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    Enemy Mechanics FAQ by TFergusson

    Version: 1.11 | Updated: 07/31/09 | Printable Version | Search This Guide

    THE FF7 ENEMY MECHANICS v1.11
    ======================= =====
    
    by Terence Fergusson <tf_faq@btinternet.com>
    
    Final Fantasy 7 Copyright 1997, 1998 Square Co., Ltd.  Final Fantasy and
    Squaresoft are registered trademarks of Square Co., Ltd.
    
    This document is entirely my work, and was written and is owned by me,
    Terence Fergusson.  All copyrights and trademarks are acknowledged where not
    specifically mentioned.  If you wish to reproduce this document AS IS, you
    may do so without having to ask my permission, providing that the entire
    document including this copyright notice is left intact, preferably in ASCII
    text format, and is done so for non-profit purposes.  I do, however, reserve
    the right to revoke permission and ask for it to be taken down should I feel
    it necessary.
    
    
    
    =============================================================================
    VERSION HISTORY
    =============================================================================
    
    v1.00 : 19/08/04 : Original Release
    v1.02 : 13/09/04 : Fixed a few errors in various enemies
                         (thanks to SineNomine for pointing some of them out)
                       Added extra section detailing Item Drop and Steal rates
    v1.05 : 26/04/05 : Fixed a few errors in certain counter scripts
                         and while loops, as well as some minor updates to a few
                         monster entries
                       Large updates to all abilities, adding Hit Rate and
                         Formula Type data.  The formulas to interpret these
                         properly - as well as needed corrections and changes to
                         certain terms and old data - will be in a future Battle
                         Mechanics update
    v1.06 : 14/07/05 : Updated a few terms and rewrote all status chances to make
                         them clearer.  Also finished research on the unknown
                         elemental resistances, and updated accordingly
    v1.10 : 29/06/09 : Added Run Difficulty to all encounters.  A number of
                         slight inaccuracies and AI errors were found and
                         corrected too
                       Synched with sister guides
    v1.11 : 31/07/09 : Enemy Data underwent a full reverification, and a good
                         30+ errors were found and fixed
                       Chocobo Ratings were added
                       World Map Encounter details were revised
    
    
    
    =============================================================================
    COMPONENT GUIDES
    =============================================================================
    
    The FF7 Game Mechanics Guides are split into three files.  This guide, the
    third in the series, will detail the stats, attacks and formations of the
    enemies you meet.  The other two are:
    
      The FF7 Battle Mechanics:
        Covers the battle mechanics as a whole, and is required reading for
      understanding this current guide.
    
      The FF7 Party Mechanics:
        Covers the various battle data relating to the party, notably data
      regarding spell stats, materia use, and limit breaks.
    
    
    The FF7 Battle Mechanics is the main one to start with, since it will define
    many terms that will be used in both Party and Enemy Mechanics.
    
    Note that this guide is based on the PC version.  While most alleged
    gameplay differences between the PC and PSX versions have been proven false,
    more may exist.
    
    
    
    =============================================================================
    CONTENTS
    =============================================================================
    
    1.  Foreword
    2.  Basic Mechanics
    2.1   Item Rates
    2.1.1   Winning Items
    2.1.2   Stealing Items
    3.  Random Encounters
    3.1   Encounter Basics
    3.2   Encounter List
    3.2.1   World Map Encounters
    3.2.2   Field Map Encounters
    3.2.3   Unique Random Encounters
    4.  Enemy Data Key
    4.1   Basic Data
    4.2   AI Data
    5.  Enemy Listing
    5.1   Midgar (Disc One)
    5.1.1   No. 1 Reactor
    5.1.2   Lower Sector 4 Plate
    5.1.3   No. 5 Reactor
    5.1.4   Sector 5 Slum
    5.1.5   Sector 6
    5.1.6   Don Corneo's Mansion
    5.1.7   Sewer
    5.1.8   Train Graveyard
    5.1.9   Plate Support
    5.1.10  Reno of the Turks
    5.1.11  Shinra HQ
    5.1.12  Escape
    5.2   Midgar Overworld
    5.2.1   Midgar Area
    5.2.2   Grasslands Area
    5.2.3   Chocobos!
    5.3   Mythril Mines
    5.4   Junon Overworld
    5.4.1   Junon Area
    5.4.2   The Mystery Ninja
    5.4.3   Fort Condor
    5.4.4   Junon (Disc One): Bottomswell
    5.5   Cargo Ship
    5.6   Corel
    5.6.1   Corel Area
    5.6.2   Mt. Corel
    5.7   Gold Saucer
    5.7.1   Corel Prison
    5.7.2   Corel Desert
    5.7.3   Gold Saucer Area
    5.8   Battle Square (Part One)
    5.9   Gongaga
    5.9.1   Gongaga Area
    5.9.2   Jungle
    5.9.3   Meltdown Reactor
    5.10  Cosmo Canyon
    5.10.1  Cosmo Area
    5.10.2  Caves of the Gi
    5.11  Nibelheim
    5.11.1  Nibel Area
    5.11.2  Shinra Mansion
    5.11.3  Mt. Nibel
    5.12  Rocket Town
    5.12.1  Nibel Area Forests
    5.12.2  Rocket Launch Pad Area
    5.12.3  The Tiny Bronco
    5.13  Battle Square (Part Two)
    5.14  Wutai
    5.14.1  Wutai Area
    5.14.2  Wutai, Da-chao Statue
    5.14.3  The Stolen Materia
    5.14.4  Wutai, Godo's Pagoda
    5.15  The Temple of the Ancients
    5.15.1  Woodlands Area
    5.15.2  Temple of the Ancients
    5.16  The Forgotten City
    5.16.1  Icicle Area (Part One)
    5.16.2  Corel Valley
    5.16.3  Water Altar
    5.16.4  Corel Valley Cave
    5.17  Icicle Area (Part Two)
    5.18  The Snow Fields
    5.18.1  Great Glacier
    5.18.2  Gaea's Cliff
    5.19  Whirlwind Maze
    5.20  Junon (Disc Two): Aljunon
    5.21  Mideel Area
    5.22  The Lonely Isles
    5.22.1  Goblin Island
    5.22.2  Cactus Island
    5.23  The Huge Materia Quest: Corel Reactor
    5.24  Ultimate Weapon
    5.25  Battle Square (Part Three)
    5.26  The Huge Materia Quest: Underwater Reactor
    5.26.1  Junon Path
    5.26.2  Underwater Tunnel
    5.26.3  Underwater Reactor
    5.26.4  Carry Armor
    5.27  The Huge Materia Quest: Rocket Town
    5.28  The Ancient Forest
    5.29  The Gelnika
    5.30  Diamond Weapon
    5.31  Midgar Raid
    5.31.1  Sector 8 Underground
    5.31.2  The Mako Cannon
    5.32  The Optional Weapons
    5.33  The Northern Crater
    5.34  The Final Battles
    5.34.1  Jenova*SYNTHESIS
    5.34.2  Bizarro*Sephiroth
    5.34.3  Safer*Sephiroth
    5.34.4  Sephiroth
     
    
    
    =============================================================================
    1. FOREWORD
    =============================================================================
    
    Before we delve into the heart of the enemy mechanics, there are various
    things that must be said, especially regarding the accuracy and layout of
    this guide.
    
    First off, while this is not specifically a technical document, it *does*
    strive to be accurate in the large majority of cases.  Many parts of the
    document are written to be accurate with the game code itself.  However,
    other parts have been translated into data that are not precisely what the
    game does, but are easier to understand: for example, the AI routines of
    each enemy have been simplified where possible for this guide.  Previous
    versions of this document also listed what untargetable enemies existed;
    this has since been removed since it really adds nothing to the guide and
    was incomplete, in any case.
    
    Also, many enemies share the same attacks.  No indication of which attacks
    are shared will be given in this guide - there are many attacks which have
    exactly the same name and effect but may have different attack IDs.  This is
    also sometimes the case when the same enemy has multiple attacks with the
    same name and effect.  In this case, the only difference is when it is used
    via the AI script and the animation attached to it.  In this case, I will
    sometimes indicate which version within the AI script.  In general though,
    this guide will condense them all into one attack and attempt to explain when
    it is used.  (An example of this is Reno's Pyramid attack, of which he has
    three different versions for each of the three Pyramids he can call into
    being)
    
    The purpose of this guide is to remain true to the enemy stats listed in
    FF7's data files.  As such, this will generally have priority.  However, I
    am not immune to making mistakes, and with the sheer amount of information
    being conveyed, some are bound to turn up from time to time.
    
    I was heading for accuracy.  At this present time, I believe this guide to be
    more accurate in most things than many other monster lists already published,
    and in this respect, I have succeeded in my goal.  However, total accuracy is
    still elusive.  As such, if you wish to use this guide, please take its
    faults into account.
    
    
    NOTE (26/06/2009): While quite extensive, there are still some things left
    missing.  Of particular interest are certain unknown variables in the AI
    scripts.  If you see a variable listed like [0000] or [2040], please do not
    worry overmuch about it; I know they exist, and am fairly sure that most
    are merely technical changes that do not affect how a battle plays out.
    
    Many things have been corrected as time has passed, but I still cannot be
    sure that none do not remain.  It's 1000+ KB of text.  All I can say is that
    I've tried my best, and I hope you find use from it.
    
    
    
    =============================================================================
    2. BASIC MECHANICS
    =============================================================================
    
    This short section is devoted to covering important formulas and procedures
    necessary to understand certain parts of this guide, that are complicated
    enough to require more than a few paragraphs, but unique enough to not fit
    anywhere else.
    
    
    
    --------------
    2.1 Item Rates
    --------------
    Each enemy in the game can carry up to four different items, divided up
    between items that you can win from them and items you can steal from them.
    From a single enemy, it is only possible to earn one of these items.  The
    item you get depends on what you use (either stealing or simply killing them)
    and random chance.
    
    Each item - whether it be Won or Stolen - has an Item Chance, which is a
    unique number that determines how often it drops.  The following two sections
    detail how this number becomes an actual probability of dropping or being
    stolen.
    
    
    2.1.1 Winning Items
    ----- -------------
    You have a chance at winning an item if an enemy is killed and you finish the
    battle successfully.  In addition, the enemy cannot have been stolen from and
    must not have been killed by Remove.  Finally, the battle must finish with
    the default ending screen that awards EXP/AP/Gil/Items.  Battle Square
    battles do not do this, and multi-part battles only count the final battle in
    the series.  (Example: The Hundred Gunner and Heli Gunner battle only awards
    the Heli Gunner part of the battle)
    
    An enemy that is able to award items upon winning will have a list of said
    items, each with their own chance of being dropped.  For example, a Razor
    Weed has the following list:
    
              Win: [ 8] Tranquilizer, [ 8] Hi-Potion, [ 8] Loco Weed
    
    
    Both the chance of each item and the order are important.  When an item is
    to be dropped, each item in the list is looked at in turn.  The item being
    looked at will be awarded if the following occurs:
    
        If Rnd(0..63) <= Chance of Item, then Current Item is won!
    
    
    This means that you have (Chance + 1)/64 that the current item being looked
    at will be dropped.  This is done in order, however, so with the example item
    list above, it would be done like this:
    
          9/64 Chance: Win the Tranquilizer
         55/64 Chance: Move to next item...
                9/64 Chance: Win the Hi-Potion
               55/64 Chance: Move to next item...
                      9/64 Chance: Win the Loco Weed
                     55/64 Chance: No item is dropped
    
    For this example, this means you have the following chances of each item:
    
            Tranquilizer:          9/64 chance, 14.06%
            Hi-Potion:         495/4096 chance, 12.08%
            Loco Weed:     27225/262144 chance, 10.39%
            Nothing:      166375/262144 chance, 63.47%
    
    
    As you can see, even though they each had the same individual chance, the
    earlier items in the list are more likely to drop than the later items.
    
    This follows for any enemy that can drop an item; the chance per item is
    always (Chance+1)/64, meaning that a Chance of 63 is a 100% drop rate.
    
    
    
    2.1.2 Stealing Items
    ----- --------------
    You may steal an item from an enemy whenever it is carrying one or more items
    classed as being stealable.  If you successfully steal an item, then that
    enemy will have no more items to either drop upon defeat or to be stolen.
    (You will, of course, still be able to Morph them....)
    
    The chance of stealing an item is similar to the chance of an item being
    dropped, with a single difference: your Level and the target's Level are
    combined to form a modifier that adjusts the Chance of all items before they
    are tested against.
    
    The modifier is calculated like so:
    
               Lvl Diff = 40 + Attacker's Level - Target's Level
               StealMod = [512 * Lvl Diff / 100]
    
    
    The Modifier is then applied to each Item Chance via the following formula:
    
               New Chance = [Item Chance * StealMod / 256]
    
    
    Steal chances are exactly equal to Item Drop chances when StealMod is equal
    to 256; this occurs when you are 10 levels higher than your target.  We can
    also see that Steal chances are *doubled* when StealMod is equal to 512; this
    occurs when you are *60* levels higher than your target.
    
    The same test used for Item Drops is used for Stealing; each item in the
    Steal list is looked at in order, with the following test applied:
    
        If Rnd(0..63) <= Chance of Item, then Current Item is stolen!
    
    
    To see how this all works, let's take a look at an example.  A popular one
    is the Bagrisk, who is L19 and has the following Steal List:
    
              Steal: [32] Soft, [32] Soft, [ 8] Vagyrisk Claw
    
    
    If the person stealing from the Bagrisk is L29, then the chances are
    identical to the basic Item Drop chances; 33/64 chance of the first Soft,
    33/64 chance of the second Soft (if the first Soft fails) and then 9/64
    chance of the Vagyrisk Claw if both Softs fail to be stolen.  If we do the
    calculations, this leads to a 76.54% chance of a Soft, 3.30% chance of a
    Vagyrisk Claw and 20.16% chance of nothing.
    
    If the person stealing from the Bagrisk is L79, then the individual numbers
    are doubled.  This means that the first Soft will be stolen if Rnd(0..63) is
    less or equal to 64... which it always will be.  This means we have a 100%
    chance of stealing a Soft... but it also means we have a 0% chance of
    stealing the Vagyrisk Claw.
    
    In fact, the chances of stealing a Vagyrisk Claw are finally closed off at
    L78.  Let's go over this particular example in detail.
    
    At L78, we get:
    
               Lvl Diff = 40 + Attacker's Level - Target's Level
                        = 40 + 78 - 19
                        = 99
               StealMod = [512 * Lvl Diff / 100]
                        = [512 * 99 / 100]
                        = [506.88]
                        = 506
    
    Each Item Chance will thus be multiplied by 506/256 and then rounded down.
    The chance for each Soft is 32, which becomes:
    
                         [32 * 506 / 256] = [63.25] = 63
    
    
    The Item Chance for the Vagyrisk Claw (though it doesn't matter), becomes:
    
                          [8 * 506 / 256] = [15.8125] = 15
    
    
    Finally, we get to test each item.  We will steal the first Soft if
    Rnd(0..63) is less or equal to 63, which it *always* will be.  We therefore
    have a 100% chance of stealing the first Soft, and a 0% chance of getting
    anything after it in the list.
    
    
    There is one final modifier in stealing: the Sneak Glove.  If the character
    stealing has a Sneak Glove equipped, then StealMod will be set to 512
    *MINIMUM*.  This means that you will, at a very minimum, be set to 60 levels
    greater than your target with regards to stealing.  Note that the Sneak Glove
    will never *lower* your chance of stealing; if you are more than 60 levels
    over your target already, it will have no effect.  Also note that because it
    alters StealMod, it is able to boost your chances even higher than being L99
    would against enemies at L40 or higher.
    
    As you can probably guess from the examples we've already looked at, wearing
    a Sneak Glove will reduce your chances of stealing a Vagyrisk Claw to 0.  And
    if you think being really low level helps all that much for Vagyrisk Claw
    stealing... well, the best individual chance is at L11, where you have a
    54.86% chance of stealing a Soft, 4.23% chance of stealing a Vagyrisk Claw
    and a 40.91% chance of failing.  The calculations required to get these
    figures are left as an exercise for the reader.
    
    
    
    =============================================================================
    3. RANDOM ENCOUNTERS
    =============================================================================
    
    --------------------
    3.1 Encounter Basics
    --------------------
    FF7 is divided into areas.  A single screen in a dungeon or town is called
    a Field Map area, and when you change Field Maps, you very often change the
    rate you will encounter enemies.
    
    On the World Map, however, the division of areas is through defined borders.
    For instance, there is a mountain range and river that seperates Corel Area
    from both North Corel Area and Gold Saucer Area.  You can see which area you
    are currently in by opening up the menu and looking at the bottom right of
    the screen.
    
    Each unique area can support up to 6 Normal battles and 4 Special Formation
    battles.  In addition, World Map areas can support a further 4 Chocobo
    battles.
    
    
    
    First, we will look at how the game decides *when* a random encounter should
    occur.  The Field Maps and World Map have slightly different ways of deciding
    this, so we shall look at them in turn.
    
    
    Field Maps
    ==========
    While moving, a variable called the Field Danger Counter is incremented every
    so often.  The higher the Danger Counter, the more likely you are to enter a
    random battle.  Some areas increase the Danger Counter at a larger rate than
    others.  The difference between more and less dangerous areas is marked by a
    stat known as the area's Encounter Value.
    
    High Encounter Values are safer than normal, and you can usually run quite a
    distance without getting into a random battle.  Low Encounter Values are more
    dangerous, and the random encounters are more frequent.
    
    The Danger Counter is incremented every time a battle check occurs, which
    happens roughly three times per second when moving.
    
    Walking increases the Danger Counter by [1024 / Encounter Value] per battle
    check.  Running increases the Danger Counter by [4096 / Encounter Value]
    per battle check.  Note that running is four times faster than walking, so
    the distance covered ends up about the same, with the exception of rounding.
    However, while running, the number of times the battle check is called will
    be lower over the same distance, so you may find you have *less* encounters.
    
    You will encounter a random battle if, during a battle check, Rnd(0..255) is
    less than [Danger Counter * Enemy Lure Value / 256].  Note that the Enemy
    Lure Value is a fraction between 2/16ths to 32/16ths, but is only altered
    through the presence of Enemy Lure and Enemy Away Materia on your party.
    The default value when no such Materia is equipped is 16/16ths or 100%.
    
    Note that the Field Danger Counter is reset after a *random* battle only,
    and carries over from screen to screen.
    
    
    World Map
    =========
    The World Map has its own Danger Counter.  In this case, however, the
    counter is incremented by [Enemy Lure Value * 16384 / Encounter Value] per
    battle check.  Another thing to note is that the Enemy Lure Value is
    doubled if it is greater than 16/16ths, making enemy luring count for *twice*
    as much as it usually does.  The average value per battle check tends to be
    512, since Enemy Lure Value is usually 16/16ths and Grass areas tend to have
    an Encounter Value of 32.
    
    Battle checks occur less often on the World Map, averaging about one per
    second while moving.  However, the higher increase of the Danger Counter
    makes up for this.
    
    Again, you will enter a random battle if, during a battle check, Rnd(0..255)
    is less than [Danger Counter / 256].
    
    Unlike the Field Danger Counter, the Danger Counter for the World Map is
    reset whenever you leave or enter the World Map.  This includes entering any
    town or dungeon or submerging while in the Sub.  While it does not include
    switching to the Highwind's cockpit from the World Map, it *DOES* include
    switching to the World Map from the Highwind's cockpit.
    
    
    
    As soon as the chance succeeds and a random battle is going to occur, the
    following things are considered in order:
       Unique/Chocobo Battles
       Pre-emptive Chance
       Special Formations
       Normal Battles
    
    
    Unique/Chocobo Battles
    ======================
    On the World Map, there are a few unique checks that must be made.  The
    very first is the Mystery Ninja check.  If you are in a forest or jungle and
    a random battle occurs, there is a chance you will face the Mystery Ninja
    instead... providing you haven't recruited Yuffie yet.  See the Mystery Ninja
    section for details.
    
    Otherwise, the other check that is done is for Chocobos.  If you are on a
    chocobo track area and have a Chocobo Lure Materia equipped, then there is
    the possibility you will get a Chocobo battle instead.  The check done is
    as follows:
    
         Chance = [Rnd(0..255) * 4096 / Chocobo Lure Rating]
         If (Chance < Chocobo Battle Chance #1) Then
            Do Chocobo Battle #1!
            Stop Check Here
         Chance = Chance - Chocobo Battle Chance #1
         If (Chance < Chocobo Battle Chance #2) Then
            Do Chocobo Battle #2!
            Stop Check Here
         Chance = Chance - Chocobo Battle Chance #2
         If (Chance < Chocobo Battle Chance #3) Then
            Do Chocobo Battle #3!
            Stop Check Here
         Chance = Chance - Chocobo Battle Chance #3
         If (Chance < Chocobo Battle Chance #4) Then
            Do Chocobo Battle #4!
            Stop Check Here
    
    
    The Chocobo Battle Chance for each of the four possible battles comes from
    the Battle ID for that Chocobo ID and the standard 'chance' to get that
    battle.  The full number is equal to 'Chance * 1024 + Battle ID'.  However,
    because the Battle ID is included in the numerical check, it is required to
    list the entire number when giving the chances to get a Chocobo Battle.
    
    Please note that a standard L1 Chocobo Lure gives you a Chocobo Lure Rating
    of 8.  A L2 Lure grants a Rating of 12, and a L3 or L4 Chocobo Lure grants
    a final Rating of 16.  While Chocobo Lures do stack, the maximum Rating you
    can get is 32.
    
    A Chocobo Lure Rating of 8 would give you a Chance value of between 0 and
    130560, which, essentially, gives you a 75% chance of a Chocobo battle in
    Kalm, 50% chance in Junon and 25% elsewhere.
    
    A Chocobo Lure Rating of 16 would give you a Chance of between 0 and 65280,
    which is roughly 100% in Kalm and Junon and 50% elsewhere.
    
    Finally, a Chocobo Lure Rating of 32 would give you a Chance between 0 and
    32640, which is a 100% chance of a Chocobo fight whichever tracks you may be
    at.
    
    Please note that the level of the Chocobo does not determine how good the
    Chocobo is.  Chocobo ratings are determined by exactly *which* encounter
    you get.
    
    
    Pre-emptive Chance
    ==================
    Pre-emptive chance is worked out next.  You have a base chance of 16/256 of
    getting a Pre-emptive battle.  A mastered Pre-emptive Materia will boost this
    up to 64/256.  The maximum this value can go to is 85/256, which is roughly a
    1/3rd chance.  Rnd(0..255) is rolled for this: if the number is lower than
    your Pre-emptive chance, then you are rewarded with Pre-emptive status when
    the battle begins... assuming the battle allows a Pre-emptive attack.
    
    
    For the remaining battle types, we will focus on how the Field Map deals
    with them.  The World Map has slightly different rules, and the differences
    between them will be looked at at the end of this section.
    
    Special Formation Battles
    =========================
    If the area has any Special Formation battles, you have a chance of getting
    them first (after Mystery Ninja and Chocobo battles, of course).  These
    almost always have you at a disadvantage.  However, a 5-star Pre-emptive
    Materia will help protect you against these battles by halving the chances of
    the disadvantageous ones.  We will call this an Ambush Alert bonus.
    
    Note that FF7 has some special quirks about detecting whether you have a
    5-star Pre-emptive Materia equipped or not.  It's important to note that
    there are two different types of checks that are used to detect a 5-star
    Materia: a single character check and a global check.
    
    The single character check is made whenever you change Materia or Equipment
    on a character.  None of the other characters are looked at: only the
    character you're changing Materia on now counts.  If that character does
    *NOT* have a 5-star Pre-emptive Materia equipped, then the game will decide
    you do not have one and remove the Ambush Alert bonus.  It doesn't matter if
    another character does have a 5-star Materia.
    
    The global check is primarily used when you enter the Menu screen from the
    world map or field screen, or when you exit the PHS screen.  The primary
    problem here is that the way it does the check is to run the single character
    check on each character in your party in turn, starting from the top.
    
    What this means is that only the *last* character (the bottommost) in your
    party really counts for whether they have a 5-star Pre-emptive Materia or
    not.  As such, if you want to get the most out of the Ambush Alert bonus, you
    should place the 5-star Pre-emptive Materia on your last character.
    
    
    Now that the game has ascertained whether you get the Ambush Alert bonus or
    not, the game will go through all four possible Special Formation battles for
    the area, in the following order:
    
    Back Attack #1 and #2:
      The first two Special Formations are meant for Back Attacks, where you
      begin facing away from the enemy with your formation reversed (back row
      becomes front row and vice versa) and the enemies invariably get the first
      attack.  You cannot get a Pre-emptive attack for these battles.  However,
      Ambush Alert will reduce the chance of meeting Back Attacks by half.  Note
      that while you are shown as facing away from the enemy, you are not
      *really* doing so: you do not take the usual double damage from being hit
      from behind.  The only real disadvantage is having your formation reversed.
      Please also note that this means that those tricks to automatically get you
      to face forward (like attempting to run for a split second to turn your
      party around) do nothing.
    
    Side Attack: 
      This Special Formation is reserved for when you surround a single enemy
      group.  Ambush Alert will *not* reduce the chances of getting this
      advantageous battle.  Pre-emptive chance is not removed by getting a Side
      Attack, but it either has no effect or a different effect from normal; your
      entire party begins a Side Attack with all their time bars filled, while
      the enemies have theirs delayed significantly.
    
    Ambush:
      The final possible battle is an attack from both sides for the enemy, where
      you are surrounded by two enemy groups.  Ambush Alert reduces the chance
      of Ambushes by half.  While Pre-emptive chance is not removed by getting
      this battle, it either has no effect or a different effect from normal;
      you begin an ambush with your time bars fully depleted, while your enemies
      gain a slight increase to their own time bar values.
    
    
    All Special Formation Battles have a chance out of 64 of occurring.  A single
    random number - Rnd(0..63) - is rolled to determine both if you will get a
    Special Formation battle *and* which one you get if you do.  The chance of
    not getting a Special Formation battle is equal to 64/64 minus the sum of the
    probabilities of all available Special Formation battles (this includes the
    probability halving for Back Attacks and Ambushes that Ambush Alert grants).
    
    Rarely, a Back Attack battle will be placed in the Ambush slot, or an Ambush
    battle will be placed in the Back Attack slots.  Where this occurs, I will
    mark the battles as "BAtt (Ambush) #1" or "Amb. (Back Attack)".  Even rarer,
    a Special Battle may be placed in the Normal slots below.  For this, I will
    use "Normal (Side) #1" or similar.
    
    
    Normal Battles
    ==============
    If neither a Special Formation nor a Chocobo Battle has been able to occur,
    then the normal battles are finally checked.  This is a simple chance out
    of 64 for each battle allowed, with a single Rnd(0..63) deciding which of the
    battles is chosen.
    
    There is one exception however: if you get the *exact* same battle formation
    as you did last time, then the game will reroll *once* for a new Normal
    Battle.  If you still get the same battle, then no further rerolls are done.
    However, this does mean that you are less likely (in general) to get the same
    battle than you are to get a new battle.
    
    Note that Special Formation battles never share the same IDs of Normal
    Battles, so only Normal Battles will count for rerolls.
    
    
    BUG: Due to an error with regards to signed numbers, any Normal Battle chance
    that is 32/64 or greater will actually be treated as a negative number:
    Chance - 64.  How FF7 reacts to this depends, but for the most part, if it
    was the first encounter in the list, it will cause it to have a 100% chance
    of being selected, providing no Special Battle was encountered.
    
    Note that World Map encounters do not suffer from this bug, and all chances
    listed in this document already take this bug into account: if you see a
    battle with 32/64 chance or greater, then it is because it's a group of
    battles pointing to the same encounter.  The bugged encounters have already
    been modified to show 64/64 instead.
    
    
    World Map Differences
    =====================
    The way encounters are decided on the World Map are slightly different,
    despite being based around the same data system.  The key differences are
    as follows:
    
    
      Special Formation Battles
      -------------------------
    Instead of a single random value being used for all four types of Special
    Formations, they are checked individually in a particularly obtuse way.
    
    The two Back Attack slots are checked first, using a single Rnd(0..255).
    The usual chances out of 64 are multiplied by either 2 if you have Ambush
    Alert, or 4 if you don't.  However, due to the way the battles are compared,
    the first Back Attack will have a 1/256 greater chance of being picked
    overall.  For example, if the Back Attack battle had a 4/64 chance
    originally, the true chance would instead be 17/256 (or 9/256 under Ambush
    Alert).  The 2nd Back Attack battle (if it exists) is not affected by this
    bug.
    
    If you don't get a Back Attack, then Side Attack is checked next, and a new
    Rnd(0..255) is used for it.  And once again, the usual chance out of 64 is
    multiplied by 64, and the same bug gives a 1/256 greater chance of the Side
    Attack happening.
    
    If you fail to get either a Back or Side Attack, then Ambush is checked last.
    Again, it has a new Rnd(0..255) used, and the chance out of 64 is multiplied
    by either 2 (if Ambush Alert) or 4 (if not under Ambush Alert).  The same
    1/256 greater chance is also applied due to the bug in comparing the chances.
    
    This means that the chance of not getting a Special Formation on the World
    Map is not the sum of the chances subtracted from 64, but instead the three
    chances of not getting a Back Attack, not getting a Side Attack and not
    getting an Ambush multiplied together.  On top of that, Side Attacks and
    Ambushes hinge on having failed to get any previous Special Formation that
    exists in the current World Map area, which reduce the chances of seeing them
    further.
    
    
      Normal Battles
      --------------
    Like the Special Formations, a single Rnd(0..255) is used with the chances
    out of 64 multiplied by 4.  The same bug described previously exists with the
    Normal Battles on the World Map too, so the first battle in each list has a
    1/256 greater chance than indicated, whilst the *last* battle in each list
    has a 1/256 *lesser* chance than indicated.  So if an area had two battles
    marked 32/64 each, then the first battle would instead have a 129/256 chance
    of being chosen, whilst the second (and last) battle would have a 127/256
    chance of being chosen.
    
    Note that there is still a reroll if a Normal Battle is chosen that matches
    the same battle that was encountered last time, which further complicates
    the chances of a battle being picked.
    
    
    In the encounter table in the next section, all World Map encounters will be
    displayed with their standard chance out of 64, but please be aware of the
    various ways the chances are manipulated due to the mentioned bugs and
    checked parameters.
    
    
    
    ------------------
    3.2 Encounter List
    ------------------
    In this section, we will list all random encounters in the game, sorting them
    by location.  The first subsection will deal with World Map encounters, while
    the second subsection will deal with Field Map encounters.  The final
    subsection will deal with certain uniquely random encounters that do not use
    the previously defined encounter system.
    
    A few things about how encounters are listed.  First, I only list the enemies
    that can be targeted and are visible at the start of battle.  A number of
    enemies have hidden 'forms' or 'companions' that they call on as the battle
    progresses.  In all cases, these have been detailed in the Enemy Data
    section.  I will not, for example, expressely state that Grangalan can
    summon a Grangalan Jr. here, or that a Grosspanzer comprises of
    Grosspanzer*Big, Grosspanzer*Mobile and two Grosspanzer*Smalls.
    
