IdleAnim = In Air
Zemzelett's Df% = Zemzelett's Df% + 10
Zemzelett's Def = Zemzelett's Def - 30
Zemzelett's Range = 16
TempVar:1stFlyAttack = 0
}
}
}
-----------------------------------------------------------------------------
Name: Nerosuferoth
Lvl: 16 EXP: 53 Win: [ 8] Hi-Potion
HP: 150 AP: 5 Steal: -
MP: 20 Gil: 146 Morph: -
---
No Elemental Properties
---
Att: 23 Def: 34 Df%: 1 Dex: 53
MAt: 5 MDf: 24 Lck: 0
---
No Special Attributes
---
Attacks:
<Beak>
Physical Attack
Formula: Physical
Pwr: 1x Base (34)
PAt%: 103
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Heatwing
Magical Attack
Formula: Magical
Pwr: 1x Base (126)
MAt%: 255
Cost: 4 MP
Tar: 1 Op
Elm: Fire
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
If (TempVar:OpeningAttack == 0) Then
{
Use <Beak> on Target
TempVar:OpeningAttack = 1
} Else {
If (Nerosuferoth's HP <= 25% of Nerosuferoth's Max HP) Then
{
1/4 Chance: Use <Beak> on Target
3/4 Chance: Use Heatwing on Target
} Else If (Nerosuferoth's HP <= 50% of Nerosuferoth's Max HP) Then {
1/2 Chance: Use <Beak> on Target
1/2 Chance: Use Heatwing on Target
} Else {
1/4 Chance: Use Heatwing on Target
3/4 Chance: Use <Beak> on Target
}
}
}
-----------------------------------------------------------------------------
Name: Formula
Lvl: 16 EXP: 65 Win: [ 8] Hi-Potion
HP: 240 AP: 7 Steal: [ 8] Boomerang
MP: 100 Gil: 120 Morph: Speed Drink
---
Weak: Wind
Void: Earth
---
Att: 16 Def: 36 Df%: 1 Dex: 57
MAt: 5 MDf: 32 Lck: 0
---
Immune: Stop, Frog, Manipulate, Paralysed
---
Attacks:
<Air Bomber>
Magical Attack
Formula: Magical
Pwr: 1x Base (126)
MAt%: 115
Cost: 5 MP
Tar: 1 Op
Elm: Wind
Attr: Berserk Attack
Blue Impulse
Magical Attack
Formula: Magical
Pwr: 5/8x Base (78.75)
MAt%: 105
Cost: 18 MP
Tar: All Op (NS)
Elm: Wind
Cross Impulse
Magical Attack
Formula: Magical
Pwr: 7/8x Base (110.25)
MAt%: 125
Cost: 26 MP
Tar: All Op (NS)
Elm: Wind
---
AI: Setup
{
Count = Rnd(0..3)
Stage = 0
}
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
If (Formula's MP >= 5) Then
{
Choose Random Opponent
Use <Air Bomber> on Target
}
Count = Count + 1
} Else {
If ((Stage == 1) AND (Formula's MP >= 26)) Then
{
Choose All Opponents
Use Cross Impulse on Target
} Else If (Formula's MP >= 18) Then {
Choose All Opponents
Use Blue Impulse on Target
} Else If (Formula's MP >= 5) Then {
Choose Random Opponent
Use <Air Bomber> on Target
}
Count = Rnd(0..2)
}
}
AI: Counter - General
{
If (Formula's HP <= 60% of Formula's Max HP) Then
{
Stage = 1
} Else {
Stage = 0
}
}
-----------------------------------------------------------------------------
Name: Capparwire
Lvl: 15 EXP: 60 Win: [ 8] Potion
HP: 210 AP: 6 Steal: [ 8] Ether
MP: 20 Gil: 103 Morph: -
---
No Elemental Properties
---
Att: 16 Def: 38 Df%: 1 Dex: 42
MAt: 0 MDf: 10 Lck: 0
---
No Special Attributes
---
Attacks:
<Wire Attack>
Magical Attack
Formula: Magical
Pwr: 1x Base (90)
MAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Grand Spark
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (135)
MAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/2 Chance: Use <Wire Attack> on Target
1/2 Chance: Use Grand Spark on Target
}
-----------------------------------------------------------------------------
5.4.2 The Mystery Ninja
----- -----------------
Meeting the Mystery Ninja is key to getting to Yuffie. Mystery Ninja will
rarely appear in most overland forests and jungles, but only before you
acquire Yuffie. The base chances she will appear in a forest of any
particular area is as follows:
Junon Area: 32/256
Gongaga Area: 64/256
Nibel Area: 64/256
Rocket Town Area: 255/256
Woodlands Area: 128/256
Mideel Area: 128/256
Goblin/Round Island: 128/256
In addition, Mystery Ninja has different stats and sometimes different moves
depending on her level. To determine which level Mystery Ninja you will
fight, Cloud's level is used:
Cloud's Level Mystery Ninja Lvl
------------- -----------------
1 - 20 17
21 - 25 22
26 - 30 27
31 - 35 32
36 - 40 37
41 - 99 42
Name: Mystery Ninja
Lvl: 17 EXP: 160 Win: -
HP: 600 AP: 20 Steal: -
MP: 117 Gil: 400 Morph: -
---
No Elemental Properties
---
Att: 50 Def: 56 Df%: 9 Dex: 50
MAt: 30 MDf: 30 Lck: 20
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (102)
PAt%: 95
Tar: 1 Op
Elm: Cut
<Throw>
Physical Escape Battle
Auto Hit
Tar: Self
<Spider Web>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
<Impaler>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Frog'
<Fire Fang>
Physical Attack
Formula: Physical
Pwr: 1x Base (102)
PAt%: 95
Tar: All Op/1 Op
Elm: Fire
---
AI: Setup
{
Turn off Death Handling for Mystery Ninja
}
AI: Main
{
Count == Count + 1
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use <Fire Fang> on Target
TempVar:OpeningAttack = 1
} Else If (Count > 10) Then {
Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
Paralysed Statuses from Mystery Ninja
Choose Self
Use <Throw> on Target
RunCmd 0x22/0x0F
GlobalVar:0x02 = 0
} Else {
1/8 Chance:
{
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use <Spider Web> on Target
} Else {
Choose All Opponents
Use <Fire Fang> on Target
}
}
1/8 Chance:
{
If (At Least One Opponent doesn't have Frog Status) Then
{
Choose Random Opponent without Frog Status
Use <Impaler> on Target
} Else {
Choose All Opponents
Use <Fire Fang> on Target
}
}
1/4 Chance:
{
Choose All Opponents
Use <Fire Fang> on Target
}
1/2 Chance:
{
Choose Random Opponent
Use <Fight> on Target
}
}
}
AI: Counter - Death
{
GlobalVar:0x02 = 17
}
AI: Counter - 13
{
Remove Mystery Ninja
}
-----------------------------------------------------------------------------
Name: Mystery Ninja
Lvl: 22 EXP: 240 Win: -
HP: 800 AP: 40 Steal: -
MP: 150 Gil: 800 Morph: -
---
No Elemental Properties
---
Att: 57 Def: 60 Df%: 10 Dex: 62
MAt: 38 MDf: 34 Lck: 21
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (135)
PAt%: 95
Tar: 1 Op
Elm: Cut
<Throw>
Physical Escape Battle
Auto Hit
Tar: Self
<Spider Web>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
<Impaler>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Frog'
<Fire Fang>
Physical Attack
Formula: Physical
Pwr: 1x Base (135)
PAt%: 95
Tar: All Op/1 Op
Elm: Fire
---
AI: Setup
{
Turn off Death Handling for Mystery Ninja
}
AI: Main
{
Count == Count + 1
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use <Fire Fang> on Target
TempVar:OpeningAttack = 1
} Else If (Count > 10) Then {
Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
Paralysed Statuses from Mystery Ninja
Choose Self
Use <Throw> on Target
RunCmd 0x22/0x0F
GlobalVar:0x02 = 0
} Else {
1/8 Chance:
{
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use <Spider Web> on Target
} Else {
Choose All Opponents
Use <Fire Fang> on Target
}
}
1/8 Chance:
{
If (At Least One Opponent doesn't have Frog Status) Then
{
Choose Random Opponent without Frog Status
Use <Impaler> on Target
} Else {
Choose All Opponents
Use <Fire Fang> on Target
}
}
1/4 Chance:
{
Choose All Opponents
Use <Fire Fang> on Target
}
1/2 Chance:
{
Choose Random Opponent
Use <Fight> on Target
}
}
}
AI: Counter - Death
{
GlobalVar:0x02 = 22
}
AI: Counter - 13
{
Remove Mystery Ninja
}
-----------------------------------------------------------------------------
Name: Mystery Ninja
Lvl: 27 EXP: 320 Win: -
HP: 1120 AP: 60 Steal: -
MP: 190 Gil: 1200 Morph: -
---
No Elemental Properties
---
Att: 64 Def: 68 Df%: 11 Dex: 64
MAt: 43 MDf: 40 Lck: 23
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (172)
PAt%: 95
Tar: 1 Op
Elm: Cut
<Throw>
Physical Escape Battle
Auto Hit
Tar: Self
<Spider Web>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
<Fire Veil>
Physical Attack
Formula: Physical
Pwr: 1x Base (172)
PAt%: 95
Tar: All Op/1 Op
Elm: Fire
<Leviathan Scales>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (215)
PAt%: 95
Tar: All Op/1 Op
Elm: Water
<Swift Bolt>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (215)
PAt%: 95
Tar: All Op/1 Op
Elm: Lightning
Attr: Can't Cover
Notes: Mystery Ninja can also use this against 1 Op
---
AI: Setup
{
Turn off Death Handling for Mystery Ninja
}
AI: Main
{
Count == Count + 1
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use <Fire Veil> on Target
TempVar:OpeningAttack = 1
} Else If (Count > 10) Then {
Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
Paralysed Statuses from Mystery Ninja
Choose Self
Use <Throw> on Target
RunCmd 0x22/0x0F
GlobalVar:0x02 = 0
} Else {
1/8 Chance:
{
Choose All Opponents
Use <Fire Veil> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Leviathan Scales> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Swift Bolt> on Target
}
1/8 Chance:
{
Choose Random Opponent
Use <Swift Bolt> on Target
}
1/4 Chance:
{
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use <Spider Web> on Target
} Else {
Choose Random Opponent
Use <Fight> on Target
}
}
1/4 Chance:
{
Choose Random Opponent
Use <Fight> on Target
}
}
}
AI: Counter - Death
{
GlobalVar:0x02 = 27
}
AI: Counter - 13
{
Remove Mystery Ninja
}
-----------------------------------------------------------------------------
Name: Mystery Ninja
Lvl: 32 EXP: 480 Win: -
HP: 1500 AP: 80 Steal: -
MP: 234 Gil: 1600 Morph: -
---
No Elemental Properties
---
Att: 69 Def: 72 Df%: 13 Dex: 80
MAt: 48 MDf: 46 Lck: 23
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (276)
PAt%: 95
Tar: 1 Op
Elm: Cut
<Throw>
Physical Escape Battle
Auto Hit
Tar: Self
<Spider Web>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
<Fire Veil>
Physical Attack
Formula: Physical
Pwr: 1x Base (276)
PAt%: 95
Tar: All Op/1 Op
Elm: Fire
<Leviathan Scales>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (345)
PAt%: 95
Tar: All Op/1 Op
Elm: Water
<Swift Bolt>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (345)
PAt%: 95
Tar: All Op/1 Op
Elm: Lightning
Attr: Can't Cover
Notes: Mystery Ninja can also use this against 1 Op
---
AI: Setup
{
Turn off Death Handling for Mystery Ninja
}
AI: Main
{
Count == Count + 1
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use <Fire Veil> on Target
TempVar:OpeningAttack = 1
} Else If (Count > 10) Then {
Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
Paralysed Statuses from Mystery Ninja
Choose Self
Use <Throw> on Target
RunCmd 0x22/0x0F
GlobalVar:0x02 = 0
} Else {
1/8 Chance:
{
Choose All Opponents
Use <Fire Veil> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Leviathan Scales> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Swift Bolt> on Target
}
1/8 Chance:
{
Choose Random Opponent
Use <Swift Bolt> on Target
}
1/4 Chance:
{
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use <Spider Web> on Target
} Else {
Choose Random Opponent
Use <Fight> on Target
}
}
1/4 Chance:
{
Choose Random Opponent
Use <Fight> on Target
}
}
}
AI: Counter - Death
{
GlobalVar:0x02 = 32
}
AI: Counter - 13
{
Remove Mystery Ninja
}
-----------------------------------------------------------------------------
Name: Mystery Ninja
Lvl: 37 EXP: 640 Win: -
HP: 1950 AP: 100 Steal: -
MP: 280 Gil: 2000 Morph: -
---
No Elemental Properties
---
Att: 74 Def: 78 Df%: 14 Dex: 90
MAt: 54 MDf: 54 Lck: 24
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (329)
PAt%: 95
Tar: 1 Op
Elm: Cut
<Throw>
Physical Escape Battle
Auto Hit
Tar: Self
<Spider Web>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
<Fire Veil>
Physical Attack
Formula: Physical
Pwr: 1x Base (329)
PAt%: 95
Tar: All Op/1 Op
Elm: Fire
<Leviathan Scales>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (411.25)
PAt%: 95
Tar: All Op/1 Op
Elm: Water
<Swift Bolt>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (411.25)
PAt%: 95
Tar: All Op/1 Op
Elm: Lightning
Attr: Can't Cover
Notes: Mystery Ninja can also use this against 1 Op
---
AI: Setup
{
Turn off Death Handling for Mystery Ninja
}
AI: Main
{
Count == Count + 1
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use <Fire Veil> on Target
TempVar:OpeningAttack = 1
} Else If (Count > 10) Then {
Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
Paralysed Statuses from Mystery Ninja
Choose Self
Use <Throw> on Target
RunCmd 0x22/0x0F
GlobalVar:0x02 = 0
} Else {
1/8 Chance:
{
Choose All Opponents
Use <Fire Veil> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Leviathan Scales> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Swift Bolt> on Target
}
1/8 Chance:
{
Choose Random Opponent
Use <Swift Bolt> on Target
}
1/4 Chance:
{
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use <Spider Web> on Target
} Else {
Choose Random Opponent
Use <Fight> on Target
}
}
1/4 Chance:
{
Choose Random Opponent
Use <Fight> on Target
}
}
}
AI: Counter - Death
{
GlobalVar:0x02 = 37
}
AI: Counter - 13
{
Remove Mystery Ninja
}
-----------------------------------------------------------------------------
Name: Mystery Ninja
Lvl: 42 EXP: 720 Win: -
HP: 2400 AP: 120 Steal: -
MP: 325 Gil: 2400 Morph: -
---
No Elemental Properties
---
Att: 80 Def: 82 Df%: 15 Dex: 100
MAt: 58 MDf: 58 Lck: 24
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Fight>
Physical Attack
Formula: Physical
Pwr: 1x Base (395)
PAt%: 95
Tar: 1 Op
Elm: Cut
<Throw>
Physical Escape Battle
Auto Hit
Tar: Self
<Spider Web>
Physical Change Status
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
<Fire Veil>
Physical Attack
Formula: Physical
Pwr: 1x Base (395)
PAt%: 95
Tar: All Op/1 Op
Elm: Fire
<Leviathan Scales>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (493.75)
PAt%: 95
Tar: All Op/1 Op
Elm: Water
<Swift Bolt>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (493.75)
PAt%: 95
Tar: All Op/1 Op
Elm: Lightning
Notes: Mystery Ninja can also use this against 1 Op
---
AI: Setup
{
Turn off Death Handling for Mystery Ninja
}
AI: Main
{
Count == Count + 1
If (TempVar:OpeningAttack == 0) Then
{
Choose All Opponents
Use <Fire Veil> on Target
TempVar:OpeningAttack = 1
} Else If (Count > 10) Then {
Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
Paralysed Statuses from Mystery Ninja
Choose Self
Use <Throw> on Target
RunCmd 0x22/0x0F
GlobalVar:0x02 = 0
} Else {
1/8 Chance:
{
Choose All Opponents
Use <Fire Veil> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Leviathan Scales> on Target
}
1/8 Chance:
{
Choose All Opponents
Use <Swift Bolt> on Target
}
1/8 Chance:
{
Choose Random Opponent
Use <Swift Bolt> on Target
}
1/4 Chance:
{
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use <Spider Web> on Target
} Else {
Choose Random Opponent
Use <Fight> on Target
}
}
1/4 Chance:
{
Choose Random Opponent
Use <Fight> on Target
}
}
}
AI: Counter - Death
{
GlobalVar:0x02 = 42
}
AI: Counter - 13
{
Remove Mystery Ninja
}
-----------------------------------------------------------------------------
5.4.3 Fort Condor
----- -----------
There are three CMD.Grand Horns, and which you face if you lose the Fort
Condor mini-game depends on many things, but mostly on your average level and
which battle it is.
Name: CMD.Grand Horn
Lvl: 19 EXP: 200 Win: 100% Vagyrisk Claw
HP: 2000 AP: 20 Steal: -
MP: 100 Gil: 2400 Morph: -
---
No Elemental Properties
---
Att: 40 Def: 30 Df%: 5 Dex: 57
MAt: 20 MDf: 32 Lck: 10
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (63)
PAt%: 95
Tar: 1 Op
Elm: Hit
Poison Breath
Magical Attack
Formula: Magical
Pwr: 3/4x Base (175.5)
MAt%: 90
Cost: 10 MP
Tar: 1 Op
Elm: Poison
Attr: [ 84] Inflict 'Poison'
Grand Attack
Physical Attack
Formula: Physical
Pwr: 1x Base (63)
PAt%: 100
Tar: All Op/1 Op
Elm: Shoot
---
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
Choose Random Opponent
Use <Punch> on Target
Count = Count + 1
} Else If (Count == 3) Then {
If ((At Least One Opponent doesn't have Poison) AND (1/2 Chance)) Then
{
Choose Random Opponent without Poison
Use Poison Breath on Target
} Else {
Use <Punch> on Target
}
Count = 0
} Else {
Choose All Opponents
Use Grand Attack on Target
Count = 0
}
}
AI: Counter - General
{
If ((CMD.Grand Horn's HP <= 50% of CMD.Grand Horn's Max HP)
AND (1/2 Chance)) Then
{
Count = 4
}
}
-----------------------------------------------------------------------------
Name: CMD.Grand Horn
Lvl: 25 EXP: 400 Win: -
HP: 4000 AP: 40 Steal: -
MP: 200 Gil: 4800 Morph: -
---
No Elemental Properties
---
Att: 60 Def: 50 Df%: 5 Dex: 67
MAt: 50 MDf: 62 Lck: 20
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (152)
PAt%: 95
Tar: 1 Op
Elm: Hit
Poison Breath
Magical Attack
Formula: Magical
Pwr: 3/4x Base (337.5)
MAt%: 90
Cost: 10 MP
Tar: 1 Op
Elm: Poison
Attr: [ 84] Inflict 'Poison'
Grand Attack
Physical Attack
Formula: Physical
Pwr: 1x Base (152)
PAt%: 100
Tar: All Op/1 Op
Elm: Shoot
---
AI: Main
{
If (At Least One Opponent doesn't have Poison) Then
{
Choose Random Opponent without Poison
Use Poison Breath on Target
} Else {
If (Count == 0 or 1 or 2) Then
{
Choose Random Opponent with Poison
Use <Punch> on Target
Count = Count + 1
} Else {
Choose All Opponents
Use Grand Attack on Target
Count = 0
}
}
}
-----------------------------------------------------------------------------
Name: CMD.Grand Horn
Lvl: 37 EXP: 800 Win: 100% Imperial Guard
HP: 8000 AP: 80 Steal: -
MP: 300 Gil: 9600 Morph: -
---
No Elemental Properties
---
Att: 100 Def: 70 Df%: 5 Dex: 79
MAt: 95 MDf: 80 Lck: 30
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (560)
PAt%: 95
Tar: 1 Op
Elm: Hit
Poison Breath
Magical Attack
Formula: Magical
Pwr: 3/4x Base (594)
MAt%: 90
Cost: 10 MP
Tar: 1 Op
Elm: Poison
Attr: [ 84] Inflict 'Poison'
Notes: Will use Punch once or twice immediately after Poison Breath,
preferring to combo against the same target
Grand Attack
Physical Attack
Formula: Physical
Pwr: 1x Base (560)
PAt%: 100
Tar: All Op/1 Op
Elm: Shoot
Notes: Only used as a Final Attack
---
AI: Main
{
If (At Least One Opponent doesn't have Poison Status) Then
{
SelectTar = Choose Random Opponent without Poison Status
Choose SelectTar
Use Poison Breath on Target
}
If (SelectTar has Death Status) Then
{
SelectTar = Choose Random Opponent
}
Choose SelectTar
Use <Punch> on Target
If (1/2 Chance) Then
{
If (SelectTar has Death Status) Then
{
SelectTar = Choose Random Opponent
}
Choose SelectTar
Use <Punch> on Target
}
}
AI: Counter - Death
{
Choose All Opponents
Use Grand Attack on Target
}
-----------------------------------------------------------------------------
5.4.4 Junon (Disc One): Bottomswell
----- -----------------------------
During this battle, the following extra script exists on the party:
AI: Counter - Death
{
BattleVar:CharID = 0
While (BattleVar:CharID < 3)
{
If (BattleVar:CharID == 0) Then
{
Choose 1st Party Member
} Else If (BattleVar:CharID == 1) Then {
Choose 2nd Party Member
} Else If (BattleVar:CharID == 2) Then {
Choose 3rd Party Member
}
If (Target has Death and Imprisoned Status) Then
{
Set Waterpolo associated with Target as Self
Remove Imprisoned Status from Target
Choose Waterpolo (Self)
Use <Vanish> on Target
Turn off Death Handling for Waterpolo (Self)
Remove Waterpolo (Self)
}
BattleVar:CharID = BattleVar:CharID + 1
}
}
This script will remove the Waterpolo surrounding a party member if they die.
