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