    Also, anytime two different chances point to the same battle, I have combined
    them into a single chance.  This also means that if there are two battles
    that I have listed with the *same* apparent formation, then they are
    *DIFFERENT* battles.  This is important to note in regards to the 'reroll'
    clause that reduces the chance of getting the same battle twice in a row.
    
    Thirdly, every encounter has its unique Run Difficulty.  The large majority
    of encounters have a Run Difficulty of 1 - these are very easy to escape.
    Back Attacks and encounters with certain enemies or in certain locations have
    been designed to have an increased Run Difficulty though, so for every
    encounter that has a Run Difficulty higher than 1, it will be listed in the
    encounter itself.  The higher the Run Difficulty, the longer it takes for
    your escape to be successful.
    
    And finally, each battle is listed by which 'Row' an enemy is in.  A Row is a
    measure of Range; enemies in higher Rows are considered to be behind enemies
    in lower Rows.  This is where the 'Back Row' definition for enemies comes
    from; an enemy is considered to be in the Back Row until *all* enemies in
    the rows in front of it have been defeated or otherwise dealt with.  For
    instance, the first battle in Midgar Area - Grass has three Kalm Fangs,
    with Kalm Fang B in Row 2 and Kalm Fang C in Row 3.  Both of these are
    behind Kalm Fang A in Row 1.  So, Kalm Fang B is in the Back Row until
    Kalm Fang A has been killed... but Kalm Fang C is in the Back Row until both
    Kalm Fang A *and* B have been dispatched.  Certain rare enemies can change
    'rows' via their AI script; there, it is called the Range variable.
    
    Note on rows/range: RowFl means Row 'Flying', which is another way of saying
    Row 16.  Any enemy at Row 16 or above can no longer be hit by short range
    abilities.  This is known as "Can't Reach" - the message that appears when
    you try to hit such a target.  Very few enemies start in Row 16, but several
    can change their Range to 16.  Further information can be found in the
    appropriate enemy descriptions in the Enemy Data section.
    
    
    3.2.1 World Map Encounters
    ----- --------------------
    The list of World Map Encounters is divided first by area and then terrain -
    each area can have up to four different terrain possibilities, which can have
    their own individual encounter chances.  Areas are listed in story order.
    
    
    
                                   Midgar Area
                                   ===========
    
    Midgar Area - Grass                            Encounter Value:  32
      Normal Battle #1:  16/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 1x Kalm Fang                  RUN DIFFICULTY:  2
         Row 2: 1x Kalm Fang                   Row 1: 1x Kalm Fang, 1x Prowler
         Row 3: 1x Kalm Fang                   Row 2: 1x Prowler
      Normal Battle #2:  16/64 Chance       Ambush:             4/64 Chance
         Row 1: 2x Kalm Fang, 1x Prowler       Grp 1: 1x Prowler
      Normal Battle #3:  16/64 Chance          Grp 2: 2x Kalm Fang
         Row 1: 2x Devil Ride
      Normal Battle #4:  16/64 Chance
         Row 1: 1x Kalm Fang
         Row 2: 2x Kalm Fang
    
    Midgar Area - Dirt                             Encounter Value:  20
      Normal Battle #1:  16/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Devil Ride                 RUN DIFFICULTY:  2
      Normal Battle #2:  16/64 Chance          Row 1: 2x Devil Ride
         Row 1: 1x Custom Sweeper           Side Attack:       10/64 Chance
         Row 2: 1x Custom Sweeper              Row 1: 2x Custom Sweeper
      Normal Battle #3:  16/64 Chance
         Row 1: 2x Kalm Fang
         Row 2: 1x Devil Ride
      Normal Battle #4:  16/64 Chance
         Row 1: 1x Kalm Fang, 1x Prowler
         Row 2: 1x Prowler
    
    Midgar Area - Beach                            Encounter Value:  64
      Normal Battle #1:  22/64 Chance       Ambush:             8/64 Chance
         Row 1: 2x Kalm Fang                   Grp 1: 2x Prowler
         Row 2: 1x Kalm Fang                   Grp 2: 1x Kalm Fang
      Normal Battle #2:  21/64 Chance
         Row 1: 2x Kalm Fang
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Kalm Fang
         Row 2: 1x Prowler, 1x Kalm Fang
    
    
    
                                    Kalm Area 
                                    =========
    
    Kalm Area - Grass                              Encounter Value:  32
      Normal Battle #1:  13/64 Chance       BAtt (Normal) #1:   2/64 Chance
         Row 1: 1x Levrikon                    Row 1: 1x Elfadunk
         Row 2: 2x Mu                          Row 2: 1x Elfadunk
      Normal Battle #2:  13/64 Chance       BAtt (Normal) #2:   2/64 Chance
         Row 1: 1x Levrikon                    Row 1: 1x Elfadunk
         Row 2: 1x Levrikon                    Row 2: 2x Elfadunk
         Row 3: 1x Levrikon                 Amb. (Normal):      4/64 Chance
      Normal (BAtt) #3:  13/64 Chance          Row 1: 1x Levrikon, 2x Mandragora
        RUN DIFFICULTY:  2                     Row 2: 1x Elfadunk
         Row 1: 2x Levrikon                    
      Normal (BAtt) #4:  13/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 3x Levrikon
      Normal Battle #5:  12/64 Chance
         Row 1: 4x Mandragora
    
    Kalm Area - Beach                              Encounter Value:  64
      Normal Battle #1:  16/64 Chance
         Row 1: 1x Levrikon
      Normal Battle #2:  16/64 Chance
         Row 1: 1x Levrikon
         Row 2: 1x Levrikon
      Normal Battle #3:  16/64 Chance
         Row 1: 1x Elfadunk
      Normal Battle #4:  16/64 Chance
         Row 1: 2x Elfadunk
    
    
    
                                   Junon Area 
                                   ==========
    
    Junon Area - Grass                             Encounter Value:  32
      Normal Battle #1:  16/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 2x Nerosuferoth               RUN DIFFICULTY:  2
      Normal Battle #2:  16/64 Chance          Row 2: 2x Nerosuferoth
         Row 1: 2x Nerosuferoth             Back Attack #2:     4/64 Chance
         Row 2: 1x Formula                    RUN DIFFICULTY:  2
      Normal Battle #3:  16/64 Chance          Row 1: 1x Nerosuferoth
         Row 1: 1x Zemzelett                   Row 2: 2x Nerosuferoth
      Normal Battle #4:  16/64 Chance
         Row 1: 1x Zemzelett,
                   2x Nerosuferoth
    
    Junon Area - Dirt                              Encounter Value:  20
      Normal Battle #1:  22/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Hell Rider VR2             RUN DIFFICULTY:  2 
      Normal Battle #2:  21/64 Chance          Row 1: 1x Zemzelett
         Row 1: 1x Formula
         Row 2: 1x Formula
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Zemzelett
    
    Junon Area - Forest                            Encounter Value:  12
      Normal Battle #1:  32/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 2x Formula                    RUN DIFFICULTY:  2 
         Row 2: 1x Formula                     Row 1: 2x Capparwire
      Normal Battle #2:  32/64 Chance
         Row 1: 2x Capparwire
         Row 2: 3x Capparwire
      
    Junon Area - Beach                             Encounter Value:  64
      Normal Battle #1:  22/64 Chance
         Row 1: 1x Capparwire
         Row 2: 1x Capparwire
      Normal Battle #2:  21/64 Chance
         Row 1: 2x Nerosuferoth
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Nerosuferoth
         Row 2: 2x Capparwire
    
    
    
                                   Corel Area 
                                   ==========
    
    Corel Area - Grass                             Encounter Value:  32
      Normal Battle #1:  64/64 Chance
         Row 3: 1x Grangalan
    
    Corel Area - Mountain Path                     Encounter Value:  32
      Normal Battle #1:  22/64 Chance       Back Attack #1:     8/64 Chance
         Row 3: 1x Grangalan                  RUN DIFFICULTY:  2
      Normal Battle #2:  21/64 Chance          Row 1: 2x Needle Kiss
         Row 1: 2x Needle Kiss              Side Attack:       16/64 Chance
      Normal Battle #3:  21/64 Chance          Row 1: 2x Needle Kiss
         Row 1: 1x Cokatolis,
                    1x Needle Kiss
         Row 2: 1x Needle Kiss
    
    Corel Area - Beach                             Encounter Value:  64
      Normal Battle #1:  16/64 Chance
         Row 3: 1x Grangalan
      Normal Battle #2:  16/64 Chance
         Row 1: 1x Beachplug
         Row 2: 2x Beachplug
      Normal Battle #3:  16/64 Chance
         Row 1: 3x Beachplug
         Row 2: 1x Beachplug
      Normal (Side) #4:  16/64 Chance
         Row 1: 3x Beachplug
    
    
    
                                Gold Saucer Area
                                ================
    
    Gold Saucer Area - Grass                       Encounter Value:  32
      Normal Battle #1:  22/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 3x Spencer                    RUN DIFFICULTY:  2 
         Row 2: 1x Flapbeat                    Row 1: 1x Joker, 2x Flapbeat
      Normal Battle #2:  21/64 Chance
         Row 1: 1x Flapbeat
         Row 2: 2x Flapbeat
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Joker
         Row 2: 1x Joker
    
    Gold Saucer Area - Desert                      Encounter Value:  32
      Normal Battle #1:  32/64 Chance
         Row 1: 1x Harpy
      Normal Battle #2:  32/64 Chance
         Row 1: 2x Flapbeat
         Row 2: 2x Flapbeat
    
    Gold Saucer Area - Beach                       Encounter Value:  64
      Normal Battle #1:  16/64 Chance
         Row 3: 1x Grangalan
      Normal Battle #2:  16/64 Chance
         Row 1: 1x Beachplug
         Row 2: 2x Beachplug
      Normal Battle #3:  16/64 Chance
         Row 1: 3x Beachplug
         Row 2: 1x Beachplug
      Normal Battle #4:  16/64 Chance
         Row 1: 3x Beachplug
    
    
    
                                  Gongaga Area
                                  ============
    
    Gongaga Area - Grass                           Encounter Value:  32
      Normal Battle #1:  22/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 1x Grand Horn                 RUN DIFFICULTY:  2
      Normal Battle #2:  21/64 Chance          Row 1: 1x Grand Horn
         Row 1: 2x Gagighandi               Ambush:             4/64 Chance
      Normal Battle #3:  21/64 Chance          Grp 1: 1x Gagighandi
         Row 1: 2x Grand Horn                  Grp 2: 2x Gagighandi
    
    Gongaga Area - Jungle                          Encounter Value:  20
      Normal Battle #1:  22/64 Chance       Ambush:             8/64 Chance
         Row 1: 2x Gagighandi                  Grp 1: 3x Touch Me
         Row 2: 1x Gagighandi                  Grp 2: 3x Touch Me
      Normal Battle #2:  21/64 Chance
         Row 1: 2x Gagighandi
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Gagighandi, 2x Touch Me
    
    Gongaga Area - Beach                           Encounter Value:  64
      Normal Battle #1:  16/64 Chance
         Row 3: 1x Grangalan
      Normal Battle #2:  16/64 Chance
         Row 1: 1x Beachplug
         Row 2: 2x Beachplug
      Normal Battle #3:  16/64 Chance
         Row 1: 3x Beachplug
         Row 2: 1x Beachplug
      Normal Battle #4:  16/64 Chance
         Row 1: 3x Beachplug
    
    
    
                                   Cosmo Area 
                                   ==========
    
    Cosmo Area - Grass                             Encounter Value:  32
      Normal Battle #1:  22/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 1x Grand Horn                 RUN DIFFICULTY:  2
      Normal Battle #2:  21/64 Chance          Row 1: 1x Grand Horn
         Row 1: 2x Gagighandi               Ambush:             4/64 Chance
      Normal Battle #3:  21/64 Chance          Grp 1: 1x Gagighandi
         Row 1: 2x Grand Horn                  Grp 2: 2x Gagighandi
    
    Cosmo Area - Dirt                              Encounter Value:  20
      Normal Battle #1:  22/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 2x Bagrisk                    RUN DIFFICULTY:  2 
         Row 2: 1x Bagrisk                     Row 1: 3x Bagrisk
      Normal Battle #2:  21/64 Chance
         Row 1: 1x Griffin
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Desert Sahagin
         Row 2: 1x Desert Sahagin
    
    Cosmo Area - Canyon                            Encounter Value:  32
      Normal Battle #1:  11/64 Chance       Back Attack #1:     2/64 Chance
         Row 1: 2x Skeeskee                   RUN DIFFICULTY:  2
         Row 2: 1x Skeeskee                    Row 1: 2x Desert Sahagin
      Normal Battle #2:  11/64 Chance       Back Attack #2:     2/64 Chance
         Row 1: 1x Griffin                    RUN DIFFICULTY:  2
      Normal Battle #3:  11/64 Chance          Row 1: 3x Skeeskee
         Row 1: 1x Golem                    Side Attack:       10/64 Chance
      Normal Battle #4:  11/64 Chance          Row 1: 3x Skeeskee
         Row 1: 2x Skeeskee                 Ambush:             4/64 Chance
         Row 2: 1x Griffin                     Grp 1: 1x Desert Sahagin
      Normal Battle #5:  10/64 Chance          Grp 2: 1x Desert Sahagin
         Row 1: 1x Desert Sahagin
         Row 2: 2x Desert Sahagin
      Normal Battle #6:  10/64 Chance
         Row 1: 2x Desert Sahagin
    
    Cosmo Area - Beach                             Encounter Value:  64
      Normal Battle #1:  22/64 Chance       Ambush:             8/64 Chance
         Row 1: 1x Crown Lance                 Grp 1: 1x Crown Lance
         Row 2: 1x Crown Lance                 Grp 2: 1x Crown Lance
      Normal Battle #2:  21/64 Chance
         Row 1: 1x Crown Lance
         Row 2: 2x Crown Lance
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Crown Lance
    
    
    
                                   Nibel Area 
                                   ==========
    
    Nibel Area - Grass                             Encounter Value:  32
      Normal Battle #1:  22/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Nibel Wolf                 RUN DIFFICULTY:  2 
         Row 2: 1x Nibel Wolf                  Row 1: 2x Nibel Wolf
      Normal Battle #2:  21/64 Chance
         Row 1: 1x Valron, 2x Nibel Wolf
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Valron
    
    Nibel Area - Forest                            Encounter Value:  12
      Normal Battle #1:  22/64 Chance       Ambush:             8/64 Chance
         Row 1: 1x Bahba Velamyu               Grp 1: 1x Bahba Velamyu
         Row 2: 1x Bahba Velamyu               Grp 2: 1x Bahba Velamyu
      Normal Battle #2:  21/64 Chance
         Row 1: 4x Battery Cap
         Row 2: 1x Valron
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Battery Cap
         Row 2: 2x Battery Cap
         Row 3: 3x Battery Cap
    
    Nibel Area - Beach                             Encounter Value:  64
      Normal Battle #1:  22/64 Chance       Ambush:             8/64 Chance
         Row 1: 1x Crown Lance                 Grp 1: 1x Crown Lance
         Row 2: 1x Crown Lance                 Grp 2: 1x Crown Lance
      Normal Battle #2:  21/64 Chance
         Row 1: 1x Crown Lance
         Row 2: 2x Crown Lance
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Crown Lance
    
    
    
                             Rocket Launch Pad Area
                             ======================
    
    Rocket Launch Pad Area - Grass                 Encounter Value:  32
      Normal Battle #1:  22/64 Chance       Ambush:             8/64 Chance
         Row 1: 1x Nibel Wolf                  Grp 1: 2x Nibel Wolf
         Row 2: 2x Nibel Wolf                  Grp 2: 1x Velcher Task
      Normal Battle #2:  21/64 Chance
         Row 1: 1x Velcher Task
         Row 2: 1x Velcher Task
      Normal Battle #3:  21/64 Chance
         Row 1: 2x Nibel Wolf
         Row 2: 1x Velcher Task
    
    Rocket Launch Pad Area - Forest                Encounter Value:  12
      Normal Battle #1:  22/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Kyuvilduns                 RUN DIFFICULTY:  2 
         Row 2: 2x Kyuvilduns                  Row 1: 2x Velcher Task
         Row 3: 1x Kyuvilduns
      Normal Battle #2:  21/64 Chance
         Row 1: 1x Valron
         Row 2: 2x Valron
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Velcher Task
         Row 2: 1x Velcher Task
    
    Rocket Launch Pad Area - Beach                 Encounter Value:  64
      Normal Battle #1:  22/64 Chance       Ambush:             8/64 Chance
         Row 1: 1x Crown Lance                 Grp 1: 1x Crown Lance
         Row 2: 1x Crown Lance                 Grp 2: 1x Crown Lance
      Normal Battle #2:  21/64 Chance
         Row 1: 1x Crown Lance
         Row 2: 2x Crown Lance
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Crown Lance
    
    
    
                                   Wutai Area 
                                   ==========
    
    Wutai Area - Grass                             Encounter Value:  64
      Normal Battle #1:  16/64 Chance
         Row 1: 1x Tail Vault,
                   2x Razor Weed
      Normal Battle #2:  16/64 Chance
         Row 1: 1x Razor Weed
         Row 2: 3x Razor Weed
      Normal Battle #3:  16/64 Chance
         Row 1: 1x Edgehead
         Row 2: 2x Tail Vault
      Normal Battle #4:  16/64 Chance
         Row 1: 2x Tail Vault
    
    Wutai Area - Dirt                              Encounter Value:  64
      Normal Battle #1:  16/64 Chance       Back Attack #1:     2/64 Chance
         Row 1: 2x Thunderbird                RUN DIFFICULTY:  2
         Row 2: 2x Thunderbird                 Row 1: 3x Thunderbird
      Normal Battle #2:  16/64 Chance       Back Attack #1:     2/64 Chance
         Row 1: 2x Bizarre Bug                RUN DIFFICULTY:  2
         Row 2: 3x Thunderbird                 Row 1: 2x Tail Vault
      Normal Battle #3:  16/64 Chance       Side Attack:       10/64 Chance
         Row 1: 2x Tail Vault                  Row 1: 3x Bizarre Bug   
         Row 2: 1x Tail Vault               Ambush:             4/64 Chance   
      Normal Battle #4:  16/64 Chance          Grp 1: 1x Tail Vault,
         Row 1: 1x Tail Vault,                           1x Thunderbird
                   2x Bizarre Bug              Grp 2: 2x Bizarre Bug
    
    Wutai Area - Beach                             Encounter Value:  96
      Normal Battle #1:  64/64 Chance
         Row 1: 1x Adamantaimai
    
    
    
                                 Woodlands Area 
                                 ==============
    
    Woodlands Area - Grass                         Encounter Value:  32
      Normal Battle #1:  22/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Under Lizard               RUN DIFFICULTY:  2 
      Normal Battle #2:  21/64 Chance          Row 1: 1x Dual Horn
         Row 1: 1x Dual Horn
      Normal Battle #3:  21/64 Chance
         Row 1: 2x Dual Horn
    
    Woodlands Area - Dirt                          Encounter Value:  32
      Normal Battle #1:  22/64 Chance
         Row 1: 1x Under Lizard
      Normal Battle #2:  21/64 Chance
         Row 1: 2x Under Lizard
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Tonadu
    
    Woodlands Area - Jungle                        Encounter Value:  12
      Normal Battle #1:  22/64 Chance       Ambush:             8/64 Chance
         Row 1: 2x Slaps                       Grp 1: 2x Slaps
         Row 2: 1x Slaps                       Grp 2: 2x Slaps
      Normal Battle #2:  21/64 Chance
         Row 1: 2x Slaps
         Row 2: 2x Slaps
         Row 3: 1x Slaps
      Normal Battle #3:  21/64 Chance
         Row 1: 2x Kelzmelzer
    
    Woodlands Area - Beach                         Encounter Value:  96
      Normal Battle #1:  64/64 Chance
         Row 1: 1x Tonadu
    
    
    
                                   Icicle Area
                                   ===========
    
    Icicle Area - Grass                            Encounter Value:  32
      Normal Battle #1:  22/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 1x Vlakorados                 RUN DIFFICULTY:  2
      Normal Battle #2:  21/64 Chance          Row 1: 2x Trickplay
         Row 1: 1x Trickplay                Back Attack #2:     4/64 Chance   
      Normal Battle #3:  21/64 Chance         RUN DIFFICULTY:  2
         Row 1: 2x Trickplay                   Row 1: 1x Vlakorados
    
    Icicle Area - Snow                             Encounter Value:  32
      Normal Battle #1:  13/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 1x Bandersnatch               RUN DIFFICULTY:  2
      Normal Battle #2:  13/64 Chance          Row 1: 2x Bandersnatch
         Row 1: 1x Bandersnatch             Ambush:             4/64 Chance
         Row 2: 1x Bandersnatch                Grp 1: 1x Bandersnatch
      Normal Battle #3:  13/64 Chance          Grp 2: 1x Bandersnatch
         Row 1: 1x Bandersnatch
         Row 2: 2x Bandersnatch
      Normal Battle #4:  13/64 Chance
         Row 1: 1x Jumping
      Normal Battle #5:  12/64 Chance
         Row 1: 2x Jumping
    
    Icicle Area - Beach                            Encounter Value:  96
      Normal Battle #1:  64/64 Chance
         Row 1: 1x Tonadu
    
    
    
                                   Mideel Area
                                   ===========
    
    Mideel Area - Grass                            Encounter Value:  32
      Normal Battle #1:  16/64 Chance
         Row 1: 1x Hippogriff
      Normal Battle #2:  16/64 Chance
         Row 1: 1x Spiral
         Row 2: 1x Spiral
      Normal Battle #3:  16/64 Chance
         Row 1: 2x Head Hunter
         Row 2: 1x Head Hunter
      Normal Battle #4:  16/64 Chance
         Row 1: 2x Head Hunter
         Row 2: 1x Head Hunter
    
    Mideel Area - Dirt                             Encounter Value:  20
      Normal Battle #1:  22/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Spiral                     RUN DIFFICULTY:  2 
         Row 2: 1x Spiral                      Row 1: 2x Spiral
         Row 3: 1x Spiral
      Normal Battle #2:  21/64 Chance
         Row 1: 2x Spiral
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Hippogriff
    
    Mideel Area - Jungle                           Encounter Value:  12
      Normal Battle #1:  22/64 Chance
         Row 1: 1x Crysales
         Row 2: 2x Crysales
      Normal Battle #2:  21/64 Chance
         Row 1: 2x Head Hunter
         Row 2: 2x Head Hunter
      Normal Battle #3:  21/64 Chance
         Row 1: 3x Head Hunter
    
    Mideel Area - Beach                            Encounter Value:  96
      Normal Battle #1:  64/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 1x Sea Worm
    
    
    
                                North Corel Area
                                ================
    
    North Corel Area - Desert                      Encounter Value:  96
      Normal Battle #1:  20/64 Chance
        RUN DIFFICULTY:  3
         Row 1: 1x Sea Worm
      Normal Battle #2:  20/64 Chance
        RUN DIFFICULTY:  3
         Row 1: 1x Tonadu
      Normal Battle #3:  16/64 Chance
         Row 1: 1x Cactuer
    
    
    
                                  Cactus Island
                                  =============
    
    Cactus Island - Grass                          Encounter Value:  64
      Normal Battle #1:  22/64 Chance
         Row 1: 1x Dual Horn
      Normal Battle #2:  21/64 Chance
         Row 1: 2x Dual Horn
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Under Lizard
    
    Cactus Island - Desert                         Encounter Value:  96
      Normal Battle #1:  64/64 Chance
         Row 1: 1x Cactuer
    
    
    
                                  Goblin Island
                                  =============
    
    Goblin Island - Grass and Beach                Encounter Value:  64
      Normal Battle #1:  22/64 Chance
         Row 1: 1x Dual Horn
      Normal Battle #2:  21/64 Chance
         Row 1: 2x Dual Horn
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Under Lizard
    
    Goblin Island and Round Island - Forest        Encounter Value:  64
      Normal Battle #1:  22/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 2x Goblin                     RUN DIFFICULTY:  2
      Normal Battle #2:  21/64 Chance          Row 1: 1x Goblin
         Row 1: 1x Goblin                   Side Attack:       10/64 Chance
         Row 2: 2x Goblin                      Row 1: 2x Goblin
      Normal Battle #3:  21/64 Chance       Ambush:             4/64 Chance
         Row 1: 1x Goblin                      Grp 1: 2x Goblin
                                               Grp 2: 1x Goblin
    
    
    Finally, a listing of all Chocobo Encounters in the game:
    
      ======================================================================
        Kalm Area Chocobos                                          Chance
          Chocobo Battle #1 - (7) Bad:                               24632
             Row 1: 1x Chocobo (L13)
             Row 2: 2x Mandragora
          Chocobo Battle #2 - (7) Bad:                               24633
             Row 1: 1x Mandragora, 1x Chocobo (L13)
             Row 2: 1x Levrikon
          Chocobo Battle #3 - (8) Terrible:                          24636
             Row 1: 1x Chocobo (L16)
             Row 2: 1x Levrikon
             Row 3: 1x Levrikon
          Chocobo Battle #4 - (8) Terrible:                          24637
             Row 1: 1x Elfadunk
             Row 2: 1x Chocobo (L16)
             Row 3: 1x Elfadunk
                                                      Total Chance:  98538
      ======================================================================
        Junon Area Chocobos                                         Chance
          Chocobo Battle #1 - (6) Poor:                              16462
             Row 1: 3x Capparwire
             Row 2: 1x Chocobo (L19)
          Chocobo Battle #2 - (6) Poor:                              16463
             Row 1: 1x Chocobo (L19)
             Row 2: 2x Capparwire
          Chocobo Battle #3 - (7) Bad:                               16464
             Row 1: 2x Nerosuferoth
             Row 2: 1x Chocobo (L19)
          Chocobo Battle #4 - (7) Bad:                               16465
             Row 1: 2x Capparwire, 1x Chocobo (L19)
                                                      Total Chance:  65854
      ======================================================================
        Gold Saucer Area Chocobos                                   Chance
          Chocobo Battle #1 - (3) Good:                               5218
             Row 1: 1x Chocobo (L29)
             Row 2: 2x Flapbeat
          Chocobo Battle #2 - (3) Good:                               5219
             Row 1: 2x Spencer
             Row 2: 1x Chocobo (L29)
          Chocobo Battle #3 - (5) Average:                           11368
             Row 1: 2x Flapbeat
             Row 2: 1x Chocobo (L22)
          Chocobo Battle #4 - (5) Average:                           11369
             Row 1: 1x Chocobo (L22), 1x Harpy
                                                      Total Chance:  33174
      ======================================================================
        Rocket Launch Pad Area Chocobos                             Chance
          Chocobo Battle #1 - (2) Great:                              5272
             Row 1: 1x Chocobo (L22)
             Row 2: 2x Valron
          Chocobo Battle #2 - (2) Great:                              5273
             Row 1: 2x Kyuvilduns
             Row 2: 1x Chocobo (L22)
          Chocobo Battle #3 - (4) So-So:                             11420
             Row 1: 1x Chocobo (L22), 1x Velcher Task, 1x Kyuvilduns
          Chocobo Battle #4 - (4) So-So:                             11421
             Row 1: 2x Velcher Task
             Row 2: 1x Chocobo (L22)
                                                      Total Chance:  33386
      ======================================================================
        Wutai Area Chocobos                                         Chance
          Chocobo Battle #1 - (6) Poor:                               8354
             Row 1: 1x Chocobo (L30)
             Row 2: 2x Tail Vault
          Chocobo Battle #2 - (6) Poor:                               8355
             Row 1: 3x Razor Weed, 1x Chocobo (L30)
          Chocobo Battle #3 - (5) Average:                            8358
             Row 1: 1x Chocobo (L30)
             Row 2: 3x Tail Vault
          Chocobo Battle #4 - (5) Average:                            8359
             Row 1: 1x Chocobo (L30)
             Row 2: 2x Tail Vault
                                                      Total Chance:  33426
      ======================================================================
        Icicle Area Chocobos                                        Chance
          Chocobo Battle #1 - (1) Wonderful:                          3274
             Row 1: 1x Chocobo (L33), 1x Jumping
          Chocobo Battle #2 - (1) Wonderful:                          3275
             Row 1: 1x Chocobo (L33)
             Row 2: 2x Jumping
          Chocobo Battle #3 - (8) Terrible:                          13518
             Row 1: 1x Chocobo (L33)
             Row 2: 1x Bandersnatch, 1x Jumping
          Chocobo Battle #4 - (8) Terrible:                          13519
             Row 1: 2x Bandersnatch, 1x Chocobo (L33)
                                                      Total Chance:  33586
      ======================================================================
        Mideel Area Chocobos                                        Chance
          Chocobo Battle #1 - (2) Great:                              7382
             Row 1: 1x Spiral, 1x Chocobo (L36)
          Chocobo Battle #2 - (2) Great:                              7383
             Row 1: 2x Spiral
             Row 2: 1x Chocobo (L36)
          Chocobo Battle #3 - (6) Poor:                               9434
             Row 1: 1x Chocobo (L36)
             Row 2: 3x Head Hunter
          Chocobo Battle #4 - (6) Poor:                               9435
             Row 1: 1x Chocobo (L36), 2x Head Hunter
                                                      Total Chance:  33634
      ======================================================================
    
    
    
    3.2.2 Field Map Encounters
    ----- --------------------
    In this section, we will deal with the random encounters for every field map
    in the game.  Note that I have left out any field maps that do not have
    random encounters.  This also includes some seemingly random encounters that
    are *not* random - they will be dealt with in the final subsection.
    
    I have also placed section headings which co-incide with the Enemy Data
    sections I use later in this guide.  As always, everything is listed in
    rough story order.  I have done my best to be descriptive with regards to
    which map has which encounters, but please forgive me if it's sometimes
    a little hard to understand.
    
    In any case, on with the list.
    