-----------------------------------------------------------------------------
Name: Bottomswell
Lvl: 23 EXP: 550 Win: 100% Power Wrist
HP: 2500 AP: 52 Steal: -
MP: 100 Gil: 1000 Morph: -
---
Weak: Wind
Half: Gravity
Void: Earth
---
Att: 42 Def: 36 Df%: 1 Dex: 69
MAt: 30 MDf: 96 Lck: 0
---
Immune: Death, Confusion, Silence, Stop, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Paralysed
Can't Reach
Transformation: 1st Form is default
2nd Form and 3rd Form occurs after 'Fury Blast' is used
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (255)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Always targets whoever has the highest HP
Only used in 1st Form
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (255)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Always targets whoever has the highest HP
Only used in 2nd Form
Tail Attack
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (127.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Only used in 1st Form
Moonstrike
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (127.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Only used in 2nd Form
<Waterball>
Magical Change Status
Auto Hit
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Death', 'Imprisoned'
Notes: Create 'Waterpolo' over target
This version of Imprisoned acts like Paralysed
Only used in 3rd Form
Despite attempting to inflict 'Death', this is actually only a
flag that will instead place a Seizure effect on the Imprisoned
character
Big Wave
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (191.25)
PAt%: 100
Tar: All Op
Elm: Water
Notes: Only used in 3rd Form
Also used as Final Attack
Animations:
<Fury Blast>
Transforms into 2nd Form or 3rd Form
Notes: C/A while in 1st Form or 2nd Form
<Chill>
Transforms into 1st Form
Notes: Used after a while in 2nd Form/3rd Form
---
AI: Setup
{
Turn off Death Handling for Bottomswell
TempVar:HitsTilNextStage = 6
Bottomswell's Range = 16
}
AI: Main
{
TempVar:AttackAll = 0
If (Bottomswell's IdleAnim == 1st Form) Then
{
If (Count == 0 or 1 or 2) Then
{
Choose Random Opponent
Use Tail Attack on Target
Count = Count + 1
} Else {
1/3 Chance:
{
TempVar:AttackAll = 1
TempVar:ChosenAtt = Tail Attack
}
2/3 Chance:
{
Choose Random Opponent with Highest HP
Use <Bodyblow> (Low Hit% Version) on Target
}
Count = 0
}
} Else If (Bottomswell's IdleAnim == 2nd Form) Then {
If (Count == 0) Then {
TempVar:AttackAll = 1
TempVar:ChosenAtt = Moonstrike
Count = 1
} Else If (Count == 1) Then {
Choose Random Opponent with Highest HP
Use <Bodyblow> (High Hit% Version) on Target
Count = 2
} Else If (Count == 2) Then {
Choose Random Opponent
Use Moonstrike on Target
Count = 3
} Else {
If (Stage < 1) Then
{
Choose Self
Use <Fury Blast> on Target
Bottomswell's IdleAnim = 1st Form
Count = 0
TempVar:HitsTilNextStage = 6
} Else {
Choose Random Opponent
Use Moonstrike on Target
1/2 Chance: Count = 0
1/2 Chance: Count = 1
}
}
} Else {
If (Count == 0) Then {
TempVar:Group = Opponents (incl. Dead) with neither Death nor
Imprisoned Status
If (TempVar:Group has more than one Opponent) Then
{
TempVar:PoloTarget = Choose Random Opponent in TempVar:Group
} Else {
TempVar:PoloTarget = [2040]
}
If (TempVar:PoloTarget != [2040]) Then
{
Choose TempVar:PoloTarget
Use <Waterball> on Target
Remove Death Status from Waterpolo
Activate Waterpolo
Waterpolo's HP = Waterpolo's Max HP
Waterpolo's Physical Immunity = On
}
Count = 1
} Else If (Count == 1 or 2) Then {
Count = Count + 1
} Else If (Count == 3) Then {
If (Stage < 2) Then
{
Choose Self
Use <Chill> on Target
Bottomswell's IdleAnim = 1st Form
Count = 0
TempVar:HitsTilNextStage = 6
} Else {
Choose All Opponents
Use Big Wave on Target
Count = 4
}
} Else {
If ((At Least One Opponent has Imprisoned Status)
AND (At Least One Opponent has Death Status)) Then
{
Count = 1
} Else {
Count = 0
}
}
}
If (TempVar:AttackAll == 1) Then
{
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
Use TempVar:ChosenAtt on Target
}
If (1st Opponent doesn't have Death Status) Then
{
Choose 1st Opponent
Use TempVar:ChosenAtt on Target
}
If (3rd Opponent doesn't have Death Status) Then
{
Choose 3rd Opponent
Use TempVar:ChosenAtt on Target
}
}
}
AI: Counter - General
{
If (Bottomswell's HP <= 50% of Bottomswell's Max HP) Then
{
Stage = 2
TempVar:HitsTilNextStage = 0
} Else If (Bottomswell's HP <= 75% of Bottomswell's Max HP) Then {
Stage = 1
TempVar:HitsTilNextStage = 0
} Else {
Stage = 0
}
If (Bottomswell's IdleAnim == 1st Form) Then
{
Bottomswell's HurtAnim = 1
If (TempVar:HitsTilNextStage == 0) Then
{
Choose Self
Use <Fury Blast> on Target
Bottomswell's IdleAnim = 2nd Form
Count = 0
TempVar:HitsTilNextStage = 6
If (Stage == 2) Then
{
Choose Self
Use <Fury Blast> on Target
Bottomswell's IdleAnim = 3rd Form
Count = 0
TempVar:HitsTilNextStage = 3
}
} Else {
TempVar:HitsTilNextStage = TempVar:HitsTilNextStage - 1
}
} Else If (Bottomswell's IdleAnim == 2nd Form) Then {
Bottomswell's HurtAnim = 7
If (TempVar:HitsTilNextStage == 0) Then
{
Choose Self
Use <Fury Blast> on Target
Bottomswell's IdleAnim = 3rd Form
Count = 0
TempVar:HitsTilNextStage = 3
} Else {
TempVar:HitsTilNextStage = TempVar:HitsTilNextStage - 1
}
} Else {
Bottomswell's HurtAnim = 13
}
}
AI: Counter - Death
{
Choose All Opponents
Use Big Wave on Target
If (At Least One Target is Imprisoned) Then
{
Choose All Targets with Imprisoned Status
Remove Imprisoned Status from Target
}
Choose Self
Use <Vanish> on Target
Remove Waterpolos
}
-----------------------------------------------------------------------------
Name: Waterpolo
Lvl: 4 EXP: 10 Win: -
HP: 40 AP: 0 Steal: -
MP: 0 Gil: 0 Morph: -
---
No Elemental Properties
---
Att: 1 Def: 100 Df%: 1 Dex: 1
MAt: 1 MDf: 254 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Frog, Small, Slow-numb,
Petrify, Regen, Death-sentence, Manipulate, Berserk, Peerless,
Paralysed, Darkness
Waterpolo is immune to all damage from Physical Attacks
If killed, leaves no EXP/AP/Gil
---
Animations:
<Vanish>
<Appear>
---
AI: Setup
{
Waterpolo's AI:Main = Off
Waterpolo's Physical Immunity = On
Waterpolo's HP = Waterpolo's Max HP
}
AI: Counter - Death
{
Choose Imprisoned Character
Remove Imprisoned Status from Target
Remove Death Status from Self
Remove Self
Choose Self
Use <Vanish> on Target
}
=============================================================================
5.5 Cargo Ship
--------------
Name: Scrutin Eye
Lvl: 15 EXP: 80 Win: [ 2] Ether
HP: 240 AP: 8 Steal: [32] Ether
MP: 60 Gil: 120 Morph: Turbo Ether
---
Weak: Wind
Void: Earth, Water
---
Att: 20 Def: 20 Df%: 16 Dex: 36
MAt: 5 MDf: 96 Lck: 0
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Drilldrive>
Physical Attack
Formula: Physical
Pwr: 1x Base (29)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Ice2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (150)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Manip.
Fire2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (150)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Manip.
---
AI: Main
{
If (Scrutin Eye is in Front Row) Then
{
1/4 Chance:
{
Choose Random Opponent
If (Scrutin Eye's MP >= 22) Then
{
Use Fire2 on Target
} Else {
Use <Drilldrive> on Target
}
}
1/4 Chance:
{
Choose Random Opponent
If (Scrutin Eye's MP >= 22) Then
{
Use Ice2 on Target
} Else {
Use <Drilldrive> on Target
}
}
1/2 Chance:
{
Choose Random Opponent
Use <Drilldrive> on Target
}
} Else {
3/8 Chance:
{
Choose Random Opponent
If (Scrutin Eye's MP >= 22) Then
{
Use Fire2 on Target
} Else {
Use <Drilldrive> on Target
}
}
3/8 Chance:
{
Choose Random Opponent
If (Scrutin Eye's MP >= 22) Then
{
Use Ice2 on Target
} Else {
Use <Drilldrive> on Target
}
}
1/4 Chance:
{
Choose Random Opponent
Use <Drilldrive> on Target
}
}
}
-----------------------------------------------------------------------------
Name: Marine
Lvl: 16 EXP: 75 Win: 100% Eye drop
HP: 300 AP: 8 Steal: [ 8] Shinra Beta
MP: 20 Gil: 150 Morph: X-Potion
---
No Elemental Properties
---
Att: 36 Def: 30 Df%: 10 Dex: 59
MAt: 5 MDf: 60 Lck: 0
---
No Special Attributes
---
Attacks:
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (54)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Grenade
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (67.5)
PAt%: 85
Tar: All Op
Elm: Non-Element
Attr: Manip.
Can't Cover
<Smoke Bullet>
Physical Change Status
PAt%: 75
Tar: 1 Op
Elm: Hidden
Attr: [100] Inflict 'Sleep', 'Darkness'
Manip.
---
AI: Setup
{
TempVar:GrenadeAmmo = 4
}
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent
Use <Smoke Bullet> on Target
Count = 1
} Else If (Count == 1 or 2 or 3) Then {
Choose Random Opponent
Use <Machine Gun> on Target
Count = Count + 1
} Else {
If (Stage == 1) Then
{
If (TempVar:GrenadeAmmo > 0) Then
{
Choose All Opponents
Use Grenade on Target
TempVar:GrenadeAmmo = TempVar:GrenadeAmmo - 1
Count = 3
} Else {
Choose Random Opponent
Use <Machine Gun> on Target
Count = 1
}
} Else {
Count = 0
}
}
}
AI: Counter - General
{
If (Marine's HP <= 2/3rds of Marine's Max HP) Then
{
Stage = 1
} Else {
Stage = 0
}
}
-----------------------------------------------------------------------------
Name: Jenova*BIRTH
Lvl: 25 EXP: 680 Win: 100% White Cape
HP: 4000 AP: 64 Steal: -
MP: 110 Gil: 800 Morph: -
---
Void: Gravity
---
Att: 38 Def: 56 Df%: 1 Dex: 60
MAt: 30 MDf: 180 Lck: 10
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed
---
Attacks:
<Laser>
Physical Attack
Formula: Physical
Pwr: 3x Base (201)
PAt%: 90
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Notes: Cannot Critical
Will sometimes use Laser against all non-Stopped/non-Dead party
members in a single combo
Gas
Physical Attack
Formula: Physical
Pwr: 3x Base (201)
PAt%: 90
Tar: 1 Op
Elm: Non-Element
Attr: Can't Cover
Notes: Cannot Critical
W-Laser
Physical Attack
Formula: Physical
Pwr: 3x Base (201)
PAt%: 90
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Notes: Cannot Critical
Will sometimes use W-Laser against all non-Stopped/non-Dead party
members in a single combo
Tail Laser
Physical Attack
Formula: Physical
Pwr: 3x Base (201)
PAt%: 90
Tar: All Op
Elm: Shoot
Notes: Cannot Critical
Stop
Magical Change Status
Auto Hit
Cost: 34 MP
Tar: All Op/1 Op
Elm: Non-Element
Attr: [ 60] Inflict 'Stop'
Reflectable
---
AI: Setup
{
1/2 Chance: Count = 3
1/2 Chance: Count = 0
}
AI: Main
{
TempVar:LaserAttack = 0
If (Count == 0) Then
{
If (At Least One Opponent has Stop Status) Then
{
Choose Random Opponent with Stop Status
Use Gas on Target
} Else {
If (Jenova*BIRTH's MP >= 34) Then
{
Choose Random Opponent
Use Stop on Target
}
}
Count = 1
} Else If (Count == 1 or 2) Then {
Count = Count + 1
} Else If (Count == 3) Then {
TempVar:LaserAttack = 1
TempVar:ChosenAtt = Laser
Count = 4
} Else If (Count == 4) Then {
Choose All Opponents
Use Tail Laser on Target
If (1/2 Chance) Then
{
Choose All Opponents
Use Tail Laser on Target
}
Count = 5
} Else If (Count == 5) Then {
TempVar:LaserAttack = 1
TempVar:ChosenAtt = W-Laser
Count = 6
} Else {
If (At Least One Opponent has Stop Status) Then
{
Choose Random Opponent with Stop Status
Use Gas on Target
} Else {
If (1/3 Chance) Then
{
Choose Random Opponent
Use Gas on Target
}
}
Count = 0
}
If (TempVar:LaserAttack == 1) Then
{
If (1/3 Chance) Then
{
If (2nd Opponent has neither Death nor Stop Status) Then
{
Choose 2nd Opponent
Use TempVar:ChosenAtt on Target
}
If (1st Opponent has neither Death nor Stop Status) Then
{
Choose 1st Opponent
Use TempVar:ChosenAtt on Target
}
If (3rd Opponent has neither Death nor Stop Status) Then
{
Choose 3rd Opponent
Use TempVar:ChosenAtt on Target
}
} Else {
If (At Least One Opponent doesn't have Stop Status) Then
{
Choose Random Opponent without Stop Status
} Else {
Choose Random Opponent
}
Use TempVar:ChosenAtt on Target
}
}
}
=============================================================================
5.6 Corel
---------
5.6.1 Corel Area
----- ----------
Name: Grangalan
Lvl: 16 EXP: 88 Win: [ 8] Hi-Potion
HP: 550 AP: 10 Steal: -
MP: 60 Gil: 220 Morph: -
---
Void: Earth, Water, Gravity
---
Att: 40 Def: 88 Df%: 1 Dex: 50
MAt: 25 MDf: 120 Lck: 0
---
Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
Manipulate, Peerless, Paralysed
---
Attacks:
Darkeye
Magical Change Status
MAt%: 255
Cost: 4 MP
Tar: 1 Op
Elm: Non-Element
Attr: [ 72] Inflict 'Darkness'
Berserk Attack
Notes: Can only use once Grangalan Jr. is destroyed
Silver Wheel
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (75)
PAt%: 100
Tar: 1 Op
Elm: Shout
Attr: Can't Cover
Animations:
<Put out>
Releases Grangalan Jr.
Notes: Only used once per battle as C/A
<Vanish>
Removes Grangalan Jr. and Grangalan Jr.Jr.
Notes: Final Attack
---
AI: Main
{
If (Stage == 0) Then
{
Choose Random Opponent
Use Silver Wheel on Target
} Else {
If (Grangalan's [402B] == 1) Then
{
If (Count >= 4) Then
{
Count = 0
Choose Random Opponent
Use Silver Wheel on Target
} Else {
Count = Count + 1
}
} Else {
If (Count >= 4) Then
{
Count = 0
Use Darkeye on Target
} Else {
Count = Count + 1
Use Silver Wheel on Target
}
}
}
}
AI: Counter - General
{
Count = Count + 1
If ((Count >= 3) AND (Stage == 0)) Then
{
Choose Self
Use <Put out> on Target
Activate Grangalan Jr.
Stage = 1
}
If (Count > 3) Then
{
Count = 0
}
}
AI: Counter - Death
{
Choose Self
Use <Vanish> on Target
Remove Grangalan Jr.
Remove all Grangalan Jr.Jrs.
}
-----------------------------------------------------------------------------
Name: Grangalan Jr.
Lvl: 15 EXP: 77 Win: [ 8] Hi-Potion
HP: 330 AP: 8 Steal: -
MP: 40 Gil: 110 Morph: -
---
Void: Earth, Water, Gravity
---
Att: 30 Def: 66 Df%: 1 Dex: 55
MAt: 15 MDf: 80 Lck: 0
---
Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
Manipulate, Peerless, Paralysed
If Grangalan dies before Grangalan Jr. is killed, Grangalan will remove
Grangalan Jr., leaving no EXP, AP, Gil or items.
---
Attacks:
Triclops
Magical Change Status
MAt%: 255
Cost: 4 MP
Tar: 1 Op
Elm: Non-Element
Attr: [ 72] Inflict 'Sadness', 'Slow-numb'
Berserk Attack
Notes: Can only use once all Grangalan Jr.Jr. are dead
Silver Wheel
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (55)
PAt%: 100
Tar: 1 Op
Elm: Shout
Attr: Can't Cover
Animations:
<Put out>
Releases 3x Grangalan Jr.Jr.
Notes: Only used once per battle as C/A
---
AI: Main
{
If (Stage == 0) Then
{
Choose Random Opponent
Use Silver Wheel on Target
} Else {
If (Grangalan Jr.'s [402B] == 1) Then
{
If (Count >= 3) Then
{
Count = 0
Choose Random Opponent
Use Silver Wheel on Target
} Else {
Count = Count + 1
}
} Else {
If (Count >= 4) Then
{
Count = 0
Use Triclops on Target
} Else {
Count = Count + 1
Use Silver Wheel on Target
}
}
}
}
AI: Counter - General
{
Count = Count + 1
If (((Count >= 3) OR (1/4 Chance)) AND (Stage == 0) Then
{
Choose Self
Use <Put out> on Target
Activate all Grangalan Jr.Jrs.
Stage = 1
}
}
-----------------------------------------------------------------------------
Name: Grangalan Jr.Jr.
Lvl: 14 EXP: 66 Win: [ 8] Potion
HP: 110 AP: 6 Steal: -
MP: 20 Gil: 55 Morph: -
---
Void: Earth, Water, Gravity
---
Att: 20 Def: 44 Df%: 1 Dex: 60
MAt: 5 MDf: 40 Lck: 0
---
Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
Manipulate, Peerless, Paralysed
If Grangalan dies before Grangalan Jr.Jr. is killed, Grangalan will remove
Grangalan Jr.Jr., leaving no EXP, AP, Gil or items.
---
Attacks:
Stop Eye
Magical Change Status
MAt%: 255
Cost: 4 MP
Tar: 1 Op
Elm: Non-Element
Attr: [ 72] Inflict 'Stop'
Berserk Attack
Notes: Grangalan Jr.Jr. will never use this normally
Silver Wheel
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (35)
PAt%: 100
Tar: 1 Op
Elm: Shout
Attr: Can't Cover
---
AI: Main
{
If (1/4 Chance) Then
{
Choose Random Opponent
Use Silver Wheel on Target
}
}
-----------------------------------------------------------------------------
Name: Needle Kiss
Lvl: 17 EXP: 75 Win: [ 8] Bolt Plume
HP: 180 AP: 8 Steal: [32] Soft
MP: 40 Gil: 130 Morph: Remedy
---
Weak: Wind
Void: Lightning, Earth
---
Att: 26 Def: 38 Df%: 1 Dex: 47
MAt: 25 MDf: 60 Lck: 0
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Chute Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (39)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Chute Attack twice in a single combo
Thunder Kiss
Magical Attack
Formula: Magical
Pwr: 3/4x Base (189)
MAt%: 255
Cost: 4 MP
Tar: 1 Op
Elm: Lightning
Attr: Manip.
---
AI: Setup
{
SpclChance = 8
}
AI: Main
{
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent without Petrify Status
Use Thunder Kiss on Target
} Else {
Choose Random Opponent without Petrify Status
Use <Chute Attack> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent without Petrify Status
Use <Chute Attack> on Target
}
}
}
AI: Counter - General
{
If (Needle Kiss's HP <= 25% of Needle Kiss's Max HP) Then
{
SpclChance = 2
} Else If (Needle Kiss's HP <= 50% of Needle Kiss's Max HP) Then {
SpclChance = 4
} Else If (Needle Kiss's HP <= 75% of Needle Kiss's Max HP) Then {
SpclChance = 6
} Else {
SpclChance = 8
}
}
-----------------------------------------------------------------------------
Name: Beachplug
Lvl: 16 EXP: 95 Win: [ 8] Hi-Potion
HP: 200 AP: 10 Steal: -
MP: 100 Gil: 155 Morph: Turbo Ether
---
Half: Ice
---
Att: 22 Def: 36 Df%: 1 Dex: 52
MAt: 8 MDf: 36 Lck: 0
---
No Special Attributes
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (33)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Berserk Attack
Manip.
Big Guard
Magical Change Status
MAt%: 255
Cost: 56 MP
Tar: All Al (NS)
Elm: Non-Element
Attr: 100% Inflict 'Barrier', 'MBarrier', 'Haste'
Manip.
Notes: Beachplug will never use this normally
Ice
Magical Attack
Formula: Magical
Pwr: 1/2x Base (72)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Manip.
---
AI: Setup
{
Count = Rnd(0..1)
}
AI: Main
{
If (Count == 0) Then
{
Count = 1
} Else If (Count == 1) Then {
Choose Random Opponent
Use <Bite> on Target
Count = 0
} Else If (Count == 2) Then {
Choose Random Opponent
If (Beachplug's MP < 4) Then
{
Use <Bite> on Target
} Else {
Use Ice on Target
}
Count = 3
} Else If (Count == 3) Then {
Count = 4
} Else {
Choose Random Opponent
Use <Bite> on Target
Count = 0
}
}
AI: Counter - Magical
{
Count = 2
}
-----------------------------------------------------------------------------
5.6.2 Mt. Corel
----- ---------
Name: Search Crown
Lvl: 16 EXP: 80 Win: [ 8] Hi-Potion
HP: 150 AP: 8 Steal: [ 8] Turbo Ether
MP: 30 Gil: 111 Morph: Hi-Potion
---
Half: Fire
---
Att: 20 Def: 26 Df%: 1 Dex: 40
MAt: 30 MDf: 70 Lck: 0
---
Immune: Confusion, Frog, Small, Manipulate
---
Attacks:
Seed Shot
Physical Attack
Formula: Physical
Pwr: 1x Base (30)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Can't Cover
Four Laser
Magical Attack
Formula: Magical
Pwr: 7/16x Base (120.75)
MAt%: 100
Cost: 8 MP
Tar: 1 Op
Elm: Non-Element
---
AI: Main
{
Choose Random Opponent
1/2 Chance: Use Seed Shot on Target
1/2 Chance: Use Four Laser on Target
}
-----------------------------------------------------------------------------
Name: Bagnadrana
Lvl: 16 EXP: 110 Win: [ 8] Hi-Potion
HP: 450 AP: 11 Steal: [ 8] Diamond Pin
MP: 60 Gil: 120 Morph: Guard Source
---
Weak: Ice
Void: Fire, Gravity
---
Att: 40 Def: 40 Df%: 1 Dex: 43
MAt: 23 MDf: 80 Lck: 0
---
Immune: Death, Stop, Frog, Small, Petrify, Death-sentence, Manipulate,
Peerless, Paralysed
---
Attacks:
Fang
Physical Attack
Formula: Physical
Pwr: 1x Base (60)
PAt%: 120
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Claw
Physical Attack
Formula: Physical
Pwr: 1x Base (60)
PAt%: 100
Tar: 1 Op
Elm: Hit
Horn
Physical Attack
Formula: Physical
Pwr: 1 1/8x Base (67.5)
PAt%: 100
Tar: 1 Op
Elm: Punch
Poison Breath
Magical Attack
Formula: Magical
Pwr: 3/4x Base (175.5)
MAt%: 90
Cost: 10 MP
Tar: 1 Op
Elm: Poison
Attr: [ 84] Inflict 'Poison'
---
AI: Main
{
Choose Random Opponent
1/4 Chance: Use Fang on Target
1/4 Chance: Use Claw on Target
1/4 Chance: Use Horn on Target
1/4 Chance: Use Poison Breath on Target
}
-----------------------------------------------------------------------------
Name: Bloatfloat
Lvl: 18 EXP: 90 Win: [ 8] Hi-Potion
HP: 240 AP: 9 Steal: [ 8] Soft
MP: 0 Gil: 125 Morph: Hi-Potion
---
Weak: Wind
Void: Earth
---
Att: 20 Def: 36 Df%: 1 Dex: 52
MAt: 24 MDf: 40 Lck: 0
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (31)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Vacuum
Physical Attack
Formula: Physical
Pwr: 1 9/16x Base (48.4375)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
Can't Cover
Spiky Hell
Magical Attack
Formula: Fixed
Pwr: 200
MAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Manip.
Notes: Used only once per battle as a 100% C/A against any magical
ability
Always targets whoever has the highest HP
---
AI: Main
{
Choose Random Opponent
1/2 Chance: Use <Bodyblow> on Target
1/2 Chance: Use Vacuum on Target
}
AI: Counter Magical Ability
{
If (TempVar:SpikyHell == 0) Then
{
Choose Random Opponent with Highest HP
Use Spiky Hell on Target
TempVar:SpikyHell = 1
}
}
-----------------------------------------------------------------------------
Name: Cokatolis
Lvl: 17 EXP: 97 Win: [ 8] Soft
HP: 420 AP: 10 Steal: [32] Soft
MP: 0 Gil: 168 Morph: Soft
---
No Elemental Properties
---
Att: 30 Def: 36 Df%: 1 Dex: 55
MAt: 24 MDf: 60 Lck: 0
---
Immune: Slow-numb, Petrify
---
Attacks:
<Beak>
Physical Attack
Formula: Physical
Pwr: 1x Base (45)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Bird Kick
Physical Attack
Formula: Physical
Pwr: 1x Base (45)
PAt%: 108
Tar: 1 Op
Elm: Hit
Attr: Manip.
Petrify Smog
Magical Change Status
MAt%: 100
Tar: 1 Op
Elm: Hidden
Attr: [ 72] Inflict 'Slow-numb'
Manip.
---
AI: Setup
{
TempVar:AttackTurns = 8
TempVar:PetrifyUses = 2
}
AI: Main
{
If (Count == 0) Then
{
If ((1/4 Chance)
AND (At Least One Opponent doesn't have Slow-numb Status)
AND (At Least One Opponent doesn't have Petrify Status)) Then
{
Choose Random Opponent without both Slow-numb AND Petrify Status
Use Petrify Smog on Target
TempVar:PetrifyUses = TempVar:PetrifyUses - 1
}
Count = 1
} Else If (Count == 1) Then {
If ((At Least One Opponent doesn't have Slow-numb Status)
AND (At Least One Opponent doesn't have Petrify Status)) Then
{
Choose Random Opponent without both Slow-numb AND Petrify Status
1/2 Chance: Use <Beak> on Target
1/2 Chance: Use Bird Kick on Target
TempVar:AttackTurns = TempVar:AttackTurns - 1
If (TempVar:AttackTurns == 0) Then
{
Count = 2
} Else {
Count = 1
}
}
} Else {
If ((TempVar:PetrifyUses > 0) AND (1/3 Chance)) Then
{
If ((At Least One Opponent doesn't have Slow-numb Status)
AND (At Least One Opponent doesn't have Petrify Status)) Then
{
Choose Random Opponent without both Slow-numb AND Petrify Status
Use Petrify Smog on Target
TempVar:AttackTurns = 8
TempVar:PetrifyUses = TempVar:PetrifyUses - 1
}
} Else {
If ((At Least One Opponent doesn't have Slow-numb Status)
AND (At Least One Opponent doesn't have Petrify Status)) Then
{
Choose Random Opponent without both Slow-numb AND Petrify Status
1/2 Chance: Use <Beak> on Target
1/2 Chance: Use Bird Kick on Target
}
}
Count = 1
}
}
-----------------------------------------------------------------------------
Name: Bomb
Lvl: 18 EXP: 150 Win: [ 8] Shrapnel
HP: 600 AP: 20 Steal: [ 8] Right arm
MP: 30 Gil: 192 Morph: Shrapnel
---
Void: Fire, Earth
---
Att: 24 Def: 60 Df%: 1 Dex: 65
MAt: 22 MDf: 60 Lck: 0
---
Immune: Confusion, Stop, Frog, Small, Manipulate, Berserk, Paralysed
Transformation: 1st Form is default
2nd Form occurs as a C/A if HP <= 75% of Max HP
3rd Form occurs as a C/A if HP <= 50% of Max HP
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (37)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Only in 1st Form
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (37)
PAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Only in 2nd Form
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (92.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Only in 3rd Form
Fireball
Magical Attack
Formula: Magical
Pwr: 1x Base (240)
MAt%: 100
Cost: 3 MP
Tar: 1 Op
Elm: Fire
Notes: Only in 2nd and 3rd Form
Bomb Blast
Physical Attack
Formula: Physical
Pwr: 15 7/8x Base (587.375)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: Can't Cover
Notes: 100% C/A if HP drops to 25% of Max HP and below without dying
Kills Bomb when used
Bomb leaves no EXP/AP/Gil/Items after using this
---
AI: Main
{
If (Stage == 0) Then
{
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Bodyblow> (1st Form Version) on Target
}
} Else If (Stage == 1) Then {
Choose Random Opponent
1/4 Chance: Nothing
1/4 Chance: Use Fireball on Target
1/2 Chance: Use <Bodyblow> (2nd Form Version) on Target
} Else {
Choose Random Opponent
1/2 Chance: Use <Bodyblow> (3rd Form Version) on Target
1/2 Chance: Use Fireball on Target
}
}
AI: Counter - General
{
If (Bomb's HP <= 25% of Bomb's Max HP) Then
{
Choose Random Opponent
Use Bomb Blast on Target
Remove Self
} Else If (Bomb's HP <= 50% of Bomb's Max HP) Then {
If (Stage < 2) Then
{
Bomb's [4098] = Bomb's [4098] + 8
Stage = 2
}
} Else If (Bomb's HP <= 75% of Bomb's Max HP) Then {
If (Stage < 1) Then
{
Bomb's [4098] = Bomb's [4098] + 8
Stage = 1
}
}
}
=============================================================================
5.7 Gold Saucer
---------------
5.7.1 Corel Prison
----- ------------
Name: 2-Faced
Lvl: 18 EXP: 100 Win: [ 8] Hi-Potion
HP: 330 AP: 10 Steal: [32] Phoenix Down
MP: 80 Gil: 156 Morph: Hi-Potion
---
Void: Earth
---
Att: 40 Def: 38 Df%: 1 Dex: 48
MAt: 25 MDf: 150 Lck: 0
---
Immune: Stop, Frog, Manipulate, Paralysed
2-Faced will not attack normally; all moves it has are counterattacks.
Although 2-Faced is not immune to Berserk, it does not have a designated
Berserk Attack. As such, it will try to use a non-existant attack, which
happens to cost more MP than it will ever have. Because of this, it will
continually print the message "2-Faced's skill power is used up."
---
Attacks:
Cure3
Magical HP Restore
Formula: Cure
Pwr: Base + 2860 (3118)
MAt%: 255
Cost: 64 MP
Tar: All Op/1 Op
Elm: Restorative
Attr: Reflectable
Notes: Used only as a C/A
Removes 2-Faced when used
2-Faced leaves no EXP/AP/Gil/Items after using this
Self-destruct
Magical Attack
Formula: HP%
Pwr: [Target's HP * 3 / 4]
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: Used only as a C/A
Kills 2-Faced when used
2-Faced leaves no EXP/AP/Gil/Items after using this
---
AI: Counter - General
{
1/8 Chance:
{
Choose Random Opponent
Use Self-destruct on Target
Remove Self
}
1/8 Chance:
{
Choose All Opponents
Use Cure3 on Target
Remove Self
}
3/4 Chance: Nothing
}
-----------------------------------------------------------------------------
Name: Bandit
Lvl: 17 EXP: 99 Win: [ 8] Tent
HP: 360 AP: 10 Steal: [ 8] X-Potion
MP: 0 Gil: 220 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 38 Def: 40 Df%: 1 Dex: 68
MAt: 5 MDf: 96 Lck: 0
---
Immune: Frog
---
Attacks:
<Hit>
Physical Attack
Formula: Physical
Pwr: 1x Base (58)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Bandit will never use this normally
Hold-up
Physical Misc Ability
Auto Hit
Tar: 1 Op
Attr: Steal Gil
Notes: Steals 340 gil
Kill enemy to get it back
Mug
Physical Attack
Formula: Physical
Pwr: 1x Base (58)
PAt%: 100
Tar: 1 Op
Elm: Non-Element
Attr: Steal Inventory
Notes: Randomly picks item from party inventory and removes it
Kill enemy to get it back
<Escape>
Physical Escape Battle
Auto Hit
Tar: Self
---
AI: Setup
{
SelectTar = Choose Random Opponent
}
AI: Main
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
If (Count == 0) Then
{
1/4 Chance: Count = 1
3/4 Chance: Count = 2
} Else If (Count == 1) Then {
Use Hold-up on Target
1/2 Chance: Count = 3
2/2 Chance: Count = 4
} Else If (Count == 2) Then {
Use Mug on Target
1/2 Chance: Count = 3
1/2 Chance: Count = 4
} Else If (Count == 3) Then {
Count = 4
} Else {
Choose Self
Use <Escape> on Target
Remove Self
}
}
AI: Counter - General
{
SelectTar = Prowler's Last Attacker (General)
}
-----------------------------------------------------------------------------
5.7.2 Corel Desert
----- ------------
Name: Death Claw
Lvl: 19 EXP: 96 Win: [ 8] Hi-Potion
HP: 400 AP: 10 Steal: [32] Platinum Bangle
MP: 120 Gil: 168 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 41 Def: 44 Df%: 1 Dex: 51
MAt: 30 MDf: 100 Lck: 0
---
No Special Attributes
---
Attacks:
Claw
Physical Attack
Formula: Physical
Pwr: 1x Base (65)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Death Claw
Physical Attack
Formula: Physical
Pwr: 1x Base (65)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: [ 20] Inflict 'Paralysed'
Manip.
Laser
Magical Attack
Formula: HP%
Pwr: [Target's HP / 2]
MAt%: 100
Cost: 16 MP
Tar: 1 Op
Elm: Gravity
Attr: Reflectable
Manip.
Barrier
Magical Change Status
Auto Hit
Cost: 16 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'Barrier'
Reflectable
MBarrier
Magical Change Status
Auto Hit
Cost: 24 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'MBarrier'
Reflectable
---
AI: Main
{
1/4 Chance:
{
SelectTar = Choose Random Opponent
TempVar:ChosenAtt = Claw
}
1/4 Chance:
{
SelectTar = Choose Random Opponent
TempVar:ChosenAtt = Death Claw
}
1/4 Chance:
{
If (Death Claw has neither Barrier nor MBarrier Status) Then
{
SelectTar = Choose Self
TempVar:ChosenAtt = Barrier
} Else {
SelectTar = Choose Random Opponent
TempVar:ChosenAtt = Laser
}
}
1/4 Chance:
{
If (Death Claw doesn't have MBarrier Status) Then
{
SelectTar = Choose Self
TempVar:ChosenAtt = MBarrier
} Else If (Death Claw doesn't have Barrier Status) Then {
SelectTar = Choose Self
TempVar:ChosenAtt = Barrier
} Else {
SelectTar = Choose Random Opponent
TempVar:ChosenAtt = Death Claw
}
}
Choose SelectTar
Use TempVar:ChosenAtt on Target
}
-----------------------------------------------------------------------------
Name: Bullmotor
Lvl: 19 EXP: 92 Win: [ 8] Ether
HP: 420 AP: 9 Steal: [32] X-Potion
MP: 96 Gil: 140 Morph: Turbo Ether
---
No Elemental Properties
---
Att: 36 Def: 40 Df%: 1 Dex: 61
MAt: 8 MDf: 120 Lck: 0
---
No Special Attributes
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (57)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Matra Magic
Magical Attack
Formula: Magical
Pwr: 11/16x Base (111.375)
MAt%: 100
Cost: 8 MP
Tar: All Op (NS)
Elm: Non-Element
Attr: Reflectable
Manip.
---
AI: Main
{
1/2 Chance:
{
If (At Least One Opponent is in Front Row) Then
{
Choose Random Opponent in Front Row
} Else {
Choose Random Opponent
}
Use <Bodyblow> on Target
}
1/2 Chance:
{
Choose All Opponents
Use Matra Magic on Target
}
}
-----------------------------------------------------------------------------
Name: Land Worm
Lvl: 22 EXP: 400 Win: [ 8] Ether
HP: 1500 AP: 40 Steal: [ 8] Turbo Ether
MP: 80 Gil: 256 Morph: Fire Fang
---
Weak: Ice
Half: Fire, Gravity
Asrb: Earth
---
Att: 60 Def: 80 Df%: 1 Dex: 68
MAt: 42 MDf: 230 Lck: 0
---
Immune: Confusion, Frog
---
Attacks:
Earthquake
Magical Attack
Formula: Magical
Pwr: 3/8x Base (144)
MAt%: 255
Cost: 10 MP
Tar: All Op (NS)
Elm: Earth
Attr: Berserk Attack
Manip.
Sandstorm
Physical Attack
Formula: Physical
Pwr: 2x Base (284)
PAt%: 255
Tar: All Op
Elm: Earth
Attr: [ 48] Inflict 'Darkness'
Manip.
Notes: Status infliction done via Sandstorm is considered to be No Split,
even though the damage itself is split
---
AI: Main
{
If (Land Worm has Poison or Confusion Status) Then
{
Choose All Opponents
Use Sandstorm on Target
} Else {
If (Land Worm's HP <= 50% of Land Worm's Max HP) Then
{
Choose All Opponents
1/2 Chance: Use Sandstorm on Target
1/2 Chance: Use Earthquake on Target
} Else {
Choose All Opponents
Use Earthquake on Target
}
}
}
-----------------------------------------------------------------------------
Name: Cactuar
Lvl: 20 EXP: 1 Win: -
HP: 200 AP: 1 Steal: -
MP: 20 Gil: 10000 Morph: Hi-Potion
---
Void: Fire, Ice, Lightning, Earth, Gravity, Water, Holy, Hidden
---
Att: 30 Def: 40 Df%: 20 Dex: 40
MAt: 20 MDf: 0 Lck: 40
---
Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Haste, Slow,
Stop, Frog, Small, Slow-numb, Petrify, Regen, Death-sentence,
Manipulate, Berserk, Peerless, Paralysed, Darkness
Cactuar has a 7/8th chance per hit that his Df% will be 255 instead of 20
---
Attacks:
<Mystery Kick>
Physical Attack
Formula: Physical
Pwr: 3x Base (144)
PAt%: 90
Tar: 1 Op
Elm: Hit
1000 Needles
Magical Attack
Formula: Fixed
Pwr: 1000
MAt%: 100
Tar: 1 Op
Elm: Shoot
Notes: Cactuar will never use this
<(Report)>
Physical Escape Battle
Auto Hit
Tar: Self
Animations:
<Dodge>
---
AI: Setup
{
TempVar:DfltDf% = Cactuar's Df%
}
AI: Main
{
If (Count == 0 or 1) Then
{
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Mystery Kick> on Target
}
} Else If (Count = 2 or 3 or 4) Then {
Choose Random Opponent
Use <Mystery Kick> on Target
If (1/2 Chance) Then
{
Choose Self
Use <(Report)> on Target
RunCmd 0x22/0x0F
}
} Else {
Choose Random Opponent
Use <Mystery Kick> on Target
Choose Self
Use <(Report)> on Target
RunCmd 0x22/0x0F
}
Count = Count + 1
}
AI: Counter - PreTurn
{
Cactuar's Df% = TempVar:DfltDf%
If (7/8 Chance) Then
{
Cactuar's Df% = 255
}
}
AI: Counter - 13
{
Remove Self
}
-----------------------------------------------------------------------------
Name: Dyne
Lvl: 23 EXP: 600 Win: 100% Silver Armlet
HP: 1200 AP: 55 Steal: -
MP: 20 Gil: 750 Morph: -
---
Void: Gravity
---
Att: 32 Def: 64 Df%: 1 Dex: 55
MAt: 25 MDf: 250 Lck: 0
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
---
Attacks:
Needle Gun
Physical Attack
Formula: Physical
Pwr: 3x Base (165)
PAt%: 90
Tar: 1 Op
Elm: Hit
Notes: Will sometimes use S-Mine or Molotov Cocktail immediately after
Needle Gun in a combo, depending on his HP
S-Mine
Physical Attack
Formula: Physical
Pwr: 3 1/8x Base (171.875)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: Can't Cover
Molotov Cocktail
Physical Attack
Formula: Physical
Pwr: 3 1/4x Base (178.75)
PAt%: 90
Tar: All Op
Elm: Hit
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (144)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Dyne will never use this
---
AI: Setup
{
Stage = 3
Turn off Death Handling for Dyne
}
AI: Main
{
If (Stage == 0) Then
{
Choose Random Opponent
Use Needle Gun on Target
Choose All Opponents
Use Molotov Cocktail on Target
} Else If (Stage == 1) Then {
Choose Random Opponent
Use Needle Gun on Target
Choose Random Opponent
Use S-Mine on Target
} Else If (Stage == 2) Then {
Choose Random Opponent
1/4 Chance: Use S-Mine on Target
3/4 Chance: Use Needle Gun on Target
} Else {
Choose Random Opponent
Use Needle Gun on Target
}
}
AI: Counter - General
{
If (Dyne's HP <= 25% of Dyne's Max HP) Then
{
Stage = 0
} Else If (Dyne's HP <= 50% of Dyne's Max HP) Then {
Stage = 1
} Else If (Dyne's HP <= 75% of Dyne's Max HP) Then {
Stage = 2
} Else {
Stage = 3
}
}
AI: Counter - Death
{
If (1/2 Chance) Then
{
Choose All Opponents
Use Molotov Cocktail on Target
}
Print Message [Dyne "Urgh!"]
RunCmd 0x24/0x00
Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from Dyne
Choose Self
Use <> on Target
Dyne's IdleAnim = Kneeling
}
-----------------------------------------------------------------------------
5.7.3 Gold Saucer Area
----- ----------------
Name: Spencer
Lvl: 17 EXP: 110 Win: [ 8] Saraha Nut
HP: 250 AP: 11 Steal: [ 8] Saraha Nut
MP: 0 Gil: 175 Morph: -
---
No Elemental Properties
---
Att: 42 Def: 22 Df%: 1 Dex: 48
MAt: 30 MDf: 120 Lck: 0
---
No Special Attributes
---
Attacks:
<Swordblade>
Physical Attack
Formula: Physical
Pwr: 1x Base (64)
PAt%: 95
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Upper Cutter
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (80)
PAt%: 110
Tar: 1 Op
Elm: Cut
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/2 Chance: Use <Swordblade> on Target
1/2 Chance: Use Upper Cutter on Target
}
-----------------------------------------------------------------------------
Name: Flapbeat
Lvl: 18 EXP: 140 Win: [ 8] T/S Bomb
HP: 330 AP: 15 Steal: [32] T/S Bomb
MP: 60 Gil: 186 Morph: T/S Bomb
---
Weak: Wind
Void: Earth
---
Att: 40 Def: 36 Df%: 1 Dex: 50
MAt: 32 MDf: 156 Lck: 0
---
Immune: Stop, Frog, Paralysed
---
Attacks:
<Tailbeat>
Physical Attack
Formula: Physical
Pwr: 1x Base (62)
PAt%: 255
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Flying Sickle
Magical Attack
Formula: Magical
Pwr: 3/4x Base (225)
MAt%: 255
Cost: 8 MP
Tar: 1 Op
Elm: Wind
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
If (At Least One Ally (Except Self) with same Formation ID
doesn't have Death Status) Then
{
1/4 Chance: Use Flying Sickle on Target
3/4 Chance: Use <Tailbeat> on Target
} Else 37 {
1/3 Chance: Use <Tailbeat> on Target
2/3 Chance: Use Flying Sickle on Target
}
}
-----------------------------------------------------------------------------
Name: Joker
Lvl: 18 EXP: 150 Win: [ 8] Hi-Potion
HP: 370 AP: 30 Steal: -
MP: 0 Gil: 260 Morph: -
---
Weak: Wind
Void: Earth
---
Att: 45 Def: 32 Df%: 1 Dex: 60
MAt: 31 MDf: 162 Lck: 0
---
Immune: Frog, Small, Manipulate
---
Attacks:
<Spinning Card>
Physical Attack
Formula: Physical
Pwr: 1x Base (70)
PAt%: 110
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Spade
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (105)
PAt%: 130
Tar: 1 Op
Elm: Non-Element
Attr: Can't Cover
Heart
Magical HP Restore
Formula: Cure
Pwr: Base + 220 (514)
MAt%: 255
Tar: 1 Op
Elm: Restorative
Club
Magical Attack
Formula: Magical
Pwr: 3/4x Base (220.5)
MAt%: 255
Tar: 1 Op
Elm: Earth
Diamond
Magical Attack
Formula: Magical
Pwr: 1/16x Base (18.375)
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Joker
Magical Change Status
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: [ 48] Inflict 'Death'
---
AI: Main
{
Choose Random Opponent
1/8 Chance: Use Heart on Target
1/8 Chance: Use Club on Target
1/8 Chance: Use Diamond on Target
1/8 Chance: Use Joker on Target
1/4 Chance: Use <Spinning Card> on Target
1/4 Chance: Use Spade on Target
}
-----------------------------------------------------------------------------
Name: Harpy
Lvl: 18 EXP: 148 Win: [ 8] Hi-Potion
HP: 800 AP: 14 Steal: [ 8] Striking Staff
MP: 200 Gil: 210 Morph: Elixir
---
Half: Gravity
---
Att: 50 Def: 32 Df%: 1 Dex: 58
MAt: 13 MDf: 100 Lck: 0
---
Immune: Death, Stop, Frog, Small, Petrify, Death-sentence, Peerless,
Paralysed
Note: The Harpy's Counter - General script sets an unused temporary variable
(SpclChance) which, unfortunately, overwrites the Harpy's knowledge of which
object in battle is the Chocobo (should a Chocobo battle occur). Thus,
killing a Harpy may not cause immediate capture of the Chocobo. However, in
most cases, the Chocobo's own AI script should rectify the situation. Don't
be surprised if you get occassions when the Chocobo runs away immediately
after the Harpy dies, however
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (106)
PAt%: 130
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Poison Storm
Magical Change Status
MAt%: 100
Cost: 20 MP
Tar: 1 Op
Elm: Non-Element
Attr: [100] Inflict 'Poison'
Manip.
Aqualung
Magical Attack
Formula: Magical
Pwr: 3 1/4x Base (604.5)
MAt%: 100
Cost: 34 MP
Tar: All Op (NS)
Elm: Water
Attr: Reflectable
Manip.
---
AI: Setup
{
Count = Rnd(0..1)
}
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent
Use Poison Storm on Target
Count = Count + 1
} Else If (Count == 1) Then {
Choose Random Opponent
Use <Claw> on Target
Count = Count + 1
} Else {
Choose Random Opponent
Use Aqualung on Target
Count = 0
}
}
AI: Counter - General
{
If (Harpy's HP <= 25% of Harpy's Max HP) Then
{
SpclChance = 3
} If (Harpy's HP <= 50% of Harpy's Max HP) Then {
SpclChance = 4
} If (Harpy's HP <= 75% of Harpy's Max HP) Then {
SpclChance = 5
} Else {
SpclChance = 8
}
}
=============================================================================
5.8 Battle Square (Part One)
----------------------------
The enemies you meet in Battle Square at this point are simply replicas of
enemies mentioned previously in this guide, but with the following changes:
[200% HP]
[125% Att]
[125% MAt]
When you begin a fight in Battle Square, you have a 50/50 chance of being
placed in either Group A or Group B. This dictates the precise selection of
enemies you will face as you progress through the battles. Each battle has
4 possible enemy formations per Group, and the one you face is picked
randomly (25% of each) when you start that battle.
Until you get the Tiny Bronco, Battle Square will have the following battle
sets:
1st Battle - Group A
2x Mono Drive
2x Grunt
3x Grunt
1x Guard Hound
1st Battle - Group B
2x Guard Hound
1x Grashtrike
2x Chuse Tank
3x Grashtrike
2nd Battle - Group A
3x Blugu
2x Hedgehog Pie
2x Whole Eater
2x Sahagin, 1x Ceasar
2nd Battle - Group B
3x Hedgehog Pie
1x Whole Eater, 2x Hedgehog Pie
3x Ceasar
1x Sweeper
3rd Battle - Group A
2x Cripshay, 1x Deenglow
3x Ghost
2x Ghost, 1x Deenglow
1x Eligor
3rd Battle - Group B
2x Deenglow
3x Deenglow
2x Aero Combatant
1x Eligor
4th Battle - Group A
2x Sword Dance
1x Moth Slasher
2x Brain Pod
1x Vargid Police, 1x Zenene
4th Battle - Group B
1x Sword Dance
3x Sword Dance
2x Moth Slasher
1x Brain Pod
5th Battle - Group A
1x Devil Ride
3x Kalm Fang
3x Levrikon
2x Elfadunk
5th Battle - Group B
2x Custom Sweeper
1x Levrikon, 2x Mu
1x Levrikon, 2x Elfadunk
2x Levrikon
6th Battle - Group A
2x Madouge
3x Castanets
3x Crawler, 1x Ark Dragon
5x Crawler
6th Battle - Group B
2x Madouge, 3x Crawler
4x Castanets
2x Castanets, 1x Ark Dragon, 1x Crawler
4x Scrutin Eye
7th Battle - Group A
2x Nerosuferoth
1x Zemzelett
5x Capparwire
4x Beachplug
7th Battle - Group B
2x Nerosuferoth, 1x Formula
2x Formula
1x Zemzelett
1x Nerosuferoth, 2x Capparwire
8th Battle - Group A and B
1x Hell Rider VR2
1x Grangalan
2x Bagnadrana
1x Harpy
=============================================================================
5.9 Gongaga
-----------
5.9.1 Gongaga Area
----- ------------
Name: Grand Horn
Lvl: 19 EXP: 180 Win: [ 8] War Gong, [ 8] Hi-Potion
HP: 460 AP: 15 Steal: -
MP: 43 Gil: 240 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 46 Def: 42 Df%: 1 Dex: 60
MAt: 15 MDf: 90 Lck: 0
---
No Special Attributes
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (100)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Grand Punch
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (306)
MAt%: 255
Tar: 1 Op
Elm: Earth
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/2 Chance: Use <Punch> on Target
1/2 Chance: Use Grand Punch on Target
}
-----------------------------------------------------------------------------
Name: Gagighandi
Lvl: 19 EXP: 173 Win: [ 8] Soft
HP: 480 AP: 18 Steal: [32] Soft
MP: 55 Gil: 220 Morph: Remedy
---
No Elemental Properties
---
Att: 40 Def: 38 Df%: 1 Dex: 45
MAt: 25 MDf: 72 Lck: 0
---
No Special Attributes
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (63)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Stone Stare
Magical Change Status
MAt%: 255
Cost: 5 MP
Tar: 1 Op
Elm: Hidden
Attr: 100% Inflict 'Slow-numb'
Manip.