    
    
    No. 1 Reactor
    =============
    Midgar - Sector 1 (Outside Reactor)            Encounter Value: 128
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 2x MP                         RUN DIFFICULTY:  2
      Normal Battle #2:  22/64 Chance          Row 1: 1x Guard Hound
         Row 1: 1x Guard Hound
      Normal Battle #3:  18/64 Chance
         Row 1: 1x MP, 1x Guard Hound
    
    
    Reactor #1 - Connecting Walkway                Encounter Value:  48
      Normal Battle #1:  18/64 Chance
         Row 1: 2x Mono Drive
      Normal Battle #2:  17/64 Chance
         Row 1: 2x MP
         Row 2: 1x Mono Drive
      Normal Battle #3:  29/64 Chance
         Row 1: 2x MP
    
    
    Reactor #1 - Entrance                          Encounter Value:  48
      Normal Battle #1:  18/64 Chance
         Row 1: 2x Grunt
      Normal Battle #2:  17/64 Chance
         Row 1: 1x 1st Ray, 1x Grunt
         Row 2: 1x 1st Ray
      Normal Battle #3:  15/64 Chance
         Row 1: 3x 1st Ray
      Normal Battle #4:  14/64 Chance
         Row 1: 1x Grunt
         Row 2: 2x Grunt
    
    
    Reactor #1 - Main Staircase                    Encounter Value: 128
      Normal Battle #1:  14/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 2x Mono Drive                 RUN DIFFICULTY:  2
         Row 2: 1x 1st Ray                     Row 1: 2x Mono Drive
      Normal Battle #2:  12/64 Chance       Back Attack #2:     4/64 Chance
         Row 1: 2x 1st Ray                    RUN DIFFICULTY:  2
      Normal Battle #3:  11/64 Chance          Row 1: 1x Grunt
         Row 1: 2x Grunt                       Row 2: 2x Grunt
      Normal Battle #4:  10/64 Chance
         Row 1: 1x 1st Ray, 1x Grunt
         Row 2: 1x 1st Ray
      Normal Battle #5:   9/64 Chance
         Row 1: 3x 1st Ray
      Normal Battle #6:   8/64 Chance
         Row 1: 1x Grunt
         Row 2: 2x Grunt
    
    
    Reactor #1 - Upper Piping                      Encounter Value:  72
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 2x Grunt                      RUN DIFFICULTY:  2
         Row 2: 2x Mono Drive                  Row 1: 2x Grunt
      Normal Battle #2:  22/64 Chance          Row 2: 1x Mono Drive
         Row 1: 2x Grunt
         Row 2: 3x Mono Drive
      Normal Battle #3:  18/64 Chance
         Row 1: 2x Grunt
         Row 2: 1x Grunt
    
    
    Reactor #1 - Lower Piping                      Encounter Value:  72
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Sweeper                    RUN DIFFICULTY:  2
      Normal Battle #2:  22/64 Chance          Row 1: 2x Grunt
         Row 1: 1x Sweeper
         Row 2: 2x Grunt
      Normal Battle #3:  18/64 Chance
         Row 1: 2x Grunt
         Row 2: 1x Sweeper
    
    
    
    Sector 7 Train Station
    ======================
    Midgar - Train Graveyard South (Before Aps)    Encounter Value: 192
    Midgar - Train Graveyard North (Before Aps)    Encounter Value: 128
      Normal Battle #1:  18/64 Chance
         Row 1: 3x Mono Drive
      Normal Battle #2:  17/64 Chance
         Row 1: 2x Guard Hound
      Normal Battle #3:  15/64 Chance
         Row 1: 2x Mono Drive
         Row 2: 1x Mono Drive
      Normal Battle #4:  14/64 Chance
         Row 1: 1x Sweeper
    
    
    
    Lower Sector 4 Plate
    ====================
    Midgar - Sector 4 Train Tunnel                 Encounter Value:  72
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
        RUN DIFFICULTY:  2                    RUN DIFFICULTY:  3
         Row 1: 2x Rocket Launcher             Row 1: 4x Grashtrike
         Row 2: 2x Rocket Launcher
      Normal Battle #2:  22/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 2x Grashtrike
         Row 2: 1x Grashtrike
      Normal Battle #3:  18/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 2x Grashtrike
         Row 2: 2x Grashtrike
    
    
    Lower Sector 4 Plate - Corridors               Encounter Value:  72
      Normal Battle #1:  24/64 Chance       Ambush:             8/64 Chance
         Row 1: 2x Grashtrike                  Grp 1: 2x Grashtrike
         Row 2: 2x Chuse Tank                  Grp 2: 2x Grashtrike
      Normal Battle #2:  22/64 Chance
         Row 1: 1x Chuse Tank
         Row 2: 2x Chuse Tank
      Normal Battle #3:  18/64 Chance
         Row 1: 3x Chuse Tank
         Row 2: 2x Grashtrike
    
    
    Lower Sector 4 Plate - Lattice Walkways        Encounter Value:  72
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Rocket Launcher            RUN DIFFICULTY:  2
         Row 2: 2x Rocket Launcher             Row 1: 1x Chuse Tank
      Normal Battle #2:  22/64 Chance          Row 2: 3x Blugu
         Row 1: 2x Rocket Launcher
         Row 2: 2x Blugu
      Normal Battle #3:  18/64 Chance
         Row 1: 1x Rocket Launcher
         Row 2: 2x Blugu
    
    
    
    No. 5 Reactor
    =============
    Reactor #5 - Main Staircase                    Encounter Value: 128
    Reactor #5 - Upper Piping                      Encounter Value:  72
      Normal Battle #1:  18/64 Chance
         Row 1: 1x Special Combatant
         Row 2: 2x Smogger
      Normal Battle #2:  17/64 Chance
         Row 1: 2x Smogger
         Row 2: 1x Proto Machinegun
      Normal Battle #3:  15/64 Chance
         Row 1: 2x Special Combatant
         Row 2: 2x Special Combatant
      Normal Battle #4:  14/64 Chance
         Row 1: 2x Smogger
    
    
    Reactor #5 - Lower Piping                      Encounter Value:  72
    Reactor #5 - Reactor Valve                     Encounter Value:  72
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 2x Proto Machinegun           RUN DIFFICULTY:  2
         Row 2: 3x Proto Machinegun            Row 1: 2x Blood Taste
      Normal Battle #2:  22/64 Chance          Row 2: 1x Blood Taste
         Row 1: 2x Smogger
         Row 2: 1x Blood Taste
      Normal Battle #3:  18/64 Chance
         Row 1: 1x Smogger, 2x Blood Taste
    
    
    Reactor #5 - Entrance                          Encounter Value:  72
      Normal Battle #1:  15/64 Chance       Back Attack #1:     2/64 Chance
         Row 1: 2x Special Combatant          RUN DIFFICULTY:  2
         Row 2: 1x Special Combatant           Row 1: 2x Special Combatant
      Normal Battle #2:  14/64 Chance          Row 2: 1x Proto Machinegun
         Row 1: 2x Proto Machinegun         Back Attack #2:     2/64 Chance
         Row 2: 1x Proto Machinegun           RUN DIFFICULTY:  2
      Normal Battle #3:  13/64 Chance          Row 1: 3x Blood Taste
         Row 1: 2x Proto Machinegun         Ambush:             4/64 Chance
         Row 3: 2x Special Combatant           Grp 1: 1x Blood Taste
      Normal Battle #4:  12/64 Chance          Grp 2: 2x Blood Taste
         Row 1: 2x Blood Taste
         Row 2: 2x Special Combatant
      Normal Battle #5:  10/64 Chance
         Row 1: 2x Blood Taste
         Row 2: 2x Blood Taste
    
    
    
    Sector 5 Slum
    =============
    Church Rafters                                 Encounter Value: 128
      Normal Battle #1:  46/64 Chance       Back Attack #1:     6/64 Chance
         Row 1: 1x Hedgehog Pie               RUN DIFFICULTY:  2
         Row 2: 2x Hedgehog Pie                Row 1: 2x Hedgehog Pie
      Normal Battle #2:  18/64 Chance       Ambush:             6/64 Chance
         Row 1: 2x Hedgehog Pie                Grp 1: 2x Hedgehog Pie
                                               Grp 2: 1x Hedgehog Pie
    
    
    Midgar - Sector 5 Slums                        Encounter Value: 128
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Whole Eater                RUN DIFFICULTY:  2
         Row 2: 1x Whole Eater                 Row 1: 1x Vice
      Normal Battle #2:  22/64 Chance
         Row 1: 1x Whole Eater,
                   1x Hedgehog Pie
         Row 2: 1x Hedgehog Pie
      Normal Battle #3:  18/64 Chance
         Row 1: 2x Vice
    
    
    
    Sector 6
    ========
    Midgar - Sector 6 Ruins                        Encounter Value:  72
      Normal Battle #1:  42/64 Chance       Side Attack:        8/64 Chance
         Row 1: 1x Hell House                  Row 1: 1x Hell House
      Normal Battle #2:  22/64 Chance       Ambush:             8/64 Chance
         Row 1: 2x Whole Eater                 Grp 1: 1x Whole Eater
         Row 2: 2x Whole Eater                 Grp 2: 2x Whole Eater
    
    
    
    Sewer
    =====
    Sewers                                         Encounter Value:  72
      Normal Battle #1:  18/64 Chance
         Row 1: 1x Ceasar
         Row 2: 2x Ceasar
      Normal Battle #2:  17/64 Chance
         Row 1: 2x Sahagin
         Row 2: 1x Ceasar
      Normal Battle #3:  15/64 Chance
         Row 1: 1x Sahagin
         Row 2: 1x Sahagin
      Normal Battle #4:  14/64 Chance
         Row 1: 2x Sahagin
         Row 2: 1x Sahagin
    
    
    
    Train Graveyard
    ===============
    Midgar - Train Graveyard South (After Aps)     Encounter Value: 192
      Normal Battle #1:  15/64 Chance
         Row 1: 2x Cripshay, 1x Deenglow
      Normal Battle #2:  27/64 Chance
         Row 1: 2x Deenglow
      Normal Battle #3:  12/64 Chance
         Row 1: 1x Ghost
         Row 2: 2x Ghost
      Normal Battle #4:  10/64 Chance
         Row 1: 1x Ghost, 1x Deenglow
         Row 2: 1x Ghost
    
    
    Midgar - Train Graveyard North (After Aps)     Encounter Value: 128
      Normal Battle #1:  15/64 Chance
         Row 1: 1x Eligor
      Normal Battle #2:  14/64 Chance
         Row 1: 2x Deenglow
         Row 2: 1x Deenglow
      Normal Battle #3:  13/64 Chance
         Row 1: 2x Deenglow
      Normal Battle #4:  12/64 Chance
         Row 1: 1x Ghost
         Row 2: 2x Ghost
      Normal Battle #5:  10/64 Chance
         Row 1: 1x Ghost, 1x Deenglow
         Row 2: 1x Ghost
    
    
    
    Plate Support
    =============
    Midgar - Sector 7 Support Pillar (Lower)       Encounter Value:  72
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Aero Combatant             RUN DIFFICULTY:  2
         Row 2: 1x Aero Combatant              Row 1: 2x Aero Combatant
      Normal Battle #2:  22/64 Chance
         Row 1: 1x Aero Combatant
         Row 2: 1x Aero Combatant
      Normal Battle #3:  18/64 Chance
         Row 1: 1x Aero Combatant
    
    
    Midgar - Sector 7 Support Pillar (Upper)       Encounter Value:  72
      Normal Battle #1:  24/64 Chance       Back Attack #1:     6/64 Chance
         Row 1: 1x Aero Combatant             RUN DIFFICULTY:  2
         Row 2: 1x Aero Combatant              Row 1: 2x Aero Combatant
      Normal Battle #2:  22/64 Chance       Ambush:             6/64 Chance
         Row 1: 1x Aero Combatant              Grp 1: 1x Aero Combatant
         Row 2: 1x Aero Combatant              Grp 2: 1x Aero Combatant
      Normal Battle #3:  18/64 Chance
         Row 1: 1x Aero Combatant
    
    
    
    Shinra HQ
    =========
    Shinra HQ - Outside Main Doors                 Encounter Value: 192
      Normal Battle #1:  42/64 Chance
         Row 1: 2x Grenade Combatant
      Normal Battle #2:  22/64 Chance
         Row 1: 2x Grenade Combatant
         Row 2: 1x Grenade Combatant
    
    
    Shinra HQ - Floor 1                            Encounter Value: 192
      Normal Battle #1:  42/64 Chance       Ambush:             8/64 Chance
         Row 1: 2x Grenade Combatant           Grp 1: 1x Grenade Combatant
      Normal Battle #2:  22/64 Chance          Grp 2: 1x Grenade Combatant
         Row 1: 2x Grenade Combatant
         Row 2: 1x Grenade Combatant
    
    
    Shinra HQ - Floor 2                            Encounter Value: 192
      Normal Battle #1:  24/64 Chance
         Row 1: 2x Grenade Combatant
      Normal Battle #2:  22/64 Chance
         Row 1: 2x Grenade Combatant
         Row 2: 1x Grenade Combatant
      Normal Battle #3:  18/64 Chance
         Row 1: 1x Mighty Grunt
    
    
    Shinra HQ - Floor 3                            Encounter Value: 192
      Normal Battle #1:  24/64 Chance       Ambush:             8/64 Chance
         Row 1: 1x Mighty Grunt                Grp 1: 1x Grenade Combatant
      Normal Battle #2:  22/64 Chance          Grp 2: 1x Grenade Combatant
         Row 1: 2x Grenade Combatant
         Row 2: 1x Grenade Combatant
      Normal Battle #3:  18/64 Chance
         Row 1: 2x Grenade Combatant
    
    
    Shinra HQ - Floor 59                           Encounter Value: 192
      Normal Battle #1:  24/64 Chance
         Row 1: 1x Mighty Grunt
      Normal Battle #2:  22/64 Chance
         Row 1: 2x Mighty Grunt
      Normal Battle #3:  18/64 Chance
         Row 1: 1x Mighty Grunt
         Row 2: 2x Mighty Grunt
    
    
    Shinra HQ - Floor 63                           Encounter Value: 192
      Normal Battle #1:  18/64 Chance
         Row 2: 1x Hammer Blaster
      Normal Battle #2:  17/64 Chance
         Row 1: 1x Sword Dance
      Normal Battle #3:  15/64 Chance
         Row 1: 1x Hammer Blaster
         Row 2: 1x Hammer Blaster
      Normal Battle #3:  14/64 Chance
         Row 1: 2x Sword Dance
    
    
    Shinra HQ - Floor 65                           Encounter Value: 240
      Normal Battle #1:  15/64 Chance       BAtt (Ambush) #1:   8/64 Chance
         Row 2: 1x Hammer Blaster              Grp 1: 1x Hammer Blaster
      Normal Battle #2:  14/64 Chance          Grp 2: 1x Hammer Blaster
         Row 1: 1x Sword Dance
      Normal Battle #3:  13/64 Chance
         Row 1: 1x Hammer Blaster
         Row 2: 1x Hammer Blaster
      Normal Battle #3:  12/64 Chance
         Row 1: 2x Sword Dance
      Normal Battle #3:  10/64 Chance
         Row 1: 3x Sword Dance
    
    
    Shinra HQ - Floor 67 (Before Escape)           Encounter Value: 192
      Normal Battle #1:  18/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Warning Board              RUN DIFFICULTY:  2
      Normal Battle #2:  17/64 Chance          Row 1: 1x Moth Slasher
         Row 1: 1x Moth Slasher
      Normal Battle #3:  15/64 Chance
         Row 1: 1x SOLDIER:3rd
         Row 2: 1x SOLDIER:3rd
      Normal Battle #3:  14/64 Chance
         Row 1: 1x Moth Slasher
         Row 2: 1x Moth Slasher
    
    
    Shinra HQ - Floor 68 (Before Escape)           Encounter Value: 192
      Normal Battle #1:  18/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Warning Board              RUN DIFFICULTY:  2
         Row 2: 1x Warning Board               Row 1: 2x SOLDIER:3rd
      Normal Battle #2:  17/64 Chance
         Row 1: 2x SOLDIER:3rd
         Row 2: 1x SOLDIER:3rd
      Normal Battle #3:  15/64 Chance
         Row 1: 1x Moth Slasher
         Row 2: 1x Moth Slasher
         Row 3: 1x Moth Slasher
      Normal Battle #3:  14/64 Chance
         Row 1: 1x Moth Slasher
         Row 2: 2x SOLDIER:3rd
    
    
    
    Escape
    ======
    Shinra HQ - Floor 67 (After Escape)            Encounter Value: 192
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Brain Pod                  RUN DIFFICULTY:  2
         Row 2: 1x Brain Pod                   Row 1: 1x Brain Pod,
      Normal Battle #2:  22/64 Chance                    2x Vargid Police
         Row 1: 1x Brain Pod
      Normal Battle #3:  18/64 Chance
         Row 1: 3x Vargid Police
    
    
    Shinra HQ - Floor 68 (After Escape)            Encounter Value: 128
      Normal Battle #1:  24/64 Chance
         Row 1: 1x Zenene
         Row 2: 1x Zenene
      Normal Battle #2:  22/64 Chance
         Row 1: 1x Vargid Police
         Row 2: 1x Zenene
      Normal Battle #3:  18/64 Chance
         Row 1: 2x Brain Pod
         Row 2: 1x Zenene
    
    
    Shinra HQ - Floor 69                           Encounter Value: 192
      Normal Battle #1:  18/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 1x Zenene                     RUN DIFFICULTY:  2
      Normal Battle #2:  17/64 Chance          Row 1: 2x Zenene
         Row 1: 2x Vargid Police            Ambush:             4/64 Chance
      Normal Battle #3:  15/64 Chance          Grp 1: 2x Vargid Police
         Row 1: 1x Vargid Police               Grp 2: 1x Vargid Police
         Row 2: 1x Zenene
      Normal Battle #4:  14/64 Chance
         Row 1: 2x Brain Pod
         Row 2: 1x Zenene
      
    
    
    Mythril Mines
    =============
    Mythril Mines - Zolom Swamp Side               Encounter Value:  48
    Mythril Mines - Fort Condor Side               Encounter Value:  48
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 2x Madouge                    RUN DIFFICULTY:  2
      Normal Battle #2:  22/64 Chance          Row 1: 2x Crawler
         Row 1: 1x Madouge, 2x Crawler         Row 2: 2x Crawler
         Row 2: 1x Madouge, 1x Crawler
      Normal Battle #3:  18/64 Chance
         Row 1: 2x Castanets
         Row 2: 1x Castanets
    
    
    Mythril Mines - Eastern Peninsula              Encounter Value:  40
      Normal Battle #1:  24/64 Chance       Ambush:             8/64 Chance
        RUN DIFFICULTY:  2                    RUN DIFFICULTY:  3
         Row 1: 3x Crawler                     Grp 1: 1x Ark Dragon
         Row 2: 1x Ark Dragon                  Grp 2: 1x Ark Dragon
      Normal Battle #2:  22/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 2x Castanets
         Row 2: 2x Castanets
      Normal Battle #3:  18/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 2x Castanets
         Row 2: 1x Ark Dragon, 1x Crawler
    
    
    Mythril Mines - Northern Peninsula             Encounter Value:  40
      Normal Battle #1:  18/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 3x Crawler
         Row 2: 1x Ark Dragon
      Normal Battle #2:  17/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 2x Castanets
         Row 2: 2x Castanets
      Normal Battle #3:  15/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 2x Castanets
         Row 2: 1x Ark Dragon, 1x Crawler
      Normal Battle #4:  14/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 5x Crawler
    
    
    
    Cargo Ship
    ==========
    Cargo Ship                                     Encounter Value:  40
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 2x Scrutin Eye                RUN DIFFICULTY:  2
         Row 2: 2x Scrutin Eye                 Row 1: 2x Scrutin Eye
      Normal Battle #2:  22/64 Chance          Row 2: 2x Scrutin Eye
         Row 1: 2x Marine
      Normal Battle #3:  18/64 Chance
         Row 1: 1x Marine
         Row 2: 2x Marine
    
    
    
    Mt. Corel
    =========
    Mt Corel - 1st and 2nd Screen                  Encounter Value:  48
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 2x Needle Kiss                RUN DIFFICULTY:  2
         Row 2: 1x Needle Kiss                 Row 1: 2x Needle Kiss
      Normal Battle #2:  22/64 Chance          Row 2: 1x Needle Kiss
         Row 1: 3x Search Crown
         Row 2: 1x Needle Kiss
      Normal Battle #3:  18/64 Chance
         Row 1: 1x Needle Kiss,
                   1x Search Crown
         Row 2: 1x Bagnadrana
    
    
    Mt Corel - Corel Reactor                       Encounter Value:  72
      Normal Battle #1:  18/64 Chance
         Row 1: 1x Bloatfloat
         Row 2: 2x Bloatfloat
      Normal Battle #2:  17/64 Chance
         Row 1: 1x Bagnadrana
         Row 2: 1x Bagnadrana
      Normal Battle #3:  15/64 Chance
         Row 1: 4x Bloatfloat
      Normal Battle #4:  14/64 Chance
         Row 1: 1x Bloatfloat
         Row 2: 1x Bagnadrana
         Row 3: 1x Bloatfloat
    
    
    Mt Corel - Bridge Start                        Encounter Value:  72
      Normal Battle #1:  18/64 Chance
         Row 1: 1x Bomb
      Normal Battle #2:  17/64 Chance
         Row 1: 2x Bomb
      Normal Battle #3:  15/64 Chance
         Row 1: 1x Cokatolis
         Row 2: 2x Bloatfloat
      Normal Battle #4:  14/64 Chance
         Row 1: 1x Cokatolis
         Row 2: 1x Cokatolis
    
    
    Mt Corel - Rollercoaster Tracks                Encounter Value:  72
      Normal Battle #1:  64/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 3x Needle Kiss                RUN DIFFICULTY:  2
         Row 2: 1x Cokatolis                   Row 1: 1x Cokatolis
                                            Ambush:             4/64 Chance
                                               Grp 1: 3x Needle Kiss
                                               Grp 2: 2x Needle Kiss
    
    
    Mt Corel - Waterside Tracks                    Encounter Value:  72
      Normal Battle #1:  24/64 Chance       Side Attack:        8/64 Chance
         Row 1: 2x Search Crown                Row 1: 5x Search Crown
         Row 2: 3x Search Crown
      Normal Battle #2:  22/64 Chance
         Row 1: 2x Needle Kiss
         Row 2: 1x Bagnadrana
      Normal Battle #3:  18/64 Chance
         Row 1: 3x Search Crown,
                   2x Needle Kiss
    
    
    Mt Corel - Final Bridge                        Encounter Value:  72
      Normal Battle #1:  64/64 Chance       Ambush:            12/64 Chance
         Row 1: 1x Bomb                        Grp 1: 1x Cokatolis
                                               Grp 2: 2x Cokatolis
    
    
    
    Corel Prison
    ============
    Corel Prison - 1st Screen                      Encounter Value:  72
    Corel Prison - 2nd Screen                      Encounter Value: 128
      Normal Battle #1:  24/64 Chance       Ambush:             8/64 Chance
         Row 1: 1x 2-Faced                     Grp 1: 1x Bandit
         Row 2: 2x Bandit                      Grp 2: 1x Bandit
      Normal Battle #2:  22/64 Chance
         Row 1: 2x 2-Faced
         Row 2: 1x Bandit
      Normal Battle #3:  18/64 Chance
         Row 1: 3x 2-Faced
    
    
    Corel Prison - Well                            Encounter Value:  72
      Normal Battle #1:  64/64 Chance
         Row 1: 2x 2-Faced
         Row 2: 2x 2-Faced
    
    
    
    Corel Desert
    ============
    Corel Prison - Desert Outskirts                Encounter Value: 128
      Normal Battle #1:  18/64 Chance
         Row 1: 2x Death Claw
      Normal Battle #2:  17/64 Chance
         Row 1: 1x Bullmotor
         Row 2: 2x Bullmotor
         Row 3: 1x Bullmotor
      Normal Battle #3:  15/64 Chance
         Row 1: 2x Death Claw
         Row 2: 1x Bullmotor
      Normal Battle #4:  14/64 Chance
         Row 1: 1x 2-Faced
         Row 2: 2x Bandit
    
    
    Corel Prison - Junkyard                        Encounter Value: 128
      Normal Battle #1:  18/64 Chance
         Row 1: 2x Death Claw
      Normal Battle #2:  17/64 Chance
         Row 1: 1x Bullmotor
         Row 2: 2x Bullmotor
         Row 3: 1x Bullmotor
      Normal Battle #3:  15/64 Chance
         Row 1: 2x Death Claw
         Row 2: 1x Bullmotor
      Normal Battle #4:  14/64 Chance
         Row 1: 2x 2-Faced
         Row 2: 1x Bandit
    
    
    Corel Desert                                   Encounter Value: 240
      Normal Battle #1:  60/64 Chance
         Row 1: 1x Land Worm
      Normal Battle #2:   4/64 Chance
         Row 1: 1x Cactuar
    
    
    
    Jungle
    ======
    Gongaga - Jungle (1st Screen)                  Encounter Value:  48
      Normal Battle #1:  18/64 Chance       Ambush:             8/64 Chance
         Row 1: 1x Kimara Bug                  Grp 1: 1x Touch Me
      Normal Battle #2:  17/64 Chance          Grp 2: 1x Touch Me
         Row 1: 1x Touch Me
      Normal Battle #3:  15/64 Chance
         Row 1: 2x Kimara Bug
    
    
    Gongaga - Jungle (2nd Screen)                  Encounter Value:  48
      Normal Battle #1:  18/64 Chance       Side Attack:        8/64 Chance
         Row 1: 1x Flower Prong                Row 1: 1x Flower Prong
      Normal Battle #2:  17/64 Chance
         Row 1: 1x Touch Me
      Normal Battle #3:  15/64 Chance
         Row 1: 2x Kimara Bug
      Normal Battle #4:  14/64 Chance
         Row 1: 1x Kimara Bug
    
    
    
    Meltdown Reactor
    ================
    Gongaga - Wasteland and Mako Reactor           Encounter Value:  48
      Normal Battle #1:  64/64 Chance       Back Attack #1:     8/64 Chance
        RUN DIFFICULTY:  2                    RUN DIFFICULTY:  3
         Row 1: 1x Heavy Tank                  Row 1: 1x Heavy Tank
    
    
    
    Caves of the Gi
    ===============
    Caverns of the Gi - 1st Screen                 Encounter Value:  48
      Normal Battle #1:  24/64 Chance
         Row 1: 2x Heg
         Row 2: 2x Heg
      Normal Battle #2:  22/64 Chance
         Row 1: 1x Sneaky Step
      Normal Battle #3:  18/64 Chance
         Row 1: 2x Heg
         Row 2: 1x Sneaky Step
    
    
    Caverns of the Gi - 2nd Screen                 Encounter Value:  48
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Sneaky Step                RUN DIFFICULTY:  2
         Row 2: 2x Sneaky Step                 Row 1: 2x Sneaky Step
      Normal Battle #2:  22/64 Chance
         Row 1: 2x Sneaky Step
      Normal Battle #3:  18/64 Chance
         Row 1: 2x Heg
         Row 2: 3x Heg
    
    
    Caverns of the Gi - 3rd Screen                 Encounter Value:  72
      Normal Battle #1:  18/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 1x Sneaky Step                RUN DIFFICULTY:  2
         Row 2: 3x Heg                         Row 1: 2x Sneaky Step
      Normal Battle #2:  17/64 Chance       Side Attack:        8/64 Chance
         Row 1: 1x Gi Spector                  Row 1: 2x Sneaky Step
      Normal Battle #3:  15/64 Chance       Ambush:             4/64 Chance
         Row 1: 2x Heg                         Grp 1: 1x Gi Spector
         Row 2: 1x Sneaky Step                 Grp 2: 1x Gi Spector
      Normal Battle #4:  14/64 Chance
         Row 1: 2x Heg
         Row 2: 3x Heg
    
    
    
    Shinra Mansion
    ==============
    Nibelheim Mansion - 1st Floor                  Encounter Value:  48
      Normal Battle #1:  24/64 Chance
         Row 1: 1x Dorky Face
         Row 2: 2x Dorky Face
      Normal Battle #1:  22/64 Chance
         Row 1: 2x Dorky Face
         Row 2: 2x Dorky Face
      Normal Battle #1:  18/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 1x Ghirofelgo
    
    
    Nibelheim Mansion - 2nd Floor                  Encounter Value:  48
      Normal Battle #1:  18/64 Chance       Back Attack #1:     4/64 Chance
        RUN DIFFICULTY:  2                    RUN DIFFICULTY:  3
         Row 1: 1x Ghirofelgo                  Row 1: 1x Ghirofelgo
      Normal Battle #2:  17/64 Chance       Ambush:             4/64 Chance
         Row 1: 1x Dorky Face                  Grp 1: 1x Jersey
         Row 2: 2x Dorky Face                  Grp 2: 2x Mirage
         Row 3: 1x Dorky Face
      Normal Battle #3:  15/64 Chance
         Row 1: 2x Mirage
         Row 2: 1x Dorky Face
      Normal Battle #4:  14/64 Chance
         Row 1: 3x Jersey
    
    
    Nibelheim Mansion - Spiral Staircase           Encounter Value:  40
      Normal Battle #1:  24/64 Chance       Back Attack #1:     4/64 Chance
        RUN DIFFICULTY:  2                    RUN DIFFICULTY:  2
         Row 1: 1x Ghirofelgo                  Row 1: 1x Black Bat
      Normal Battle #2:  22/64 Chance          Row 2: 2x Black Bat
         Row 1: 2x Dorky Face               Ambush:             4/64 Chance
         Row 2: 1x Black Bat                   Grp 1: 1x Jersey
      Normal Battle #3:  18/64 Chance          Grp 2: 2x Mirage
         Row 1: 1x Dorky Face, 1x Mirage
         Row 2: 1x Dorky Face
    
    
    Nibelheim Mansion - Caves                      Encounter Value:  40
      Normal Battle #1:  15/64 Chance       Back Attack #1:     2/64 Chance
         Row 1: 1x Black Bat                  RUN DIFFICULTY:  2
         Row 2: 1x Black Bat                   Row 1: 2x Black Bat
      Normal Battle #2:  14/64 Chance          Row 2: 1x Black Bat
         Row 1: 2x Black Bat                Back Attack #2:     2/64 Chance
         Row 2: 1x Black Bat                  RUN DIFFICULTY:  2
      Normal Battle #3:  13/64 Chance          Row 1: 1x Ying, 1x Yang
         Row 1: 1x Black Bat                Ambush:             4/64 Chance
         Row 2: 2x Black Bat                   Grp 1: 2x Black Bat
         Row 3: 1x Black Bat                   Grp 2: 1x Black Bat
      Normal Battle #4:  12/64 Chance
         Row 1: 1x Ying, 1x Yang
      Normal Battle #5:  10/64 Chance
         Row 1: 1x Ying, 1x Yang
    
    
    
    Mt. Nibel
    =========
    Mt Nibel - Approach (Flashback)                Encounter Value: 192
    Mt Nibel - Approach (Normal)                   Encounter Value: 128
    Mt Nibel - Western Base (Fall) (Flashback)     Encounter Value:  72
    Mt Nibel - Western Base (Normal)               Encounter Value:  72
      Normal Battle #1:  18/64 Chance
         Row 1: 2x Kyuvilduns
      Normal Battle #2:  17/64 Chance
         Row 1: 2x Kyuvilduns
         Row 2: 1x Kyuvilduns
      Normal Battle #3:  15/64 Chance
         Row 1: 1x Sonic Speed,
                   2x Kyuvilduns
      Normal Battle #4:  14/64 Chance
         Row 1: 1x Sonic Speed
         Row 2: 1x Sonic Speed
    
    
    Mt Nibel - Wooden Bridge (Flashback)           Encounter Value: 128
      Normal Battle #1:  64/64 Chance
         Row 1: 1x Sonic Speed
         Row 2: 1x Sonic Speed
         Row 3: 1x Sonic Speed
    
    
    Mt Nibel - Wooden Bridge (Normal)              Encounter Value:  72
      Normal Battle #1:  24/64 Chance       Ambush:             8/64 Chance
         Row 1: 1x Sonic Speed                 Grp 1: 1x Sonic Speed
         Row 2: 1x Sonic Speed                 Grp 2: 1x Sonic Speed
         Row 3: 1x Sonic Speed
      Normal Battle #2:  22/64 Chance
         Row 1: 1x Sonic Speed
         Row 2: 1x Sonic Speed
      Normal Battle #3:  18/64 Chance
         RowFl: 1x Zuu
    