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
If ((3/4 Chance) AND (At Least One Opponent
doesn't have Petrify Status)) Then
{
Choose Random Opponent without Petrify Status
Use Stone Stare on Target
} Else {
Choose Random Opponent
Use <Claw> on Target
}
TempVar:OpeningAttack = 1
} Else {
If ((1/4 Chance) AND (At Least One Opponent
doesn't have Petrify Status)) Then
{
Choose Random Opponent without Petrify Status
Use Stone Stare on Target
} Else {
Choose Random Opponent
Use <Claw> on Target
}
}
}
-----------------------------------------------------------------------------
Name: Touch Me
Lvl: 18 EXP: 170 Win: [ 8] Maiden's Kiss
HP: 300 AP: 23 Steal: [32] Impaler
MP: 74 Gil: 180 Morph: Remedy
---
No Elemental Properties
---
Att: 30 Def: 20 Df%: 1 Dex: 68
MAt: 28 MDf: 100 Lck: 0
---
Immune: Frog, Small
---
Attacks:
Frog Jab
Physical Attack
Formula: Physical
Pwr: 1/8x Base (5.75)
PAt%: 85
Tar: 1 Op
Elm: Hit
Attr: 100% Toggle 'Frog'
Berserk Attack
Manip.
Frog Song
Magical Change Status
MAt%: 100
Cost: 5 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Toggle 'Frog', 'Sleep'
Reflectable
Manip.
---
AI: Setup
{
TempVar:TurnsUntilFrogSong = Rnd(0..3)
TempVar:StartFrogJabs = Rnd(1..2)
}
AI: Main
{
If (TempVar:StartFrogJabs > 0) Then
{
Choose Random Opponent
Use Frog Jab on Target
TempVar:StartFrogJabs = TempVar:StartFrogJabs - 1
} Else If (TempVar:TurnsUntilFrogSong == 0) Then {
If (At Least One Opponent doesn't have Frog Status) Then
{
Choose Random Opponent without Frog Status
Use Frog Song on Target
TempVar:TurnsUntilFrogSong = Rnd(1..3)
} Else {
Choose Random Opponent
Use Frog Jab on Target
TempVar:TurnsUntilFrogSong = 0
}
} Else {
TempVar:TurnsUntilFrogSong = TempVar:TurnsUntilFrogSong - 1
}
}
AI: Counter - Physical
{
If (1/5 Chance) Then
{
Choose Touch Me's Last Attacker (Physical)
Use Frog Jab on Target
}
}
AI: Counter - Magical
{
If (1/5 Chance) Then
{
Choose Touch Me's Last Attacker (Magical)
Use Frog Song on Target
}
}
-----------------------------------------------------------------------------
5.9.2 Jungle
----- ------
Name: Turks:Reno
Lvl: 22 EXP: 660 Win: 100% Fairy Tale
HP: 2000 AP: 60 Steal: -
MP: 80 Gil: 1500 Morph: -
---
Void: Gravity
---
Att: 35 Def: 66 Df%: 1 Dex: 69
MAt: 35 MDf: 164 Lck: 0
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
Turks:Reno will escape on the next turn after Turks:Rude is defeated. If
this happens, Turks:Reno will not drop any EXP/AP/Gil/Items
BUG: Due to flaws in Turks:Reno's AI Script, he will also react to Ice
Crystal, Bolt Plume and Swift Bolt as if they were Bolt spells
---
Attacks:
<Short Staff>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (73.75)
PAt%: 110
Tar: 1 Op
Elm: Hit
Turk Light
Magical Attack
Formula: Magical
Pwr: 3/4x Base (256.5)
MAt%: 90
Tar: 1 Op
Elm: Non-Element
Electroprod
Physical Attack
Formula: Physical
Pwr: 3x Base (177)
PAt%: 90
Tar: 1 Op
Elm: Lightning
<(Report)>
Physical Escape Battle
Auto Hit
Tar: Self
---
AI: Main
{
TempVar:TurnTaken = 0
If (Turks:Rude has Death Status) Then
{
Choose Self
Use <(Report)> on Target
Remove Self
TempVar:TurnTaken = 1
}
If ((TempVar:TurnTaken == 0) AND (TempVar:Counter == 1)) Then
{
Choose SelectTar
Use Electroprod on Target
TempVar:Counter = 0
} Else {
Choose Random Opponent
1/2 Chance: Use <Short Staff> on Target
1/2 Chance: Use Turk Light on Target
}
}
AI: Counter - Death
{
Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/
Manipulate/Berserk Statuses from Turks:Reno
Print Message [Reno "We may be retreating, but...]
Print Message [we're still victorious."]
Turn off Death Handling for Turks:Reno
Choose Self
Use <(Report)> on Target
}
AI: Counter - Magical
{
If (Last Sub-Command == 0x21 (Bolt) or 0x22 (Bolt2) or 0x23 (Bolt3)) Then
{
SelectTar = Turks:Reno's Last Attacker (Magical)
TempVar:Counter = 1
}
}
-----------------------------------------------------------------------------
Name: Turks:Rude
Lvl: 23 EXP: 720 Win: 100% X-Potion
HP: 2000 AP: 70 Steal: -
MP: 135 Gil: 2000 Morph: -
---
Void: Gravity
---
Att: 40 Def: 100 Df%: 1 Dex: 65
MAt: 35 MDf: 200 Lck: 0
---
Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
Turks:Rude will escape on the next turn after Turks:Reno is defeated. If
this happens, Turks:Rude will not drop any EXP/AP/Gil/Items
Turks:Rude also has an aversion to attacking Tifa, and will only target her
once all other party members have been disabled. Even then, he has a 1/3
chance of hesitating instead
---
Attacks:
<Shoulder Attack>
Physical Attack
Formula: Physical
Pwr: 3x Base (204)
PAt%: 90
Tar: 1 Op
Elm: Hit
Fire
Magical Attack
Formula: Magical
Pwr: 1/2x Base (174)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Will never be used on Tifa
Cure
Magical HP Restore
Formula: Cure
Pwr: Base + 110 (458)
MAt%: 255
Cost: 5 MP
Tar: 1 Al/All Al
Elm: Restorative
Attr: Reflectable
Grand Spark
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (522)
MAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Turks:Rude will never use this
<(Report)>
Physical Escape Battle
Auto Hit
Tar: Self
<Cover>
Tar: Self
Auto Hit
Notes: Turks:Rude will sometimes take hits for Turks:Reno
---
AI: Main
{
TempVar:TurnTaken = 0
If (Turks:Reno has Death Status) Then
{
Choose Self
Use <(Report)> on Target
Remove Self
TempVar:TurnTaken = 1
}
If ((TempVar:TurnTaken == 0)
AND (Turks:Reno's HP < 50% of Turks:Reno's Max HP)) Then
{
TempVar:CureCounter = TempVar:CureCounter + 1
If ((Turks:Rude's MP >= 5) AND (TempVar:CureCounter >= 2)) Then
{
Choose Turks:Reno
Use Cure on Target
TempVar:TurnTaken = 1
TempVar:CureCounter = 0
}
}
If (TempVar:TurnTaken == 0) Then
{
If (1/3 Chance) Then
{
If (Turks:Rude's MP >= 4) Then
{
Choose Random Opponent
If (Target isn't Tifa) Then
{
Use Fire on Target
TempVar:TurnTaken = 1
}
}
}
}
If (TempVar:TurnTaken == 0) Then
{
Choose Random Opponent who isn't Tifa
If (Target exists) Then
{
Use <Shoulder Attack> on Target
} Else {
1/3 Chance: Print Message [Rude ".................."]
2/3 Chance:
{
Choose Tifa
Use <Shoulder Attack> on Target
}
}
}
}
AI: Counter - Death
{
Print Message [Rude ".................."]
Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/
Manipulate/Berserk Statuses from Turks:Rude
Turn off Death Handling for Turks:Reno
Choose Self
Use <(Report)> on Target
}
-----------------------------------------------------------------------------
Name: Kimara Bug
Lvl: 19 EXP: 190 Win: [ 8] Hi-Potion
HP: 700 AP: 19 Steal: [32] Spider Web
MP: 25 Gil: 278 Morph: Hourglass
---
Void: Gravity
---
Att: 37 Def: 40 Df%: 1 Dex: 61
MAt: 5 MDf: 180 Lck: 0
---
No Special Attributes
---
Attacks:
Butterfly Attack
Physical Attack
Formula: Physical
Pwr: 1x Base (58)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Stop Web
Magical Change Status
MAt%: 100
Cost: 5 MP
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Stop'
Manip.
Spider Attack
Physical Attack
Formula: Physical
Pwr: 2 1/8x Base (123.25)
PAt%: 255
Tar: 1 Op
Elm: Cut
Attr: Manip.
Can't Cover
---
AI: Main
{
If (At Least One Opponent doesn't have Stop Status) Then
{
Choose Random Opponent
1/2 Chance: Use Butterfly Attack on Target
1/2 Chance: Use Stop Web on Target
} Else {
Choose Random Opponent
1/2 Chance: Use Spider Attack on Target
1/2 Chance: Use Butterfly Attack on Target
}
}
-----------------------------------------------------------------------------
Name: Flower Prong
Lvl: 19 EXP: 240 Win: [ 8] Earth Drum
HP: 550 AP: 24 Steal: -
MP: 68 Gil: 400 Morph: -
---
Weak: Fire, Earth
Asrb: Poison
---
Att: 40 Def: 58 Df%: 1 Dex: 68
MAt: 30 MDf: 200 Lck: 0
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
Manipulate, Berserk
This is Type A: the Flower Prong that you will meet first in battle.
If it is not dead before it reaches 70% of Max HP or below, it will use
<Change> and immediately transform to Type B below. Type B should be
considered an entirely new enemy, as no damage or stats from the Type A
battle carry over
---
Attacks:
Bio2
Magical Attack
Formula: Magical
Pwr: 1 5/16x Base (385.875)
MAt%: 100
Cost: 36 MP
Tar: 1 Op/All Op
Elm: Poison
Attr: [ 48] Inflict 'Poison'
Reflectable
Drain
Magical Absorb
Formula: Magical
Pwr: 3/8x Base (110.25)
MAt%: 255
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Notes: Flower Prong will never use this
Energy Siphon
Magical MP Absorb
Formula: Magical
Pwr: [Target's MP * 3 / 4]
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: Flower Prong will never use this
Animations:
<Change>
Transforms into 2nd Form
Notes: Only used when HP is at 70% or lower
---
AI: Main
{
If (Count == 0) Then
{
If (Flower Prong's MP >= 36) Then
{
If (At Least One Opponent doesn't have Poison Status) Then
{
Choose Random Opponent without Poison
} Else {
Choose Random Opponent
}
Use Bio2 on Target
}
Count = 1
} Else {
Count = 0
}
}
AI: Counter - General
{
If (Flower Prong's HP <= 70% of Flower Prong's Max HP) Then
{
If (TempVar:Changed == 0) Then
{
Choose Self
Use <Change> on Target
Activate Flower Prong <Type B>
Remove Self
TempVar:Changed = 1
}
}
}
-----------------------------------------------------------------------------
Name: Flower Prong
Lvl: 19 EXP: 220 Win: [ 8] Earth Drum
HP: 550 AP: 22 Steal: -
MP: 68 Gil: 350 Morph: -
---
Weak: Fire, Earth
Asrb: Poison
---
Att: 42 Def: 58 Df%: 1 Dex: 68
MAt: 38 MDf: 250 Lck: 0
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
Manipulate, Berserk
This is Type B: the Flower Prong Type A becomes when damaged enough.
If it is not dead before it reaches 70% of Max HP or below, it will use
<Change> and immediately transform to Type C below. Type C should be
considered an entirely new enemy, as no damage or stats from the Type B
battle carry over
---
Attacks:
Seed Bullet
Physical Attack
Formula: Physical
Pwr: 1x Base (66)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Can't Cover
Energy Siphon
Magical MP Absorb
Formula: Magical
Pwr: [Target's MP * 7 / 8]
MAt%: 255
Tar: 1 Op
Elm: Non-Element
Notes: Flower Prong will never use this
Animations:
<Change>
Transforms into 3rd Form
Notes: Only used when HP is at 70% or lower
---
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent with Highest HP
Use Seed Bullet on Target
Count = 1
} Else {
Count = 0
}
}
AI: Counter - General
{
If (Flower Prong's HP <= 70% of Flower Prong's Max HP) Then
{
If (TempVar:Changed == 0) Then
{
Choose Self
Use <Change> on Target
Activate Flower Prong <Type C>
Remove Self
TempVar:Changed = 1
}
}
}
-----------------------------------------------------------------------------
Name: Flower Prong
Lvl: 19 EXP: 200 Win: [ 8] Earth Drum
HP: 550 AP: 20 Steal: -
MP: 68 Gil: 300 Morph: -
---
Weak: Fire, Earth
Asrb: Poison
---
Att: 44 Def: 58 Df%: 1 Dex: 68
MAt: 46 MDf: 300 Lck: 0
---
Immune: Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
Manipulate, Berserk
This is Type C: the Flower Prong Type B becomes when damaged enough
---
Attacks:
W Laser
Magical Attack
Formula: HP%
Pwr: [Target's HP * 15 / 16]
MAt%: 98
Tar: 1 Op
Elm: Shoot
Pollen
Physical Attack
Formula: Physical
Pwr: 3/4x Base (52.5)
PAt%: 130
Tar: All Op
Elm: Non-Element
Attr: [ 80] Inflict 'Sleep'
Notes: Status infliction done via Pollen is considered to be No Split,
even though the damage itself is split
Bio2
Magical Attack
Formula: Magical
Pwr: 1 5/16x Base (511.875)
MAt%: 100
Cost: 36 MP
Tar: 1 Op/All Op
Elm: Poison
Attr: [ 48] Inflict 'Poison'
Reflectable
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
Choose Random Opponent
Use Pollen on Target
TempVar:OpeningAttack = 1
} Else {
If ((1/8 Chance) AND (Flower Prong's MP >= 36)) Then
{
Choose Random Opponent
Use Bio2 on Target
} Else {
Choose Random Opponent with Highest HP
Use W Laser on Target
}
}
}
-----------------------------------------------------------------------------
5.9.3 Meltdown Reactor
----- ----------------
Name: Heavy Tank
Lvl: 21 EXP: 340 Win: [ 8] Hi-Potion
HP: 1600 AP: 45 Steal: [32] Phoenix Down
MP: 25 Gil: 1300 Morph: Power Source
---
Void: Gravity
---
Att: 49 Def: 34 Df%: 1 Dex: 68
MAt: 37 MDf: 90 Lck: 0
---
Immune: Frog
---
Attacks:
<Charge>
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (169.5)
PAt%: 80
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Wheelie Attack
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (169.5)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: Manip.
Big Spiral
Physical Attack
Formula: Physical
Pwr: 1 1/2x Base (169.5)
PAt%: 110
Tar: All Op
Elm: Hit
Attr: Manip.
---
AI: Setup
{
Count = Rnd(0..3)
SpclChance = 8
}
AI: Main
{
TempVar:NormalAttack = 0
If (Count == 0 or 1) Then
{
TempVar:NormalAttack = 1
TempVar:ChosenAtt = <Charge>
Count = Count + 1
} Else If (Count == 2) Then {
TempVar:NormalAttack = 1
TempVar:ChosenAtt = Wheelie Attack
Count = 3
} Else {
Choose All Opponents
Use Big Spiral on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose All Opponents
Use Big Spiral on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
Choose All Opponents
Use Big Spiral on Target
}
Count = 0
}
If (TempVar:NormalAttack == 1) Then
{
TempVar:AttackedTarget = 0
If ((2nd Opponent doesn't have Death Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose 2nd Opponent
Use TempVar:ChosenAtt on Target
TempVar:AttackedTarget = 1
}
If ((1st Opponent doesn't have Death Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose 1st Opponent
Use TempVar:ChosenAtt on Target
TempVar:AttackedTarget = 1
}
If ((3rd Opponent doesn't have Death Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose 3rd Opponent
Use TempVar:ChosenAtt on Target
TempVar:AttackedTarget = 1
}
If (TempVar:AttackedTarget == 0) Then
{
Choose Random Opponent
Use TempVar:ChosenAtt on Target
}
}
}
AI: Counter - General
{
If (Heavy Tank's HP <= 25% of Heavy Tank's Max HP) Then
{
SpclChance = 2
} Else If (Heavy Tank's HP <= 50% of Heavy Tank's Max HP) Then {
SpclChance = 3
} Else If (Heavy Tank's HP <= 75% of Heavy Tank's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 8
}
}
=============================================================================
5.10 Cosmo Canyon
-----------------
5.10.1 Cosmo Area
------ ----------
Name: Crown Lance
Lvl: 20 EXP: 225 Win: [ 8] Hi-Potion
HP: 440 AP: 23 Steal: -
MP: 70 Gil: 400 Morph: Dream Powder
---
Weak: Fire
Void: Earth
Asrb: Lightning
---
Att: 34 Def: 30 Df%: 1 Dex: 60
MAt: 31 MDf: 140 Lck: 0
---
Immune: Confusion, Stop, Manipulate, Berserk, Paralysed
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (55)
PAt%: 130
Tar: 1 Op
Elm: Punch
Notes: Only used while Crown Lance is in the frontmost row
Sleepel
Magical Change Status
MAt%: 100
Cost: 8 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Inflict 'Sleep'
Reflectable
Notes: Only used while Crown Lance is not in the frontmost row
Bolt
Magical Attack
Formula: Magical
Pwr: 1/2x Base (153)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Notes: Only used while Crown Lance is not in the frontmost row
Deadly Needles
Magical Attack
Formula: Magical
Pwr: 1/16x Base (19.125)
MAt%: 124
Tar: 1 Op
Elm: Punch
Attr: 100% Inflict 'Petrify'
Notes: Only used as 100% C/A if Crown Lance has Advanced to the front
and HP < 220
Animations:
<Advance>
Moves Crown Lance forward
<Retreat>
Moves Crown Lance backward
---
AI: Setup
{
TempVar:DfltRange = Crown Lance's Range
}
AI: Main
{
Count = Count + 1
If (Crown Lance's Range == 1) Then
{
If (Count > 3) Then {
If (TempVar:DfltRange != 1) Then
{
Choose Self
Use <Retreat> on Target
Crown Lance's Range = Crown Lance's Range + 1
}
Count = 0
} Else {
Choose Random Opponent
Use <Claw> on Target
}
} Else If (Count > 2) Then {
Choose Self
Use <Advance> on Target
Crown Lance's Range = Crown Lance's Range - 1
Count = 0
} Else {
Choose Random Opponent
If ((3/4 Chance) AND (Target doesn't have Sleep Status)) Then
{
Use Sleepel on Target
} Else {
Use Bolt on Target
}
}
}
AI: Counter - General
{
If ((Crown Lance's Range == 1) AND (Crown Lance's HP < 220)) Then
{
Choose Crown Lance's Last Attacker (General)
Use Deadly Needles on Target
Crown Lance's Range = TempVar:DfltRange
}
}
-----------------------------------------------------------------------------
Name: Skeeskee
Lvl: 20 EXP: 222 Win: [ 8] Hyper
HP: 540 AP: 22 Steal: [32] Tranquilizer
MP: 0 Gil: 222 Morph: Hyper
---
No Elemental Properties
---
Att: 45 Def: 40 Df%: 1 Dex: 55
MAt: 33 MDf: 120 Lck: 0
---
Immune: Frog
---
Attacks:
<Beak>
Physical Attack
Formula: Physical
Pwr: 1x Base (101)
PAt%: 103
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Rage Bomber
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (252.5)
PAt%: 75
Tar: 1 Op
Elm: Shout
Attr: [ 72] Inflict 'Fury'
Manip.
Notes: Only used as C/A when HP <= 50% of Max HP, or when Poisoned
---
AI: Main
{
If (Skeeskee has Poison Status) Then
{
Choose Random Opponent
1/2 Chance: Use <Beak> on Target
1/2 Chance: Use Rage Bomber on Target
} Else {
Choose Random Opponent
Use <Beak> on Target
}
}
AI: Counter - General
{
If (Skeeskee's HP <= 50% of Skeeskee's Max HP) Then
{
Choose Skeeskee's Last Attacker (General)
Use Rage Bomber on Target
}
}
-----------------------------------------------------------------------------
Name: Bagrisk
Lvl: 19 EXP: 240 Win: [ 8] Soft
HP: 400 AP: 30 Steal: See Attributes
MP: 50 Gil: 275 Morph: Remedy
---
No Elemental Properties
---
Att: 50 Def: 44 Df%: 1 Dex: 45
MAt: 39 MDf: 100 Lck: 0
---
(Full List) Steal: [32] Soft, [32] Soft, [ 8] Vagyrisk Claw
---
Attacks:
<Tail>
Physical Attack
Formula: Physical
Pwr: 1x Base (108)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Tail twice in a single combo
Stone Strike
Magical Change Status
MAt%: 255
Cost: 10 MP
Tar: 1 Op
Elm: Hidden
Attr: 100% Inflict 'Petrify'
Manip.
Notes: Only used normally once per battle
Quake2
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (522)
MAt%: 100
Cost: 28 MP
Tar: 1 Op/All Op
Elm: Earth
Attr: Reflectable
---
AI: Setup
{
1/3 Chance: Count = 1
2/3 Chance: Count = 0
SpclChance = 16
TempVar:StoneStrike = 1
}
AI: Main
{
If (Count == 0) Then
{
If (At Least One Opponent doesn't have Petrify) Then
{
Choose Random Opponent without Petrify
Use <Tail> on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent without Petrify
Use <Tail> on Target
}
Count = 1
} Else If (Count == 1) Then {
If (At Least One Opponent doesn't have Petrify) Then
{
If ((Bagrisk's MP >= 28) AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent without Petrify
Use Quake2 on Target
} Else {
Choose Random Opponent without Petrify
Use <Tail> on Target
}
}
Count = 2
} Else {
If (At Least One Opponent doesn't have Petrify Status) Then
{
If ((Rnd(1..SpclChance) == 1) AND (TempVar:StoneStrike == 1)) Then
{
Choose Random Opponent without Petrify Status
Use Stone Strike on Target
TempVar:StoneStrike = 0
} Else {
Choose Random Opponent without Petrify Status
Use <Tail> on Target
}
}
Count = 0
}
}
AI: Counter - General
{
If (Bagrisk's HP <= 25% of Bagrisk's Max HP) Then
{
SpclChance = 3
} Else If (Bagrisk's HP <= 50% of Bagrisk's Max HP) Then {
SpclChance = 6
} Else If (Bagrisk's HP <= 75% of Bagrisk's Max HP) Then {
SpclChance = 9
} Else {
SpclChance = 16
}
}
-----------------------------------------------------------------------------
Name: Desert Sahagin
Lvl: 20 EXP: 230 Win: [ 8] Potion
HP: 580 AP: 21 Steal: [32] Potion
MP: 0 Gil: 300 Morph: Fire Veil
---
AutoH: Punch
Weak: Ice
Half: Fire
Asrb: Water
---
Att: 46 Def: 32 Df%: 1 Dex: 56
MAt: 38 MDf: 120 Lck: 0
---
No Special Attributes
---
Attacks:
<Harpoon>
Physical Attack
Formula: Physical
Pwr: 1x Base (102)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Sandgun
Physical Change Status
PAt%: 120
Tar: 1 Op
Elm: Earth
Attr: [ 48] Inflict 'Darkness'
Manip.
Animations:
<Shell Defense>
Notes: Used as Hurt Animation when Desert Sahagin's Def is set to 512
BUG: Desert Sahagin's Def will permenantly be 512 once this is
active. There is a 1/16 chance per action *ANY* ally or enemy
takes (whether it hits Desert Sahagin or not) that Shell
Defense will be set
---
AI: Setup
{
TempVar:CurHurt = Desert Sahagin's HurtAnim
TempVar:CurDef = Desert Sahagin's Def
}
AI: Main
{
Choose Random Opponent
1/2 Chance: Use Sandgun on Target
1/2 Chance: Use <Harpoon> on Target
}
AI: Counter - PreTurn
{
TempVar:CurHurt = Desert Sahagin's HurtAnim
TempVar:CurDef = Desert Sahagin's Def
If (1/16 Chance) Then
{
Desert Sahagin's HurtAnim = Shell Defense
Desert Sahagin's Def = 512
}
}
-----------------------------------------------------------------------------
Name: Griffin
Lvl: 21 EXP: 260 Win: 100% Phoenix Down
HP: 760 AP: 25 Steal: [32] Phoenix Down
MP: 40 Gil: 350 Morph: Phoenix Down
---
No Elemental Properties
---
Att: 45 Def: 42 Df%: 1 Dex: 58
MAt: 35 MDf: 160 Lck: 0
---
Immune: Sleep, Confusion, Stop, Frog, Small, Manipulate, Berserk, Paralysed
Transformation: 1st Form is default
2nd Form flies in the air and has Can't Reach
Note that the first time Griffin takes to the air, it'll have 31 Df%
The first time it lands again after that, it'll have 0 Df%
After that, it will have 0 Df% on the ground, and 30 Df% in the air
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (103)
PAt%: 130
Tar: 1 Op
Elm: Punch
Notes: Only in 1st Form
Peacock
Magical MP Attack
Formula: Magical
Pwr: 1/4x Base (84)
MAt%: 140
Cost: 8 MP
Tar: All Op (NS)
Elm: Non-Element
Notes: Only in 1st Form
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (103)
PAt%: 130
Tar: 1 Op
Elm: Punch
Notes: Only in 2nd Form
<Peacock>
Magical MP Attack
Formula: Magical
Pwr: 1/4x Base (84)
MAt%: 140
Cost: 8 MP
Tar: All Op (NS)
Elm: Non-Element
Notes: Only in 2nd Form
---
AI: Setup
{
TempVar:DfltDf% = Griffin's Df%
}
AI: Main
{
If (Griffin's IdleAnim == On Land) Then
{
1/4 Chance:
{
If (TempVar:1stLandAttack == 1) Then
{
Choose Random Opponent
Use <Claw> on Target
} Else {
Choose Self
Use <> on Target
Griffin's IdleAnim = In Air
Griffin's Df% = Griffin's Df% + 30
Griffin's Range = 16
TempVar:1stFlyAttack = 1
}
TempVar:1stLandAttack = 0
}
1/4 Chance:
{
Choose Random Opponent
Use Peacock on Target
TempVar:1stLandAttack = 0
}
1/2 Chance:
{
Choose Random Opponent
Use <Claw> on Target
TempVar:1stLandAttack = 0
}
} Else {
1/4 Chance:
{
If (TempVar:1stFlyAttack == 1) Then
{
Choose Random Opponent
Use <Peacock> on Target
} Else {
Choose Self
Use <> on Target
Griffin's IdleAnim = On Land
Griffin's Df% = 0
Griffin's Range = 1
TempVar:1stLandAttack = 1
}
TempVar:1stFlyAttack = 0
}
1/4 Chance:
{
Choose Random Opponent
Use <Claw> on Target
TempVar:1stFlyAttack = 0
}
1/2 Chance:
{
Choose Random Opponent
Use <Peacock> on Target
TempVar:1stFlyAttack = 0
}
}
}
AI: Counter - General
{
If (Griffin's IdleAnim == On Land) Then
{
Griffin's HurtAnim = Flinch (On Land)
} Else {
Griffin's HurtAnim = Flinch (In Air)
}
}
-----------------------------------------------------------------------------
Name: Golem
Lvl: 24 EXP: 300 Win: [ 8] Hi-Potion
HP: 1000 AP: 22 Steal: [ 8] Turbo Ether
MP: 0 Gil: 500 Morph: -
---
No Elemental Properties
---
Att: 60 Def: 56 Df%: 1 Dex: 80
MAt: 5 MDf: 100 Lck: 0
---
Immune: Confusion, Frog, Small, Manipulate, Berserk
Listed above are Golem's default stats. Immediately after its first turn,
those stats will be reset to:
No Advance 1st Advance 2nd Advance
Att: 48 52 56
Def: 80 72 64
MAt: 243 249 255
MDf: 130 120 110
Also note that if the Golem is restored to *MORE* HP than he had last time
he countered, it will count as a *COLOSSAL* amount of HP Difference; the
script has no real concept of negative numbers. This means that a drop of
200 HP or more or a gain of 1 HP or more from the last time the Golem
retreated is enough to make it retreat again.
This is also why the Golem's MAt is so high once battle begins.
---
Attacks:
<Golem Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (150)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Only used if Golem has not Advanced at all
Finger Shot
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (187.5)
PAt%: 120
Tar: 1 Op
Elm: Shoot
Notes: Only used if Golem has not Advanced at all
Megaton Punch
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (281.25)
PAt%: 110
Tar: 1 Op
Elm: Hit
Notes: Only used when Golem has Advanced twice
Animations:
<Advance>
Moves Golem forward
<Retreat>
Moves Golem backward
Notes: Only as a C/A once 200 damage has been dealt since last Retreat
---
AI: Setup
{
TempVar:Row = 3
TempVar:DfltAtt = Golem's Att
TempVar:DfltMAt = Golem's MAt
TempVar:DfltDef = Golem's Def
TempVar:DfltMDf = Golem's MDf
TempVar:LastHP = Golem's HP
}
AI: Main
{
If (TempVar:BackRowAttack == 0) Then
{
Choose Random Opponent
2/3 Chance: Use <Golem Punch> on Target
1/3 Chance: Use Finger Shot on Target
TempVar:BackRowAttack = 1
} Else If (TempVar:Row == 1) Then {
Choose Random Opponent
Use Megaton Punch on Target
} Else {
Choose Self
Use <Advance> on Target
TempVar:Row = TempVar:Row - 1
}
Golem's Att = TempVar:DfltAtt - TempVar:Row * 4
Golem's MAt = TempVar:DfltMAt - TempVar:Row * 6
Golem's Def = TempVar:DfltDef + TempVar:Row * 8
Golem's MDf = TempVar:DfltMDf + TempVar:Row * 10
}
AI: Counter - General
{
TempVar:DmgCounter = TempVar:DmgCounter + (TempVar:LastHP - Golem's HP)
If (TempVar:DmgCounter > 200) Then
{
Choose Self
If (TempVar:Row < 3) Then
{
Use <Retreat> on Target
TempVar:Row = TempVar:Row + 1
Golem's Att = TempVar:DfltAtt - TempVar:Row * 4
Golem's MAt = TempVar:DfltMAt - TempVar:Row * 6
Golem's Def = TempVar:DfltDef + TempVar:Row * 8
Golem's MDf = TempVar:DfltMDf + TempVar:Row * 10
If (TempVar:Row == 3) Then
{
TempVar:BackRowAttack = 0
}
}
TempVar:DmgCounter = 0
}
TempVar:LastHP = Golem's HP
}
-----------------------------------------------------------------------------
5.10.2 Caves of the Gi
------ ---------------
Name: Sneaky Step
Lvl: 21 EXP: 270 Win: [ 8] M-Tentacles
HP: 600 AP: 24 Steal: -
MP: 65 Gil: 330 Morph: Ghost Hand
---
No Elemental Properties
---
Att: 52 Def: 30 Df%: 1 Dex: 62
MAt: 25 MDf: 130 Lck: 0
---
No Special Attributes
---
Attacks:
Triple Attack
Physical Attack
Formula: Physical
Pwr: 1x Base (120)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Death Sentence
Magical Change Status
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Death-sentence'
Manip.
---
AI: Main
{
If (At Least One Opponent doesn't have Death-sentence Status) Then
{
Choose Random Opponent without Death-sentence
1/4 Chance: Use Death Sentence on Target
3/4 Chance: Use Triple Attack on Target
}
}
-----------------------------------------------------------------------------
Name: Heg
Lvl: 22 EXP: 250 Win: [ 8] Hi-Potion
HP: 400 AP: 20 Steal: -
MP: 0 Gil: 240 Morph: -
---
Weak: Ice
Asrb: Poison
---
Att: 46 Def: 30 Df%: 1 Dex: 40
MAt: 5 MDf: 64 Lck: 0
---
Immune: Poison
---
Attacks:
<Poison Fang>
Physical Attack
Formula: Physical
Pwr: 1x Base (108)
PAt%: 110
Tar: 1 Op
Elm: Hit
Attr: 100% Inflict 'Poison'
Berserk Attack
Manip.
Halt Whip
Physical Attack
Formula: Physical
Pwr: 7/8x Base (94.5)
PAt%: 110
Tar: 1 Op
Elm: Punch
Attr: [ 28] Inflict 'Paralysed'
Manip.
---
AI: Setup
{
Count = Rnd(0..3)
}
AI: Main
{
If (Count < 2) Then
{
If (At Least One Opponent doesn't have Poison Status) Then
{
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed but without Poison Status
} Else {
Choose Random Opponent without Poison Status
}
Use <Poison Fang> on Target
}
Count = Count + 1
} Else {
If (At Least One Opponent doesn't have Paralysed Status) Then
{
If (At Least One Opponent has Poison Status) Then
{
Choose Random Opponent with Poison but without Paralysed Status
} Else {
Choose Random Opponent without Paralysed Status
}
Use Halt Whip on Target
}
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Gi Spector
Lvl: 23 EXP: 260 Win: [ 8] Smoke Bomb
HP: 450 AP: 20 Steal: -
MP: 88 Gil: 150 Morph: Ghost Hand
---
Weak: Fire, Holy
Asrb: Restorative
---
Att: 45 Def: 30 Df%: 1 Dex: 59
MAt: 35 MDf: 120 Lck: 0
---
Immune: Frog
---
Attacks:
Skewer
Physical Attack
Formula: Physical
Pwr: 1x Base (109)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Hell Spear
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (136.25)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: [ 28] Inflict 'Paralysed'
Manip.
Death Sentence
Magical Change Status
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Death-sentence'
Manip.
Notes: Only used as C/A
---
AI: Main
{
If (Count < 3) Then
{
If (At Least One Opponent doesn't have Death-sentence) Then
{
Choose Random Opponent without Death-sentence with Lowest HP
Use Skewer on Target
}
Count = Count + 1
} Else {
If (At Least One Opponent doesn't have Death-sentence Status) Then
{
Choose Random Opponent without Death-sentence with Lowest HP
If ((Target's HP <= 50% of Target's Max HP) AND (1/2 Chance)) Then
{
Use Hell Spear on Target
} Else {
Use Skewer on Target
}
}
Count = 0
}
}
AI: Counter - General
{
If ((At Least One Opponent doesn't have Death-sentence Status)
AND (1/2 Chance)) Then
{
Choose Random Opponent without Death-sentence with Lowest HP
If (Target's HP <= 3 * [Target's Max HP / 4]) Then
{
Use Death Sentence on Target
}
} Else {
Choose Gi Spector's Last Attacker (General)
Use Skewer on Target
}
}
-----------------------------------------------------------------------------
Name: Stinger
Lvl: 25 EXP: 290 Win: [ 8] Hi-Potion
HP: 2200 AP: 25 Steal: [ 8] Ether
MP: 60 Gil: 358 Morph: -
---
No Elemental Properties
---
Att: 60 Def: 56 Df%: 1 Dex: 68
MAt: 40 MDf: 100 Lck: 0
---
Immune: Manipulate, Paralysed
---
Attacks:
<Sting>
Physical Attack
Formula: Physical
Pwr: 1x Base (152)
PAt%: 110
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Notes: Will sometimes use Sting twice in a single combo
Sting Bomb
Magical Attack
Formula: HP%
Pwr: [Target's HP * 3 / 4]
MAt%: 100
Cost: 20 MP
Tar: 1 Op
Elm: Punch
Notes: Also used as possible C/A twice during battle
Rabbit Gouge
Physical Attack
Formula: Physical
Pwr: 2x Base (304)
PAt%: 110
Tar: 1 Op
Elm: Punch
---
AI: Setup
{
SpclChance = 4
Count = Rnd(0..3)
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Sting> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Sting> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Sting Bomb on Target
} Else {
Choose Random Opponent
Use <Sting> on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 3
} Else {
Count = 0
}
} Else {
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Rabbit Gouge on Target
} Else {
Choose Random Opponent
Use <Sting> on Target
}
Count = 0
}
}
AI: Counter - General
{
If ((Stinger's HP <= 25% of Stinger's Max HP) AND (SpclChance == 2)) Then
{
Choose Stinger's Last Attacker (General)
Use Sting Bomb on Target
SpclChance = 1
} Else If ((Stinger's HP <= 50% of Stinger's Max HP)
AND (SpclChance == 3)) Then {
Choose Stinger's Last Attacker (General)
Use Sting Bomb on Target
SpclChance = 2
} Else If ((Stinger's HP <= 75% of Stinger's Max HP)
AND (SpclChance == 4)) Then {
SpclChance = 3
}
}
-----------------------------------------------------------------------------
Name: Gi Nattak
Lvl: 29 EXP: 1400 Win: 100% Wizer Staff
HP: 5500 AP: 150 Steal: -
MP: 200 Gil: 3000 Morph: -
---
Weak: Holy
Void: Earth, Gravity, Water
Asrb: Restorative
---
Att: 70 Def: 70 Df%: 1 Dex: 75
MAt: 25 MDf: 140 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed
---
Attacks:
<Spear Attack>
Physical Attack
Formula: Physical
Pwr: 2 3/16x Base (566.5625)
PAt%: 100
Tar: 1 Op
Elm: Punch
Drain
Magical Absorb
Formula: Magical
Pwr: 3/8x Base (121.5)
MAt%: 255
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Aspil
Magical MP Absorb
Formula: Magical
Pwr: 1/8x Base (40.5)
MAt%: 255
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
DeBarrier
Magical Change Status
MAt%: 255
Cost: 12 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: 100% Cure 'Barrier', 'MBarrier', 'Reflect', 'Shield'
Animations:
Take Over
Orders a Soul Fire to possess the selected target
<Vanish>
Gi Nattak's Death Animation
---
AI: Main
{
Count = Count + 1
Choose Random Opponent
If (Count == 0 or 2) Then
{
If ((Target has Barrier or MBarrier Status) AND (1/3 Chance)) Then
{
Use DeBarrier on Target
} Else {
3/5 Chance: Use Drain on Target
1/5 Chance:
{
Use Aspil on Target
Use Spear Attack on Target
}
1/5 Chance: Use Spear Attack on Target
}
} Else If (Count == 1) Then {
If ((Soul Fire A's CustomVar:SoulFire == 0)
AND (Target's CustomVar:SoulFire == 0)
AND (Soul Fire A doesn't have Death Status)) Then
{
Use Take Over on Target
Soul Fire A's CustomVar:SoulFire = 1
Make Soul Fire A Invisible
Soul Fire A's IdleAnim = Invisible
Target's CustomVar:SoulFire = 100
} Else {
Use <Spear Attack> on Target
}
} Else If (Count == 3) Then {
If ((Soul Fire B's CustomVar:SoulFire == 0)
AND (Target's CustomVar:SoulFire == 0)
AND (Soul Fire B doesn't have Death Status)) Then
{
Use Take Over on Target
Soul Fire B's CustomVar:SoulFire = 1
Make Soul Fire B Invisible
Soul Fire B's IdleAnim = Invisible
Target's CustomVar:SoulFire = 101
} Else {
Use <Spear Attack> on Target
}
Count = -1
}
}
AI: Counter - Death
{
Turn off Death Handling for all Soul Fires
Remove Soul Fires
Turn off Death Handling for Gi Nattak
Choose Self
Use <Vanish> on Target
}
-----------------------------------------------------------------------------
Name: Soul Fire
Lvl: 21 EXP: 200 Win: [ 8] Phoenix Down
HP: 1300 AP: 10 Steal: -
MP: 220 Gil: 100 Morph: -
---
Weak: Wind, Holy
Void: Earth, Poison, Gravity, Water
Asrb: Fire
---
Att: 16 Def: 130 Df%: 1 Dex: 60
MAt: 16 MDf: 10 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Paralysed
If Gi Nattak dies, Soul Fire is removed leaving no XP, AP, Gil or items
(providing it is not already dead)
Soul Fire has two main modes; either in resting position, where it casts
Fire2 on itself continually, or in attack mode, where Gi Nattak has ordered
it to take over a character. In this mode, it is untargetable, and Soul
Fire will cast Fire2 on that target every chance it gets. If this casting of
Fire2 is reflected, it will hit the hidden Soul Fire and heal it
The Soul Fire will not emerge unless the possessed character dies or four
turns have passed
---
Attacks:
Fire2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (277.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Soul Fire uses special targeting as shown in the Attributes
section
<Take Over>
Physical Misc Ability
PAt%: 255
Tar: 1 Op
Attr: Never used
Animations:
<Return>
Soul Fire reappears back into resting state
Notes: Soul Fire reappears and is again a valid target for the player
---
AI: Main
{
If (Self is Soul Fire A)
{
Choose Target with CustomVar:SoulFire = 100
} Else {
Choose Target with CustomVar:SoulFire = 101
}
If (SoulFire's CustomVar:SoulFire != 0) Then
{
If ((Target has Death Status) OR (TempVar:PossessTurns > 3)) Then
{
Target's CustomVar:SoulFire = 0
Choose Self
Use <Return> on Target
Make Soul Fire Visible
Soul Fire's IdleAnim = Visible
Soul Fire's CustomVar:SoulFire = 0
TempVar:PossessTurns = 0
} Else {
Use Fire2 on Target
TempVar:PossessTurns = TempVar:PossessTurns + 1
If (Target has Death Status) Then
{
Target's CustomVar:SoulFire = 0
Choose Self
Use <Return> on Target
Make Soul Fire Visible
Soul Fire's IdleAnim = Visible
Soul Fire's CustomVar:SoulFire = 0
TempVar:PossessTurns = 0
}
}
} Else {
If (Soul Fire's MP >= 22) Then
{
Choose Self
Use Fire2 on Target
}
}
}
=============================================================================
5.11 Nibelheim
--------------
5.11.1 Nibel Area
------ ----------
Name: Nibel Wolf
Lvl: 23 EXP: 265 Win: [ 8] Luchile Nut
HP: 700 AP: 24 Steal: [ 8] Luchile Nut
MP: 0 Gil: 260 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 50 Def: 36 Df%: 1 Dex: 57
MAt: 5 MDf: 160 Lck: 0
---
Nibel Wolves will gain 265 EXP and 260 Gil per successful casting of Howling
They can only use Howling three times per battle maximum however
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (120)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Fang
Physical Attack
Formula: Physical
Pwr: 1x Base (120)
PAt%: 120
Tar: 1 Op
Elm: Hit
Attr: Manip.
Howling
Magical HP Restore
Formula: Max HP%
Pwr: [Target's Max HP]
MAt%: 255
Tar: 1 Al
Elm: Restorative
Attr: Automatic miss if Target is not in 'Death' Status and target does
not absorb Restorative
100% chance of killing targets that absorb Restorative
100% Cure 'Death'
Notes: Only targets dead Nibel Wolves
Animations:
<Howling>
May be used if there's a Nibel Wolf ally is dead
Designates a 'failed' attempt at Howling
---
AI: Setup
{
TempVar:EXP = Nibel Wolf's EXP Value
TempVar:Gil = Nibel Wolf's Gil Value
TempVar:Howling = 3
}
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
Choose Random Opponent
Use <Bodyblow> on Target
Count = Count + 1
} Else If (Count == 3) Then {
Choose Random Opponent
Use Fang on Target
Count = 4
} Else {
If ((At Least One Nibel Wolf has Death Status)
AND (TempVar:Howling > 0)) Then
{
If (1/3 Chance) Then
{
Choose Random Nibel Wolf with Death Status
Use Howling on Target
Nibel Wolf's EXP Value = Nibel Wolf's EXP Value + TempVar:EXP
Nibel Wolf's Gil Value = Nibel Wolf's Gil Value + TempVar:Gil
TempVar:Howling = TempVar:Howling - 1
} Else {
Choose Self
Use <Howling> on Target
}
} Else {
Choose Random Opponent
Use Fang on Target
}
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Valron
Lvl: 24 EXP: 300 Win: [ 8] Hi-Potion
HP: 950 AP: 30 Steal: -
MP: 80 Gil: 300 Morph: Hi-Potion
---
No Elemental Properties
---
Att: 50 Def: 50 Df%: 1 Dex: 49
MAt: 45 MDf: 180 Lck: 0
---
Immune: Confusion, Frog, Small, Berserk
Transformation: 1st Form stands on the ground; Default Stats
2nd Form flies in the air
2nd Form has Can't Reach; Df%: 21
Valron is randomly in 1st or 2nd Form at start of battle
---
Attacks:
<Speed Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (124)
PAt%: 110
Tar: 1 Op
Elm: Hit
Attr: Manip.
Jump Kick
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (155)
PAt%: 95
Tar: 1 Op
Elm: Hit
Attr: Manip.
<Dive Kick>
Magical Attack
Formula: Max HP%
Pwr: [Target's Max HP / 4]
MAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Manip.