    
    Mt Nibel - Reactor Approach (Flashback)        Encounter Value: 192
    Mt Nibel - Reactor Area (Flashback)            Encounter Value:  72
    Mt Nibel - In Front of Reactor (Flashback)     Encounter Value:  72
      Normal Battle #1:  24/64 Chance
         Row 1: 2x Twin Brain
         Row 2: 1x Sonic Speed
      Normal Battle #2:  22/64 Chance
         Row 1: 1x Twin Brain
         Row 2: 2x Twin Brain
      Normal Battle #3:  18/64 Chance
         Row 1: 1x Sonic Speed
         Row 2: 2x Sonic Speed
    
    
    Mt Nibel - Reactor Approach (Normal)           Encounter Value: 128
      Normal Battle #1:  15/64 Chance
         Row 1: 2x Twin Brain
         Row 2: 1x Sonic Speed
      Normal Battle #2:  14/64 Chance
         Row 1: 1x Twin Brain
         Row 2: 2x Twin Brain
      Normal Battle #3:  13/64 Chance
         Row 1: 1x Sonic Speed
         Row 2: 2x Sonic Speed
      Normal Battle #4:  12/64 Chance
         Row 1: 1x Zuu
      Normal Battle #5:  10/64 Chance
         Row 1: 1x Screamer, 1x Twin Brain
         Row 2: 1x Screamer
    
    
    Mt Nibel - Reactor Area (Normal)               Encounter Value: 128
      Normal Battle #1:  15/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 2x Twin Brain                 RUN DIFFICULTY:  2
         Row 2: 1x Sonic Speed                 Row 1: 2x Screamer
      Normal Battle #2:  14/64 Chance
         Row 1: 1x Twin Brain
         Row 2: 2x Twin Brain
      Normal Battle #3:  13/64 Chance
         Row 1: 1x Sonic Speed
         Row 2: 2x Sonic Speed
      Normal Battle #4:  12/64 Chance
         Row 1: 1x Zuu
      Normal Battle #5:  10/64 Chance
         Row 1: 1x Screamer, 1x Twin Brain
         Row 2: 1x Screamer
    
    
    Mt Nibel - In Front of Reactor (Normal)        Encounter Value: 128
      Normal Battle #1:  15/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 2x Twin Brain                 RUN DIFFICULTY:  2
         Row 2: 1x Sonic Speed                 Row 1: 2x Screamer
      Normal Battle #2:  14/64 Chance       Ambush:             4/64 Chance
         Row 1: 1x Twin Brain                  Grp 1: 1x Screamer
         Row 2: 2x Twin Brain                  Grp 2: 1x Screamer
      Normal Battle #3:  13/64 Chance
         Row 1: 1x Sonic Speed
         Row 2: 2x Sonic Speed
      Normal Battle #4:  12/64 Chance
         Row 1: 1x Zuu
      Normal Battle #5:  10/64 Chance
         Row 1: 1x Screamer, 1x Twin Brain
         Row 2: 1x Screamer
    
    
    Nibel Caves - Western Base (Flashback)         Encounter Value:  72
    Nibel Caves - Past Mako Fountain (Flashback)   Encounter Value: 128
      Normal Battle #1:  24/64 Chance
         Row 1: 3x Kyuvilduns
         Row 2: 2x Kyuvilduns
      Normal Battle #2:  22/64 Chance
         Row 1: 2x Twin Brain
         Row 2: 1x Twin Brain
      Normal Battle #3:  18/64 Chance
         Row 1: 2x Twin Brain
         Row 2: 3x Kyuvilduns
    
    
    Nibel Caves - Western Base (Normal)            Encounter Value:  72
    Nibel Caves - Past Mako Fountain (Normal)      Encounter Value:  72
    Nibel Caves - Pipe Room                        Encounter Value:  72
      Normal Battle #1:  18/64 Chance
         Row 1: 3x Kyuvilduns
         Row 2: 2x Kyuvilduns
      Normal Battle #2:  17/64 Chance
         Row 1: 2x Twin Brain
         Row 2: 1x Twin Brain
      Normal Battle #3:  15/64 Chance
         Row 1: 2x Twin Brain
         Row 2: 3x Kyuvilduns
      Normal Battle #4:  14/64 Chance
        RUN DIFFICULTY:  3
         Row 1: 1x Dragon
    
    
    
    Wutai, Da-chao Statue
    =====================
    Da Chao - Base                                 Encounter Value:  48
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 3x Razor Weed                 RUN DIFFICULTY:  2
      Normal Battle #2:  22/64 Chance          Row 1: 3x Razor Weed
         Row 1: 1x Bizarre Bug
         Row 2: 1x Bizarre Bug
      Normal Battle #3:  18/64 Chance
         Row 1: 2x Jayjujayme
         Row 2: 1x Bizarre Bug
    
    
    Da Chao - Far Left Hand                        Encounter Value:  48
      Normal Battle #1:  24/64 Chance       Back Attack #1:    12/64 Chance
         Row 1: 1x Foulander                  RUN DIFFICULTY:  2
         Row 2: 3x Bizarre Bug                 Row 1: 1x Foulander
      Normal Battle #2:  22/64 Chance          Row 2: 1x Foulander
         Row 1: 2x Foulander
      Normal Battle #3:  18/64 Chance
         Row 1: 3x Foulander
    
    
    Da Chao - Lower Junction                       Encounter Value:  48
      Normal Battle #1:  18/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Foulander                  RUN DIFFICULTY:  2
         Row 2: 3x Bizarre Bug                 Row 1: 1x Foulander
      Normal Battle #2:  17/64 Chance          Row 2: 1x Foulander
         Row 1: 2x Foulander
      Normal Battle #3:  15/64 Chance
         Row 1: 3x Foulander
      Normal Battle #4:  14/64 Chance
         Row 1: 2x Jayjujayme
         Row 2: 1x Bizarre Bug
    
    
    Da Chao - Far Right Hand                       Encounter Value:  48
      Normal Battle #1:  24/64 Chance       Ambush:             8/64 Chance
         Row 1: 3x Jayjujayme                  Grp 1: 1x Garuda
         Row 2: 1x Garuda                      Grp 2: 1x Garuda
      Normal Battle #2:  22/64 Chance
         Row 1: 1x Garuda
         Row 2: 1x Garuda
      Normal Battle #3:  18/64 Chance
         Row 1: 2x Jayjujayme
         Row 2: 1x Garuda
    
    
    Da Chao - Upper Junction                       Encounter Value:  48
      Normal Battle #1:  18/64 Chance       Ambush:             8/64 Chance
         Row 1: 3x Jayjujayme                  Grp 1: 1x Garuda
         Row 2: 1x Garuda                      Grp 2: 1x Garuda
      Normal Battle #2:  17/64 Chance
         Row 1: 1x Garuda
         Row 2: 1x Garuda
      Normal Battle #3:  15/64 Chance
         Row 1: 2x Jayjujayme
         Row 2: 1x Garuda
      Normal Battle #4:  14/64 Chance
         Row 1: 1x Bizarre Bug
         Row 2: 1x Bizarre Bug
    
    
    Da Chao - Topmost Hand                         Encounter Value:  48
      Normal Battle #1:  18/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 2x Garuda                     RUN DIFFICULTY:  2
         Row 2: 1x Foulander                   Row 1: 3x Razor Weed
      Normal Battle #2:  17/64 Chance       Ambush:             4/64 Chance
         Row 1: 1x Garuda                      Grp 1: 2x Foulander
         Row 2: 2x Garuda                      Grp 2: 1x Garuda
      Normal Battle #3:  15/64 Chance
         Row 1: 2x Foulander
      Normal Battle #4:  14/64 Chance
         Row 1: 2x Jayjujayme
         Row 2: 1x Garuda
    
    
    
    Temple of the Ancients
    ======================
    Temple of the Ancients - Main Area             Encounter Value: 128
      Normal Battle #1:  15/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 2x Kelzmelzer                 RUN DIFFICULTY:  2
      Normal Battle #2:  14/64 Chance          Row 1: 1x Kelzmelzer
         Row 1: 1x Under Lizard                Row 2: 1x Kelzmelzer
      Normal Battle #3:  13/64 Chance       Back Attack #2:     4/64 Chance
         Row 1: 2x Kelzmelzer                 RUN DIFFICULTY:  2
         Row 2: 2x Toxic Frog                  Row 1: 1x Kelzmelzer
      Normal Battle #4:  12/64 Chance          Row 2: 2x Toxic Frog
         Row 1: 1x Under Lizard             Side Attack:        8/64 Chance
         Row 2: 2x Toxic Frog                  Row 1: 2x Kelzmelzer
      Normal Battle #5:  10/64 Chance
         Row 1: 1x Doorbull
    
    
    Temple of the Ancients - Mural Room            Encounter Value:  40
      Normal Battle #1:  24/64 Chance       Ambush:             8/64 Chance
         Row 1: 1x Ancient Dragon              Grp 1: 1x Doorbull
         Row 2: 1x Ancient Dragon              Grp 2: 1x Doorbull
      Normal Battle #2:  22/64 Chance
         Row 1: 1x Doorbull
      Normal Battle #3:  18/64 Chance
         Row 1: 1x Ancient Dragon
         Row 2: 2x Ancient Dragon
    
    
    
    Corel Valley
    ============
    Corel Valley - Entrance                        Encounter Value:  72
      Normal Battle #1:  24/64 Chance
         Row 1: 1x Boundfat
         Row 2: 3x Malldancer
      Normal Battle #2:  22/64 Chance
         Row 1: 2x Malldancer
         Row 2: 2x Malldancer
      Normal Battle #3:  18/64 Chance
         Row 1: 2x Malldancer
         Row 2: 3x Boundfat
    
    
    Corel Valley - Approaching Forgotten City      Encounter Value:  72
      Normal Battle #1:  64/64 Chance
         Row 1: 1x Hungry
    
    
    Corel Valley - Giant Conch Shell               Encounter Value:  72
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 2x Boundfat                   RUN DIFFICULTY:  2
         Row 2: 1x Boundfat                    Row 1: 3x Boundfat
      Normal Battle #2:  22/64 Chance
         Row 1: 1x Trickplay
         Row 2: 2x Boundfat
      Normal Battle #3:  18/64 Chance
         Row 1: 2x Trickplay
      
    
    
    Corel Valley Cave
    =================
    Corel Valley Cave                              Encounter Value:  72
      Normal Battle #1:  15/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 3x Grimguard                  RUN DIFFICULTY:  2
      Normal Battle #2:  14/64 Chance          Row 1: 2x Boundfat, 1x Hungry
         Row 1: 1x Acrophies                Ambush:             4/64 Chance
      Normal Battle #3:  13/64 Chance          Grp 1: 1x Hungry
         Row 1: 2x Hungry                      Grp 2: 1x Hungry
      Normal Battle #4:  12/64 Chance
         Row 1: 3x Boundfat
         Row 2: 1x Hungry
      Normal Battle #5:  10/64 Chance
         Row 1: 1x Boundfat
         Row 2: 2x Boundfat
         Row 3: 1x Boundfat
    
    
    
    Great Glacier
    =============
    Great Glaicer - Start                          Encounter Value: 128
    Glacier Pass - L/R Snow and L/R Ice            Encounter Value: 128
      Normal Battle #1:  15/64 Chance
         Row 1: 2x Shred
         Row 2: 1x Shred
      Normal Battle #2:  14/64 Chance
         Row 1: 1x Frozen Nail
         Row 2: 1x Frozen Nail
      Normal Battle #3:  13/64 Chance
         Row 1: 2x Shred
         Row 2: 1x Frozen Nail
      Normal Battle #4:  12/64 Chance
         Row 1: 2x Bandersnatch
      Normal Battle #5:  10/64 Chance
         Row 1: 1x Frozen Nail
         Row 2: 2x Frozen Nail
    
    
    Glacier Pass - L/R Narrow, Diagonal, Forest    Encounter Value: 128
      Normal Battle #1:  17/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 2x Shred                      RUN DIFFICULTY:  2
         Row 2: 1x Shred                       Row 1: 2x Bandersnatch
      Normal Battle #2:  16/64 Chance       Ambush:             4/64 Chance
         Row 1: 1x Frozen Nail                 Grp 1: 2x Bandersnatch
         Row 2: 1x Frozen Nail                 Grp 2: 1x Bandersnatch
      Normal Battle #3:  15/64 Chance
         Row 1: 2x Shred
         Row 2: 1x Frozen Nail
      Normal Battle #4:  12/64 Chance
         Row 1: 2x Bandersnatch
      Normal Battle #5:   4/64 Chance
         Row 1: 1x Frozen Nail
         Row 2: 2x Frozen Nail
      
    
    Great Glacier - Southern Ice Cave              Encounter Value: 128
      Normal Battle #1:  24/64 Chance       Ambush:             8/64 Chance
        RUN DIFFICULTY:  2                     Grp 1: 2x Hungry
         Row 1: 1x Lessaloploth                Grp 2: 1x Hungry
      Normal Battle #2:  22/64 Chance          
         Row 1: 3x Hungry
      Normal Battle #3:  18/64 Chance
         Row 1: 2x Bandersnatch
         Row 2: 2x Bandersnatch
    
    
    Great Glacier - Center Areas and Caves         Encounter Value: 128
      Normal Battle #1:  15/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 2x Bandersnatch               RUN DIFFICULTY:  2
         Row 2: 1x Bandersnatch                Row 1: 2x Bandersnatch
      Normal Battle #2:  14/64 Chance       Side Attack:        8/64 Chance
         Row 1: 1x Ice Golem                   Row 1: 2x Bandersnatch, 1x Snow
      Normal Battle #3:  13/64 Chance       Ambush:             4/64 Chance
         Row 1: 2x Bandersnatch                Grp 1: 1x Bandersnatch
      Normal Battle #4:  12/64 Chance          Grp 2: 2x Bandersnatch
         Row 1: 1x Snow
      Normal Battle #5:  10/64 Chance
         Row 1: 2x Ice Golem
    
    
    Great Glacier - Northwest Areas and Caves      Encounter Value:  72
      Normal Battle #1:  14/64 Chance       Back Attack #1:     4/64 Chance
        RUN DIFFICULTY:  2                    RUN DIFFICULTY:  3
         Row 1: 1x Magnade                     Row 1: 1x Magnade
      Normal Battle #2:  12/64 Chance       Ambush:             4/64 Chance
         Row 1: 1x Lessaloploth                Grp 1: 1x Bandersnatch
         Row 2: 1x Lessaloploth                Grp 2: 2x Bandersnatch
      Normal Battle #3:  11/64 Chance
         Row 1: 2x Bandersnatch
         Row 2: 2x Bandersnatch
      Normal Battle #4:  10/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 1x Snow
         Row 2: 1x Lessaloploth
      Normal Battle #5:   9/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 1x Snow
      Normal Battle #6:   8/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 2x Magnade
    
    
    NOTE: Icicle Area - Snowstorm follows all rules for the *World Map*.  It is
    not a Field Map area.  It is listed here to reduce confusion with regards to
    when and where you can access these encounters, but it is important to
    remember that it is a World Map area.
    
    Icicle Area - Snowstorm                        Encounter Value:  96
      Normal Battle #1:  22/64 Chance       Side Attack:       10/64 Chance
         Row 1: 1x Lessaloploth                Row 1: 3x Jumping
      Normal Battle #2:  21/64 Chance
         Row 1: 2x Ice Golem
      Normal Battle #3:  21/64 Chance
         Row 1: 1x Jumping
         Row 2: 2x Jumping
    
    
    
    Gaea's Cliff
    ============
    Gaea's Cliff - Outdoors                        Encounter Value:  48
      Normal Battle #1:  18/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 2x Headbomber                 RUN DIFFICULTY:  2 
         Row 2: 1x Headbomber                  Row 1: 2x Headbomber
      Normal Battle #2:  17/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 1x Malboro
      Normal Battle #3:  15/64 Chance
         Row 1: 2x Zolokalter
      Normal Battle #4:  14/64 Chance
         Row 1: 2x Headbomber
         Row 2: 1x Zolokalter
    
    
    Gaea's Cliff - Indoors                         Encounter Value:  48
      Normal Battle #1:  18/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 1x Stilva                     RUN DIFFICULTY:  2
      Normal Battle #2:  17/64 Chance          Row 1: 1x Stilva
         Row 1: 2x Headbomber,              Ambush:             4/64 Chance
                   1x Zolokalter               Grp 1: 1x Evilhead
      Normal Battle #3:  15/64 Chance          Grp 2: 1x Evilhead
         Row 1: 2x Zolokalter
         Row 2: 2x Zolokalter
      Normal Battle #4:  14/64 Chance
         Row 1: 1x Evilhead
         Row 2: 1x Evilhead
    
    
    Gaea's Cliff - Schizo's Lair                   Encounter Value:  48
      Normal Battle #1:  18/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 3x Evilhead                   RUN DIFFICULTY:  2
      Normal Battle #2:  17/64 Chance          Row 1: 2x Cuahl
         Row 1: 2x Cuahl
      Normal Battle #3:  15/64 Chance
         Row 1: 1x Cuahl, 2x Headbomber
      Normal Battle #4:  14/64 Chance
         Row 1: 1x Blue Dragon
    
    
    
    Whirlwind Maze
    ==============
    Whirlwind Maze - Crater                        Encounter Value:  32
      Normal Battle #1:  24/64 Chance       Side Attack:        8/64 Chance
         Row 1: 1x Grenade                     Row 1: 1x Grenade
      Normal Battle #2:  22/64 Chance
         Row 1: 1x Gigas
      Normal Battle #3:  18/64 Chance
         Row 1: 1x Grenade
         Row 2: 1x Grenade
    
    
    Whirlwind Maze - Long Straight L/R Road        Encounter Value:  48
      Normal Battle #1:  18/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 3x Gremlin                    RUN DIFFICULTY:  2
      Normal Battle #2:  17/64 Chance          Row 1: 2x Gremlin
         Row 1: 2x Sculpture
      Normal Battle #3:  15/64 Chance
         Row 1: 1x Ironite
      Normal Battle #4:  14/64 Chance
         Row 1: 2x Gremlin
         Row 2: 1x Sculpture
    
    
    Whirlwind Maze - Winding Path                  Encounter Value:  48
      Normal Battle #1:  15/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 1x Wind Wing                  RUN DIFFICULTY:  2
         Row 2: 1x Wind Wing                   Row 1: 2x Wind Wing
      Normal Battle #2:  14/64 Chance       Ambush:             4/64 Chance
         Row 1: 1x Dragon Rider                Grp 1: 1x Wind Wing
      Normal Battle #3:  13/64 Chance          Grp 2: 2x Wind Wing
         Row 1: 1x Ironite
         Row 2: 2x Wind Wing
      Normal Battle #4:  12/64 Chance
         Row 1: 2x Ironite
      Normal Battle #5:  10/64 Chance
         Row 1: 2x Killbin
    
    
    
    Junon (Disc Two): Aljunon
    =========================
    Aljunon - Outside Execution Room (During Esc.) Encounter Value:  48
      Normal Battle #1:  64/64 Chance
         Row 1: 1x SOLDIER:2nd
    
    
    Junon - Barret's Escape on Main Concourse      Encounter Value:  48
    Junon - Airship Dock (During Escape)           Encounter Value:  48
      Normal Battle #1:  24/64 Chance
         Row 1: 1x SOLDIER:2nd
      Normal Battle #2:  22/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 1x Roulette Cannon
      Normal Battle #3:  18/64 Chance
         Row 1: 2x SOLDIER:2nd
    
    
    
    Junon Path
    ==========
    Junon - Airship Dock (After Escape)            Encounter Value:  48
      Normal Battle #1:  24/64 Chance       Ambush:             4/64 Chance
        RUN DIFFICULTY:  2                     Grp 1: 1x SOLDIER:2nd
         Row 1: 1x Roulette Cannon             Grp 2: 1x SOLDIER:2nd
      Normal Battle #2:  22/64 Chance       
         Row 1: 2x SOLDIER:2nd
      Normal Battle #3:  18/64 Chance
         Row 1: 2x SOLDIER:2nd,
                   1x Roulette Cannon
    
    
    Aljunon - Outside Execution Room (After Esc.)  Encounter Value:  48
    Junon Path - Outside Elevator                  Encounter Value:  48
    Junon Path - 1st Corridor                      Encounter Value:  48
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 2x Slalom                     RUN DIFFICULTY:  2
      Normal Battle #2:  22/64 Chance          Row 1: 2x Slalom
         Row 1: 1x Slalom                   Side Attack:        8/64 Chance
         Row 2: 2x Slalom                      Row 1: 1x Death Machine
      Normal Battle #3:  18/64 Chance
         Row 1: 1x Death Machine
    
    
    Junon Path - Submarine Dock                    Encounter Value:  48
      Normal Battle #1:  64/64 Chance
         Row 1: 3x SOLDIER:2nd
    
    
    Junon Path - 2nd and 3rd Corridor              Encounter Value:  48
      Normal Battle #1:  18/64 Chance       Back Attack #1:     2/64 Chance
         Row 1: 1x Death Machine              RUN DIFFICULTY:  2
         Row 2: 1x Death Machine               Row 1: 2x SOLDIER:2nd
      Normal Battle #2:  17/64 Chance       Back Attack #2:     2/64 Chance
         Row 1: 1x Guard System               RUN DIFFICULTY:  2
      Normal Battle #3:  15/64 Chance          Row 1: 2x Slalom
         Row 1: 2x Slalom                   Ambush:             4/64 Chance
         Row 2: 1x SOLDIER:2nd                 Grp 1: 2x SOLDIER:2nd
      Normal Battle #4:  14/64 Chance          Grp 2: 1x SOLDIER:2nd
         Row 1: 2x Guard System
      
    
    Underwater Tunnel
    =================
    Underwater Pipe                                Encounter Value:  48
      Normal Battle #1:  24/64 Chance       Ambush:             8/64 Chance
         Row 1: 1x Diver Nest                  Grp 1: 1x Corvette
      Normal Battle #2:  22/64 Chance          Grp 2: 1x Corvette
         Row 1: 1x Ghost Ship
      Normal Battle #2:  18/64 Chance
         Row 1: 2x Corvette
    
    
    
    Underwater Reactor
    ==================
    Underwater Reactor - Walkway Over Subs         Encounter Value:  48
    Underwater Reactor - Save Point Corridor       Encounter Value:  48
      Normal Battle #1:  18/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Senior Grunt,              RUN DIFFICULTY:  2
                   1x Gun Carrier              Row 1: 1x Gun Carrier
      Normal Battle #2:  17/64 Chance          Row 2: 1x Senior Grunt
         Row 1: 1x Hard Attacker
         Row 2: 1x Hard Attacker
      Normal Battle #3:  15/64 Chance
         Row 1: 1x Hard Attacker
         Row 2: 2x Senior Grunt
      Normal Battle #4:  14/64 Chance
         Row 1: 1x Guardian
    
    
    Underwater Reactor - Reactor Chamber           Encounter Value:  48
      Normal Battle #1:  18/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 1x Guardian                   RUN DIFFICULTY:  2
      Normal Battle #2:  17/64 Chance          Row 1: 1x Guardian
         Row 1: 1x Guardian                 Back Attack #2:     4/64 Chance
         Row 2: 1x Guardian                   RUN DIFFICULTY:  2
      Normal Battle #3:  15/64 Chance          Row 1: 1x Gun Carrier
         Row 1: 1x Senior Grunt,               Row 2: 1x Senior Grunt
                   1x Gun Carrier
      Normal Battle #4:  14/64 Chance
         Row 1: 1x Hard Attacker
         Row 2: 1x Hard Attacker
      
    
    
    The Ancient Forest
    ==================
    Ancient Forest - 1st Screen and Treetops       Encounter Value: 128
      Normal Battle #1:  18/64 Chance
         Row 1: 1x Rilfsak
         Row 2: 2x Rilfsak
      Normal Battle #2:  17/64 Chance
         Row 1: 2x Epiolnis
      Normal Battle #3:  15/64 Chance
         Row 1: 2x Diablo
      Normal Battle #4:  14/64 Chance
         Row 1: 1x Diablo, 2x Rilfsak
    
    
    Ancient Forest - 2nd and 3rd Screen            Encounter Value: 128
      Normal Battle #1:  18/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 1x Rilfsak                    RUN DIFFICULTY:  2
         Row 2: 2x Rilfsak                     Row 1: 2x Rilfsak
      Normal Battle #2:  17/64 Chance       Side Attack:        8/64 Chance
         Row 1: 2x Epiolnis                    Row 1: 3x Rilfsak
      Normal Battle #3:  15/64 Chance       Ambush:             4/64 Chance
         Row 1: 2x Diablo                      Grp 1: 2x Rilfsak
      Normal Battle #4:  14/64 Chance          Grp 2: 1x Rilfsak
         Row 1: 1x Diablo, 2x Rilfsak
    
    
    Ancient Forest - Cave                          Encounter Value:  48
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
         Row 1: 1x Diablo                     RUN DIFFICULTY:  2
         Row 2: 1x Diablo                      Row 1: 2x Diablo
      Normal Battle #2:  22/64 Chance
         Row 1: 2x Rilfsak
         Row 2: 1x Epiolnis
      Normal Battle #3:  18/64 Chance
         Row 1: 1x Diablo
    
    
    
    The Gelnika
    ===========
    Gelnika - Northern Room                        Encounter Value:  40
      Normal Battle #1:  24/64 Chance       Back Attack #1:     8/64 Chance
        RUN DIFFICULTY:  3                    RUN DIFFICULTY:  4
         Row 1: 1x Unknown                     Row 1: 1x Unknown
      Normal Battle #2:  22/64 Chance
        RUN DIFFICULTY:  3
         Row 1: 1x Unknown 3
      Normal Battle #3:  18/64 Chance
        RUN DIFFICULTY:  3
         Row 1: 2x Unknown 2
      
    
    Gelnika - Connecting Corridor                  Encounter Value:  48
      Normal Battle #1:  24/64 Chance       Ambush:             8/64 Chance
         Row 1: 1x Poodler                     Grp 1: 2x Bad Rap
         Row 2: 1x Poodler                     Grp 2: 1x Poodler
      Normal Battle #2:  22/64 Chance
         Row 1: 1x Poodler
         Row 2: 2x Bad Rap
      Normal Battle #3:  18/64 Chance
         Row 1: 2x Bad Rap
         Row 2: 2x Bad Rap
    
    
    Gelnika - Flooded Cargo Bay                    Encounter Value:  48
      Normal Battle #1:  18/64 Chance
        RUN DIFFICULTY:  3
         Row 1: 1x Serpent
      Normal Battle #2:  17/64 Chance
        RUN DIFFICULTY:  3
         Row 1: 1x Unknown
      Normal Battle #3:  15/64 Chance
        RUN DIFFICULTY:  3
         Row 1: 1x Unknown 3
      Normal Battle #4:  14/64 Chance
        RUN DIFFICULTY:  3
         Row 1: 2x Unknown 2
    
    
    
    Sector 8 Underground
    ====================
    Midgar - Sector 8 Underground (Upper)          Encounter Value:  48
      Normal Battle #1:  14/64 Chance       Back Attack #1:     2/64 Chance
         Row 1: 2x Cromwell                   RUN DIFFICULTY:  2
      Normal Battle #2:  12/64 Chance          Row 1: 1x Cromwell
         Row 1: 1x Manhole                  Back Attack #2:     2/64 Chance
         Row 2: 2x Manhole                    RUN DIFFICULTY:  2
      Normal Battle #3:  11/64 Chance          Row 1: 2x Cromwell
         Row 1: 1x Manhole                  Ambush:             4/64 Chance
         Row 2: 2x Manhole                     Grp 1: 1x Cromwell
      Normal Battle #4:  10/64 Chance          Grp 2: 1x Cromwell
         Row 1: 1x Behemoth
      Normal Battle #5:   9/64 Chance
         Row 1: 1x Crazy Saw
         Row 2: 1x Crazy Saw
      Normal Battle #6:   8/64 Chance
         Row 1: 1x Crazy Saw, 1x Cromwell
    
    
    Midgar - Sector 8 Underground (Lower)          Encounter Value:  48
      Normal Battle #1:  14/64 Chance       Back Attack #1:     2/64 Chance
         Row 1: 1x Cromwell                   RUN DIFFICULTY:  2
         Row 2: 2x Cromwell                    Row 1: 1x Cromwell
      Normal Battle #2:  12/64 Chance       Back Attack #2:     2/64 Chance
         Row 1: 1x Manhole                    RUN DIFFICULTY:  2
         Row 2: 2x Manhole                     Row 1: 2x Cromwell
      Normal Battle #3:  11/64 Chance       Ambush:             4/64 Chance
         Row 1: 1x Manhole                     Grp 1: 1x Cromwell
         Row 2: 2x Manhole                     Grp 2: 1x Cromwell
      Normal Battle #4:  10/64 Chance
         Row 1: 1x Behemoth
      Normal Battle #5:   9/64 Chance
         Row 1: 1x Crazy Saw
         Row 2: 1x Crazy Saw
      Normal Battle #6:   8/64 Chance
         Row 1: 1x Crazy Saw, 1x Cromwell
    
    
    Midgar Raid - Train Tunnel Segments            Encounter Value:  72
    Midgar Raid - Train Tunnel Junctions           Encounter Value: 128
      Normal Battle #1:  18/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 1x Crazy Saw                  RUN DIFFICULTY:  2
      Normal Battle #2:  17/64 Chance          Row 1: 2x Shadow Maker
         Row 1: 2x Shadow Maker             Back Attack #2:     4/64 Chance
      Normal Battle #3:  15/64 Chance         RUN DIFFICULTY:  2
         Row 1: 1x Shadow Maker                Row 1: 1x Crazy Saw
         Row 2: 2x Shadow Maker
      Normal Battle #4:  14/64 Chance
         Row 1: 2x Shadow Maker
         Row 2: 1x Crazy Saw
    
    
    
    The Mako Cannon
    ===============
    Midgar - Sister Ray Base                       Encounter Value:  48
      Normal Battle #1:  18/64 Chance
         Row 1: 1x Grosspanzer
      Normal Battle #2:  17/64 Chance
         Row 1: 1x Grosspanzer
      Normal Battle #3:  15/64 Chance
         Row 1: 1x Grosspanzer
      Normal Battle #4:  14/64 Chance
         Row 1: 1x Grosspanzer
    
    
    Sister Ray - Upper Gantries                    Encounter Value:  48
      Normal Battle #1:  15/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 2x SOLDIER:1st                RUN DIFFICULTY:  2
      Normal Battle #2:  14/64 Chance          Row 1: 2x SOLDIER:1st
         Row 1: 1x XCannon                  Ambush:             4/64 Chance
      Normal Battle #3:  13/64 Chance          Grp 1: 1x SOLDIER:1st
         Row 1: 2x SOLDIER:1st                 Grp 2: 1x SOLDIER:1st
         Row 2: 1x SOLDIER:1st
      Normal Battle #4:  12/64 Chance
         Row 1: 1x Maximum Kimaira
      Normal Battle #5:  10/64 Chance
         Row 1: 1x SOLDIER:1st
         
    
    
    The Northern Crater
    ===================
    Northern Crater - Descent (1st Screen)         Encounter Value:  32
      Normal Battle #1:  18/64 Chance
         Row 1: 1x Gargoyle
      Normal Battle #2:  17/64 Chance
         Row 1: 1x Dark Dragon
      Normal Battle #3:  15/64 Chance
         Row 1: 2x Parasite
      Normal Battle #4:  14/64 Chance
         Row 1: 2x Gargoyle
    
    
    Northern Crater - Descent (2nd Screen)         Encounter Value:  24
      Normal Battle #1:  18/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 1x Scissors                   RUN DIFFICULTY:  2
      Normal Battle #2:  17/64 Chance          Row 1: 2x Parasite
         Row 1: 1x Dark Dragon              Back Attack #2:     4/64 Chance
      Normal Battle #3:  15/64 Chance         RUN DIFFICULTY:  2
         Row 1: 2x Parasite                    Row 1: 1x Scissors
      Normal Battle #4:  14/64 Chance
         Row 1: 2x Gargoyle
    
    
    Northern Crater - Descent (3rd Screen - Outer) Encounter Value:  24
      Normal Battle #1:  15/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 1x Scissors                   RUN DIFFICULTY:  2
      Normal Battle #2:  14/64 Chance          Row 1: 2x Parasite
         Row 1: 1x Dark Dragon              Back Attack #2:     4/64 Chance
      Normal Battle #3:  13/64 Chance         RUN DIFFICULTY:  2
         Row 1: 2x Parasite                    Row 1: 1x Scissors
      Normal Battle #4:  12/64 Chance
         Row 1: 1x Parasite
         Row 2: 2x Parasite
      Normal Battle #5:  10/64 Chance
         Row 1: 2x Scissors
    
    
    Northern Crater - Descent (3rd Screen - Cave)  Encounter Value:  32
    Northern Crater - Dividing Point               Encounter Value:  40
      Normal Battle #1:  14/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 2x Scissors                   RUN DIFFICULTY:  2
      Normal Battle #2:  12/64 Chance          Row 1: 2x Parasite
         Row 1: 1x Dark Dragon              Back Attack #2:     4/64 Chance
      Normal Battle #3:  11/64 Chance         RUN DIFFICULTY:  2
         Row 1: 2x Parasite                    Row 1: 1x Scissors
      Normal Battle #4:  10/64 Chance
         Row 1: 1x Scissors
      Normal Battle #5:   9/64 Chance
         Row 1: 1x Parasite
         Row 2: 2x Parasite
      Normal Battle #6:   8/64 Chance
        RUN DIFFICULTY:  3
         Row 1: 1x Master Tonberry
    
    
    Northern Crater - Graveyard (Upp/Lwr Pillar)   Encounter Value:  32
    Northern Crater - Graveyard (Hatchery+Spine)   Encounter Value:  24
      Normal Battle #1:  14/64 Chance       Back Attack #1:     4/64 Chance
         Row 1: 1x Pollensalta                RUN DIFFICULTY:  2
      Normal Battle #2:  12/64 Chance          Row 1: 1x Death Dealer
         Row 1: 2x Death Dealer             Ambush:             4/64 Chance
      Normal Battle #3:  11/64 Chance          Grp 1: 1x Death Dealer
         Row 1: 1x Pollensalta, 2x Parasite    Grp 2: 1x Death Dealer
      Normal Battle #4:  10/64 Chance
         Row 1: 3x Parasite
      Normal Battle #5:   9/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 1x Malboro
      Normal Battle #6:   8/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 1x Dragon Zombie
    
    
    Northern Crater - Left Junction                Encounter Value:  32
    Northern Crater - Floating Platforms           Encounter Value:  32
    Northern Crater - Grassy Area                  Encounter Value:  32
      Normal Battle #1:  18/64 Chance       Back Attack #1:     8/64 Chance
        RUN DIFFICULTY:  2                    RUN DIFFICULTY:  3
         Row 1: 1x King Behemoth               Row 1: 1x Allemagne
      Normal Battle #2:  17/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 1x Allemagne
      Normal Battle #3:  15/64 Chance
        RUN DIFFICULTY:  2
         Row 1: 1x Armored Golem
      Normal Battle #4:  14/64 Chance
        RUN DIFFICULTY:  3
         Row 1: 1x Master Tonberry
    
    
    Northern Crater - Water Area (1st Screen)      Encounter Value:  24
    Northern Crater - Water Area (2nd Screen)      Encounter Value:  32
      Normal Battle #1:  15/64 Chance       Side Attack:        8/64 Chance
         Row 1: 1x Christopher, 1x Gighee      Row 1: 2x Magic Pot
      Normal Battle #2:  13/64 Chance       Ambush:             8/64 Chance
         Row 1: 1x Magic Pot                   Grp 1: 1x Allemagne
      Normal Battle #3:  12/64 Chance          Grp 2: 1x Allemagne
         Row 1: 2x Magic Pot
      Normal Battle #4:  11/64 Chance
         Row 1: 1x Allemagne
      Normal Battle #5:   9/64 Chance
        RUN DIFFICULTY:  3
         Row 1: 1x Master Tonberry
      Normal Battle #6:   4/64 Chance
         Row 1: 3x Mover
    
    
    
    3.2.3 Unique Random Encounters
    ----- ------------------------
    There are a few areas in the game where encounters are random, but are
    event-driven and do not use the standard encounter system.  The first main
    one is Battle Square, but that has been dealt with already in the individual
    Battle Square sections within the Enemy Listing.
    
    The other two areas that we will touch on are the Shinra HQ Elevator and the
    final descent in the Northern Crater.
    
    
      Shinra HQ Elevator
      ==================
    When infiltrating Shinra HQ, one of the optional routes you can take is the
    central elevator up to the 59th floor.  As you do so, however, the elevator
    goes haywire and you are forced to stop at random floors of the building,
    which frequently prompt a battle.  The battle you encounter is tied to the
    floor you stop on.
    
    You begin the trip starting on Floor 6.  Everytime Cloud presses the button
    to stop the elevator, you will end up a random number of floors higher than
    your last stop with the following chances of each:
    
                          2/16 chance:  7 Floors higher
                          2/16 chance:  8 Floors higher
                          2/16 chance:  9 Floors higher
                          2/16 chance: 10 Floors higher
                          2/16 chance: 11 Floors higher
                          2/16 chance: 12 Floors higher
                          2/16 chance: 13 Floors higher
                          1/16 chance: 14 Floors higher
                          1/16 chance: 15 Floors higher
    
    
    This means that your first stop will be between Floors 13 and 21 inclusive.
    The doors will open and you will face the battle for that floor.  Once the
    battle is over, you are able to progress another 7 to 15 floors, all until
    the elevator reaches Floor 59, ending this journey.  Obviously, the elevator
    will not go higher than this floor and will stop as soon as it passes it.
    
    As stated previously, the encounter you get depends on the floor the elevator
    stops at.  However, not all the floors trigger a battle.  Certain floors,
    instead, reveal an unfortunate Shinra employee who simply lets you go on your
    way.  Meeting Hito (the name of this employee in the data files) is simply
    an amusing little event that can happen randomly and can even happen multiple
    times if you hit the right floors.
    
    With that aside, we'll list the floors and their appropriate encounters.
    
       Floor 13:  2x Grenade Combatant
       Floor 14:  3x Grenade Combatant
       Floor 15:  1x Mighty Grunt
       Floor 16:  2x Mighty Grunt
       Floor 17:  2x Grenade Combatant
       Floor 18:  3x Grenade Combatant
       Floor 19:  1x Mighty Grunt
       Floor 20:  2x Mighty Grunt
       Floor 21:  3x Grenade Combatant
       Floor 22:  2x Mighty Grunt
       Floor 23:  2x Grenade Combatant
       Floor 24:  2x Mighty Grunt
       Floor 25:  1x Mighty Grunt
       Floor 26:  2x Grenade Combatant
       Floor 27:  3x Grenade Combatant
       Floor 28:  1x Mighty Grunt
       Floor 29: Meeting with Hito
       Floor 30:  1x Hammer Blaster
       Floor 31:  1x Sword Dance
       Floor 32:  2x Sword Dance
       Floor 33:  1x Moth Slasher
       Floor 34:  1x Hammer Blaster
       Floor 35:  1x Sword Dance
       Floor 36:  2x Sword Dance
       Floor 37:  1x Moth Slasher
       Floor 38: Meeting with Hito
       Floor 39:  1x Hammer Blaster
       Floor 40:  2x Sword Dance
       Floor 41:  1x Moth Slasher
       Floor 42:  1x Sword Dance
       Floor 43:  1x Sword Dance
       Floor 44:  1x Hammer Blaster
       Floor 45:  1x Moth Slasher
       Floor 46:  2x Sword Dance
       Floor 47: Meeting with Hito
       Floor 48:  1x Moth Slasher
       Floor 49:  1x Sword Dance
       Floor 50:  1x Hammer Blaster
       Floor 51:  1x Sword Dance
       Floor 52:  1x Moth Slasher
       Floor 53:  1x Hammer Blaster
       Floor 54:  2x Sword Dance
       Floor 55:  2x Sword Dance
       Floor 56: Meeting with Hito
       Floor 57:  1x Hammer Blaster
       Floor 58:  1x Moth Slasher
       Floor 59: Final Stop
    
    
    
      Final Descent
      =============
    After passing the point of no return in the Northern Crater, you descend
    down a series of hovering platforms towards the battle with Jenova*SYNTHESIS.
    
    Every time you hop to a new platform, you have a 76/256 (29.69%) chance of
    being attacked.  If you are attacked, the enemy will be one of the following:
    
                     1x Allemagne:        26/256 (10.2%) chance
                     1x Iron Man:        128/256 (50.0%) chance
                     1x Dragon Zombie:   102/256 (39.8%) chance
    
    
    These battles occur only when you jump to a new platform.  There are 5 jumps
    on the first screen and 8 jumps on the second screen.
    
    
    
    
    =============================================================================
    4. ENEMY DATA KEY
    =============================================================================
    
    --------------
    4.1 Basic Data
    --------------
    Throughout this document, enemies will be defined using the following format:
    
    Name:   
     Lvl:            EXP:               Win: 
      HP:             AP:             Steal: 
      MP:            Gil:             Morph: 
     ---
    Elemental Properties
     ---
     Att:            Def:             Df%:             Dex: 
     MAt:            MDf:                              Lck: 
     ---
    Special Attributes
     ---
    Attacks:
      Name
        Attack Type
        Formula:
        Pwr:
        PAt%:
        Cost:
        Tar: 
        Elm:
        Attr:
        Notes: 
    
    
    Each of these fields contain the following data:
      Name         - The name of the enemy
      Lvl          - The enemy's Level
      HP           - The Max HP the enemy has
      MP           - The Max MP the enemy has
      EXP          - The EXP earned when the enemy is killed
      AP           - The AP earned when the enemy is killed
      Gil          - The Gil earned when the enemy is killed
      Win          - The item(s) that are sometimes earned when the enemy is
                       killed, and the chance class they will drop (63 max)
                     If, when the item is checked, Rnd(0..63) is less or equal
                       to the chance class, then the item will drop
                     Items listed first are more likely to be dropped than
                       subsequent items
      Steal        - The item(s) that can be stolen from the enemy, and the
                       chance class you can steal it (63 max)
                     Items listed first are more likely to be stolen than
                       subsequent items
      Morph        - The item that the enemy can be morphed into
    
    
      Elemental Properties:
        Death      - The elements the enemy will instantly die from
        AutoH      - The elements the enemy cannot normally evade
        Weak       - The elements the enemy is weak to
        Half       - The elements the enemy resists
        Void       - The elements the enemy is immune to
        Asrb       - The elements the enemy absorbs
    
      NOTE: A few rare enemies have weaknesses and resistances to particular
            Status Attributes.  If this is the case, they will react to that
            Status as if it were an Element.  This is different from an Immunity
            to that Status - for example, a physical attack that inflicts
            Confusion as well will do double damage to a Corvette, who are weak
            to 'Confusion' Status Abilities.
    
    
      Att          - The enemy's Attack stat
      Def          - The enemy's Defense stat
      Df%          - The enemy's Defense% stat
      MAt          - The enemy's Magic atk stat
      MDf          - The enemy's Magic def stat
      Dex          - The enemy's Dexterity stat
      Lck          - The enemy's Luck stat
    
    
      Special Attributes:
        Any special notes about the enemy, including forced formation battles,
        special transformations, permenant status effects, status immunities and
        so forth
    
    
      Attacks:
        Each attack is listed seperately.
    
        Name       - The name of the attack.  If the attack name is in brackets
                       (like <Tonfa>), then this is what FF7 calls it, but when
                       the attack is used, no name will show up.  You can see
                       hidden attack names if they are Manipulatable
        Attack Type- See section 1.2.2 in the FF7 Battle Mechanics
        Formula    - See section 1.2.3 in the FF7 Battle Mechanics
        Pwr        - The Power of the attack.  Closely linked with the Formula of
                       the ability.  Note that for Physical and Magical Formula
                       attacks, this will be expressed as a fraction of Base -
                       however, the true Power value would be the fraction
                       multiplied by 16.  For example, 1x Base indicates a Power
                       of 16 when used in the Physical and Magical Formulas,
                       while 1/4x Base would be a Power of 4.  It has been done
                       this way simply to make it easier to see how it affects
                       damage, and how well attacks compare to each other.
                     If the attack uses the Physical, Magical, Cure, Item or
                       Fixed formulas, then the actual strength of the attack
                       (using the enemy's base) will be displayed in brackets
                       after the formula.  For example, MP's Tonfa attack has a
                       base damage of 9, after using the formula given for it
        PAt%       - The basic chance to hit the ability has.  100 is average,
        MAt%           while 255 is the max.  MAt% is used instead for abilities
        Auto Hit       that use the hit formula for magic abilities, and Auto Hit
                       is displayed for anything that uses neither the PAt% or
                       MAt% methods to hit.  The algorithms and formulas that use
                       these values can be found in the Battle Mechanics guide
        Cost       - How much MP the attack costs the enemy.  If an enemy does
                       not have the MP the attack requires, it can no longer use
                       this attack
        Tar        - The target(s) of the attack.  See section 1.2.4 in the FF7
                       Battle Mechanics for details.  In the case of attacks that
                       can switch between 1 Tar and All Tar, the first listed
                       will be the default the monster uses
        Elm        - Element of the attack.  All attacks that cause damage have
                       an element.  See section 1.2 in the FF7 Battle Mechanics
                       for an explaination about elements, including the hidden
                       physical ones
        Attr       - Any special effects the attack has in addition to the Attack
                       Type.  Whether the attack is Manipulatable or not is also
                       shown here.  In addition, Status Changes and their
                       respective chance classes to succeed also go here
        Notes      - Any special details about the attack that isn't covered in
                       any of the previous fields
    
    
      Animations:
        These are essentially 'Attacks' that have no effect and are used by FF7
        to change the animation of the enemy.  This is also why an enemy will
        often have many versions of the same attack; the difference is not in
        the stats, but in the animation they use.
    
    
    
    A Note about Stats
    ------------------
      Each of the main stats (Att, Def, Df%, MAt, MDf, Dex and Lck) are already
    the derived versions of the stat.  For example, an enemy's Df% will not get
    any bonus from their Dex - for monsters, it's considered the final stat.
    However, Dex is still used to help increase the enemy's chance to hit, for
    example.  Enemies also do not have a MD% stat, a weakness that is useful to
    exploit.
    
      Another note about Dex: with regards to how fast an enemy's Time Bar fills,
    you should consider their Dex value to be *50 points lower* than their actual
    value is when you compare to members of Cloud's party.  That means that an
    Unknown 2 - with a listed value of 150 Dex - is no faster than a party member
    with 100 Dex, while a 1st Ray with a Dex of 40 will never be able to move
    faster than any of your party members.
    
      The reason for this is that party members get a 50 point bonus to their Dex
    for calculating the rate their Time Bar fills up at, while enemies do not get
    this same bonus.  As such, don't be fooled by the seemingly high Dex values
    of many of the enemies.
    
    
    
    -----------
    4.2 AI Data
    -----------
    This last field is always after the Attack section.  It dictates how each
    enemy decides what to do.  It also covers the effects of how it reacts to
    certain attacks via counters.
    
    This part is split into sections:
          Setup:   This is used when battle starts.
          Main:    This is used whenever the enemy may take a turn.
          Counter: This will always have a specific effect that this section can
                     counter, for example: Death, Damage or Physical.  It will
                     be run whenever the enemy experiences the listed effect.
    
    Note that the AI data listed in this document is translated, and is not an
    *EXACT* translation of precisely what it's doing behind the scenes.  But it
    will always have the same effect and will hopefully be easier to understand
    as a result.  There are many cases where I have rewritten the structure of an
    AI script so that it takes up less space and is easier to read.  The end
    effect should be the same in all cases however.
    
    Also note that much of the time, an AI script has access to many temporary
    variables.  These are all reset to 0 at the start of battle, and are
    sometimes set to other values in the Setup routine.  However, a lot of the
    time, these variables will be used to fulfil specific functions that crop up
    time and again.  To aid understanding, here are the names we will give to
    certain temporary variables if they're used in a certain way:
    
          Count:      Often used to determine the order of attacks, or which
                        attack should be used next.
          Stage:      Similar to Count, but often dictates what moves are
                        available and sometimes used to reflect a change in
                        stats.
          SelectTar:  Used to predefine a target for an attack to be used on.
                        Often defined in counterattacks so that the enemy knows
                        who to redirect their anger against.
          SpclChance: Often, the chance for using a certain special effect will
                        change depending on certain situations, like as the
                        enemy nears death.  This variable dictates how often
                        they tend to use these moves.  Lower values generally
                        indicate a higher chance that the enemy will use more
                        desperate attacks.
          CustomVar:  A special TempVar that can be checked by other monsters in
                        the same battle.  These, like other TempVars, will be
                        given names.
    
    
    In addition, there are GlobalVars and BattleVars.  BattleVars only apply for
    the current Battle, but are used by all enemies in the battle.  GlobalVars
    affect the entire game.  Whenever an AI Script uses one of these, a unique
    description will be allocated to it to describe to you exactly what this
    value is used for.  Most BattleVars referenced in this guide are custom
    however and don't mean the same thing from battle to battle.
    
    All other temporary variables will be labelled 'TempVar', with a description
    after it identifying its general purpose.
    
    
    
    A few common commands and terminology will also be described here:
    
      Choose <Target>
        This sets up a target selection for a later spell to be used.  There are
        many possibilities for targets.  The most common are Random Opponent,
        All Opponents, Self and All Allies.  In the case of Random Opponent, All
        Opponents and All Allies, these do not count targets that are flagged
        as Dead (inflicted with Death and Petrify statuses, for example) by
        default.  If an enemy uses an attack that does affect these kind of
        objects, then it will target one individually or it will be specified in
        the selection - 'All Opponents (incl. Dead)' as an example.  Also note
        that if an enemy Chooses a target that the attack it uses doesn't accept
        (a single target when the attack is an area), then the attack's targets
        take priority, and a random target out of the default list will be chosen
        regardless of who was Chosen.  This can unfortunately lead to a few rare
        bugs.
    
      x/y Chance
        This is a shorthand to indicate the chance of something happening.  When
        it is grouped with other chances ("1/2 Chance: Attack 1,
        1/2 Chance: Attack 2" for example), then the chances are dependent; in
        the example's case, you have a 50/50 chance of either Attack 1 or
        Attack 2 activating, but not both.  If it is alone in an If statement,
        then it's an independent chance, with nothing else happening if it fails
        (except the 'Else' part of the If statement if it exists) and the AI
        script continuing on as normal.
    
      Formation ID
        Used to determine whether multiple monsters are part of the same 'group'.
        A Formation ID is visible in battles with multiple monsters of the
        same type by looking at the 'A'/'B'/'C' after the monster's name.
        So, "Hammer Blaster A" has a Formation ID of 0, while "Hammer Blaster B"
        has a Formation ID of 1.
    
      Set <???> as Self
        Rarely used, this replaces all references to 'Self' and the source of all
        attacks used until the end of the current AI script.
    
    
    In addition, here's the definition of the various Counter effects:
    
      Counter - General
        Used immediately after any targetted attack the enemy experiences,
        providing it's still alive and able to do anything.  Otherwise, there's
        very few things it will not react to.  Sense and statuses that miss or
        fail due to immunities will generally not be countered.  Abilities that
        heal HP will be countered.  Also, if the attack has caused the enemy's
        death, then Counter - Death takes priority and Counter - General will not
        be run at all.
    
      Counter - Death
        Used immediately upon the death or removal of the enemy.  Note that the
        enemy is still considered alive and well until this script has finished
        running.
    
      Counter - Physical
        Will be used against any physical attack.  Abilities that end up healing
        or removing statuses will not be countered against by this script.
    
      Counter - Magical
        Will be used against any magical attack.  Abilities that end up healing
        or removing statuses will not be countered against by this script.
    
      Counter - PreTurn
        Will be used before *ANY* ability made by *ANY* character, INCLUDING the
        enemy's allies or even themselves!  Note that an ability must be used;
        a run through the AI script is not enough.  However, even 'moves' like
        Defend and Change will activate this script.  The script is run before
        the effects of the move/ability are calculated.  In general, it's used to
        set/remove immunities and other effects that may or may not interfere
        with the ability.
    
    
    
    =============================================================================
    5. ENEMY LISTING
    =============================================================================
    
    =============================================================================
    5.1 Midgar (Disc One)
    ---------------------
    
    5.1.1 No. 1 Reactor
    ----- -------------
    Name: MP
     Lvl:  2         EXP: 16            Win: [ 8] Potion
      HP: 30          AP: 2           Steal: [ 8] Grenade
      MP: 0          Gil: 10          Morph:      Potion
     ---
    No Elemental Properties
     ---
     Att: 6          Def: 4           Df%: 0           Dex: 50
     MAt: 0          MDf: 0                            Lck: 4
     ---
    BUG: Due to flaws in MP's AI Script, they will not react differently to
    targets in different rows.
     ---
    Attacks:
      Machine Gun
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (6)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
      <Tonfa>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (9)
        PAt%:  85
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
     ---
    AI: Main
    {
       If (MP is in Front Row) Then
       {
          If (1/2 Chance) Then
          {
             Choose Random Opponent
             TempVar:ChosenAtt = Machine Gun
          } Else {
             Choose Random Opponent
             TempVar:ChosenAtt = <Tonfa>
          }
       } Else {
          If (1/6 Chance) Then
          {
             Choose Random Opponent
             TempVar:ChosenAtt = <Tonfa>
          } Else {
             Choose Random Opponent
             TempVar:ChosenAtt = Machine Gun
          }
       }
       Use TempVar:ChosenAtt on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Guard Hound
     Lvl:  3         EXP: 20            Win: [ 8] Potion
      HP: 42          AP: 2           Steal: [32] Potion 
      MP: 0          Gil: 12          Morph:      Potion
     ---
    No Elemental Properties
     ---
     Att: 8          Def: 4           Df%: 6           Dex: 64
     MAt: 2          MDf: 2                            Lck: 6
     ---
    BUG: Due to flaws in Guard Hound's AI Script, they will not react differently
    to targets in different rows.
     ---
    Attacks:
      <Bite>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (8)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
        Notes: Always targets whoever has the lowest HP
      Tentacle
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (12)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
        Notes: Always targets whoever has the lowest HP
     ---
    AI: Main
    {
       If (1/3 Chance) Then {
          Choose Random Opponent with Lowest HP
          TempVar:ChosenAtt = Tentacle
       } Else {
          Choose Random Opponent with Lowest HP
          TempVar:ChosenAtt = <Bite>
       }
       Use TempVar:ChosenAtt on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Mono Drive
     Lvl:  2         EXP: 18            Win: [ 8] Potion, [ 2] Ether
      HP: 28          AP: 3           Steal:      -
      MP: 28         Gil: 8           Morph:      Ether
     ---
    Weak:   Wind
    Void:   Earth
     ---
     Att: 3          Def: 6           Df%: 6           Dex: 49
     MAt: 3          MDf: 4                            Lck: 2
     ---
    Immune: Stop, Frog, Paralysed
    
    BUG: Due to flaws in Mono Drive's AI Script, they will not react differently
    to targets in different rows.
     ---
    Attacks:
      <Drilldrive>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (3)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
        Notes: Always targets whoever has the lowest Def
      Fire
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (15)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
              Manip.
        Notes: Always targets whoever has the lowest MDf
     ---
    AI: Main
    {
       If (TempVar:Warning == 0) Then
       {
          TempVar:TakeTurn = 0
          1/2 Chance: Print Message [Enemy Sighted!]
          1/2 Chance: Print Message [Warning! Warning!]
          TempVar:Warning = 1
       } Else {
          TempVar:TakeTurn = 1
          If (1/3 Chance) Then
          {
             Choose Random Opponent with Lowest MDf
             TempVar:ChosenAtt = Fire
             TempVar:MagicAtt = 1
          } Else {
             Choose Random Opponent with Lowest Def
             TempVar:ChosenAtt = <Drilldrive>
             TempVar:MagicAtt = 0
          }
       }
       If (TempVar:MagicAtt == 1) Then
       {
          If (Mono Drive's MP < 4) Then
          {
             Choose Random Opponent with Lowest Def
             TempVar:ChosenAtt = <Drilldrive>
          }
       }
       If (TempVar:TakeTurn == 1) Then
       {
          Use TempVar:ChosenAtt on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Grunt
     Lvl:  7         EXP: 22            Win: [ 8] Potion, [ 8] Potion
      HP: 40          AP: 2           Steal: [ 8] Grenade
      MP: 0          Gil: 15          Morph:      Potion
     ---
    No Elemental Properties
     ---
     Att: 12         Def: 10          Df%: 4           Dex: 58
     MAt: 2          MDf: 2                            Lck: 8
     ---
    BUG: Due to flaws in Grunt's AI Script, they will not react differently to
    targets in different rows.
     ---
    Attacks:
      <Handclaw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (12)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Beam Gun
        Physical Attack
        Formula: Physical
        Pwr: 1 1/8x Base   (13.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Manip.
              Can't Cover
     ---
    AI: Main
    {
       If (Grunt is in Front Row) Then
       {
          If (1/2 Chance) Then
          {
             Choose Random Opponent
             TempVar:ChosenAtt = Beam Gun
          } Else {
             Choose Random Opponent
             TempVar:ChosenAtt = <Handclaw>
          }         
       } Else {
          If (1/12 Chance) Then
          {
             Choose Random Opponent
             TempVar:ChosenAtt = <Handclaw>
          } Else {
             Choose Random Opponent
             TempVar:ChosenAtt = Beam Gun
          }         
       }
       Use TempVar:ChosenAtt on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: 1st Ray
     Lvl:  4         EXP: 12            Win:      -
      HP: 18          AP: 1           Steal:      -
      MP: 0          Gil: 5           Morph:      Potion
     ---
    Weak:   Lightning
     ---
     Att: 10         Def: 2           Df%: 0           Dex: 40
     MAt: 0          MDf: 0                            Lck: 0
     ---
    Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
            Darkness
     ---
    Attacks:
      <Laser Cannon>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (10)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
              Can't Cover
        Notes: Always targets whoever has the highest HP
     ---
    AI: Main
    {
       If (Count = 0) Then
       {
          Choose Random Opponent with Highest HP
          Use <Laser Cannon> on Target
          Count = 1
       } Else {
          Count = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Sweeper
     Lvl:  8         EXP: 27            Win:      -
      HP: 140         AP: 3           Steal:      -      
      MP: 0          Gil: 30          Morph:      Potion
     ---
    Weak:   Lightning
     ---
     Att: 18         Def: 20          Df%: 0           Dex: 48
     MAt: 0          MDf: 4                            Lck: 1
     ---
    Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
            Darkness
     ---
    Attacks:
      <Machine Gun>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (18)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
        Notes: Always targets whoever has the lowest HP
      W Machine Gun
        Physical Attack
        Formula: Physical
        Pwr: 1 3/4x Base   (31.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Manip.
        Notes: Always targets whoever has the highest HP
      Smoke Shot
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (27)
        PAt%:  75
        Tar: 1 Op
        Elm: Shoot
        Attr: Manip.
              Can't Cover
     ---
    AI: Main
    {
       If (TempVar:Setup == 0) Then
       {
          Count = Rnd(0..3)
          TempVar:Setup = 1
       }
       If (Count == 0) Then
       {
          If (At Least One Opponent doesn't have Darkness Status) Then
          {
             Choose Random Opponent without Darkness Status
          } Else {
             Choose Random Opponent
          }
          TempVar:ChosenAtt = Smoke Shot
          Count = 1
       } Else If (Count == 1) Then {
          Choose Random Opponent with Lowest HP
          TempVar:ChosenAtt = <Machine Gun>
          Count = 2
       } Else {
          Choose Random Opponent with Highest HP
          TempVar:ChosenAtt = W Machine Gun
          Count = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Guard Scorpion
     Lvl: 12         EXP: 100           Win: 100% Assault Gun
      HP: 800         AP: 10          Steal:      -
      MP: 0          Gil: 100         Morph:      -
     ---
    Weak:   Lightning
    Void:   Gravity
     ---
     Att: 30         Def: 40          Df%: 0           Dex: 60
     MAt: 15         MDf: 300                          Lck: 1
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Frog, Small,
            Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed,
            Darkness
    
    Note: MDf listed is not the MDf used; see below for true MDf
    
    Transformation: 1st Form is default;          Def:  40, MDf: 256
                    2nd Form has tail above body; Def: 255, MDf: 384
    Transforms to 2nd Form after using two Attacks (Rifle or Scorpion Tail)
    Transforms to 1st Form after certain amount of time
    Pattern: Search Scope, Attack, Search Scope, Attack, Transform to 2nd Form,
             Wait, Wait, Transform to 1st Form, Repeat
     ---
    Attacks:
      Rifle
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (41)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Notes: Can only use during 1st Form
      Scorpion Tail
        Physical Attack
        Formula: Physical
        Pwr: 1 3/4x Base   (71.75)
        PAt%:  95
        Tar: 1 Op
        Elm: Shoot
        Notes: Can only use during 1st Form
      Tail Laser
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (123)
        PAt%: 120
        Tar: All Op
        Elm: Shoot
        Notes: 100% C/A during 2nd Form
    