DeSpell
Magical Change Status
MAt%: 255
Cost: 20 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: 100% Cure 'Haste', 'Slow', 'Stop', 'Regen', 'Barrier', 'MBarrier',
'Reflect', 'Shield', 'Death Force', 'Resist'
MBarrier
Magical Change Status
Auto Hit
Cost: 24 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'MBarrier'
Reflectable
Demi3
Magical Attack
Formula: HP%
Pwr: [Target's HP * 3 / 4]
MAt%: 75
Cost: 48 MP
Tar: 1 Op/All Op (NS)
Elm: Gravity
---
AI: Setup
{
TempVar:DfltDf% = Valron's Df%
If (1/2 Chance) Then
{
Valron's IdleAnim = In Air
Valron's HurtAnim = Flinch (In Air)
Valron's Df% = Valron's Df% + 20
}
}
AI: Main
{
TempVar:FlyAttack == None
If (Valron's IdleAnim = On Land) Then
{
1/4 Chance:
{
Valron's IdleAnim = In Air
Valron's HurtAnim = Flinch (In Air)
Valron's Df% = Valron's Df% + 20
1/2 Chance: TempVar:FlyAttack = Demi3
1/2 Chance: TempVar:FlyAttack = Dive Kick
}
1/4 Chance:
{
Choose Random Opponent
Use <Speed Punch> on Target
}
1/2 Chance:
{
Choose Random Opponent
Use Jump Kick on Target
}
} Else If (Valron doesn't have MBarrier Status) Then {
11/64 Chance:
{
Valron's IdleAnim = On Land
Valron's HurtAnim = Flinch (On Land)
Valron's Df% = TempVar:DfltDf%
}
3/64 Chance: TempVar:FlyAttack = Demi3
3/64 Chance: TempVar:FlyAttack = MBarrier on Ally
3/64 Chance: TempVar:FlyAttack = Dive Kick
12/64 Chance: TempVar:FlyAttack = DeSpell
32/64 Chance: TempVar:FlyAttack = MBarrier on Self
} Else {
1/8 Chance:
{
Valron's IdleAnim = On Land
Valron's HurtAnim = Flinch (On Land)
Valron's Df% = TempVar:DfltDf%
}
1/8 Chance: TempVar:FlyAttack = Demi3
1/8 Chance: TempVar:FlyAttack = MBarrier on Ally
1/8 Chance: TempVar:FlyAttack = Dive Kick
1/2 Chance: TempVar:FlyAttack = DeSpell
}
If (TempVar:FlyAttack != None) Then
{
If (TempVar:FlyAttack == Dive Kick) Then
{
Choose Random Opponent
Use <Dive Kick> on Target
}
If (TempVar:FlyAttack == MBarrier on Self) Then
{
If (Valron's MP >= 24) Then
{
Choose Self
Use MBarrier on Target
} Else {
Choose Random Opponent
Use <Dive Kick> on Target
}
}
If (TempVar:FlyAttack == MBarrier on Ally) Then
{
If ((Valron's MP >= 24)
AND (At Least One Ally doesn't have MBarrier Status)) Then
{
Choose Random Ally without MBarrier Status
Cast MBarrier on Target
} Else {
Choose Random Opponent
Use <Dive Kick> on Target
}
}
If (TempVar:FlyAttack == Demi3) Then
{
If (Valron's MP >= 48) Then
{
Choose Random Opponent with Highest HP
Use Demi3 on Target
} Else {
Choose Random Opponent
Use <Dive Kick> on Target
}
}
If (TempVar:FlyAttack == DeSpell) Then
{
TempVar:ChosenAtt = DeSpell
TempVar:UseDeSpell = 1
If (Valron has Slow Status) Then
{
Choose Self
} Else If (At Least One Ally has Slow Status) Then {
Choose Random Ally with Slow Status
} Else If (At Least One Ally has Stop Status) Then {
Choose Random Ally with Stop Status
} Else If (At Least One Ally has Silence Status) Then {
Choose Random Ally with Silence Status
} Else If (At Least One Opponent has Barrier Status) Then {
Choose Random Opponent with Barrier Status
} Else If (At Least One Opponent has Haste Status) Then {
Choose Random Opponent with Haste Status
} Else If (At Least One Opponent has MBarrier Status) Then {
Choose Random Opponent with MBarrier Status
} Else If (At Least One Opponent has Reflect Status) Then {
Choose Random Opponent with Reflect Status
} Else If (At Least One Opponent has Regen Status) Then {
Choose Random Opponent with Regen Status
} Else (
Choose Random Opponent
TempVar:ChosenAtt = <Dive Kick>
TempVar:UseDeSpell = 0
}
If (TempVar:UseDeSpell == 1) Then
{
If (Valron's MP < TempVar:ChosenAtt's MP Cost) Then
{
Choose Random Opponent
TempVar:ChosenAtt = <Dive Kick>
}
}
Use TempVar:ChosenAtt on Target
}
}
}
-----------------------------------------------------------------------------
5.11.2 Shinra Mansion
------ --------------
Name: Mirage
Lvl: 24 EXP: 290 Win: [ 8] Mirror
HP: 570 AP: 22 Steal: -
MP: 0 Gil: 280 Morph: -
---
No Elemental Properties
---
Att: 50 Def: 36 Df%: 1 Dex: 50
MAt: 45 MDf: 100 Lck: 0
---
Immune: Confusion, Frog, Reflect, Manipulate, Berserk
Perma-Reflect
---
Attacks:
<Swing Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (124)
PAt%: 90
Tar: 1 Op
Elm: Hit
---
AI: Setup
{
Inflict Reflect on Mirage
}
AI: Main
{
If (At Least One Opponent doesn't have Death-sentence)
{
Choose Random Opponent without Death-sentence
} Else {
Choose Random Opponent
}
Use <Swing Attack> on Target
If (1/2 Chance) Then
{
If (At Least One Opponent doesn't have Death-sentence)
{
Choose Random Opponent without Death-sentence
} Else {
Choose Random Opponent
}
Use <Swing Attack> on Target
}
}
-----------------------------------------------------------------------------
Name: Dorky Face
Lvl: 23 EXP: 300 Win: [ 8] Phoenix Down
HP: 520 AP: 35 Steal: [32] Echo Screen
MP: 80 Gil: 202 Morph: Mute Mask
---
No Elemental Properties
---
Att: 50 Def: 36 Df%: 30 Dex: 35
MAt: 40 MDf: 120 Lck: 0
---
No Special Attributes
---
Attacks:
<Cutter>
Physical Attack
Formula: Physical
Pwr: 1x Base (120)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Curses
Magical Change Status
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Hidden
Attr: 100% Inflict 'Silence'
Manip.
Funny Breath
Magical Change Status
MAt%: 255
Cost: 10 MP
Tar: All Op (NS)
Elm: Hidden
Attr: [ 24] Inflict 'Confusion'
Manip.
Animations:
<Ascend>
Dorky Face rises up into the ceiling
Notes: Used when you have three party members all inflicted with Silence
and Paralysed at the same time
---
AI: Setup
{
1/2 Chance: TempVar:FunnyBreath = 1
1/2 Chance: TempVar:FunnyBreath = 0
}
AI: Main
{
If (TempVar:Escape == 1) Then
Remove Self
} Else If (All Three Opponents have Silence and Paralysed Status) Then {
Make Dorky Face Invisible
Choose Self
Use <Ascend> on Target
TempVar:Escape = 1
} Else {
If (Count == 0) Then
{
If (TempVar:FunnyBreath == 0) Then
{
If (At Least One Opponent doesn't have Silence Status) Then
{
Choose Random Opponent without Silence Status
Use Curses on Target
} Else {
Choose Random Opponent
Use <Cutter> on Target
}
TempVar:FunnyBreath = 1
} Else {
If (At Least One Opponent doesn't have Paralysed Status) Then
{
Choose All Opponents without Paralysed Status
Use Funny Breath on Target
} Else {
Choose Random Opponent
Use <Cutter> on Target
}
TempVar:FunnyBreath = 0
}
Count = 1
} Else If (Count == 1 or 2) Then {
Count = Count + 1
} Else {
Choose Random Opponent
Use <Cutter> on Target
Count = 0
}
}
}
-----------------------------------------------------------------------------
Name: Jersey
Lvl: 25 EXP: 320 Win: [ 8] Turbo Ether
HP: 500 AP: 30 Steal: [32] Turbo Ether
MP: 100 Gil: 384 Morph: -
---
No Elemental Properties
---
Att: 55 Def: 40 Df%: 5 Dex: 60
MAt: 15 MDf: 144 Lck: 10
---
Immune: Confusion, Stop, Frog, Manipulate, Berserk, Paralysed
Transformation: 1st Form is default and is immune to Magical Attacks
2nd Form occurs as a C/A and is immune to Physical Attacks
---
Attacks:
Spin Attack
Physical Attack
Formula: Physical
Pwr: 1x Base (139)
PAt%: 90
Tar: 1 Op
Elm: Hit
????
Physical Attack
Formula: Custom
Pwr: Caster's Max HP - Caster's HP
PAt%: 100
Cost: 3 MP
Tar: 1 Op
Elm: Non-Element
Notes: Only in 1st Form
Fire2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (300)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Only in 2nd Form
Animations:
<Lean to LL>
Tilt the scales to the left: Change to 2nd Form
Notes: 100% C/A against physical damage
<Lean to LR>
Tilt the scales to the right: Change to 1st Form
Notes: BUG: Jersey will never use this
---
AI: Setup
{
If (Jersey's IdleAnim == Lean-to-Right) Then
{
Jersey's Physical Immunity = Off
Jersey's Magical Immunity = On
} Else {
Jersey's Physical Immunity = On
Jersey's Magical Immunity = Off
}
SpclChance = 6
}
AI: Main
{
If (Jersey's IdleAnim == Lean-to-Right) Then
{
If ((Jersey's MP >= 3) AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent
Use ???? on Target
} Else {
Choose Random Opponent
Use Spin Attack on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Spin Attack on Target
}
}
} Else {
If ((Jersey's MP >= 22) AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent
Use Fire2 on Target
} Else {
Choose Random Opponent
Use Spin Attack on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Spin Attack on Target
}
}
}
}
AI: Counter - General
{
If (Jersey's HP <= 25% of Jersey's Max HP) Then
{
SpclChance = 3
} Else If (Jersey's HP <= 50% of Jersey's Max HP) Then {
SpclChance = 4
} Else If (Jersey's HP <= 75% of Jersey's Max HP) Then {
SpclChance = 5
} Else {
SpclChance = 6
}
}
AI: Counter - Physical
{
If (Jersey's IdleAnim == Lean-to-Right) Then
{
Choose Self
Use <Lean to LL> on Target
Jersey's IdleAnim = Lean-to-Left
Jersey's HurtAnim = Flinch (Lean-to-Left)
Jersey's Physical Immunity = On
Jersey's Magical Immunity = Off
}
}
AI: Counter - Magical
{
If (Jersey's IdleAnim == Flinch (Lean-to-Left)) Then
{
Choose Self
Use <Lean to LR> on Target
Jersey's IdleAnim = Lean-to-Right
Jersey's HurtAnim = Flinch (Lean-to-Right)
Jersey's Physical Immunity = Off
Jersey's Magical Immunity = On
}
}
-----------------------------------------------------------------------------
Name: Ghirofelgo
Lvl: 26 EXP: 380 Win: [ 8] Phoenix Down
HP: 1600 AP: 44 Steal: -
MP: 0 Gil: 300 Morph: -
---
Weak: Gravity
Void: Earth
---
Att: 50 Def: 100 Df%: 33 Dex: 120
MAt: 35 MDf: 400 Lck: 0
---
Immune: Death, Poison, Confusion, Haste, Slow, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed
Transformation: 1st Form is default
2nd Form has Ghirofelgo on ground
Transforms to 2nd Form occurs as a 1/8 chance after anything that causes
a general counter
Transforms to 1st Form after successful use of <Catch Chain>
---
Attacks:
<Guillotine>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (325)
PAt%: 255
Tar: 1 Op
Elm: Cut
Notes: Only used in 1st Form
Animations:
<Catch Chain>
Notes: Only used when Ghirofelgo is in 2nd Form
Transforms Ghirofelgo back to 1st form
<Fail to catch>
Notes: Only used when Ghirofelgo is in 2nd form
---
AI: Setup
{
TempVar:FallenTurns = 2
TempVar:SwingTurns = 3
}
AI: Main
{
If (Ghirofelgo's IdleAnim == Swinging) Then
{
If ((1/8 Chance) OR (TempVar:SwingTurns == 0)) Then
{
Choose Random Opponent
Use <Guillotine> on Target
TempVar:SwingTurns = 3
} Else {
TempVar:SwingTurns = TempVar:SwingTurns - 1
}
} Else {
If ((1/3 Chance) OR (TempVar:FallenTurns == 0)) Then
{
Choose Self
Use <Catch Chain> on Target
Ghirofelgo's IdleAnim = Swinging
} Else {
Choose Self
Use <Fail to catch> on Target
TempVar:FallenTurns = TempVar:FallenTurns - 1
}
}
}
AI: Counter - General
{
If (Ghirofelgo's IdleAnim == Swinging) Then
{
Ghirofelgo's HurtAnim = Flinch (Swinging)
If (1/8 Chance) Then
{
Choose Self
Use <> on Target
Ghirofelgo's IdleAnim = Fallen
TempVar:FallenTurns = 2
}
} Else {
Ghirofelgo's HurtAnim = Flinch (Fallen)
}
}
-----------------------------------------------------------------------------
Name: Lost Number
Lvl: 35 EXP: 2000 Win: 100% Cosmo Memory
HP: 7000 AP: 80 Steal: -
MP: 300 Gil: 2000 Morph: -
---
Void: Gravity
---
Att: 80 Def: 120 Df%: 1 Dex: 82
MAt: 35 MDf: 280 Lck: 1
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
This is Type A: the Lost Number you meet first in battle
He will transform to either Type B or Type C as a 100% C/A if his
SpclChance variable falls to 3. This can only occur at 3498 HP or
below
He will change to Type B if the hit that causes this was a magical attack
He will change to Type C if the hit that causes this was a physical attack
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (341)
PAt%: 95
Tar: 1 Op
Elm: Hit
Bolt
Magical Attack
Formula: Magical
Pwr: 1/2x Base (210)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Notes: Lost Number will never use this
Bolt2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (525)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
---
AI: Setup
{
Count = Rnd(0..2)
SpclChance = 6
}
AI: Main
{
If (Count == 0) Then
{
Choose Random Opponent
Use <Punch> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Punch> on Target
}
1/3 Chance: Count = 2
2/3 Chance: Count = 1
} Else If (Count == 1) Then {
Choose Random Opponent
Use <Punch> on Target
If ((Target doesn't have Death Status)
AND (Rnd(1..SpclChance) == 1)) Then
{
Choose Random Opponent
Use <Punch> on Target
}
1/3 Chance: Count = 2
2/3 Chance: Count = 0
} Else {
If ((Lost Number's MP >= 22)
AND (At Least One Opponent doesn't have Reflect)) Then
{
Choose Random Opponent without Reflect
Use Bolt2 on Target
} Else {
Choose Random Opponent
Use <Punch> on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
If ((Lost Number's MP >= 22)
AND (At Least One Opponent doesn't have Reflect)) Then
{
Choose Random Opponent without Reflect
Use Bolt2 on Target
} Else {
Choose Random Opponent
Use <Punch> on Target
}
}
1/2 Chance: Count = 0
1/2 Chance: Count = 1
}
}
AI: Counter - General
{
If ((Lost Number's HP <= 3 * [Lost Number's Max HP / 6])
And (SpclChance == 4)) Then
{
SpclChance = 3
} Else If ((Lost Number's HP <= 4 * [Lost Number's Max HP / 6])
And (SpclChance == 5)) Then {
SpclChance = 4
} Else If ((Lost Number's HP <= 5 * [Lost Number's Max HP / 6])
And (SpclChance == 6)) Then {
SpclChance = 5
} Else {
SpclChance = 6
}
}
AI: Counter - Death
{
Remove Lost Number <Type B>
Remove Lost Number <Type C>
}
AI: Counter - Physical
{
If (Lost Number doesn't have Sleep, Stop or Paralysed Status) Then
{
If (SpclChance <= 3) Then
{
Choose Self
Use <> on Target
Activate Lost Number <Type C>
Copy Lost Number's Stats to Lost Number <Type C>
Remove Self
}
}
}
AI: Counter - Magical
{
If (Lost Number doesn't have Sleep, Stop or Paralysed Status) Then
{
If (SpclChance <= 3) Then
{
Choose Self
Use <> on Target
Activate Lost Number <Type B>
Copy Lost Number's Stats to Lost Number <Type B>
Remove Self
}
}
}
-----------------------------------------------------------------------------
Name: Lost Number
Lvl: 35 EXP: 2000 Win: 100% Cosmo Memory
HP: 7000 AP: 80 Steal: -
MP: 300 Gil: 2000 Morph: -
---
Void: Gravity
---
Att: 80 Def: 40 Df%: 1 Dex: 82
MAt: 55 MDf: 440 Lck: 1
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
This is Type B: the version of Lost Number that specialises in magic. It can
only be encountered by changing Type A into it.
---
Attacks:
<Tentacle>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (852.5)
PAt%: 120
Tar: 1 Op
Elm: Hit
Aspil
Magical MP Absorb
Formula: Magical
Pwr: 1/8x Base (40.5)
MAt%: 255
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Bolt
Magical Attack
Formula: Magical
Pwr: 1/2x Base (270)
MAt%: 100
Cost: 4 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Bolt2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (675)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Quake
Magical Attack
Formula: Magical
Pwr: 11/16x Base (371.25)
MAt%: 100
Cost: 6 MP
Tar: 1 Op/All Op
Elm: Earth
Attr: Reflectable
Quake2
Magical Attack
Formula: Magical
Pwr: 1 1/2x Base (810)
MAt%: 100
Cost: 28 MP
Tar: 1 Op/All Op
Elm: Earth
Attr: Reflectable
Bio
Magical Attack
Formula: Magical
Pwr: 5/8x Base (337.5)
MAt%: 100
Cost: 8 MP
Tar: 1 Op/All Op
Elm: Poison
Attr: [ 48] Inflict 'Poison'
Reflectable
Bio2
Magical Attack
Formula: Magical
Pwr: 1 5/16x Base (708.75)
MAt%: 100
Cost: 36 MP
Tar: 1 Op/All Op
Elm: Poison
Attr: [ 48] Inflict 'Poison'
Reflectable
---
AI: Main
{
1/7 Chance:
{
Choose Random Opponent
Use <Tentacle> on Target
}
2/7 Chance:
{
If (At Least One Opponent doesn't have Reflect Status) Then
{
If (Lost Number's MP >= 36) Then
{
If (At Least One Opponent
has neither Reflect nor Poison Status) Then
{
Choose Random Opponent with neither Reflect nor Poison Status
} Else {
Choose Random Opponent without Reflect
}
Use Bio2 on Target
} Else {
Choose Random Opponent without Reflect with Highest MP
Use Aspil on Target
}
} Else {
Choose Random Opponent
Use <Tentacle> on Target
}
}
2/7 Chance:
{
If (At Least One Opponent doesn't have Reflect Status) Then
{
If (Lost Number's MP >= 22) Then
{
Choose Random Opponent without Reflect
Use Bolt2 on Target
} Else {
Choose Random Opponent without Reflect with Highest MP
Use Aspil on Target
}
} Else {
Choose Random Opponent
Use <Tentacle> on Target
}
}
2/7 Chance:
{
If (At Least One Opponent doesn't have Reflect Status) Then
{
If (Lost Number's MP >= 28) Then
{
Choose Random Opponent without Reflect
Use Quake2 on Target
} Else {
Choose Random Opponent without Reflect with Highest MP
Use Aspil on Target
}
} Else {
Choose Random Opponent
Use <Tentacle> on Target
}
}
}
-----------------------------------------------------------------------------
Name: Lost Number
Lvl: 35 EXP: 2000 Win: 100% Cosmo Memory
HP: 7000 AP: 80 Steal: -
MP: 300 Gil: 2000 Morph: -
---
Void: Gravity
---
Att: 140 Def: 400 Df%: 1 Dex: 82
MAt: 5 MDf: 200 Lck: 1
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
This is Type C: the version of Lost Number that specialises in physical
attacks. It can only be encountered by changing Type A into it.
---
Attacks:
<Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (905)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Will sometimes use Punch twice in a single combo
Lost Blow
Physical Attack
Formula: Physical
Pwr: 3 1/8x Base (2828.125)
PAt%: 95
Tar: 1 Op
Elm: Hit
---
AI: Main
{
1/4 Chance:
{
Choose Random Opponent
Use Lost Blow on Target
}
3/4 Chance:
{
Choose Random Opponent
Use <Punch> on Target
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Punch> on Target
}
}
}
-----------------------------------------------------------------------------
Name: Black Bat
Lvl: 25 EXP: 270 Win: [ 8] Vampire Fang
HP: 550 AP: 24 Steal: -
MP: 0 Gil: 80 Morph: Vampire Fang
---
Weak: Wind, Holy
Void: Earth
Asrb: Restorative
---
Att: 30 Def: 36 Df%: 1 Dex: 52
MAt: 44 MDf: 180 Lck: 0
---
Immune: Stop, Frog, Paralysed
Black Bat has a 1/8th chance per hit that his Df% will be 255 instead of 1
---
Attacks:
Blood Suck
Physical Absorb
Formula: Physical
Pwr: 1x Base (53)
PAt%: 255
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Animations:
<Dodge>
---
AI: Setup
{
TempVar:DfltEvde = Black Bat's EvadeAnim
TempVar:DfltDf% = Black Bat's Df%
}
AI: Main
{
Choose Random Opponent
Use Blood Suck on Target
}
AI: Counter - PreTurn
{
Black Bat's EvadeAnim = TempVar:DfltEvde
Black Bat's Df% = TempVar:DfltDf%
If (1/8 Chance) Then
{
Black Bat's EvadeAnim = <Dodge>
Black Bat's Df% = 255
}
}
-----------------------------------------------------------------------------
Name: Ying
Lvl: 24 EXP: 400 Win: -
HP: 1200 AP: 30 Steal: -
MP: 0 Gil: 400 Morph: -
---
Half: Gravity
---
Att: 75 Def: 420 Df%: 1 Dex: 75
MAt: 5 MDf: 50 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Haste, Slow, Stop, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
Paralysed
---
Attacks:
<Ying Punch>
Physical Attack
Formula: Physical
Pwr: 1x Base (243)
PAt%: 100
Tar: 1 Op
Elm: Hit
Sadistic Attack
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (303.75)
PAt%: 100
Tar: 1 Op
Elm: Hit
Notes: Always targets whoever has the lowest HP
---
AI: Main
{
If (1/4 Chance) Then
{
Choose Random Opponent with Lowest HP
Use Sadistic Attack on Target
} Else {
Choose Random Opponent
Use <Ying Punch> on Target
}
}
AI: Counter - Death
{
If (Yang has Death Status) Then
{
Turn off Death Handling for Ying
Choose Self
Use <Vanish> on Target
Remove Ying/Yang
}
}
-----------------------------------------------------------------------------
Name: Yang
Lvl: 24 EXP: 300 Win: -
HP: 1200 AP: 40 Steal: -
MP: 220 Gil: 400 Morph: -
---
Half: Gravity
---
Att: 5 Def: 50 Df%: 1 Dex: 75
MAt: 32 MDf: 420 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Haste, Slow, Stop, Frog, Small,
Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
Paralysed
---
Attacks:
Bolt2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (420)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Ice2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (420)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Suicide Yang
Magical Attack
Formula: Max HP%
Pwr: [Target's Max HP * 31 / 32]
MAt%: 100
Tar: 1 Op
Elm: Non-Element
Notes: Kills Yang when used
Yang leaves no EXP/AP/Gil/Items after using this
Only used when Yang is below 1/8th of Max HP or has less than
22 MP
Animations:
<Happy Yang>
100% C/A to Physical Damage
Notes: Yang gets an Att increase of 10 after this
<Enchanted Yang>
100% C/A to Magical Damage
Notes: Yang gets an MAt increase of 10 after this
---
AI: Main
{
If (Yang's HP <= 1/8th of Yang's Max HP) Then
{
Choose Random Opponent
Use Suicide Yang on Target
Remove Self
} Else {
If (1/2 Chance) Then
{
If (Yang's MP >= 22) Then
{
Choose Random Opponent
Use Bolt2 on Target
} Else {
Choose Random Opponent
Use Suicide Yang on Target
Remove Self
}
} Else {
If (Yang's MP >= 22) Then
{
Choose Random Opponent
Use Ice2 on Target
} Else {
Choose Random Opponent
Use Suicide Yang on Target
Remove Self
}
}
}
}
AI: Counter - Death
{
If (Ying has Death Status) Then
{
Turn off Death Handling for Yang
Choose Self
Use <Vanish> on Target
Remove Ying/Yang
}
}
AI: Counter - Physical
{
Choose Self
Use <Happy Yang> on Target
If (Yang's Att < 255) Then
{
Yang's Att = Yang's Att + 10
Print Message [Yang's happy.]
}
RunCmd 0x24/0x00
}
AI: Counter - Magical
{
Choose Self
Use <Enchanted Yang> on Target
If (Yang's MAt < 255) Then
{
Yang's MAt = Yang's MAt + 10
Print Message [Yang's excited.]