    Animations:
      Search Scope
        Notes: Selects target of next Attack
               Can only use during 1st Form
     ---
    AI: Setup
    {
       TempVar:DfltIdle = Guard Scorpion's IdleAnim
       TempVar:DfltHurt = Guard Scorpion's HurtAnim
       Guard Scorpion's MDf = 256
       TempVar:DfltDef = Guard Scorpion's Def
       TempVar:DfltMDf = Guard Scorpion's MDf
       Stage = 0
    }
    AI: Main
    {
       If (Count == 0 or 2) Then
       {
          SelectTar = Random Opponent
          Choose SelectTar
          Use Search Scope on Target
          Print Message [Locked On Target]
          Count = Count + 1
       } Else If (Count == 1 or 3) Then {
          Choose SelectTar
          If (1/3 Chance) Then
          {
             Use Scorpion Tail on Target
          } Else {
             If (Guard Scorpion's HP < 50% of Guard Scorpion's Max HP) Then {
                Use Scorpion Tail on Target
             } Else {
                Use Rifle on Target
             }
          }
          Count = Count + 1
       } Else If (Count == 4) Then {
          Choose Self
          Use <> on Target
          Guard Scorpion's IdleAnim = 7
          Guard Scorpion's HurtAnim = 8
          Guard Scorpion's Def = 255
          Guard Scorpion's MDf = 384
          Stage = 1
          If (TempVar:Warning == 0) Then
          {
             If (Cloud doesn't have Death Status) Then
             {
                If (Barret has Death Status) Then
                {
                   Print Message [(Cloud) "It's gonna fire that laser..."]
                } Else {
                   Print Message [(Cloud) "(Barret), be careful!"]
                }
                Print Message ["Attack while it's tail's up!]
                Print Message [It's gonna counterattack with its laser."]
             } Else {
                Print Message [(Barret) "I dunno what's goin' on, but...]
                Print Message [ it looks pretty bad.]
                Print Message [ Let's see what it does when it's tail's up..."]
             }
             TempVar:Warning = 1
          }
          Count = Count + 1
       } Else If (Count == 5 or 6) Then {
          Count = Count + 1
       } Else If (Count == 7) Then {
          Choose Self
          Use <> on Target
          Guard Scorpion's IdleAnim = TempVar:DfltIdle
          Guard Scorpion's HurtAnim = TempVar:DfltHurt
          Guard Scorpion's Def = TempVar:DfltDef
          Guard Scorpion's MDf = TempVar:DfltMDf
          Stage = 0
          Count = 0
       } 
    }
    AI: Counter - General
    {
       If (Stage == 1) Then
       {
          Choose All Opponents
          Use Tail Laser on Target
       }
    }
    AI: Counter - Death
    {
       If (Stage == 1) Then
       {
          Choose Self
          Use <> on Target
          Guard Scorpion's IdleAnim = TempVar:DfltIdle
          Guard Scorpion's HurtAnim = TempVar:DfltHurt
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.1.2 Lower Sector 4 Plate
    ----- --------------------
    Name: Grashtrike
     Lvl:  8         EXP: 20            Win: [ 2] Spider Web
      HP: 42          AP: 2           Steal: [32] Spider Web
      MP: 0          Gil: 20          Morph:      Spider Web
     ---
    No Elemental Properties
     ---
     Att: 12         Def: 18          Df%: 3           Dex: 58
     MAt: 15         MDf: 2                            Lck: 6
     ---
    No Special Attributes
     ---
    Attacks:
      <Sickle>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (12)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
      Silk
        Magical Change Status
        MAt%:  90
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Slow'
              Manip.
     ---
    AI: Main
    {
       If (At Least One Opponent doesn't have Slow Status) Then
       {
          Choose Random Oppenent without Slow Status
          Use Silk on Target
       } Else {
          If (At Least One Opponent has Slow Status) Then
          {
             Choose Random Opponent with Slow Status
          } Else {
             Choose Random Opponent
          }
          Use <Sickle> on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Rocket Launcher
     Lvl:  5         EXP: 13            Win:      -
      HP: 50          AP: 3           Steal:      -
      MP: 0          Gil: 7           Morph:      Potion
     ---
    Weak:   Lightning
     ---
     Att: 30         Def: 2           Df%: 0           Dex: 50
     MAt: 0          MDf: 200                          Lck: 0
     ---
    Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
            Darkness
     ---
    Attacks:
      Rocket Launcher
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (51)
        PAt%:  75
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
              Can't Cover
        Notes: Always targets whoever has the lowest HP
     ---
    AI: Main
    {
       If (Count == 1) Then
       {
          Choose Random Opponent with Lowest HP
          Use Rocket Launcher on Target
          Count = 0
       } Else {
          Count = 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Chuse Tank
     Lvl:  6         EXP: 23            Win: [ 8] Potion
      HP: 36          AP: 2           Steal: [32] Potion
      MP: 0          Gil: 30          Morph:      Potion
     ---
    No Elemental Properties
     ---
     Att: 10         Def: 6           Df%: 3           Dex: 57
     MAt: 0          MDf: 66                           Lck: 5
     ---
    Immune: Frog
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (10)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Rolling Claw
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP / 8]
        MAt%:  75
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
        Notes: Always targets whoever has the highest HP
     ---
    AI: Main
    {
       1/2 Chance:
       {
          If (At Least One Opponent is in Front Row) Then
          {
             Choose Random Opponent in Front Row
          } Else {
             Choose Random Opponent
          }
          Use <Claw> on Target
       }
       1/2 Chance:
       {
          Choose Random Opponent with Highest HP
          Use Rolling Claw on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Blugu
     Lvl:  4         EXP: 18            Win: [ 8] Potion
      HP: 120         AP: 2           Steal: [32] Eye drop
      MP: 0          Gil: 35          Morph:      Potion
     ---
    Weak:   Lightning, Wind
    Void:   Earth
     ---
     Att: 8          Def: 180         Df%: 1           Dex: 52
     MAt: 24         MDf: 128                          Lck: 2
     ---
    Immune: Stop, Frog, Paralysed
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (8)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Hell Bubbles
        Magical Change Status
        Auto Hit
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 80] Inflict 'Sleep'
              Manip.
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
    }
    AI: Main
    {
       If (Count == 0 or 1 or 2) Then
       {
          If (At Least One Opponent has Paralysed Status) Then
          {
             Choose Random Opponent with Paralysed Status
          } Else {
             Choose Random Opponent
          }
          Use <Bodyblow> on Target
          If (Count == 0 or 1) Then
          {
             Count = Count + 1
          } Else {
             1/3 Chance: Count = 3
             2/3 Chance: Count = 1
          }
       } Else {
          If (At Least One Opponent doesn't have Paralysed Status) Then
          {
             Choose Random Opponent without Paralysed Status
             Use Hell Bubbles on Target
          } Else If (At Least One Opponent has Paralysed Status) Then {
             Choose Random Opponent with Paralysed Status
             Use <Bodyblow> on Target
          } Else {
             Choose Random Opponent
             Use <Bodyblow> on Target
          }
          Count = 0
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.1.3 No. 5 Reactor
    ----- -------------
    Name: Smogger
     Lvl:  8         EXP: 32            Win: [ 8] Deadly Waste
      HP: 90          AP: 3           Steal: [ 8] Smoke Bomb
      MP: 0          Gil: 60          Morph:      Hi-Potion
     ---
    Asrb:   Poison
     ---
     Att: 22         Def: 24          Df%: 1           Dex: 47
     MAt: 4          MDf: 64                           Lck: 1
     ---
    Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
            Darkness
     ---
    Attacks:
      <Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (22)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Smog
        Physical Attack
        Formula: Physical
        Pwr: 3/4x Base     (16.5)
        PAt%:  90
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 88] Inflict 'Poison'
              Manip.
              Can't Cover
      Smog
        Physical Attack
        Formula: Physical
        Pwr: 3/4x Base     (16.5)
        PAt%: 105
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 92] Inflict 'Darkness'
              Manip.
              Can't Cover
     ---
    AI: Setup
    {
       Count = Rnd(0..4)
    }
    AI: Main
    {
       If (Count == 0 or 1 or 2) Then
       {
          If (At Least One Opponent has Darkness Status) Then
          {
             Choose Random Opponent with Darkness Status
          } Else {
             Choose Random Opponent
          }
          Use <Punch> on Target
          If (Count == 0 or 1) Then
          {
             Count = Count + 1
          } Else {
             1/4 Chance: Count = 3
             1/4 Chance: Count = 4
             1/2 Chance: Count = 0
          }
       } Else If (Count == 3) Then {
          If (At Least One Opponent doesn't have Poison Status) Then
          {
             Choose Random Opponent without Poison Status
             Use Smog (Poison Version) on Target
             Count = 0
          } Else If (At Least One Opponent has Darkness Status) Then {
             Choose Random Opponent with Darkness Status
             Use <Punch> on Target
             Count = 4
          } Else {
             Choose Random Opponent
             Use <Punch> on Target
             Count = 4
          }
       } Else {
          If (At Least One Opponent doesn't have Darkness Status) Then
          {
             Choose Random Opponent without Darkness Status
             Use Smog (Darkness Version) on Target
          } Else If (At Least One Opponent has Darkness Status) Then {
             Choose Random Opponent with Darkness Status
             Use <Punch> on Target
          } Else {
             Choose Random Opponent
             Use <Punch> on Target
          }
          Count = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Special Combatant
     Lvl:  9         EXP: 28            Win: [ 8] Antidote, [ 2] Grenade
      HP: 60          AP: 3           Steal: [32] Eye drop
      MP: 0          Gil: 40          Morph:      Hi-Potion
     ---
    No Elemental Properties
     ---
     Att: 15         Def: 24          Df%: 5           Dex: 58
     MAt: 2          MDf: 32                           Lck: 12
     ---
    No Special Attributes
     ---
    Attacks:
      <Handclaw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (15)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Beam Gun
        Physical Attack
        Formula: Physical
        Pwr: 1 1/8x Base   (16.875)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Manip.
              Can't Cover
      Wave
        Physical Attack
        Formula: Physical
        Pwr: 2x Base       (30)
        PAt%:  92
        Tar: 1 Op
        Elm: Shout
        Attr: Manip.
              Can't Cover
        Notes: Always targets whoever has the lowest HP
     ---
    AI: Setup
    {
       1/2 Chance: Count = 3
       1/2 Chance: Count = 0
    }
    AI: Main
    {
       If (Count == 0 or 1 or 2) Then
       {
          Choose Random Opponent
          Use <Handclaw> on Target
          If (Count == 0 or 1) Then {
             Count = Count + 1
          } Else {
             Count = 6
             TempVar:Cycle = 0
          }
       } Else If (Count == 3 or 4 or 5) Then {
          Choose Random Opponent
          Use Beam Gun on Target
          If (Count == 3 or 4) Then {
             Count = Count + 1
          } Else {
             Count = 6
             TempVar:Cycle = 1
          }
       } Else If (Count == 6) Then {
          Choose Random Opponent with Lowest HP
          Use Wave on Target
          If (TempVar:Cycle == 0) Then
          {
             Count = 3
          } Else {
             Count = 0
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Blood Taste
     Lvl:  8         EXP: 24            Win: [ 8] Antidote
      HP: 72          AP: 2           Steal: [32] Eye drop
      MP: 0          Gil: 32          Morph:      Potion
     ---
    No Elemental Properties
     ---
     Att: 12         Def: 22          Df%: 8           Dex: 65
     MAt: 14         MDf: 24                           Lck: 6
     ---
    No Special Attributes
     ---
    Attacks:
      <Bite>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (12)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Bite twice in a single combo
      Tentacle Drain
        Physical Absorb
        Formula: Physical
        Pwr: 5/8x Base     (7.5)
        PAt%: 110
        Tar: 1 Op
        Elm: Non-Element
        Attr: Manip.
     ---
    AI: Setup
    {
       SelectTar = Chosen Random Opponent
       SpclChance = 8
    }
    AI: Main
    {
       If (Rnd(1..SpclChance) == 1) Then
       {
          If (Blood Taste's HP < Blood Taste's Max HP) Then
          {
             If (SelectTar doesn't have Death Status) Then
             {
                Choose SelectTar
             } Else {
                Choose Random Opponent with Highest HP
             }
             Use Tentacle Drain on Target
          } Else {
             If (SelectTar doesn't have Death Status) Then
             {
                Choose SelectTar
             } Else {
                Choose Random Opponent
             }
             Use <Bite> on Target
          }
       } Else {
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             Choose Random Opponent
          }
          Use <Bite> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             If (SelectTar doesn't have Death Status) Then
             {
                Choose SelectTar
             } Else {
                Choose Random Opponent
             }
             Use <Bite> on Target
          }
       }
    }
    AI: Counter - General
    {
       SelectTar = Blood Taste's Last Attacker (General)
       If (Blood Taste's HP <= 25% of Blood Taste's Max HP) Then
       {
          SpclChance = 1
       } Else If (Blood Taste's HP <= 50% of Blood Taste's Max HP) Then {
          SpclChance = 2
       } Else If (Blood Taste's HP <= 75% of Blood Taste's Max HP) Then {
          SpclChance = 3
       } Else {
          SpclChance = 8
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Proto Machinegun
     Lvl:  4         EXP: 16            Win:      -
      HP: 100         AP: 2           Steal:      -
      MP: 0          Gil: 15          Morph:      Potion
     ---
    Weak:   Lightning
     ---
     Att: 12         Def: 2           Df%: 0           Dex: 45
     MAt: 0          MDf: 128                          Lck: 0
     ---
    Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
            Darkness
     ---
    Attacks:
      Machine Gun
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (12)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
        Notes: Always targets whoever has the lowest HP
     ---
    AI: Main
    {
       If (Count == 0) Then:
       {
          Choose Random Opponent with Lowest HP
          Use Machine Gun on Target
          Count = 1
       } Else {
          Count = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Air Buster
     Lvl: 15         EXP: 180           Win: 100% Titan Bangle
      HP: 1200        AP: 16          Steal:      -
      MP: 0          Gil: 150         Morph:      -
     ---
    Weak:   Lightning
    Half:   Fire
    Void:   Earth, Gravity
     ---
     Att: 24         Def: 80          Df%: 3           Dex: 75
     MAt: 12         MDf: 320                          Lck: 2
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Frog, Small,
            Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed,
            Darkness
    
    Automatic Side Attack Battle
    Forced Formation: 1.Barret, 2.Cloud, 3.Tifa
    
    Air Buster takes 5x damage from Back Attacks (instead of the usual 2x)
     ---
    Attacks:
      Big Bomber
        Physical Attack
        Formula: Physical
        Pwr: 3 1/8x Base   (109.375)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
        Notes: Can only use in Program 1 Operation
      Energy Ball
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Base   (65.625)
        PAt%: 100
        Tar: 1 Op
        Elm: Shout
        Attr: Can't Cover
        Notes: Can only use in Program 2 Operation
      Rear Gun
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (43.75)
        PAt%: 115
        Tar: 1 Op
        Elm: Shoot
        Notes: Will not turn Air Buster
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (87.5)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Notes: Can only use as C/A against Cloud
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (87.5)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Notes: Can only use as C/A against Barret or Tifa
    
    Animations:
      <> (Cloud2Barret)
        Air Buster turns from facing Cloud to facing Barret's group
      <> (Barret2Cloud)
        Air Buster turns from facing Barret's group to facing Cloud
     ---
    AI: Setup
    {
       TempVar:InitFacing = Air Buster's Facing
       TempVar:CurFacing = TempVar:InitFacing
       Turn off Death Handling for Air Buster
       TempVar:Ammo = 4
       Air Buster's MDf = 320
    }
    AI: Main
    {
       TempVar:GroupsAlive = 0
       If (At Least One Targetable Opponent in Cloud's Group exists) Then
       {
          TempVar:GroupsAlive = TempVar:GroupsAlive + 1
       }
       If (At Least One Targetable Opponent in Barret's Group exists) Then
       {
          TempVar:GroupsAlive = TempVar:GroupsAlive + 2
       }
       TempVar:Back2Target = 0
       If (TempVar:Ammo > 0) Then
       {
          If (Stage == 0) Then
          {
             Print Message [Program 1 Operation]
             Stage = 1
          }
          Choose Random Opponent
          SelectTar = Target
          If (TempVar:CurFacing == Not facing SelectTar) Then
          {
             If (TempVar:TurnBroken == 0) Then
             {
                Choose Self
                If (TempVar:CurFacing == Facing Cloud) Then
                {
                   Air Buster's IdleAnim = Facing Cloud
                   Use <> (Cloud2Barret) on Target
                   Air Buster's IdleAnim = Facing Barret
                   TempVar:CurFacing = Facing Barret
                } Else {
                   Air Buster's IdleAnim = Facing Barret
                   Use <> (Barret2Cloud) on Target
                   Air Buster's IdelAnim = Facing Cloud
                   TempVar:CurFacing = Facing Cloud
                }
             } Else {
                TempVar:Back2Target = 1
                If (((TempVar:CurFacing == Facing Cloud) AND
                     (Only Barret's Group is Targetable))
                 OR ((TempVar:CurFacing == Not facing Cloud) AND
                     (Only Cloud's Group is Targetable))) Then
                {
                   TempVar:Ammo = 0
                }
             }
          }
          If (TempVar:Back2Target == 0) Then
          {
             Choose SelectTar
             If (TempVar:CurFacing == Facing Cloud) Then
             {
                Air Buster's IdleAnim = Facing Cloud
                Use Big Bomber on Target
             } Else {
                Air Buster's IdleAnim = Facing Barret
                Use Big Bomber on Target
             }
             TempVar:Ammo = TempVar:Ammo - 1
             If (TempVar:Ammo == 0) Then
             {
                Print Message [Big Bomber's out of ammo.]
             }
          }
       } Else {
          If (Stage == 1) Then
          {
             Print Message [Program 2 Operation]
             Stage = 2
          }
          Choose Random Opponent
          If (Target is Barret or Tifa) Then
          {
             If (TempVar:CurFacing == Facing Cloud) Then
             {
                Air Buster's IdleAnim = Facing Cloud
                Use Rear Gun on Target
             } Else {
                Air Buster's IdleAnim = Facing Barret
                Use Energy Ball on Target
             }
          } Else {
             If (TempVar:CurFacing == Facing Cloud) Then
             {
                Air Buster's IdleAnim = Facing Cloud
                Use Energy Ball on Target
             } Else {
                Air Buster's IdleAnim = Facing Barret
                Use Rear Gun on Target
             }
          }
       }
    }
    AI: Counter - General
    {
       If (Air Buster's HP < 20% of Air Buster's Max HP) Then
       {
          If (TempVar:TurnBroken == 0) Then
          {
             Print Message [Turn Function non-operational]
             TempVar:TurnBroken == 1
          }
       }
       SelectTar = Air Buster's Last Attacker (General)
       If (TempVar:CurFacing == Facing Cloud) Then
       {
          If (Air Buster's Last Attacker (General) is in Barret's Group) Then
          {
             Air Buster's IdleAnim = Facing Cloud
             Air Buster's HurtAnim = Flinch (Facing Cloud)
          } Else {
             Air Buster's IdleAnim = Facing Barret
             Air Buster's HurtAnim = Flinch (Facing Barret)
             SelectTar = Air Buster's Last Attacker (General)
             TempVar:Counter = 1
          }
       } Else {
          If (Air Buster's Last Attacker (General) is in Cloud's Group) Then
          {
             Air Buster's IdleAnim = Facing Barret
             Air Buster's HurtAnim = Flinch (Facing Cloud)
          } Else {
             Air Buster's IdleAnim = Facing Cloud
             Air Buster's HurtAnim = Flinch (Facing Barret)
             SelectTar = Air Buster's Last Attacker (General)
             TempVar:Counter = 1
          }
       }
       If (TempVar:Counter == 1) Then
       {
          TempVar:FacingTarget = 0
          TempVar:Counter = 0
          Print Message [Counter Attack]
          Choose SelectTar
          If ((TempVar:TurnBroken == 0) AND (2/3 Chance)) Then
          {
             If (TempVar:CurFacing == Facing Cloud) Then
             {
                Use <Bodyblow> (High Hit% Version) on Target
                Air Buster's IdleAnim = Facing Barret
             } Else {
                Use <Bodyblow> (Low Hit% Version) on Target
                Air Buster's IdleAnim = Facing Cloud
             }
             TempVar:CurFacing = Not TempVar:CurFacing
             TempVar:FacingTarget = 1
          }
          If (TempVar:FacingTarget == 0) Then
          {
             If (TempVar:CurFacing == Facing Cloud) Then
             {
                Air Buster's IdleAnim = Facing Cloud
                Use Rear Gun on Target
             } Else {
                Air Buster's IdleAnim = Facing Barret
                Use Rear Gun on Target
             }
          }
       }
    }
    AI: Counter - Death
    {
       Turn off Death Handling for Air Buster
       Choose Self
       If (TempVar:CurFacing == Facing Cloud) Then
       {
          Air Buster's IdleAnim = Facing Cloud
          Use <Destroyed> (Facing Cloud Version) on Target
       } Else {
          Air Buster's IdleAnim = Facing Barret
          Use <Destroyed> (Facing Barret Version) on Target
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.1.4 Sector 5 Slum
    ----- -------------
    Name: Whole Eater
     Lvl:  9         EXP: 24            Win:      -
      HP: 72          AP: 2           Steal: [32] Potion
      MP: 0          Gil: 70          Morph:      Potion
     ---
    No Elemental Properties
     ---
     Att: 30         Def: 14          Df%: 2           Dex: 58
     MAt: 0          MDf: 80                           Lck: 4
     ---
    No Special Attributes
     ---
    Attacks:
      <Sickle>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (38)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Sickle twice in a single combo
     ---
    AI: Setup
    {
       SelectTar = Choose Random Opponent
       SpclChance = 8
    }
    AI: Main
    {
       If ((SelectTar doesn't have Death Status)
             AND (Rnd(1..SpclChance) == 1)) Then
       {
          Choose SelectTar
          Use <Sickle> on Target
       }
       Choose Random Opponent
       Use <Sickle> on Target
    }
    AI: Counter - General
    {
       SelectTar = Whole Eater's Last Attacker (General)
       If (Whole Eater's HP <= 50% of Whole Eater's Max HP) Then {
          SpclChance = 2
       } Else {
          SpclChance = 8
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Hedgehog Pie
     Lvl:  6         EXP: 20            Win: [ 8] Potion
      HP: 40          AP: 3           Steal: [ 8] Ether
      MP: 52         Gil: 25          Morph:      Ether
     ---
    Weak:   Ice
     ---
     Att: 12         Def: 18          Df%: 4           Dex: 42
     MAt: 4          MDf: 12                           Lck: 8
     ---
    No Special Attributes
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (12)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Fire
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (30)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
              Manip.
     ---
    AI: Setup
    {
       Count = Rnd(0..2)
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent
          Use <Bodyblow> on Target
          Count = Count + 1
       } Else {
          Choose Random Opponent
          If ((Hedgehog's Pie MP >= 4) AND (1/2 Chance)) Then
          {
             Use Fire on Target
          } Else {
             Use <Bodyblow> on Target
          }
          Count = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Vice
     Lvl:  7         EXP: 24            Win: [ 8] Potion
      HP: 68          AP: 3           Steal: [32] Speed Drink
      MP: 0          Gil: 80          Morph:      Potion
     ---
    No Elemental Properties
     ---
     Att: 14         Def: 14          Df%: 16          Dex: 62
     MAt: 0          MDf: 0                            Lck: 6
     ---
    Immune: Frog
     ---
    Attacks:
      <Hit>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (14)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
        Notes: Vice will never use this normally
      Steal
        Physical Misc Ability
        Auto Hit
        Tar: 1 Op
        Attr: Steal Inventory
        Notes: Randomly picks item from party inventory and removes it
               Kill enemy to get it back
      Grind
        Physical Misc Ability
        Auto Hit
        Tar: 1 Op
        Attr: Steal Inventory
        Notes: Randomly picks item from party inventory and removes it
               Kill enemy to get it back
      Seize
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (14)
        PAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Notes: Vice will never use this
      <Escape>
        Physical Escape Battle
        Auto Hit
        Tar: Self
     ---
    AI: Setup
    {
       SelectTar = Choose Random Opponent
    }
    AI: Main
    {
       If (SelectTar doesn't have Death Status) Then
       {
          Choose SelectTar
       } Else {
          Choose Random Opponent
       }
       If (Count == 0) Then
       {
          1/6 Chance: Count = 1
          1/6 Chance: Count = 2
          2/3 Chance: Count = 0
       } Else If (Count == 1) Then {
          Use Grind on Target
          1/3 Chance: Count = 4
          2/3 Chance: Count = 3
       } Else If (Count == 2) Then {
          Use Steal on Target
          1/3 Chance: Count = 4
          2/3 Chance: Count = 3
       } Else If (Count == 3) Then {
          1/2 Chance: Count = 4
          1/2 Chance: Count = 3
       } Else {
          Choose Self
          Use <Escape> on Target
          Remove Self
       }
    }
    AI: Counter - General
    {
       SelectTar = Vice's Last Attacker (General)
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.1.5 Sector 6
    ----- --------
    Name: Hell House
     Lvl: 11         EXP: 44            Win: [ 8] Potion
      HP: 450         AP: 6           Steal:      -
      MP: 0          Gil: 250         Morph:      Potion
     ---
    No Elemental Properties
     ---
     Att: 24         Def: 2           Df%: 0           Dex: 52
     MAt: 20         MDf: 48                           Lck: 2
     ---
    Immune: Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
            Manipulate, Berserk
    
    This is Type A: the Hell House that you will meet first in battle.
    If it is not dead before it reaches below 337 HP, it has a 50% chance per
    attack below that number where it will use Suicide Drop and immediately
    transform to Type B below
     ---
    Attacks:
      <Erupt>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (32)
        PAt%:  80
        Tar: 1 Op
        Elm: Shoot
        Attr: [ 28] Inflict 'Darkness'
              Can't Cover
      Hell Bomber
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (48)
        PAt%:  88
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
      Suicide Drop
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (32)
        PAt%: 255
        Tar: All Op
        Elm: Earth
        Notes: 50% C/A used only when below 337 HP
               Transforms to Hell House Type B after using this
     ---
    AI: Main
    {
       Choose Random Opponent
       1/3 Chance: Use <Erupt> on Target
       2/3 Chance: Use Hell Bomber on Target
    }
    AI: Counter - General
    {
       If (Hell House's HP <= 3 * [Hell House's Max HP / 4]) Then
       {
          If (1/2 Chance) Then
          {
             Choose All Opponents
             Use Suicide Drop on Target
             Activate Hell House <Type B>
             Copy Hell House's Stats to Hell House <Type B>
             Remove Self
          }
       }
    }
    AI: Counter - Death
    {
       Remove Hell House <Type B>
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Hell House
     Lvl: 11         EXP: 44            Win: [ 8] Potion
      HP: 450         AP: 6           Steal:      -
      MP: 0          Gil: 200         Morph:      Potion
     ---
    No Elemental Properties
     ---
     Att: 32         Def: 2           Df%: 3           Dex: 59
     MAt: 24         MDf: 64                           Lck: 4
     ---
    Immune: Confusion, Frog, Small, Slow-numb, Petrify, Manipulate, Berserk
    
    This is Type B: the Hell House Type A becomes when damaged enough
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (107.5)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
      Suicide Drop
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (43)
        PAt%: 255
        Tar: All Op
        Elm: Earth
      Lunattack
        Physical Attack
        Formula: Physical
        Pwr: 1 3/4x Base   (75.25)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Notes: Only used as 25% C/A when HP <= 112
      Hell Press
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (64.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
     ---
    AI: Main
    {
       1/4 Chance:
       {
          Choose All Opponents
          Use Suicide Drop on Target
       }
       1/4 Chance:
       {
          Choose Random Opoonent
          Use Hell Press on Target
       }
       1/2 Chance:
       {
          If (At Least One Opponent is in Front Row) Then
          {
             Choose Random Opponent in Front Row
          } Else {
             Choose Random Opponent
          }
          Use <Bodyblow> on Target
       }
    }
    AI: Counter - General
    {
       If (Hell House's HP <= 25% of Hell House's Max HP)
       {
          If (1/4 Chance) Then
          {
             Choose Hell House's Last Attacker (General)
             Use Lunattack on Target
          }
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.1.6 Don Corneo's Mansion
    ----- --------------------
    Name: Corneo's Lackey
     Lvl:  8         EXP: 8             Win:      -
      HP: 42          AP: 0           Steal:      -
      MP: 0          Gil: 10          Morph:      Potion
     ---
    No Elemental Properties
     ---
     Att: 14         Def: 12          Df%: 2           Dex: 48
     MAt: 10         MDf: 6                            Lck: 8
     ---
    No Special Attributes
     ---
    Attacks:
      <Hit>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (14)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      <Machine Gun>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (14)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
     ---
    AI: Setup
    {
       TempVar:AllyGroup = All Allies
    }
    AI: Main
    {
       If ((TempVar:AllyGroup = At Least One has Death Status)
        OR (At Least One in TempVar:AllyGroup's CustomVar:ScotchAngry == 1)
        OR (At Least One in TempVar:AllyGroup's CustomVar:Angry == 1)) Then
       {
          Choose Random Opponent
          Use <Machine Gun> on Target
       } Else {
          Choose Random Opponent
          Use <Hit> on Target
       }
    }
    AI: Counter - General
    {
       If (Corneo's Lackey's HP <= 50% of Corneo's Lackey's Max HP) Then
       {
          Corneo's Lackey's CustomVar:Angry = 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Scotch
     Lvl: 11         EXP: 22            Win:      -
      HP: 150         AP: 0           Steal:      -
      MP: 0          Gil: 60          Morph:      Potion
     ---
    No Elemental Properties
     ---
     Att: 22         Def: 32          Df%: 5           Dex: 44
     MAt: 33         MDf: 18                           Lck: 10
     ---
    No Special Attributes
     ---
    Attacks:
      <Hit>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (29)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      <Machine Gun>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (29)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Notes: Will start using Machine Gun twice in a single combo if attacked
               or one of his allies dies
     ---
    AI: Setup
    {
       TempVar:AllyGroup = All Allies except Scotch
       SelectTar = Choose Random Opponent
    }
    AI: Main
    {
       If ((Scotch's CustomVar:ScotchAngry == 1) OR
           (TempVar:AllyGroup == At Least One has Death Status)) Then
       {
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             Choose Random Opponent
          }
          Use <Machine Gun> on Target
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             Choose Random Opponent
          }
          Use <Machine Gun> on Target
       } Else If (At Least One in TempVar:AllyGroup's
                                                  CustomVar:Angry == 1) Then {
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             Choose Random Opponent
          }
          Use <Machine Gun> on Target
       } Else {
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             Choose Random Opponent
          }
          Use <Hit> on Target
       }
    }
    AI: Counter - General
    {
       SelectTar = Scotch's Last Attacker (General)
       Scotch's CustomVar:Angry = 1
       Scotch's CustomVar:ScotchAngry = 1
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.1.7 Sewer
    ----- -----
    Name: Aps
     Lvl: 18         EXP: 240           Win: 100% Phoenix Down
      HP: 1800        AP: 22          Steal:      - 
      MP: 0          Gil: 253         Morph:      -
     ---
    Weak:   Fire
    Void:   Gravity
     ---
     Att: 40         Def: 36          Df%: 4           Dex: 63
     MAt: 40         MDf: 160                          Lck: 5
     ---
    Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk
    
    BUG: Due to flaws in Aps' AI Script, he will never use his 'Tsunami Flinch'
    reaction to Sewer Tsunami
    
    Aps takes 4x damage from Back Attacks (instead of the usual 2x)
     ---
    Attacks:
      <Tail Attack>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (77.5)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
      Lick
        Physical Attack
        Formula: Physical
        Pwr: 1/4x Base     (15.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Sadness'
              Can't Cover
      Sewer Tsunami
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (77.5)
        PAt%: 100
        Tar: All
        Elm: Water
        Notes: Forward Version - Aps takes Back Attack damage
               Aps will take 180-192 damage from this
      Sewer Tsunami
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (77.5)
        PAt%: 100
        Tar: All
        Elm: Water
        Notes: Backward Version - Party takes Back Attack damage
               Aps will take 45-48 damage from this
     ---
    AI: Setup
    {
       TempVar:DfltHurt = Aps' HurtAnim
    }
    AI: Main
    {
       If (TempVar:OpeningAttack == 0) Then
       {
          Choose All Targets
          Use Sewer Tsunami (Forward Version)
          TempVar:OpeningAttack = 1
       } Else If (TempVar:Tsunami == 0) Then {
          If (1/4 Chance) Then
          {
             If (2nd Opponent doesn't have Death Status) Then
             {
                Choose 2nd Opponent
             } Else {
                Choose Random Opponent
             }
             Use Lick on Target
          } Else {
             If (At Least One Opponent is in Back Row) Then
             {
                Choose Random Opponent in Back Row
             } Else {
                Choose Random Opponent
             }
             Use <Tail Attack> on Target         
          }
       } Else If (Count == 0) Then {
          Count = 1
       } Else If (Count == 1) Then {
          Choose All Targets
          Use Sewer Tsunami (Forward Version)
          Count = 2
       } Else If (Count == 2) Then {
          Count = 3
       } Else {
          Choose All Targets
          Use Sewer Tsunami (Backward Version)
          Count = 0
          TempVar:Tsunami = 0
       }
    }
    AI: Counter - Physical
    {
       If (Last Sub-Command == 0x0144 (Sewer Tsunami (Forward Version))
             or 0x0145 (Sewer Tsunami (Backward Version))) Then
       {
          Aps' HurtAnim = Tsunami Flinch
       } Else {
          Aps' HurtAnim = TempVar:DfltHurt
       }
       If (TempVar:HPDanger == 0) Then
       {
          If (Aps' HP <= 1/3rd of Aps' Max HP) Then
          {
             TempVar:Tsunami = 1
             TempVar:HPDanger = 1
          }
       }
    }
    AI: Counter - Magical
    {
       If (Last Sub-Command == 0x0144 (Sewer Tsunami (Forward Version))
             or 0x0145 (Sewer Tsunami (Backward Version))) Then
       {
          Aps' HurtAnim = Tsunami Flinch
       } Else {
          Aps' HurtAnim = TempVar:DfltHurt
       }
       TempVar:Tsunami = 1
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Sahagin
     Lvl: 10         EXP: 30            Win: [ 8] Potion, [ 2] Hyper
      HP: 150         AP: 3           Steal: [ 8] Hyper
      MP: 0          Gil: 89          Morph:      Potion
     ---
    AutoH:  Punch
    Asrb:   Water
     ---
     Att: 23         Def: 32          Df%: 2           Dex: 59
     MAt: 8          MDf: 64                           Lck: 12
     ---
    No Special Attributes
     ---
    Attacks:
      <Harpoon>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (30)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Water Gun
        Physical Attack
        Formula: Physical
        Pwr: 1 3/8x Base   (41.25)
        PAt%:  90
        Tar: 1 Op
        Elm: Shoot
        Attr: Manip.
              Can't Cover
    
    Animations:
      <Shell Defense>
        Sahagin deflects the attack with its shell
        Notes: When used, Sahagin's Def is 512
     ---
    AI: Setup
    {
       TempVar:DfltHurt = Sahagin's HurtAnim
       TempVar:DfltDef = Sahagin's Def
    }
    AI: Main
    {
       If (TempVar:OpeningAttack == 0) Then
       {
          If (3/4 Chance) Then
          {
             Choose Random Opponent
             Use Water Gun on Target
          }
          TempVar:OpeningAttack = 1
       } Else {
          Choose Random Opponent
          1/2 Chance: Use Water Gun on Target
          1/2 Chance: Use <Harpoon> on Target
       }
    }
    AI: Counter - PreTurn
    {
       Sahagin's HurtAnim = TempVar:DfltHurt
       Sahagin's Def = TempVar:DfltDef
       If (1/16 Chance) Then
       {
          Sahagin's HurtAnim = Shell Defense
          Sahagin's Def = 512
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Ceasar
     Lvl:  8         EXP: 23            Win: [ 8] Potion, [ 2] Tranquilizer
      HP: 120         AP: 2           Steal: [ 8] Tranquilizer
      MP: 0          Gil: 55          Morph:      Potion
     ---
    AutoH:  Punch
    Weak:   Ice
     ---
     Att: 14         Def: 108         Df%: 3           Dex: 47
     MAt: 6          MDf: 32                           Lck: 10
     ---
    At 25% or less HP, they will continually use a Bubble+<Bodyblow> combo
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (14)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Bubble
        Physical Attack
        Formula: Physical
        Pwr: 3/4x Base     (10.5)
        PAt%:  75
        Tar: 1 Op
        Elm: Water
        Attr: Manip.
              Can't Cover
     ---
    AI: Main
    {
       If (Stage == 0) Then
       {
          Choose Random Opponent
          1/4 Chance: Use <Bodyblow> on Target
          3/4 Chance: Nothing
       } Else If (Stage == 1) Then {
          Choose Random Opponent
          1/6 Chance: Use Bubble on Target
          1/6 Chance: Use <Bodyblow> on Target
          1/3 Chance: Nothing
       } Else If (Stage == 2) Then {
          Choose Random Opponent
          1/4 Chance: Use Bubble on Target
          1/4 Chance: Use <Bodyblow> on Target
          1/2 Chance: Nothing
       } Else If (Stage == 3) Then {
          Choose Random Opponent
          1/2 Chance: Use Bubble on Target
          1/2 Chance: Use <Bodyblow> on Target
       } Else {
          Choose Random Opponent
          Use Bubble on Target
          Choose Random Opponent
          Use <Bodyblow> on Target
       }
    }
    AI: Counter - General
    {
       If (Ceasar's HP <= 25% of Ceasar's Max HP) Then
       {
          Stage = 4
       } Else If (Ceasar's HP <= 50% of Ceasar's Max HP) Then {
          Stage = 3
       } Else If (Ceasar's HP <= 75% of Ceasar's Max HP) Then {
          Stage = 2
       } Else {
          Stage = 1
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.1.8 Train Graveyard
    ----- ---------------
    Name: Eligor
     Lvl: 12         EXP: 36            Win: [ 2] Echo Screen
      HP: 300         AP: 4           Steal: [ 8] Striking Staff
      MP: 67         Gil: 120         Morph:      Mute Mask
     ---
    Half:   Gravity
     ---
     Att: 33         Def: 46          Df%: 2           Dex: 56
     MAt: 24         MDf: 110                          Lck: 7
     ---
    No Special Attributes
     ---
    Attacks:
      <Sword Attack>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (45)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
      Mono Laser
        Physical Attack
        Formula: Physical
        Pwr: 7/8x Base     (39.375)
        PAt%: 110
        Tar: 1 Op
        Elm: Shoot
        Attr: Manip.
              Can't Cover
        Notes: At 50% HP or lower, will start being used in a combo against all
               party members
      Silence
        Magical Change Status
        MAt%: 100
        Cost: 24 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 60] Inflict 'Silence'
              Reflectable
              Manip.
      Sleepel
        Magical Change Status
        MAt%: 100
        Cost: 8 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 72] Inflict 'Sleep'
              Reflectable
     ---
    AI: Main
    {
       TempVar:PhysAttack = 0
       If (TempVar:OpeningAttack == 0) Then
       {
          1/3 Chance:
          {
             If (Eligor's MP >= 24) Then
             {
                Choose Random Opponent without Silence Status
                Use Silence on Target
             } Else {
                TempVar:PhysAttack = 1
             }
          }
          1/3 Chance:
          {
             If (Eligor's MP >= 8) Then
             {
                Choose Random Opponent without Sleep Status
                Use Sleepel on Target
             } Else {
                TempVar:PhysAttack = 1
             }
          }
          1/3 Chance: Nothing
          TempVar:OpeningAttack = 1
       } Else If (Stage == 0) Then {
          1/6 Chance:
          {
             If (At Least One Opponent doesn't have Silence Status) Then
             {
                If (Eligor's MP >= 24) Then
                {
                   Choose Random Opponent without Silence Status
                   Use Silence on Target
                } Else {
                   TempVar:PhysAttack = 1
                }
             } Else If (At Least One Opponent doesn't have Sleep Status) Then {
                If (Eligor's MP >= 8) Then
                {
                   Choose Random Opponent without Sleep Status
                   Use Sleepel on Target
                } Else {
                   TempVar:PhysAttack = 1
                }
             } Else {
                TempVar:PhysAttack = 1
             }
          }
          1/6 Chance:
          {
             If (At Least One Opponent doesn't have Sleep Status) Then
             {
                If (Eligor's MP >= 8) Then
                {
                   Choose Random Opponent without Sleep Status
                   Use Sleepel on Target
                } Else {
                   TempVar:PhysAttack = 1
                }
             } Else If (At Least One Opponent doesn't have Silence Status) Then {
                If (Eligor's MP >= 24) Then
                {
                   Choose Random Opponent without Silence Status
                   Use Silence on Target
                } Else {
                   TempVar:PhysAttack = 1
                }
             } Else {
                TempVar:PhysAttack = 1
             }
          }
          1/3 Chance:
          {
             If (At Least One Opponent is in Back Row) Then
             {
                Choose Random Opponent in Back Row
             } Else {
                Choose Random Opponent
             }
             Use Mono Laser on Target
          }
          1/3 Chance: TempVar:PhysAttack = 1
       } Else {
          1/5 Chance:
          {
             If (At Least One Opponent doesn't have Silence Status) Then
             {
                If (Eligor's MP >= 24) Then
                {
                   Choose Random Opponent without Silence Status
                   Use Silence on Target
                } Else {
                   TempVar:PhysAttack = 1
                }
             } Else If (At Least One Opponent doesn't have Sleep Status) Then {
                If (Eligor's MP >= 8) Then
                {
                   Choose Random Opponent without Sleep Status
                   Use Sleepel on Target
                } Else {
                   TempVar:PhysAttack = 1
                }
             } Else {
                TempVar:PhysAttack = 1
             }         
          }
          1/5 Chance:
          {
             If (At Least One Opponent doesn't have Sleep Status) Then
             {
                If (Eligor's MP >= 8) Then
                {
                   Choose Random Opponent without Sleep Status
                   Use Sleepel on Target
                } Else {
                   TempVar:PhysAttack = 1
                }
             } Else If (At Least One Opponent doesn't have Silence Status) Then {
                If (Eligor's MP >= 24) Then
                {
                   Choose Random Opponent without Silence Status
                   Use Silence on Target
                } Else {
                   TempVar:PhysAttack = 1
                }
             } Else {
                TempVar:PhysAttack = 1
             }
          }
          3/5 Chance: TempVar:PhysAttack = 1
       }
       If (TempVar:PhysAttack == 1) Then {
          If (Stage == 0) Then
          {
             If (At Least One Opponent is in Front Row) Then
             {
                Choose Random Opponent in Front Row
             } Else {
                Choose Random Opponent
             }
             Use <Sword Attack> on Target
          } Else {
             If (2nd Opponent doesn't have Death Status) Then
             {
                Choose 2nd Opponent
                Use Mono Laser on Target
             }
             If (1st Opponent doesn't have Death Status) Then
             {
                Choose 1st Opponent
                Use Mono Laser on Target
             }
             If (3rd Opponent doesn't have Death Status) Then
             {
                Choose 3rd Opponent
                Use Mono Laser on Target
             }
          }
       }
    }
    AI: Counter - General
    {
       If (Eligor's HP <= 50% of Eligor's Max HP) Then
       {
          Stage = 1  
       } Else {
          Stage = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Ghost
     Lvl: 10         EXP: 30            Win: [ 2] Ghost Hand
      HP: 130         AP: 3           Steal: [32] Ghost Hand
      MP: 80         Gil: 22          Morph:      Ether
     ---
    Death:  Holy
    Weak:   Fire
    Half:   Ice
    Void:   Earth, Water
    Asrb:   Restorative, 'Death' Status Abilities
     ---
     Att: 25         Def: 8           Df%: 10          Dex: 48
     MAt: 18         MDf: 56                           Lck: 6
     ---
    Immune: Silence, Stop, Frog, Paralysed
     ---
    Attacks:
      <Scratch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (32)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Fire
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (84)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
              Manip.
      Drain
        Magical Absorb
        Formula: Magical
        Pwr: 3/8x Base     (63)
        MAt%: 255
        Cost: 1 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: Manip.
        Notes: Always targets whoever has the highest HP
    
    Animations:
      <Vanish>
        Notes: 100% C/A
      <Appear>
     ---
    AI: Main
    {
       If (Ghost's [402E] == 0) Then
       {
          If (Count == 0) Then
          {
             Choose Random Opponent
             Use <Scratch> on Target
             1/2 Chance: Count = Count + 1
          } Else If (Count == 1) Then {
             Choose Random Opponent with Highest HP
             Use Drain on Target
             Count = Count + 1
          } Else {
             If (Ghost's MP >= 4) Then
             {
                Choose Random Opponent
                Use Fire on Target
             } Else {
                Choose Random Opponent
                Use <Scratch> on Target
             }
             Count = 0
          }
       } Else {
          Choose Self
          Use <Appear> on Target
          Ghost's [402E] == 0
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Ghost's [402E] == 0) Then
       {
          Choose Self
          Use <Vanish> on Target
          Ghost's [402E] == 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Cripshay
     Lvl:  8         EXP: 26            Win: [ 8] Potion
      HP: 100         AP: 3           Steal: [32] Potion
      MP: 0          Gil: 53          Morph:      Potion
     ---
    No Elemental Properties
     ---
     Att: 11         Def: 18          Df%: 3           Dex: 46
     MAt: 0          MDf: 26                           Lck: 2
     ---
    No Special Attributes
     ---
    Attacks:
      <Scissors>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (11)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
      Dual Spike
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (13.75)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
     ---
    AI: Main
    {
       If (TempVar:Counter == 1) Then
       {
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             Choose Random Opponent
          }
          Use Dual Spike on Target
          TempVar:Counter = 0
       } Else {
          Choose Random Opponent
          Use <Scissors> on Target
       }
    }
    AI: Counter - Physical
    {
       SelectTar = Cripshay's Last Attacker (Physical)
       TempVar:Counter = 1
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Deenglow
     Lvl: 10         EXP: 35            Win: [ 8] Graviball
      HP: 120         AP: 4           Steal: [32] Ether
      MP: 72         Gil: 70          Morph:      Phoenix Down
     ---
    Weak:   Wind
    Half:   Lightning
    Void:   Earth, Water, Gravity
    Asrb:   Ice
     ---
     Att: 22         Def: 32          Df%: 6           Dex: 58
     MAt: 22         MDf: 240                          Lck: 10
     ---
    Immune: Stop, Frog, Paralysed
     ---
    Attacks:
      <Wing Cutter>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (28)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
      Ice
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (96)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
              Manip.
      Demi
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP / 4]
        MAt%:  75
        Cost: 14 MP
        Tar: 1 Op/All Op (NS)
        Elm: Gravity
        Attr: Manip.
     ---
    AI: Main
    {
       Choose Random Opponent with Highest HP
       If (TempVar:Counter == 1) Then
       {
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
             If (Deenglow's MP < TempVar:ChosenAtt's MP Cost) Then
             {
                TempVar:ChosenAtt = <Wing Cutter>
             }
          }
       } Else {
          TempVar:ChosenAtt = <Wing Cutter>
       }
       Use TempVar:ChosenAtt on Target
       TempVar:Counter = 0
    }
    AI: Counter - Physical
    {
       TempVar:HitCount = TempVar:HitCount + 1
       If (TempVar:HitCount == 3) Then
       {
          TempVar:Counter = 1
          SelectTar = Deenglow's Last Attacker (Physical)
          TempVar:ChosenAtt = Ice
          TempVar:HitCount = 0
       }
    }
    AI: Counter - Magical
    {
       TempVar:HitCount = TempVar:HitCount + 1
       If (TempVar:HitCount == 3) Then
       {
          TempVar:Counter = 1
          SelectTar = Deenglow's Last Attacker (Magical)
          TempVar:ChosenAtt = Demi
          TempVar:HitCount = 0
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.1.9 Plate Support
    ----- -------------
    Name: Aero Combatant
     Lvl: 11         EXP: 40            Win: [ 8] Potion
      HP: 190         AP: 4           Steal: [32] Potion
      MP: 0          Gil: 110         Morph:      Potion
     ---
    Weak:   Gravity, Wind
    Void:   Earth
     ---
     Att: 22         Def: 24          Df%: 40          Dex: 72
     MAt: 6          MDf: 24                           Lck: 22
     ---
    Immune: Confusion, Stop, Frog, Small, Slow-numb, Death-sentence, Manipulate,
            Berserk, Paralysed
    
    This is Type A: the Aero Combatant that you will meet first in battle.
    It will transform to Type B as a 50% C/A during the battle
     ---
    Attacks:
      <Kick>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (29)
        PAt%: 120
        Tar: 1 Op
        Elm: Hit
      Propeller
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (43.5)
        PAt%: 110
        Tar: 1 Op
        Elm: Cut
     ---
    AI: Main
    {
       Choose Random Opponent
       1/3 Chance: Use <Kick> on Target
       2/3 Chance: Use Propeller on Target
    }
    AI: Counter - General
    {
       If (1/2 Chance) Then
       {
          Choose Self
          Use <> on Target
          Activate Aero Combatant <Type B>
          Copy Aero Combatant's Stats to Aero Combatant <Type B>
          Remove Self
       }
    }
    AI: Counter - Death
    {
       Remove Aero Combatant <Type B>
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Aero Combatant
     Lvl: 11         EXP: 40            Win: [ 8] Potion
      HP: 190         AP: 4           Steal: [32] Potion
      MP: 0          Gil: 110         Morph:      Potion
     ---
    Weak:   Gravity
     ---
     Att: 22         Def: 24          Df%: 1           Dex: 42
     MAt: 33         MDf: 48                           Lck: 1
     ---
    This is Type B: the Aero Combatant form that stands on the ground
     ---
    Attacks:
      <Propeller Sword>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (29)
        PAt%:  75
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
      Sword Rush
        Physical Attack
        Formula: Physical
        Pwr: 1 1/8x Base   (32.625)
        PAt%:  80
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       1/4 Chance: Use Sword Rush on Target
       3/4 Chance: Use <Propeller Sword> on Target
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.1.10 Reno of the Turks
    ------ -----------------
    During this battle, the following extra script exists on the party:
    
    AI: Counter - General
    {
       BattleVar:CharID = 0
       While (BattleVar:CharID < 3) 
       {
          If (BattleVar:CharID == 0) Then
          {
             Choose 1st Opponent
          } Else If (BattleVar:CharID == 1) Then {
             Choose 2nd Opponent
          } Else If (BattleVar:CharID == 2) Then {
             Choose 3rd Opponent
          }
          If (Target has Imprisoned Status) Then
          {
             Deactivate Target
          }
          BattleVar:CharID = BattleVar:CharID + 1
       }
    }
    
    This script will remove any Imprisoned party member from being targetable.
    
    
    
    -----------------------------------------------------------------------------
    Name: Turks:Reno
     Lvl: 17         EXP: 290           Win: 100% Ether
      HP: 1000        AP: 22          Steal:      -
      MP: 0          Gil: 500         Morph:      -
     ---
    Half:   Lightning
    Void:   Gravity
     ---
     Att: 32         Def: 52          Df%: 6           Dex: 50
     MAt: 20         MDf: 62                           Lck: 15
     ---
    Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Paralysed, Seizure
    
    BUG: Due to flaws in Turks:Reno's AI Script, he will also react to Ice
    Crystal, Bolt Plume and Swift Bolt as if they were Bolt spells
     ---
    Attacks:
      <Short Staff>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (61.25)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
      Pyramid
        Magical Change Status
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Imprisoned'
        Notes: Create 'Pyramid' over target
               This version of Imprisoned acts like Stop
      Electro-mag Rod
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (73.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Lightning
        Attr: [ 24] Inflict 'Paralysed'
    
    Animations:
      <Pyramid Release>
        Pyramid vanishes
     ---
    AI: Setup
    {
       Count = 2
    }
    AI: Main
    {
       TempVar:TurnTaken = 0
       Count = Count + 1
       TempVar:DisableChars = 0
       For (TempVar:Char = 1st Character to 3rd Character) Then
       {
          Choose TempVar:Char
          If ((Target has Death Status) OR (Target has Imprisoned Status)) Then
          {
             TempVar:DisableChars = TempVar:DisableChars + 1
          }
          Next TempVar:Char
       }
       If (Count >= TempVar:DisableChars + 3) Then
       {
          While (TempVar:TurnTaken != 0)
          {
             1/3 Chance:
             {
                Choose 1st Opponent
                If ((Target doesn't have Death Status)
                     AND (Target doesn't have Imprisoned Status)) Then
                {
                   Activate Pyramid A
                   Remove Death Status from Pyramid A
                   Set Pyramid A's HP to Pyramid A's Max HP
                   Use Pyramid (A Version) on Target
                   TempVar:TurnTaken = 1
                   Count = 0
                }
             }
             1/3 Chance:
             {
                Choose 2nd Opponent
                If ((Target doesn't have Death Status)
                     AND (Target doesn't have Imprisoned Status)) Then
                {
                   Activate Pyramid B
                   Remove Death Status from Pyramid B
                   Set Pyramid B's HP to Pyramid B's Max HP
                   Use Pyramid (B Version) on Target
                   TempVar:TurnTaken = 1
                   Count = 0
                }
             }
             1/3 Chance:
             {
                Choose 3rd Opponent
                If ((Target doesn't have Death Status)
                     AND (Target doesn't have Imprisoned Status)) Then
                {
                   Activate Pyramid C
                   Remove Death Status from Pyramid C
                   Set Pyramid C's HP to Pyramid C's Max HP
                   Use Pyramid (C Version) on Target
                   TempVar:TurnTaken = 1
                   Count = 0
                }
             }
          }
          If (TempVar:Warning == 0) Then
          {
             Print Message [Reno "Try and break it if you can."]
             TempVar:Warning = 1
          }
       }
       If (TempVar:TurnTaken == 0) Then
       {
          If (TempVar:Counter == 1) Then
          {
             Choose SelectTar
             Use Electro-mag Rod on Target
             TempVar:Counter = 0
          } Else {
             Choose Random Opponent
             1/3 Chance: Use Electro-mag Rod on Target
             2/3 Chance: Use <Short Staff> on Target
          }
       }
    }
    AI: Counter - Death
    {
       Remove Pyramids
       Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/Manipulate/
                      Berserk Statuses from Turks:Reno
       Print Message [Reno "It's time."]
       Turn off Death Handling for Turks:Reno
       Choose Self
       Use <(Report)> on Target
    }
    AI: Counter - Magical
    {
       If (Last Sub-Command == 0x21 (Bolt) or 0x22 (Bolt2) or 0x23 (Bolt3)) Then
       {
          SelectTar = Turks:Reno's Last Attacker (Magical)
          TempVar:Counter = 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Pyramid
     Lvl:  2         EXP: 0             Win:      -
      HP: 10          AP: 1           Steal:      -
      MP: 0          Gil: 0           Morph:      -
     ---
    Death:  Gravity
     ---
     Att: 0          Def: 2           Df%: 0           Dex: 50
     MAt: 0          MDf: 0                            Lck: 0
     ---
    Immune: Confusion, Frog, Small, Slow-numb, Petrify, Regen, Manipulate,
            Berserk, Peerless
    
    If killed, leaves no EXP/AP/Gil
     ---
    Animations:
      <Vanish>
      <Appear>
     ---
    AI: Counter - Death
    {
       Choose Imprisoned Character
       Remove Imprisoned Status from Target
       Remove Self
       Choose Self
       Use <Vanish> on Target
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.1.11 Shinra HQ
    ------ ---------
    Name: Grenade Combatant
     Lvl: 10         EXP: 42            Win: [ 8] Grenade
      HP: 130         AP: 4           Steal: [32] Tranquilizer
      MP: 0          Gil: 72          Morph:      Grenade
     ---
    No Elemental Properties
     ---
     Att: 18         Def: 24          Df%: 3           Dex: 54
     MAt: 4          MDf: 30                           Lck: 3
     ---
    No Special Attributes
     ---
    Attacks:
      <Machine Gun>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (18)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
      Hand Grenade
        Physical Attack
        Formula: Physical
        Pwr: 2 3/16x Base  (39.375)
        PAt%:  70
        Tar: 1 Op
        Elm: Shoot
        Attr: Manip.
        Notes: Always targets whoever has the lowest HP
     ---
    AI: Setup
    {
       TempVar:TurnsUntilGrenade = 3
       TempVar:GrenadeAmmo = 4
    }
    AI: Main
    {
       If (Stage == 0) Then
       {
          If (TempVar:TurnsUntilGrenade == 0) Then
          {
             If (TempVar:GrenadeAmmo > 0) Then
             {
                Choose Random Opponent with Lowest HP
                Use Hand Grenade on Target
                TempVar:GrenadeAmmo = TempVar:GrenadeAmmo - 1
                TempVar:TurnsUntilGrenade = 3
             } Else {
                Choose Random Opponent with Lowest HP
                Use <Machine Gun> on Target
             }
          } Else {
             Choose Random Opponent
             Use <Machine Gun> on Target
             TempVar:TurnsUntilGrenade = TempVar:TurnsUntilGrenade - 1
          }
       } Else {
          If (TempVar:GrenadeAmmo > 0) Then
          {
             Choose Random Opponent with Lowest HP
             Use Hand Grenade on Target
             TempVar:GrenadeAmmo = TempVar:GrenadeAmmo - 1
          } Else {
             Choose Random Opponent
             Use <Machine Gun> on Target
          }
       }
    }
    AI: Counter - General
    {
       If (Grenade Combatant's HP <= 3 * [Grenade Combatant's Max HP / 4]) Then
       {
          Stage = 1
       } Else {
          Stage = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Mighty Grunt
     Lvl: 12         EXP: 50            Win: [ 8] Tranquilizer
      HP: 230         AP: 5           Steal: [32] Tranquilizer, [ 8] Grenade
      MP: 0          Gil: 98          Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 20         Def: 100         Df%: 0           Dex: 40
     MAt: 6          MDf: 64                           Lck: 0
     ---
    Immune: Death, Frog, Small, Slow-numb, Petrify, Death-sentence, Manipulate,
            Berserk
    
    This is Type A: the Mighty Grunt that you will meet first in battle.
    It will transform to Type B when it reaches 50% HP or lower without dying
     ---
    Attacks:
      <Machine Gun>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (27)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
      Double Shot
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Base   (50.625)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
        Notes: Always targets whoever has the highest HP
    
    Animations:
      <Grunt Death>
        Destroys outer covering, revealing Mighty Grunt Type B
        Notes: Transforms to Mighty Grunt Type B
               C/A when HP <= 50% of Max HP
     ---
    AI: Main
    {
       1/2 Chance:
       {
          Choose Random Opponent
          Use <Machine Gun> on Target
       }
       1/2 Chance:
       {
          Choose Random Opponent with Highest HP
          Use Double Shot on Target
       }
    }
    AI: Counter - General
    {
       If (Mighty Grunt's HP <= 50% of Mighty Grunt's Max HP) Then
       {
          Choose Self
          Use <Grunt Death> on Target
          Activate Mighty Grunt <Type B>
          Copy Mighty Grunt's Stats to Mighty Grunt <Type B>
          Remove Self
       }
    }
    AI: Counter - Death
    {
       Remove Mighty Grunt <Type B>
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Mighty Grunt
     Lvl: 12         EXP: 50            Win: [ 8] Tranquilizer
      HP: 230         AP: 5           Steal: [32] Tranquilizer, [ 8] Grenade
      MP: 0          Gil: 98          Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 28         Def: 4           Df%: 33          Dex: 55
     MAt: 6          MDf: 8                            Lck: 12
     ---
    Immune: Death, Frog, Small
    
    This is Type B: the Mighty Grunt Type A becomes when damaged enough.
     ---
    Attacks:
      <Roller Dash>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (38)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Rollerspin
        Physical Attack
        Formula: Physical
        Pwr: 1 3/4x Base   (66.5)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
    
    Animations:
      <Skating>
        Skates around the area, doing nothing
     ---
    AI: Main
    {
       2/8 Chance:
       {
          Choose Random Opponent
          Use <Roller Dash> on Target
       }
       3/8 Chance:
       {
          Choose Random Opponent
          Use Rollerspin on Target
       }
       3/8 Chance:
       {
          Choose Self
          Use <Skating> on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Moth Slasher
     Lvl: 13         EXP: 46            Win:      -
      HP: 260         AP: 5           Steal: [ 8] Carbon Bangle
      MP: 0          Gil: 75          Morph:      -
     ---
    Weak:   Lightning
     ---
     Att: 31         Def: 28          Df%: 4           Dex: 59
     MAt: 0          MDf: 58                           Lck: 0
     ---
    Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
            Darkness
     ---
    Attacks:
      <Verbal Attack>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (43)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Speed Slash
        Physical Attack
        Formula: Physical
        Pwr: 1 13/16x Base (77.9375)
        PAt%:  85
        Tar: 1 Op
        Elm: Cut
        Attr: Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       1/3 Chance: Use Speed Slash on Target
       2/3 Chance: Use <Verbal Attack> on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Sword Dance
     Lvl: 11         EXP: 39            Win: [ 8] Loco weed
      HP: 160         AP: 6           Steal: [ 8] Hyper
      MP: 0          Gil: 90          Morph:      Light Curtain
     ---
    Weak:   'Confusion' Status Abilities
    Void:   Earth
     ---
     Att: 22         Def: 24          Df%: 5           Dex: 52
     MAt: 0          MDf: 32                           Lck: 0
     ---
    Immune: Stop, Paralysed
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (29)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Bodyblow twice in a single combo
      Slap
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (36.25)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: [ 48] Inflict 'Fury'
              Manip.
      Sawback
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (29)
        PAt%: 100
        Tar: All Op
        Elm: Cut
        Notes: Will sometimes use Sawback twice in a single combo
      Gash
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (36.25)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Notes: Sword Dance will never use this
      Spinning Cut
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Base   (54.375)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Notes: Sword Dance will never use this
     ---
    AI: Setup
    {
       SelectTar = Choose Random Opponent
       SpclChance = 5
       Count = Rnd(0..3)
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent
          Use <Bodyblow> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Bodyblow> on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          Choose All Opponents
          Use Sawback on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Use Sawback on Target
          }
          Count = 0
       } Else {
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
             Use Slap on Target
          }
          Count = 1
       }
    }
    AI: Counter - General
    {
       SelectTar = Sword Dance's Last Attacker (General)
       If ((Sword Dance's HP <= 50% of Sword Dance's Max HP)
             AND (SpclChance == 5)) Then
       {
          SpclChance = 3
          Count = 3
       } Else {
          SpclChance = 5
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Hammer Blaster
     Lvl: 12         EXP: 43            Win: [ 8] Loco weed
      HP: 210         AP: 5           Steal: [32] Echo Screen
      MP: 0          Gil: 80          Morph:      Smoke Bomb
     ---
    Weak:   Lightning
     ---
     Att: 18         Def: 12          Df%: 3           Dex: 50
     MAt: 0          MDf: 44                           Lck: 4
     ---
    Immune: Death, Confusion, Stop, Frog, Small, Slow-numb, Petrify, Manipulate,
            Berserk
     ---
    Attacks:
      <Hammer Attack>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (18)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
      <Muyddle Mallet>
        Physical Attack
        Formula: Physical
        Pwr: 1/2x Base     (9)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Attr: [ 48] Inflict 'Confusion'
      <Zip Hammer>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (18)
        PAt%: 105
        Tar: 1 Op
        Elm: Hit
        Notes: Hammer Blaster will never use this
      <Zip Confu>
        Physical Attack
        Formula: Physical
        Pwr: 1/2x Base     (9)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: [ 48] Inflict 'Confusion'
        Notes: Hammer Blaster will never use this
      <Flying Hammer>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (18)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Notes: Hammer Blaster will never use this
      <Flying Muddle>
        Physical Attack
        Formula: Physical
        Pwr: 1/2x Base     (9)
        PAt%:  85
        Tar: 1 Op
        Elm: Hit
        Attr: [ 48] Inflict 'Confusion'
        Notes: Hammer Blaster will never use this
      <Flying Zip>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (18)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Notes: Hammer Blaster will never use this
      <Flying Zip Confu>
        Physical Attack
        Formula: Physical
        Pwr: 1/2x Base     (9)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: [ 48] Inflict 'Confusion'
        Notes: Hammer Blaster will never use this
    