}
RunCmd 0x24/0x00
}
-----------------------------------------------------------------------------
5.11.3 Mt. Nibel
------ ---------
Name: Dragon
Lvl: 32 EXP: 900 Win: 100% Fire Fang
HP: 3500 AP: 110 Steal: [32] Gold Armlet
MP: 250 Gil: 1400 Morph: -
---
Void: Gravity
Asrb: Fire
---
Att: 90 Def: 120 Df%: 20 Dex: 90
MAt: 65 MDf: 300 Lck: 40
---
Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
Peerless, Paralysed
---
Attacks:
<Dragon Fang>
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (900)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Flame Thrower
Magical Attack
Formula: Magical
Pwr: 7/8x Base (509.25)
MAt%: 100
Cost: 10 MP
Tar: 1 Op
Elm: Fire
Attr: Reflectable
Manip.
---
AI: Main
{
1/4 Chance:
{
Choose Random Opponent
Use <Dragon Fang> on Target
}
3/4 Chance:
{
Choose Random Opponent
Use Flame Thrower on Target
}
}
-----------------------------------------------------------------------------
Name: Sonic Speed
Lvl: 26 EXP: 370 Win: [ 8] Hi-Potion
HP: 750 AP: 28 Steal: [ 8] Ether
MP: 50 Gil: 330 Morph: Speed Drink
---
Weak: Wind
Void: Earth
---
Att: 52 Def: 52 Df%: 1 Dex: 60
MAt: 44 MDf: 96 Lck: 0
---
Immune: Stop, Frog, Manipulate, Paralysed
---
Attacks:
<Sonic Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (136)
PAt%: 255
Tar: 1 Op
Elm: Wind
Attr: Berserk Attack
Notes: Will sometimes use Sonic Attack twice in a single combo
Harrier
Physical Attack
Formula: Physical
Pwr: 2x Base (272)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Can't Cover
---
AI: Setup
{
SelectTar = Choose Random Opponent
}
AI: Main
{
If (1/2 Chance) Then
{
Choose Random Opponent
Use <Sonic Attack> on Target
If (1/3 Chance) Then
{
Choose Random Opponent
Use <Sonic Attack> on Target
}
} Else {
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
Use Harrier on Target
} Else {
Choose Random Opponent
Use <Sonic Attack> on Target
}
}
}
AI: Counter - General
{
SelectTar = Sonic Speed's Last Attacker (General)
}
-----------------------------------------------------------------------------
Name: Twin Brain
Lvl: 25 EXP: 340 Win: [ 8] Ether
HP: 400 AP: 32 Steal: [32] Ether
MP: 20 Gil: 320 Morph: Turbo Ether
---
No Elemental Properties
---
Att: 45 Def: 44 Df%: 1 Dex: 48
MAt: 25 MDf: 96 Lck: 0
---
No Special Attributes
---
Attacks:
Absorb
Physical Absorb
Formula: Physical
Pwr: 1 1/4x Base (115)
PAt%: 255
Tar: 1 Op
Elm: Non-Element
Attr: Berserk Attack
Manip.
Stare Down
Magical Change Status
MAt%: 255
Cost: 5 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Paralysed'
Manip.
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
If ((At Least One Opponent doesn't have Paralysed Status)
AND (1/2 Chance)) Then
{
Choose Random Opponent without Paralysed Status
} Else {
Choose Random Opponent
}
Use Stare Down on Target
TempVar:OpeningAttack = 1
} Else {
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed Status
} Else {
Choose Random Opponent with Highest HP
}
Use Absorb on Target
}
}
-----------------------------------------------------------------------------
Name: Zuu
Lvl: 27 EXP: 450 Win: [ 8] Bird Wing
HP: 1200 AP: 38 Steal: [32] Bird Wing
MP: 40 Gil: 430 Morph: Bird Wing
---
Weak: Wind
Void: Earth, Gravity
---
Att: 55 Def: 50 Df%: 1 Dex: 64
MAt: 40 MDf: 150 Lck: 0
---
Immune: Death, Stop, Frog, Small, Petrify, Death-sentence, Manipulate,
Peerless, Paralysed
Note: Zuus fought on the wooden bridge in Mt Nibel will have Can't Reach
status. All other Zuus may be hit with close range attacks
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 2x Base (294)
PAt%: 100
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Notes: Will sometimes use Claw twice in a single combo
Great Gale
Physical Attack
Formula: Physical
Pwr: 1 7/8x Base (275.625)
PAt%: 100
Tar: All Op
Elm: Wind
Attr: [ 40] Inflict 'Darkness'
Notes: Status infliction done via Great Gale is considered to be No
Split, even though the damage itself is split
---
AI: Setup
{
Count = Rnd(0..3)
SpclChance = 8
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Claw> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Claw> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
Choose Random Opponent
Use <Claw> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Claw> on Target
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 3
} Else {
Count = 0
}
} Else {
Choose All Opponents
Use Great Gale on Target
Count = 0
}
}
AI: Counter - General
{
If (Zuu's HP <= 25% of Zuu's Max HP) Then
{
SpclChance = 2
If (TempVar:Fury == 0) Then
{
Print Message [Zuu feels Fury.]
TempVar:Fury = 1
Count = 3
}
} Else If (Zuu's HP <= 50% of Zuu's Max HP) Then {
SpclChance = 3
If (TempVar:Fury == 0) Then
{
Print Message [Zuu feels Fury.]
TempVar:Fury = 1
Count = 3
}
} Else If (Zuu's HP <= 75% of Zuu's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 8
}
}
-----------------------------------------------------------------------------
Name: Kyuvilduns
Lvl: 24 EXP: 340 Win: [ 8] Hi-Potion
HP: 800 AP: 34 Steal: -
MP: 0 Gil: 368 Morph: Hi-Potion
---
Weak: Fire
---
Att: 48 Def: 42 Df%: 1 Dex: 56
MAt: 40 MDf: 64 Lck: 0
---
No Special Attributes
---
Attacks:
Lay Flat
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (300)
PAt%: 97
Tar: 1 Op
Elm: Non-Element
Attr: Berserk Attack
Manip.
---
AI: Main
{
Choose Random Opponent
Use Lay Flat on Target
}
-----------------------------------------------------------------------------
Name: Screamer
Lvl: 26 EXP: 400 Win: [ 8] Earth Drum
HP: 800 AP: 33 Steal: -
MP: 40 Gil: 400 Morph: Power Source
---
Void: Gravity
---
Att: 67 Def: 44 Df%: 1 Dex: 68
MAt: 40 MDf: 120 Lck: 0
---
No Special Attributes
---
Attacks:
<Ironball>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (218.75)
PAt%: 115
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Iron Attack
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (437.5)
PAt%: 100
Tar: All Op
Elm: Earth
Attr: Manip.
War Cry
Magical Change Status
MAt%: 94
Cost: 4 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Sadness'
Manip.
---
AI: Main
{
If (Count == 0) Then
{
Count = 1
} Else If (Count == 1) Then {
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed Status
} Else If (At Least One Opponent has Sadness Status) Then {
Choose Random Opponent with Sadness Status
} Else {
Choose Random Opponent with Highest HP
}
Use <Ironball> on Target
Count = 2
} Else If (Count == 2) Then {
Count = 3
} Else If (Count == 3) Then {
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed Status
} Else If (At Least One Opponent has Sadness Status) Then {
Choose Random Opponent with Sadness Status
} Else {
Choose Random Opponent with Highest HP
}
Use <Ironball> on Target
If ((At Least One Opponent doesn't have Sadness) AND (1/3 Chance)) Then
{
Count = 4
} Else {
Count = 0
}
} Else {
If (At Least One Opponent doesn't have Sadness) Then
{
Choose Random Opponent without Sadness
} Else {
Choose Random Opponent
}
Use War Cry on Target
Count = 0
}
}
AI: Counter - General
{
If (TempVar:HPDanger == 0) Then
{
If (Screamer's HP <= 1/8th of Screamer's Max HP) Then
{
If (1/2 Chance) Then
{
Choose All Opponents
Use Iron Attack on Target
}
TempVar:HPDanger = 1
}
}
}
-----------------------------------------------------------------------------
Name: Materia Keeper
Lvl: 38 EXP: 3000 Win: 100% Jem Ring
HP: 8400 AP: 200 Steal: -
MP: 300 Gil: 2400 Morph: -
---
Void: Gravity
Asrb: Fire
---
Att: 90 Def: 100 Df%: 10 Dex: 90
MAt: 12 MDf: 280 Lck: 10
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk
---
Attacks:
<Keyclaw>
Physical Attack
Formula: Physical
Pwr: 1x Base (514)
PAt%: 100
Tar: 1 Op
Elm: Cut
Big Horn
Physical Attack
Formula: Physical
Pwr: 1x Base (514)
PAt%: 95
Tar: 1 Op
Elm: Punch
Hell Combo
Physical Attack
Formula: Physical
Pwr: 1 3/4x Base (899.5)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Trine
Magical Attack
Formula: Magical
Pwr: 2 1/8x Base (637.5)
MAt%: 100
Cost: 20 MP
Tar: All Op (NS)
Elm: Lightning
Cure2
Magical HP Restore
Formula: Cure
Pwr: Base + 770 (1070)
MAt%: 255
Cost: 24 MP
Tar: 1 Al/All Al
Elm: Restorative
Attr: Reflectable
---
AI: Setup
{
Count = Rnd(0..4)
SpclChance = 5
}
AI: Main
{
If (Count == 0 or 1 or 2) Then
{
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Hell Combo on Target
} Else {
Choose Random Opponent
1/2 Chance: Use <Keyclaw> on Target
1/2 Chance: Use Big Horn on Target
}
Count = Count + 1
} Else If (Count = 3) Then {
If ((SpclChance < 4) AND (Materia Keeper's MP >= 24) Then
{
Choose Self
Use Cure2 on Target
Count = 4
} Else {
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Hell Combo on Target
Count = 0
} Else {
Choose Random Opponent
1/2 Chance: Use <Keyclaw> on Target
1/2 Chance: Use Big Horn on Target
Count = Rnd(0..2)
}
}
} Else {
If (Materia Keeper's MP >= 20) Then
{
Choose All Opponents
Use Trine on Target
} Else {
Choose Random Opponent
Use Hell Combo on Target
}
Count = 0
}
}
AI: Counter - General
{
If (Materia Keeper's HP <= 25% of Materia Keeper's Max HP) Then
{
SpclChance = 2
} Else If (Materia Keeper's HP <= 50% of Materia Keeper's Max HP) Then {
SpclChance = 3
} Else If (Materia Keeper's HP <= 75% of Materia Keeper's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
}
=============================================================================
5.12 Rocket Town
----------------
5.12.1 Nibel Area Forests
------ ------------------
Name: Bahba Velamyu
Lvl: 23 EXP: 285 Win: [ 8] Mute Mask
HP: 640 AP: 20 Steal: -
MP: 40 Gil: 280 Morph: Mute Mask
---
No Elemental Properties
---
Att: 40 Def: 38 Df%: 1 Dex: 55
MAt: 44 MDf: 176 Lck: 0
---
Immune: Frog, Small
---
Attacks:
Bonecutter
Physical Attack
Formula: Physical
Pwr: 1x Base (68)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Bonecutter twice in a single combo
Jumping Cutter
Physical Attack
Formula: Physical
Pwr: 1x Base (68)
PAt%: 255
Tar: 1 Op
Elm: Cut
Attr: Manip.
Notes: Will sometimes use Jumping Cutter twice in a single combo
Magic Cutter
Magical MP Absorb
Formula: Magical
Pwr: 1/8x Base (50.25)
MAt%: 255
Cost: 4 MP
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
Silence
Magical Change Status
MAt%: 255
Cost: 24 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 60] Inflict 'Silence'
Reflectable
Slow
Magical Change Status
Auto Hit
Cost: 20 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [100] Inflict 'Slow'
Reflectable
---
AI: Setup
{
SelectTar = Choose Random Opponent
Count = Rnd(0..4)
SpclChance = 5
}
AI: Main
{
TempVar:PhysAttack = 0
TempVar:NumAttack = 1
If (Count == 0 or 1) Then
{
TempVar:PhysAttack = 1
TempVar:ChosenAtt = Bonecutter
If (Rnd(1..SpclChance) == 1) Then
{
TempVar:NumAttack = 2
}
Count = Count + 1
} Else If (Count == 2) Then {
TempVar:PhysAttack = 1
TempVar:ChosenAtt = Jumping Cutter
If (Rnd(1..SpclChance) == 1) Then
{
TempVar:NumAttack = 2
}
Count = 0
} Else If (Count == 3) Then {
If (SelectTar has neither Death nor Slow Status) Then
{
Choose SelectTar
If (Bahba Velamyu's MP >= 20) Then
{
Use Slow on Target
} Else {
Use Magic Cutter on Target
}
}
Count = 0
} Else {
If (SelectTar has neither Death nor Silence Status) Then
{
Choose SelectTar
If (Bahba Velamyu's MP >= 24) Then
{
Use Silence on Target
} Else {
Use Magic Cutter on Target
}
}
Count = 0
}
If (TempVar:PhysAttack == 1) Then
{
While (TempVar:NumAttack != 0)
{
If (At Least One Opponent has Slow Status) Then
{
Choose Random Opponent with Slow Status
} Else {
Choose Random Opponent
}
Use TempVar:ChosenAtt on Target
TempVar:NumAttack = TempVar:NumAttack - 1
}
}
}
AI: Counter - General
{
If (Bahba Velamyu's HP <= 25% of Bahba Velamyu's Max HP) Then
SpclChance = 2
} Else If (Bahba Velamyu's HP <= 50% of Bahba Velamyu's Max HP) Then {
SpclChance = 3
} Else If (Bahba Velamyu's HP <= 75% of Bahba Velamyu's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
}
AI: Counter - Physical
{
SelectTar = Bahba Velamyu's Last Attacker (Physical)
Count = 3
}
AI: Counter - Magical
{
SelectTar = Bahba Velamyu's Last Attacker (Magical)
Count = 4
}
-----------------------------------------------------------------------------
Name: Battery Cap
Lvl: 24 EXP: 270 Win: [ 8] Eye drop
HP: 640 AP: 32 Steal: [32] Dazers
MP: 58 Gil: 386 Morph: -
---
No Elemental Properties
---
Att: 41 Def: 38 Df%: 1 Dex: 40
MAt: 42 MDf: 146 Lck: 0
---
Immune: Confusion, Frog, Small, Manipulate
---
Attacks:
Seed Shot
Physical Change Status
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: 100% Inflict 'Darkness'
Berserk Attack
Four Laser
Magical Attack
Formula: Magical
Pwr: 1x Base (396)
MAt%: 100
Cost: 16 MP
Tar: 1 Op
Elm: Non-Element
---
AI: Main
{
If (1/2 Chance) Then
{
If (At Least One Opponent has Poison Status) Then
{
Choose Random Opponent with Poison Status
} Else {
Choose Random Opponent
}
Use Seed Shot on Target
} Else {
Choose Random Opponent
Use Four Laser on Target
}
}
-----------------------------------------------------------------------------
5.12.2 Rocket Launch Pad Area
------ ----------------------
Name: Velcher Task
Lvl: 26 EXP: 320 Win: [ 8] Hi-Potion
HP: 900 AP: 31 Steal: [32] Remedy
MP: 28 Gil: 350 Morph: Remedy
---
Asrb: Poison
---
Att: 50 Def: 50 Df%: 1 Dex: 58
MAt: 45 MDf: 130 Lck: 0
---
No Special Attributes
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (130)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Poison Blow
Magical Change Status
MAt%: 100
Cost: 4 MP
Tar: 1 Op
Elm: Shoot
Attr: [ 72] Inflict 'Poison'
Manip.
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
If (At Least One Opponent doesn't have Poison Status) Then
{
Choose Random Opponent without Poison Status
1/4 Chance: Use Poison Blow on Target
3/4 Chance: Use <Claw> on Target
}
TempVar:OpeningAttack = 1
} Else {
If (At Least One Opponent doesn't have Poison Status) Then
{
Choose Random Opponent without Poison Status
1/3 Chance: Use Poison Blow on Target
2/3 Chance: Use <Claw> on Target
}
}
}
AI: Counter - General
{
If (Velcher Task doesn't have Poison Status) Then
{
If (Velcher Task's HP <= 1/8th of Velcher Task's Max HP) Then
{
Choose Velcher Task's Last Attacker (General)
Use <Claw> on Target
}
} Else If (At Least One Opponent doesn't have Poison Status) Then {
Choose Random Opponent without Poison Status
Use Poison Blow on Target
}
}
-----------------------------------------------------------------------------
5.12.3 The Tiny Bronco
------ ---------------
Name: Palmer
Lvl: 38 EXP: 1800 Win: 100% Edincoat
HP: 6000 AP: 98 Steal: -
MP: 240 Gil: 5000 Morph: -
---
Weak: 'Sleep' Status Abilities
Void: Gravity
---
Att: 100 Def: 100 Df%: 50 Dex: 60
MAt: 25 MDf: 200 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless
---
Attacks:
<Fire2>
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (472.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Attack name is shown as Mako Gun
<Ice2>
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (472.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Notes: Attack name is shown as Mako Gun
<Bolt2>
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (472.5)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Notes: Attack name is shown as Mako Gun
Animations
<Incite>
Notes: Palmer taunts the target
Palmer "Ugh!"
Notes: Runs animation of Palmer dodging Tiny Bronco but being
hit by truck
Used as Final Attack
---
AI: Main
{
1/4 Chance:
{
If (At Least One Opponent doesn't have Sadness Status) Then
{
Print Message [Palmer "Heh-hic-heh-hic!"]
Choose Random Opponent without Sadness Status
Use <Incite> on Target
}
}
1/4 Chance:
{
If (Palmer's MP >= 22) Then
{
Print Message [Mako Gun]
Choose Random Opponent
Use <Fire2> on Target
}
}
1/4 Chance:
{
If (Palmer's MP >= 22) Then
{
Print Message [Mako Gun]
Choose Random Opponent
Use <Ice2> on Target
}
}
1/4 Chance:
{
If (Palmer's MP >= 22) Then
{
Print Message [Mako Gun]
Choose Random Opponent
Use <Bolt2> on Target
}
}
}
AI: Counter - Death
{
Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from Palmer
Print Message [Palmer "Heh heh hic!"]
Choose Self
Use Palmer "Ugh!" on Target
}
=============================================================================
5.13 Battle Square (Part Two)
-----------------------------
The enemies you meet in Battle Square now are replicas of enemies found
between sections 5.8 and 5.12, but with the following changes:
[200% HP]
[125% Att]
[125% MAt]
Until Battle Square reopens after Meteor is summoned, Battle Square will have
the following battle sets:
1st Battle - Group A
1x Bullmotor
2x Bullmotor
2x Spencer
4x Flapbeat
1st Battle - Group B
2x Joker
1x Flapbeat
2x Flapbeat
3x Spencer, 1x Flapbeat
2nd Battle - Group A
1x Grand Horn
2x Gagighandi
2x Grand Horn
1x Crown Lance
2nd Battle - Group B
3x Gagighandi
2x Gagighandi
3x Needle Kiss
1x Needle Kiss, 1x Search Crown, 1x Bagnadrana
3rd Battle - Group A
1x Kimara Bug
1x Flower Prong
1x Heavy Tank
1x Gagighandi, 2x Touch Me
3rd Battle - Group B
1x Touch Me
2x Kimara Bug
1x Flower Prong
1x Heavy Tank
4th Battle - Group A
3x Bagrisk
1x Griffin
1x Golem
2x Desert Sahagin
4th Battle - Group B
1x Griffin
2x Desert Sahagin
2x Skeeskee, 1x Griffin
2x Crown Lance
5th Battle - Group A
3x Skeeskee
4x Heg
3x Sneaky Step
2x Gi Spector
5th Battle - Group B
2x Heg, 1x Sneaky Step
5x Heg
1x Sneaky Step, 3x Heg
3x Gi Spector
6th Battle - Group A
2x Bahba Velamyu
6x Battery Cap
3x Nibel Wolf
2x Nibel Wolf, 1x Velcher Task
6th Battle - Group B
4x Battery Cap, 1x Valron
2x Velcher Task
3x Valron
2x Bahba Velamyu (Switch to Group A for 7th/8th if this is selected)
7th Battle - Group A
4x Black Bat
1x Sonic Speed, 2x Kyuvilduns
3x Twin Brain
2x Screamer, 1x Twin Brain
7th Battle - Group B
3x Black Bat
3x Kyuvilduns
3x Sonic Speed
5x Kyuvilduns
8th Battle - Group A and B
1x Ghirofelgo
1x Ying, 1x Yang
1x Zuu
1x Dragon
=============================================================================
5.14 Wutai
----------
5.14.1 Wutai Area
------ ----------
Name: Thunderbird
Lvl: 28 EXP: 385 Win: See Attributes
HP: 800 AP: 36 Steal: [32] Bolt Plume
MP: 80 Gil: 420 Morph: Swift Bolt
---
Asrb: Lightning
---
Att: 70 Def: 40 Df%: 1 Dex: 45
MAt: 32 MDf: 100 Lck: 0
---
Immune: Stop, Frog, Paralysed
(Full List) Win: [ 8] Bolt Plume, [ 8] Hi-Potion, [ 8] Echo Screen
---
Attacks:
<Stab>
Physical Attack
Formula: Physical
Pwr: 1x Base (253)
PAt%: 95
Tar: 1 Op
Elm: Punch
Attr: Berserk Attack
Manip.
Lightning
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (450)
MAt%: 95
Cost: 16 MP
Tar: All Op (NS)
Elm: Lightning
Attr: Manip.
---
AI: Main
{
1/4 Chance:
{
Choose All Opponents
Use Lightning on Target
}
3/4 Chance:
{
Choose Random Opponent
Use <Stab> on Target
}
}
AI: Counter - General
{
If ([2120] AND 0x02 != 0) Then
{
Choose All Opponents
Use Lightning on Target
}
}
-----------------------------------------------------------------------------
Name: Razor Weed
Lvl: 27 EXP: 375 Win: See Attributes
HP: 1000 AP: 30 Steal: -
MP: 145 Gil: 350 Morph: -
---
No Elemental Properties
---
Att: 58 Def: 50 Df%: 1 Dex: 60
MAt: 25 MDf: 100 Lck: 0
---
(Full List) Win: [ 8] Tranquilizer, [ 8] Hi-Potion, [ 8] Loco Weed
---
Attacks:
<Glasscutter>
Physical Attack
Formula: Physical
Pwr: 1x Base (154)
PAt%: 95
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Spaz Voice
Magical Change Status
MAt%: 95
Cost: 15 MP
Tar: 1 Op
Elm: Non-Element
Attr: [ 48] Inflict 'Fury'
Notes: 100% C/A against physical damage
Magic Hammer
Magical MP Absorb
Formula: Fixed
Pwr: 100
MAt%: 100
Cost: 3 MP
Tar: 1 Op
Elm: Non-Element
Attr: Reflectable
Manip.
Notes: Razor Weed will never use this normally
---
AI: Main
{
If (TempVar:SpazVoice == 0) Then
{
If (1/3 Chance) Then
{
Choose Random Opponent
Use <Glasscutter> on Target
}
} Else {
TempVar:SpazVoice = 0
}
}
AI: Counter - Physical
{
Choose Razor Weed's Last Attacker (Physical)
Use Spaz Voice on Target
TempVar:SpazVoice = 1
}
-----------------------------------------------------------------------------
Name: Edgehead
Lvl: 27 EXP: 370 Win: See Attributes
HP: 900 AP: 36 Steal: -
MP: 80 Gil: 385 Morph: -
---
Asrb: Lightning
---
Att: 60 Def: 48 Df%: 1 Dex: 62
MAt: 31 MDf: 140 Lck: 0
---
(Full List) Win: [ 8] X-Potion, [ 8] Smoke Bomb, [ 8] Hourglass
---
Attacks:
<Scissors>
Physical Attack
Formula: Physical
Pwr: 1x Base (160)
PAt%: 100
Tar: 1 Op
Elm: Cut
Attr: Berserk Attack
Manip.
Electric Burst
Magical Attack
Formula: Magical
Pwr: 1x Base (348)
MAt%: 95
Cost: 8 MP
Tar: 1 Op
Elm: Lightning
Attr: Manip.
---
AI: Main
{
Choose Random Opponent
1/4 Chance: Use Electric Burst on Target
3/4 Chance: Use <Scissors> on Target
}
-----------------------------------------------------------------------------
Name: Bizarre Bug
Lvl: 28 EXP: 420 Win: 100% X-Potion
HP: 975 AP: 40 Steal: -
MP: 0 Gil: 340 Morph: -
---
No Elemental Properties
---
Att: 75 Def: 50 Df%: 1 Dex: 59
MAt: 24 MDf: 160 Lck: 0
---
Immune: Confusion, Frog, Small, Manipulate, Berserk
Transformation: 1st Form is default Def: 50, Df%: 1
2nd Form hovers in the air; Def: 0, Df%: 51
---
Attacks:
<Bodyblow>
Physical Attack
Formula: Physical
Pwr: 1x Base (270)
PAt%: 95
Tar: 1 Op
Elm: Hit
Notes: Only used in 1st Form
<Scorpion Attack>
Physical Attack
Formula: Physical
Pwr: 1x Base (270)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Notes: Only used in 2nd Form
Toxic Powder
Physical Attack
Formula: Physical
Pwr: 1 9/16x Base (421.875)
PAt%: 95
Tar: All Op
Elm: Poison
Attr: 100% Inflict 'Poison'
Notes: Only used in 2nd Form and once per battle
Status infliction done via Toxic Powder is considered to be No
Split, even though the damage itself is split
---
AI: Setup
{
TempVar:DfltDf% = Bizarre Bug's Df%
TempVar:DfltDef = Bizarre Bug's Def
TempVar:DfltIdle = Bizarre Bug's IdleAnim
TempVar:DfltHurt = Bizarre Bug's HurtAnim
}
AI: Main
{
If (Bizarre Bug's IdleAnim == On Land) Then
{
If (TempVar:LandTurns == 0) Then
{
Choose Self
Use <> on Target
Bizarre Bug's IdleAnim = In Air
Bizarre Bug's Df% = Bizarre Bug's Df% + 50
Bizarre Bug's Def = Bizarre Bug's Def - 50
TempVar:AirTurns = 5
} Else {
Choose Random Opponent
Use <Bodyblow> on Target
TempVar:LandTurns = TempVar:LandTurns - 1
}
} Else If (TempVar:AirTurns == 0) Then {
Choose Self
Use <> on Target
Bizarre Bug's IdleAnim = TempVar:DfltIdle
Bizarre Bug's Df% = TempVar:DfltDf%
Bizarre Bug's Def = TempVar:DfltDef
TempVar:LandTurns = 3
} Else {
If ((TempVar:ToxicPowder == 0) AND (1/4 Chance)) Then
{
Choose All Opponents
Use Toxic Powder on Target
TempVar:ToxicPowder = 1
} Else {
Choose Random Opponent
Use <Scorpion Attack> on Target
}
TempVar:AirTurns = TempVar:AirTurns - 1
}
}
AI: Counter - General
{
If (Bizarre Bug's IdleAnim == On Land) Then
{
Bizarre Bug's HurtAnim = TempVar:DfltHurt
} Else {
Bizarre Bug's HurtAnim = Flinch (In Air)
}
}
-----------------------------------------------------------------------------
Name: Tail Vault
Lvl: 28 EXP: 440 Win: 100% Phoenix Down
HP: 960 AP: 36 Steal: -
MP: 0 Gil: 380 Morph: -
---
No Elemental Properties
---
Att: 69 Def: 46 Df%: 1 Dex: 60
MAt: 25 MDf: 120 Lck: 0
---
No Special Attributes
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (249)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Berserk Attack
Manip.
Somersault
Physical Attack
Formula: Physical
Pwr: 1x Base (249)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: Manip.
Notes: Only used as C/A against all party members
---
AI: Setup
{
TempVar:HitsTilCounter = 3
}
AI: Main
{
If (TempVar:Somersault == 0) Then
{
Choose Random Opponent
Use <Bite> on Target
} Else {
TempVar:Somersault = 0
}
}
AI: Counter - Physical
{
If (TempVar:HitsTilCounter == 0) Then
{
If (1st Opponent doesn't have Death Status) Then
{
Choose 1st Opponent
Use Somersault on Target
}
If (2nd Opponent doesn't have Death Status) Then
{
Choose 2nd Opponent
Use Somersault on Target
}
If (3rd Opponent doesn't have Death Status) Then
{
Choose 3rd Opponent
Use Somersault on Target
}
TempVar:Somersault = 1
TempVar:HitsTilCounter = 3
} Else {
TempVar:HitsTilCounter = TempVar:HitsTilCounter - 1
}
}
-----------------------------------------------------------------------------
Name: Adamantaimai
Lvl: 30 EXP: 720 Win: See Attributes
HP: 1600 AP: 100 Steal: [32] Adaman Bangle
MP: 240 Gil: 2000 Morph: -
---
Void: Gravity
---
Att: 71 Def: 60 Df%: 1 Dex: 62
MAt: 75 MDf: 280 Lck: 0
---
Immune: Confusion, Frog, Small
(Full List) Win: [ 8] Dragon Scales, [ 8] Phoenix Down
BUG: If you manage to inflict Barrier and MBarrier on an Adamantaimai before
it takes its first turn, it will try to cast Cure. Since Cure is not in its
Attack List, the game will freeze or crash.
---
Attacks:
<Light Shell>
Physical Attack
Formula: Physical
Pwr: 1x Base (269)
PAt%: 95
Tar: 1 Op
Elm: Shout
Attr: Berserk Attack
Manip.
Can't Cover
Notes: Only used as a 100% C/A
Death Force
Magical Change Status
MAt%: 255
Cost: 3 MP
Tar: 1 Al
Elm: Non-Element
Attr: 100% Inflict 'Death Force'
Manip.
Notes: Adamantaimai will never use this normally
Barrier
Magical Change Status
Auto Hit
Cost: 16 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'Barrier'
Reflectable
MBarrier
Magical Change Status
Auto Hit
Cost: 24 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'MBarrier'
Reflectable
---
AI: Main
{
If (Adamantaimai doesn't have Barrier Status) Then
{
TempVar:ChosenAtt = Barrier
} Else If (Adamantaimai doesn't have MBarrier Status) Then {
TempVar:ChosenAtt = MBarrier
}
If (Adamantaimai's MP >= TempVar:ChosenAtt's MP Cost) Then
{
Choose Self
Use TempVar:ChosenAtt on Target
}
}
AI: Counter - General
{
Choose Adamantaimai's Last Attacker (General)
Use <Light Shell> on Target
}
-----------------------------------------------------------------------------
5.14.2 Wutai, Da-chao Statue
------ ---------------------
Name: Foulander
Lvl: 27 EXP: 440 Win: [ 8] Lunar Curtain, [ 8] Fire Veil
HP: 800 AP: 34 Steal: -
MP: 100 Gil: 460 Morph: -
---
Asrb: Fire
---
Att: 50 Def: 46 Df%: 1 Dex: 54
MAt: 25 MDf: 100 Lck: 0
---
No Special Attributes
---
Attacks:
<Claw>
Physical Attack
Formula: Physical
Pwr: 1x Base (134)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Notes: Will sometimes use Claw twice in a single combo
Flame Dance
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (390)
MAt%: 95
Cost: 16 MP
Tar: All Op/1 Op
Elm: Fire
Attr: Manip.
---
AI: Setup
{
SelectTar = Choose Random Opponent
Count = Rnd(0..4)
}
AI: Main
{
If (Count < 4) Then
{
If (SelectTar doesn't have Death Status) Then
{
Choose SelectTar
} Else {
Choose Random Opponent
}
Use <Claw> on Target
If ((Target doesn't have Death Status) AND (1/3 Chance)) Then
{
Use <Claw> on Target
}
Count = Count + 1
} Else {
If (Foulander's MP >= 16) Then
{
Choose All Opponents
Use Flame Dance on Target
}
Count = Rnd(0..1)
}
}
AI: Counter - General
{
SelectTar = Foulander's Last Attacker (General)
}
-----------------------------------------------------------------------------
Name: Garuda
Lvl: 29 EXP: 520 Win: See Attributes
HP: 1400 AP: 30 Steal: -
MP: 200 Gil: 520 Morph: -
---
Weak: Wind
Void: Earth
Asrb: Ice, Lightning
---
Att: 56 Def: 52 Df%: 1 Dex: 59
MAt: 35 MDf: 150 Lck: 0
---
Immune: Stop, Frog, Paralysed
(Full List) Win: [ 8] Ice Crystal, [ 8] Bolt Plume, [ 8] Light Curtain,
[ 8] Mute Mask
---
Attacks:
<Rod>
Physical Attack
Formula: Physical
Pwr: 1x Base (156)
PAt%: 90
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Ice2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (480)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Manip.
Bolt2
Magical Attack
Formula: Magical
Pwr: 1 1/4x Base (480)
MAt%: 100
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Lightning
Attr: Reflectable
Manip.
Dance
Magical MP Absorb
Formula: Magical
Pwr: 1/2x Base (192)
MAt%: 255
Cost: 8 MP
Tar: 1 Op
Elm: Non-Element
---
AI: Main
{
1/4 Chance:
{
If (Garuda's MP >= 22) Then
{
Choose Random Opponent
Use Ice2 on Target
} Else {
Choose Random Opponent with Highest MP
Use Dance on Target
}
}
1/4 Chance:
{
If (Garuda's MP >= 22) Then
{
Choose Random Opponent
Use Bolt2 on Target
} Else {
Choose Random Opponent with Highest MP
Use Dance on Target
}
}
1/4 Chance:
{
Choose Random Opponent with Highest MP
Use Dance on Target
}
1/4 Chance:
{
Choose Random Opponent
Use <Rod> on Target
}
}
-----------------------------------------------------------------------------
Name: Jayjujayme
Lvl: 28 EXP: 410 Win: See Attributes
HP: 640 AP: 35 Steal: -
MP: 20 Gil: 350 Morph: -
---
No Elemental Properties
---
Att: 52 Def: 46 Df%: 1 Dex: 45
MAt: 35 MDf: 160 Lck: 0
---
(Full List) Win: [ 8] Remedy, [ 8] Remedy, [ 8] Deadly Waste, [ 8] X-Potion
---
Attacks:
<Bite>
Physical Attack
Formula: Physical
Pwr: 1x Base (142)
PAt%: 100
Tar: 1 Op
Elm: Hit
Attr: Berserk Attack
Manip.
Confu-scales
Magical Attack
Formula: Magical
Pwr: 3/4x Base (283.5)
MAt%: 95
Cost: 5 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Confusion'
Manip.
Notes: Jayjujayme will never use this normally
Silk
Magical Change Status
MAt%: 90
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Slow'
Thread
Magical Change Status
MAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: [100] Inflict 'Stop'
Notes: Only used on targets that are in 'Slow' Status
---
AI: Setup
{
Count = Rnd(0..1)
}
AI: Main
{
If (Count == 0) Then
{
If (At Least One Opponent has Stop Status) Then
{
Choose Random Opponent with Stop Status
Use <Bite> on Target
} Else {
If ((At Least One Opponent has Slow Status)
AND (More Than One Opponent doesn't have Death Status)) Then
{
Choose Random Opponent with Slow Status
Use Thread on Target
} Else {
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use Silk on Target
} Else {
Choose Random Opponent
Use <Bite> on Target
}
}
}
Count = 1
} Else {
If (At Least One Opponent doesn't have Slow Status) Then
{
Choose Random Opponent without Slow Status
Use Silk on Target
} Else {
If ((At Least One Opponent doesn't have Stop Status)
AND (More Than One Opponent doesn't have Death Status)) Then
{
Choose Random Opponent without Stop Status
Use Thread on Target
} Else {
Choose Random Opponent
Use <Bite> on Target
}
}
Count = 0
}
}
-----------------------------------------------------------------------------
5.14.3 The Stolen Materia
------ ------------------
Name: Attack Squad
Lvl: 34 EXP: 300 Win: [ 8] S-mine
HP: 1300 AP: 10 Steal: [ 8] 8-inch Cannon
MP: 100 Gil: 420 Morph: -
---
No Elemental Properties
---
Att: 60 Def: 66 Df%: 1 Dex: 55
MAt: 20 MDf: 60 Lck: 0
---
No Special Attributes
---
Attacks:
<Machine Gun>
Physical Attack
Formula: Physical
Pwr: 1x Base (186)
PAt%: 100
Tar: 1 Op
Elm: Shoot
Attr: Berserk Attack
Manip.
Grenade
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (232.5)
PAt%: 85
Tar: All Op
Elm: Non-Element
Attr: Manip.
<Smoke Bullet>
Physical Change Status
PAt%: 75
Tar: 1 Op
Elm: Hidden
Attr: [100] Inflict 'Sleep', 'Darkness'
Manip.
---
AI: Main
{
Choose Random Opponent
1/3 Chance: Use <Machine Gun> on Target
1/3 Chance: Use Grenade on Target
1/3 Chance: Use <Smoke Bullet> on Target
}
AI: Counter - General
{
If (Attack Squad's HP <= 2 * [Attack Squad's Max HP / 3]) Then
{
If (TempVar:Counter == 0) Then
{
Choose Attack Squad's Last Attacker (General)
Use <Smoke Bullet> on Target
TempVar:Counter = 1
}
} Else {
TempVar:Counter = 0
}
}
-----------------------------------------------------------------------------
Name: Rapps
Lvl: 39 EXP: 3200 Win: 100% Peace Ring
HP: 6000 AP: 33 Steal: -
MP: 300 Gil: 20000 Morph: -
---
No Elemental Properties
---
Att: 90 Def: 58 Df%: 1 Dex: 120
MAt: 55 MDf: 400 Lck: 0
---
Immune: Death, Sleep, Poison, Confusion, Silence, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Paralysed
---
Attacks:
<Wing Cut>
Physical Attack
Formula: Physical
Pwr: 1x Base (526)
PAt%: 95
Tar: 1 Op
Elm: Cut
Scorpion's Tail
Physical Attack
Formula: Physical
Pwr: 1x Base (526)
PAt%: 95
Tar: 1 Op
Elm: Non-Element
Attr: [ 48] Inflict 'Poison'
Notes: Will sometimes use Scorpion's Tail twice in a single combo
Aero3
Magical Attack
Formula: Magical
Pwr: 3 1/8x Base (1762.5)
MAt%: 100
Cost: 50 MP
Tar: 1 Op
Elm: Wind
---
AI: Setup
{
SpclChance = 9
Count = Rnd(0..4)
}
AI: Main
{
If (Count == 0 or 1) Then
{
Choose Random Opponent
Use <Wing Cut> on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use <Wing Cut> on Target
}
Count = Count + 1
} Else If (Count == 2) Then {
Choose Random Opponent
Use Scorpion's Tail on Target
If (Rnd(1..SpclChance) == 1) Then
{
Choose Random Opponent
Use Scorpion's Tail on Target
}
Count = 3
} Else {
If (Rapps' MP >= 50) Then
{
Choose Random Opponent
Use Aero3 on Target
}
Count = 0
}
}
AI: Counter - General
{
If (Rapps' HP <= 25% of Rapps' Max HP) Then
{
SpclChance = 3
} Else If (Rapps' HP <= 50% of Rapps' Max HP) Then {
SpclChance = 5
} Else If (Rapps' HP <= 75% of Rapps' Max HP) Then {
SpclChance = 7
} Else {
SpclChance = 9
}
}
-----------------------------------------------------------------------------
5.14.4 Wutai, Godo's Pagoda
------ --------------------
Name: Gorkii
Lvl: 30 EXP: 1500 Win: 100% X-Potion
HP: 3000 AP: 50 Steal: -
MP: 150 Gil: 0 Morph: -
---
Weak: Wind
Void: Earth, Gravity
---
Att: 71 Def: 60 Df%: 5 Dex: 70
MAt: 75 MDf: 280 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
Gorkii begins battle In Air and never lands. His Df% is increased to 25
as a result
---
Attacks:
<Dive Kick>
Magical Attack
Formula: Max HP%
Pwr: [Target's Max HP / 4]
MAt%: 100
Tar: 1 Op
Elm: Hit
Barrier
Magical Change Status
Auto Hit
Cost: 16 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'Barrier'
Reflectable
Demi2
Magical Attack
Formula: HP%
Pwr: [Target's HP / 2]
MAt%: 75
Cost: 33 MP
Tar: 1 Op/All Op (NS)
Elm: Gravity
Reflect
Magical Change Status
Auto Hit
Cost: 30 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'Reflect'
Regen
Magical Change Status
MAt%: 255
Cost: 30 MP
Tar: 1 Al/All Al
Elm: Non-Element
Attr: 100% Inflict 'Regen'
Reflectable
---
AI: Setup
{
Gorkii's IdleAnim = In Air
Gorkii's HurtAnim = Flinch (In Air)
Gorkii's Df% = Gorkii's Df% + 20
}
AI: Main
{
Count = Count + 1
Choose Random Opponent
If (Count == 1) Then
{
Choose Self
If (Gorkii doesn't have Barrier Status) Then
{
Use Barrier on Target
} Else If (Gorkii doesn't have Regen Status) Then {
Use Regen on Target
} Else If (Gorkii doesn't have Reflect Status) Then {
Use Reflect on Target
} Else {
Choose Random Opponent
Use Demi2 on Target
}
} Else If (Count == 2) Then {
Use <Dive Kick> on Target
} Else {
1/2 Chance: Use Demi2 on Target
1/2 Chance: Use <Dive Kick> on Target
Count = 0
}
}
-----------------------------------------------------------------------------
Name: Shake
Lvl: 32 EXP: 2200 Win: 100% Turbo Ether
HP: 4000 AP: 50 Steal: -
MP: 180 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 71 Def: 60 Df%: 1 Dex: 68
MAt: 75 MDf: 280 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Beak>
Physical Attack
Formula: Physical
Pwr: 1x Base (284)
PAt%: 103
Tar: 1 Op
Elm: Punch
Rage Bomber
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (710)
PAt%: 75
Tar: 1 Op
Elm: Shout
Attr: [ 72] Inflict 'Fury'
Notes: Only used as C/A or when Shake is Poisoned
---
AI: Main
{
If (Shake has Poison Status) Then
{
Choose Random Opponent
1/2 Chance: Use <Beak> on Target
1/2 Chance: Use Rage Bomber on Target
} Else {
Choose Random Opponent
Use <Beak> on Target
}
}
AI: Counter - General
{
If (Shake's HP <= 50% of Shake's Max HP) Then
{
Choose Shake's Last Attacker (General)
Use Rage Bomber on Target
}
}
-----------------------------------------------------------------------------
Name: Chekov
Lvl: 34 EXP: 2900 Win: 100% Ice Ring
HP: 5000 AP: 50 Steal: -
MP: 210 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 71 Def: 60 Df%: 1 Dex: 70
MAt: 75 MDf: 280 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
Absorb
Physical Absorb
Formula: Physical
Pwr: 1 1/4x Base (296)
PAt%: 255
Tar: 1 Op
Elm: Non-Element
Stare Down
Magical Change Status
MAt%: 255
Cost: 5 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Paralysed'
---
AI: Main
{
If (TempVar:OpeningAttack == 0) Then
{
If (1/2 Chance) Then
{
If (At Least One Opponent doesn't have Paralysed Status) Then
{
Choose Random Opponent without Paralysed Status
} Else {
Choose Random Opponent
}
Use Stare Down on Target
}
TempVar:OpeningAttack = 1
} Else If (Chekov's HP <= 50% of Chekov's Max HP) Then {
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed Status
} Else {
Choose Random Opponent with Highest HP
}
Use Absorb on Target
}
}
AI: Counter - Magical
{
Choose Chekov's Last Attacker (Magical)
Use Stare Down on Target
}
-----------------------------------------------------------------------------
Name: Staniv
Lvl: 36 EXP: 3600 Win: 100% Elixir
HP: 6000 AP: 50 Steal: -
MP: 240 Gil: 0 Morph: -
---
Void: Gravity
---
Att: 71 Def: 60 Df%: 1 Dex: 72
MAt: 75 MDf: 280 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
Death-sentence, Manipulate, Berserk, Peerless, Seizure
---
Attacks:
<Ironball>
Physical Attack
Formula: Physical
Pwr: 1 1/4x Base (385)
PAt%: 115
Tar: 1 Op
Elm: Hit
Iron Attack
Physical Attack
Formula: Physical
Pwr: 2 1/2x Base (770)
PAt%: 100
Tar: All Op
Elm: Earth
Notes: Only used as C/A
War Cry
Magical Change Status
MAt%: 94
Cost: 4 MP
Tar: 1 Op
Elm: Non-Element
Attr: 100% Inflict 'Sadness'
---
AI: Main
{
If (Count == 0) Then
{
Count = 1
} Else If (Count == 1) Then {
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed Status
} Else If (At Least One Opponent has Sadness Status) Then {
Choose Random Opponent with Sadness Status
} Else {
Choose Random Opponent with Highest HP
}
Use <Ironball> on Target
Count = 2
} Else If (Count == 2) Then {
Count = 3
} Else If (Count == 3) Then {
If (At Least One Opponent has Paralysed Status) Then
{
Choose Random Opponent with Paralysed Status
} Else If (At Least One Opponent has Sadness Status) Then {
Choose Random Opponent with Sadness Status
} Else {
Choose Random Opponent with Highest HP
}
Use <Ironball> on Target
If (At Least One Opponent doesn't have Sadness Status) Then
{
} Else {
Count = 0
}
} Else {
If ((At Least One Opponent doesn't have Sadness Status)
AND (1/3 Chance)) Then
{
Choose Random Opponent without Sadness Status
} Else {
Choose Random Opponent
}
Use War Cry on Target
Count = 0
}
}
AI: Counter - General
{
If (TempVar:HPDanger == 0) Then
{
If (Staniv's HP <= 1/8th of Staniv's Max HP) Then
{
If (1/2 Chance) Then
{
Choose All Opponents
Use Iron Attack on Target
}
TempVar:HPDanger = 1
}
}
}
-----------------------------------------------------------------------------
Name: Godo
Lvl: 41 EXP: 5000 Win: 100% All Creation
HP: 10000 AP: 60 Steal: -
MP: 1000 Gil: 40000 Morph: -
---
No Elemental Properties
---
Att: 70 Def: 60 Df%: 1 Dex: 68
MAt: 45 MDf: 100 Lck: 0
---
Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
Seizure
Transformation: 1st Form has face of a demon human
2nd Form has face of a red beast
3rd Form has face of a white joker
---
Attacks:
<Cure2>
Magical HP Restore
Formula: Cure
Pwr: Base + 770 (1286)
MAt%: 255
Cost: 24 MP
Tar: 1 Al/All Al
Elm: Restorative
Attr: Reflectable
Notes: Transforms to 1st Form to use this
Only used as a general C/A when at 40% of less HP
Will cast on attacker instead if attacker is at 20% or less HP
<Sleepel>
Magical Change Status
MAt%: 100
Cost: 8 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Inflict 'Sleep'
Reflectable
Notes: Transforms to 1st Form to use this
<Mini>
Magical Change Status
MAt%: 100
Cost: 10 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [ 72] Toggle 'Small'
Reflectable
Notes: Transforms to 1st Form to use this
When curing a target that already has the 'Small' Status, the
Toggle effect has a 100% chance of success
Drain
Magical Absorb
Formula: Magical
Pwr: 3/8x Base (193.5)
MAt%: 255
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Notes: Transforms to 3rd Form to use this
Bio2
Magical Attack
Formula: Magical
Pwr: 1 5/16x Base (677.25)
MAt%: 100
Cost: 36 MP
Tar: 1 Op/All Op
Elm: Poison
Attr: [ 48] Inflict 'Poison'
Reflectable
Notes: Transforms to 3rd Form to use this
Trine
Magical Attack
Formula: Magical
Pwr: 2 1/8x Base (1096.5)
MAt%: 100
Cost: 20 MP
Tar: All Op (NS)
Elm: Lightning
Notes: Transforms to 2nd Form to use this
Demi3
Magical Attack
Formula: HP%
Pwr: [Target's HP * 3 / 4]
MAt%: 75
Cost: 48 MP
Tar: 1 Op/All Op (NS)
Elm: Gravity
Notes: Trans