    Animations:
      <Vanish>
      <Appear>
      <(Report)>
     ---
    AI: Setup
    {
       If (Self is Hammer Blaster B) Then
       {
          Count = 1
       } Else {
          Count = 0
       }
       SpclChance = 5
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          If ((At Least One Opponent doesn't have Confusion Status)
                AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose Random Opponent without Confusion Status
             Use <Muyddle Mallet> on Target
          } Else {
             Choose Random Opponent
             Use <Hammer Attack> on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          Choose Self
          Make Hammer Blaster Invisible
          Use <Vanish> on Target
          Count = 3
       } Else If (Count == 3) Then {
          1/2 Chance: Count = 4
          1/2 Chance: Count = 5
       } Else If (Count == 4) Then {
          Choose Self
          Make Hammer Blaster Visible
          Use <Appear> on Target
          Count = 0
       } Else {
          Choose Self
          Make Hammer Blaster Visible
          Use <Appear> on Target
          If ((At Least One Opponent doesn't have Confusion Status)
                AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose Random Opponent without Confusion Status
             Use <Muyddle Mallet> on Target
          } Else {
             Choose Random Opponent
             Use <Hammer Attack> on Target
          }
          Count = 1
       }
    }
    AI: Counter - General
    {
       If (Hammer Blaster's HP <= 1*[Hammer Blaster's Max HP / 4]) Then
       {
          SpclChance = 2
       } Else If (Hammer Blaster's HP <= 2*[Hammer Blaster's Max HP / 4]) Then {
          SpclChance = 3
       } Else If (Hammer Blaster's HP <= 3*[Hammer Blaster's Max HP / 4]) Then {
          SpclChance = 4
       } Else {
          SpclChance = 5
       }
    }
    AI: Counter - Death
    {
       Turn off Death Handling for Hammer Blaster
       Choose Self
       Use <(Report)> on Target
       Remove Hammer Blaster's Base
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Warning Board
     Lvl: 12         EXP: 38            Win:      -
      HP: 270         AP: 4           Steal:      -
      MP: 0          Gil: 75          Morph:      -
     ---
    Void:   Lightning
     ---
     Att: 10         Def: 10          Df%: 0           Dex: 40
     MAt: 0          MDf: 14                           Lck: 0
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Frog, Small,
            Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed,
            Darkness
     ---
    Animations:
      <Vanish>
        Death animation
    
    Dummy Moves:
      Leave at once!!
        First Attack
        Does nothing
     ---
    AI: Setup
    {
       TempVar:WBGroup = Warning Board, Machine Gun and Laser Cannon with same
                           Formation ID as Warning Board
    }
    AI: Main
    {
       If (TempVar:Setup == 0) Then
       {
          1/2 Chance: Print Message [Warning! Warning!]
          1/2 Chance: Print Message [Leave at once!!]
          TempVar:Setup = 1
          TempVar:WBGroup's CustomVar:Active = 1
       }
    }
    AI: Counter - Death
    {
       Turn off Death Handling for Warning Board
       Choose Self
       Use <Vanish> on Target
       Remove TempVar:WBGroup
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Machine Gun
     Lvl:  8         EXP: 5             Win:      -
      HP: 155         AP: 0           Steal:      -
      MP: 0          Gil: 0           Morph:      Hi-Potion
     ---
    Weak:   Lightning
     ---
     Att: 18         Def: 10          Df%: 0           Dex: 62
     MAt: 0          MDf: 4                            Lck: 0
     ---
    Immune: Sleep, Poison, Sadness, Fury, Confusion, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Paralysed, Darkness
     ---
    Attacks:
      <Machine Gun>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (18)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
    
    Animations:
      <Vanish>
      <Appear>
     ---
    AI: Main
    {
       If (Machine Gun's CustomVar:Active == 1) Then
       {
          If (Only Warning Board is active) Then
          {
             If (Machine Gun's CustomVar:SwitchTurn == 0) Then
             {
                If (At Least One Opponent doesn't have Paralysed Status) Then
                {
                   If (1/2 Chance) Then
                   {
                      Make Machine Gun Visible
                      Choose Self
                      Use <Appear> on Target
                      Choose Random Opponent
                      Use <Machine Gun> on Target
                   }
                } Else {
                   If (3/4 Chance) Then
                   {
                      Make Machine Gun Visible
                      Choose Self
                      Use <Appear> on Target
                      Choose Random Opponent
                      Use <Machine Gun> on Target
                   }
                }
             } Else {
                Make Machine Gun Visible
                Choose Self
                Use <Appear> on Target
                Machine Gun's CustomVar:SwitchTurn = 0
                If (1/2 Chance) Then
                {
                   Choose Random Opponent
                   Use <Machine Gun> on Target
                }
             }
          } Else If (Only Warning Board and Machine Gun are active) Then {
             If (Laser Cannon doesn't have Death Status) Then
             {
                1/4 Chance:
                {
                   Choose Self
                   Use <Vanish> on Target
                   Make Machine Gun Invisible
                   Laser Cannon's CustomVar:SwitchTurn = 1
                }
                1/4 Chance:
                {
                   Choose Self
                   Use <Vanish> on Target
                   Make Machine Gun Invisible
                }
                1/2 Chance:
                {
                   Choose Random Opponent
                   Use <Machine Gun> on Target
                }
             } Else {
                Choose Random Opponent
                Use <Machine Gun> on Target
             }
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Laser Cannon
     Lvl:  8         EXP: 5             Win:      -
      HP: 155         AP: 0           Steal:      -
      MP: 0          Gil: 0           Morph:      Hi-Potion
     ---
    Weak:   Lightning
     ---
     Att: 20         Def: 10          Df%: 0           Dex: 58
     MAt: 0          MDf: 4                            Lck: 0
     ---
    Immune: Sleep, Poison, Sadness, Fury, Confusion, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Paralysed, Darkness
     ---
    Attacks:
      Laser Cannon
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (20)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Can't Cover
      Paralaser
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (20)
        PAt%:  30
        Tar: 1 Op
        Elm: Shoot
        Attr: [  8] Inflict 'Paralysed'
              Can't Cover
    
    Animations:
      <Vanish>
      <Appear>
     ---
    AI: Main
    {
       TempVar:Attack = 0
       If (Laser Cannon's CustomVar:Active == 1) Then
       {
          If (Only Warning Board is active) Then
          {
             If (Laser Cannon's CustomVar:SwitchTurn == 0) Then
             {
                If (1/2 Chance) Then
                {
                   Make Laser Cannon Visible
                   Choose Self
                   Use <Appear> on Target
                   TempVar:Attack = 1
                }
             } Else {
                Make Laser Cannon Visible
                Choose Self
                Use <Appear> on Target
                Laser Cannon's CustomVar:SwitchTurn = 0
                If (1/2 Chance) Then
                {
                   Choose Random Opponent
                   Use Laser Cannon on Target
                }
             }
          } Else If (Only Warning Board and Laser Cannon are active) Then {
             If (Machine Gun doesn't have Death Status) Then
             {
                1/4 Chance:
                {
                   Choose Self
                   Use <Vanish> on Target
                   Make Laser Cannon Invisible
                   Machine Gun's CustomVar:SwitchTurn = 1
                }
                1/4 Chance:
                {
                   Choose Self
                   Use <Vanish> on Target
                   Make Laser Cannon Invisible
                }
                1/2 Chance: TempVar:Attack = 1
             } Else {
                1/4 Chance:
                {
                   If (At Least One Opponent doesn't have Paralysed Status) Then
                   {
                      Choose Random Opponent without Paralysed Status
                   } Else {
                      Choose Random Opponent
                   }
                   Use Paralaser on Target
                }
                3/4 Chance:
                {
                   Choose Random Opponent
                   Use Laser Cannon on Target
                }
             }
          }
       }
       If (TempVar:Attack == 1) Then {
          If (At Least One Opponent doesn't have Paralysed Status) Then
          {
             1/4 Chance:
             {
                Choose Random Opponent without Paralysed Status
                Use Paralaser on Target
             }
             3/4 Chance:
             {
                Choose Random Opponent
                Use Laser Cannon on Target
             }
          } Else {
             Choose Random Opponent
             Use Laser Cannon on Target
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: SOLDIER:3rd
     Lvl: 13         EXP: 54            Win: [ 8] Loco weed
      HP: 250         AP: 6           Steal: [ 8] Hardedge
      MP: 40         Gil: 116         Morph:      Bolt Plume
     ---
    Weak:   Fire, 'Confusion' Status Abilities
     ---
     Att: 27         Def: 38          Df%: 12          Dex: 60
     MAt: 8          MDf: 72                           Lck: 8
     ---
    No Special Attributes
     ---
    Attacks:
      <Split>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (37)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Split twice in a single combo
      Bolt2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (157.5)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
      Ice2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (157.5)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
      Sleepel
        Magical Change Status
        MAt%: 100
        Cost: 8 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 72] Inflict 'Sleep'
              Reflectable
              Manip.
      Flying Sickle
        Magical Attack
        Formula: Magical
        Pwr: 3/4x Base     (94.5)
        MAt%: 255
        Cost: 8 MP
        Tar: 1 Op
        Elm: Wind
        Attr: Manip.
        Notes: Will sometimes use Flying Sickle twice in a single combo
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
       SpclChance = 4
       TempVar:MgcChance = 4
    }
    AI: Main
    {
       TempVar:Attack = 0
       TempVar:AttackNum = 1
       If (Count == 0) Then
       {
          TempVar:Attack = 1
          If (Rnd(1..SpclChance) == 1) Then
          {
             TempVar:AttackNum = 2
          }
          Count = 2
       } Else If (Count == 1) Then {
          TempVar:Attack = 2
          If (Rnd(1..SpclChance) == 1) Then
          {
             TempVar:AttackNum = 2
          }
          Count = 2
       } Else If (Count == 2) Then {
          If ((At Least One Opponent doesn't have Sleep Status)
                AND (SOLDIER:3rd's MP >= 8)
                AND (Rnd(1..TempVar:MgcChance) == 1)) Then
          {
             Choose Random Opponent without Sleep Status
             Use Sleepel on Target
          } Else {
             TempVar:Attack = Rnd(1..2)
          }
          1/2 Chance: Count = 3
          1/2 Chance: Count = 4
       } Else If (Count == 3) Then {
          If ((SOLDIER:3rd's MP >= 22) AND (Rnd(1..TempVar:MgcChance) == 1)) Then
          {
             If (At Least One Opponent has Sleep Status) Then
             {
                Choose Random Opponent with Sleep Status
             } Else {
                Choose Random Opponent
             }
             Use Bolt2 on Target
          } Else {
             TempVar:Attack = Rnd(1..2)
          }
          1/2 Chance: Count = 0
          1/2 Chance: Count = 1
       } Else {
          If ((SOLDIER:3rd's MP >= 22) AND (Rnd(1..TempVar:MgcChance) == 1)) Then
          {
             If (At Least One Opponent has Sleep Status) Then
             {
                Choose Random Opponent with Sleep Status
             } Else {
                Choose Random Opponent
             }
             Use Ice2 on Target
          } Else {
             TempVar:Attack = Rnd(1..2)
          }
          1/2 Chance: Count = 0
          1/2 Chance: Count = 1
       }
       If (TempVar:Attack > 0) Then
       {
          While (TempVar:AttackNum != 0)
          {
             If (At Least One Opponent doesn't have Sleep Status) Then
             {
                Choose Random Opponent without Sleep Status
             } Else {
                Choose Random Opponent
             }
             If (TempVar:Attack == 1) Then
             {
                Use <Split> on Target
             } Else {
                Use Flying Sickle on Target
             }
             TempVar:AttackNum = TempVar:AttackNum - 1
          }
       }
    }
    AI: Counter - General
    {
       If (SOLDIER:3rd's HP <= 1 * [SOLDIER:3rd's Max HP / 4]) Then
       {
          TempVar:MgcChance = 1
          SpclChance = 1
       } Else If (SOLDIER:3rd's HP <= 2 * [SOLDIER:3rd's Max HP / 4]) Then {
          TempVar:MgcChance = 1
          SpclChance = 2
       } Else If (SOLDIER:3rd's HP <= 3 * [SOLDIER:3rd's Max HP / 4]) Then {
          TempVar:MgcChance = 2
          SpclChance = 3
       } Else {
          TempVar:MgcChance = 4
          SpclChance = 4
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Sample:H0512
     Lvl: 19         EXP: 300           Win: 100% Talisman
      HP: 1000        AP: 30          Steal:      -
      MP: 120        Gil: 250         Morph:      -
     ---
    Half:   Lightning
    Void:   Gravity
    Asrb:   Poison
     ---
     Att: 40         Def: 60          Df%: 1           Dex: 65
     MAt: 35         MDf: 64                           Lck: 1
     ---
    Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk
     ---
    Attacks:
      <Keyclaw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (63)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
      Shady Breath
        Magical Change Status
        MAt%: 255
        Cost: 4 MP
        Tar: All Op (NS)
        Elm: Poison
        Attr: [ 72] Inflict 'Poison'
      Reanimagic
        Magical HP Restore
        Formula: Max HP%
        Pwr: [Target's Max HP * 255 / 32]
        MAt%: 255
        Cost: 40 MP
        Tar: All Al (NS)
        Elm: Restorative          
        Attr: Automatic miss if Target is not in 'Death' Status and target does
                not absorb Restorative
              100% chance of killing targets that absorb Restorative
              100%  Cure 'Death'
    
    Animations:
      <Order>
     ---
    AI: Setup
    {
       Turn off Death Handling for Sample:H0512
    }
    AI: Main
    {
       If (Sample:H0512's CustomVar:1 == 1) Then
       {
          [2120] = Sample:H0512's CustomVar:2
          Sample:H0512's CustomVar:1 = 0
       }
       If (TempVar:OpeningAttack == 0) Then
       {
          Choose All Opponents
          Use Shady Breath on Target
          TempVar:OpeningAttack = 1
       } Else {
          If ((At Least One Sample:H0512-opt have Death Status)
                AND (Sample:H0512's MP >= 40)) Then
          {
             Choose All Sample:H0512-opts with Death Status
             Use Reanimagic on Target
          } Else {
             If ((At Least One Opponent doesn't have Poison Status)
                   AND (1/4 Chance)) Then
             {
                Choose All Opponents
                Use Shady Breath on Target
             } Else {
                Choose Random Opponent with Poison Status
                Use <Keyclaw> on Target
             }
          }
       }
    }
    AI: Counter - Death
    {
       Choose Self
       Use <Vanish> on Target
       Remove Sample:H0512-opts
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Sample:H0512-opt
     Lvl:  7         EXP: 20            Win: 100% Tranquilizer
      HP: 300         AP: 2           Steal:      -
      MP: 48         Gil: 0           Morph:      -
     ---
    Void:   Earth
     ---
     Att: 22         Def: 46          Df%: 4           Dex: 45
     MAt: 18         MDf: 32                           Lck: 2
     ---
    Immune: Frog, Small, Manipulate
    
    If Sample:H0512 dies, Sample:H0512-opt is removed leaving no XP, AP, Gil or
    items (providing it is not already dead)
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (22)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
      Fire
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (75)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
      Ice
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (75)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
      Rolling Attack
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (66)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
     ---
    AI: Main
    {
       TempVar:Random = Rnd(0..3)
       If (TempVar:Random == 0) Then
       {
          Choose Random Opponent
          Use <Bodyblow> on Target
       } Else If (TempVar:Random == 1) Then {
          If (At Least One Opponent doesn't have Paralysed Status) Then
          {
             Choose Random Opponent
             Use Rolling Attack on Target
          }
       } Else If (TempVar:Random == 2) Then {
          If (1/3 Chance) Then
          {
             If (Sample:H0512-opt's MP >= 4) Then
             {
                Choose Random Opponent
                Use Fire on Target
             } Else {
                Choose Random Opponent
                Use <Bodyblow> on Target
             }
          }
       } Else {
          If (1/3 Chance) Then
          {
             If (Sample:H0512-opt's MP >= 4) Then
             {
                Choose Random Opponent
                Use Ice on Target
             } Else {
                Choose Random Opponent
                Use <Bodyblow> on Target
             }
          }
       }
    }
    AI: Counter - Death
    {
       Sample:H0512's CustomVar:1 = 1
       Sample:H0512's CustomVar:2 = [2120]
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.1.12 Escape
    ------ ------
    Name: Brain Pod
     Lvl: 15         EXP: 52            Win: [ 8] Deadly Waste
      HP: 240         AP: 6           Steal: [32] Antidote
      MP: 46         Gil: 95          Morph:      Deadly Waste
     ---
    Weak:   Holy
    Void:   Earth
    Asrb:   Poison, Restorative
     ---
     Att: 23         Def: 26          Df%: 3           Dex: 48
     MAt: 6          MDf: 32                           Lck: 6
     ---
    Immune: Death
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (33)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Refuse
        Magical Attack
        Formula: Magical
        Pwr: 3/8x Base     (47.25)
        PAt%:  95
        Cost: 4 MP
        Tar: 1 Op
        Elm: Poison
        Attr: [ 40] Inflict 'Sleep'
              Manip.
      Refuse
        Magical Attack
        Formula: Magical
        Pwr: 3/4x Base     (94.5)
        PAt%:  95
        Cost: 4 MP
        Tar: 1 Op
        Elm: Poison
        Attr: [ 40] Inflict 'Poison'
              Manip.
     ---
    AI: Main
    {
       TempVar:PhysAttack = 0
       If (At Least One Opponent has Poison Status) Then
       {
          If (At Least One Opponent has Sleep Status) Then
          {
             TempVar:PhysAttack = 1
          } Else {
             If (Brain Pod's MP >= 4) Then
             {
                Choose Random Opponent with Poison but without Sleep Status
                Use Refuse (Sleep Version) on Target
             } Else {
                TempVar:PhysAttack = 1
             }
       } Else {
          If (Brain Pod's MP >= 4) Then
          {
             Choose Random Opponent
             Use Refuse (Poison Version) on Target
          } Else {
             TempVar:PhysAttack = 1
          }
       }
       If (TempVar:PhysAttack == 1) Then
       {
          If ((At Least One Opponent has neither Poison nor Sleep Status) Then
          {
             Choose Random Opponent without both Poison AND Sleep Status
          } Else {
             Choose Random Opponent
          }
          Use <Bodyblow> on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Vargid Police
     Lvl:  9         EXP: 44            Win: 100% Phoenix Down
      HP: 140         AP: 7           Steal: [32] Tranquilizer
      MP: 28         Gil: 40          Morph:      Tranquilizer
     ---
    No Elemental Properties
     ---
     Att: 12         Def: 16          Df%: 5           Dex: 48
     MAt: 24         MDf: 20                           Lck: 2
     ---
    No Special Attributes
     ---
    Attacks:
      Needle
        Physical Attack
        Formula: Physical
        Pwr: 1/16x Base    (0.75)
        PAt%:  10
        Cost: 1 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: [  8] Inflict 'Paralysed'
              Berserk Attack
              Manip.
      Suicide
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 3 / 16]
        MAt%: 255
        Cost: 10 MP
        Tar: 1 Op
        Elm: Non-Element
        Notes: Kills Vargid Police when used
               Vargid Police leaves no EXP/AP/Gil/Items after using this
     ---
    AI: Main
    {
       If ([2020] == 2) Then
       {
          If (1/4 Chance) Then
          {
             Choose All Opponents
             Use Suicide on Target
             Remove Self
          } Else {
             If ((At Least One Ally with same Formation ID has Death Status)
                   OR (Vargid Police's HP <= 25% of Vargid Police's Max HP)) Then
             {
                Choose All Opponents
                Use Suicide on Target
                Remove Self
             } Else {
                Choose Random Opponent
                Use Needle on Target
             }
          }
       } Else {
          If ((At Least One Ally with same Formation ID has Death Status)
                OR (Vargid Police's HP <= 25% of Vargid Police's Max HP)) Then
          {
             Choose All Opponents
             Use Suicide on Target
             Remove Self
          } Else {
             Choose Random Opponent
             Use Needle on Target
          }
       }
    
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Zenene
     Lvl: 14         EXP: 58            Win: [ 8] Ether
      HP: 250         AP: 6           Steal: [32] Deadly Waste
      MP: 93         Gil: 60          Morph:      Remedy
     ---
    Weak:   Holy
    Half:   Fire
    Asrb:   Poison, Restorative, 'Death' Status Abilities
     ---
     Att: 26         Def: 20          Df%: 8           Dex: 60
     MAt: 16         MDf: 20                           Lck: 5
     ---
    Immune: Poison
     ---
    Attacks:
      <Fang>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (37)
        PAt%: 120
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Piazzo Shower
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (90)
        MAt%: 255
        Cost: 6 MP
        Tar: 1 Op
        Elm: Poison
        Attr: [ 72] Inflict 'Poison'
              Manip.
      Ghenghana
        Magical Attack
        Formula: Magical
        Pwr: 5/8x Base     (112.5)
        MAt%: 255
        Cost: 6 MP
        Tar: 1 Op
        Elm: Fire
        Attr: Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       1/4 Chance: Use Piazzo Shower on Target
       1/4 Chance: Use Ghenghana on Target
       1/2 Chance: Use <Fang> on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Hundred Gunner
     Lvl: 18         EXP: 330           Win:      -
      HP: 1600        AP: 35          Steal:      -
      MP: 0          Gil: 300         Morph:      -
     ---
    Weak:   Lightning
    Half:   Gravity
     ---
     Att: 52         Def: 46          Df%: 1           Dex: 63
     MAt: 0          MDf: 240                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Paralysed, Darkness
    
    Can't Reach
    
    Transformation: 1st Form is default
                    2nd Form occurs after 'Destroyed' (1st Form) is used
                    3rd Form occurs after 'Destroyed' (2nd Form) is used
    
    EXP/AP/Gil from Hundred Gunner is not gained when defeated; once Hundred
    Gunner is defeated, you move immediately on to the next battle with no pause
     ---
    Attacks:
      Aux Artillery
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (110)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Notes: Used only in 1st Form
      Hidden Artillery
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (137.5)
        PAt%: 120
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
        Notes: Used only in 1st Form
      Main Artillery
        Physical Attack
        Formula: Physical
        Pwr: 1 1/8x Base   (123.75)
        PAt%: 100
        Tar: All Op
        Elm: Shoot
        Notes: Used only in 2nd Form
      Wave Artillery
        Physical Attack
        Formula: Physical
        Pwr: 1 11/16x Base (185.625)
        PAt%: 255
        Tar: All Op
        Elm: Shoot
        Notes: Used only in 3rd Form after Sensor Cannon Charged!
      Sub Artillery
        Physical Attack
        Formula: Physical
        Pwr: 1 3/8x Base   (151.25)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Notes: Hundred Gunner will never use this
    
    Animations:
      <Glass Shatter>
        Shatters the glass elevator seperating the combatants
        Notes: Used just before battle starts
      <Destroyed>
        Transform into 2nd Form
        Notes: C/A when HP <= 1066
      <Destroyed>
        Transform into 3rd Form
        Notes: C/A when HP <= 533
      <Charging>
        Notes: Used only in 3rd Form
     ---
    AI: Setup
    {
       Choose Self
       Use <Glass Shatter> on Target
       Hundred Gunner's Range = 16
    }
    AI: Main
    {
       If (Hundred Gunner's IdleAnim == 1st Form) Then
       {
          Choose Random Opponent
          If (TempVar:OpeningAttack == 0) Then
          {
             Use Aux Artillery on Target
             TempVar:OpeningAttack = 1
          } Else {
             1/4 Chance: Use Hidden Artillery on Target
             3/4 Chance: Use Aux Artillery on Target
          }
       } Else If (Hundred Gunner's IdleAnim == 2nd Form) Then {
          Choose All Opponents
          Use Main Artillery on Target
       } Else {
          If (TempVar:ChargeCount < 2) Then
          {
             Choose Self
             Use <Charging> on Target
             If (TempVar:ChargeCount = 0) Then
             {
                Print Message [Sensor Cannon Charging!]
             } Else {
                Print Message [Sensor Cannon Charged!]
             }
             TempVar:ChargeCount = TempVar:ChargeCount + 1
          } Else {
             Choose All Opponents
             Use Wave Artillery on Target
             TempVar:ChargeCount = 0
          }
       }
    }
    AI: Counter - General
    {
       If (Stage == 0) Then
       {
          If (Hundred Gunner's HP <= 2/3rds of Hundred Gunner's Max HP) Then
          {
             Choose Self
             Use <Destroyed> (1st Form Version) on Target
             Hundred Gunner's IdleAnim = 2nd Form
             Hundred Gunner's HurtAnim = Flinch (2nd Form)
             Stage = 1
          }
       } Else If (Stage == 1) Then {
          If (Hundred Gunner's HP <= 1/3rd of Hundred Gunner's Max HP) Then
          {
             Choose Self
             Use <Destroyed> (2nd Form Version) on Target
             Hundred Gunner's IdleAnim = 3rd Form
             Hundred Gunner's HurtAnim = Flinch (3rd Form)
             Stage = 2
          }
       }
    }
    AI: Counter - Death
    {
       Remove Self
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Heli Gunner
     Lvl: 19         EXP: 250           Win: 100% Mythril Armlet
      HP: 1000        AP: 25          Steal:      -
      MP: 0          Gil: 200         Morph:      -
     ---
    Weak:   Lightning, Wind
    Void:   Earth
     ---
     Att: 55         Def: 40          Df%: 15          Dex: 66
     MAt: 0          MDf: 220                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Paralysed, Darkness
    
    Can't Reach
    
    Transformation: 1st Form is default
                    2nd Form occurs after 'Start Spin' is used
                    2nd Form has Def: 90, MDf: 270
     ---
    Attacks:
      AB Cannon
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (119)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: [ 28] Inflict 'Sleep'
        Notes: Used only in 1st Form
      C Cannon
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (119)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: [ 28] Inflict 'Poison'
        Notes: Used only in 1st Form
      Firing Line
        Physical Attack
        Formula: Physical
        Pwr: 1 3/16x Base  (141.3125)
        PAt%: 100
        Tar: All Op
        Elm: Shoot
        Attr: [ 20] Inflict 'Poison', 'Sleep'
        Notes: Used only in 1st Form
               Status infliction done via Firing Line is considered to be No
                 Split, even though the damage itself is split
      Spinning Bodyblow
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (148.75)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Notes: Used only in 2nd Form
      Flying Drill
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (178.5)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Notes: Used only in 2nd Form
    
    Animations:
      <Start Spin>
        Transform into 2nd Form
        Notes: C/A when HP <= 250
     ---
    AI: Setup
    {
       Heli Gunner's Range = 16
       Choose Self
       Use <> on Target
       Choose Random Opponent
       Use AB Cannon on Target
    }
    AI: Main
    {
       If (Heli Gunner's IdleAnim = Hovering) Then
       {
          If (Count == 0) Then
          {
             Choose Random Opponent
             Use AB Cannon on Target
             Count = 1
          } Else If (Count == 1) Then {
             Choose Random Opponent
             1/4 Chance:
             {
                Use Firing Line on Target
                Count = 3
             }
             3/4 Chance
             {
                Use C Cannon on Target
                Count = 2
             }
          } Else If (Count == 2) Then {
             Choose Random Opponent
             1/4 Chance:
             {
                Use Firing Line on Target
                Count = 3
             }
             3/4 Chance:
             {
                Use AB Cannon on Target
                Count = 1
             }
          } Else {
             Choose Random Opponent
             1/4 Chance:
             {
                Use C Cannon on Target
                Count = 2
             }
             3/4 Chance:
             {
                Use AB Cannon on Target
                Count = 1
             }
          }
       } Else {
          Choose Random Opponent
          1/2 Chance: Use Spinning Bodyblow on Target
          1/2 Chance: Use Flying Drill on Target
       }
    }
    AI: Counter - General
    {
       If (Stage == 0) Then
       {
          If (Heli Gunner's HP <= 25% of Heli Gunner's Max HP) Then
          {
             Choose Self
             Use <Start Spin> on Target
             Heli Gunner's IdleAnim = Spinning
             Heli Gunner's HurtAnim = Flinch (Spinning)
             Heli Gunner's Def = Heli Gunner's Def + 50
             Heli Gunner's MDf = Heli Gunner's MDf + 50
             Stage = 1
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Rufus
     Lvl: 21         EXP: 240           Win: 100% Protect Vest
      HP: 500         AP: 35          Steal:      -
      MP: 0          Gil: 400         Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 35         Def: 32          Df%: 14          Dex: 72
     MAt: 0          MDf: 160                          Lck: 8
     ---
    Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk
    
    BUG: Since TempVar:PrevHP is not set until *before* TempVar:HPDiff is first
    worked out, TempVar:HPDiff will be a colossal number after the 1st time the
    Counter - General script is run, and will not return to normal until the 2nd
    time it is run.
     ---
    Attacks:
      Shotgun
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (57)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
    
    Animations:
      <Dodge>
     ---
    AI: Main
    {
       If ((Rufus' HP > 200) AND (TempVar:HPDiff < 100) AND (1/3 Chance)) Then
       {
          Print Message [Rufus "Heh, Heh, Heh..."]
          Choose Self
          Use <> on Target
       } Else {
          Choose Random Opponent
          Use Shotgun on Target
       }
    }
    AI: Counter - General
    {
       TempVar:HPDiff = TempVar:PrevHP - Rufus' HP
       TempVar:PrevHP = Rufus' HP
    }
    AI: Counter - Death
    {
       Print Message [Rufus "Heh... That's all for today..."]
       Choose Self
       Use <(Report)> on Target
       If (Dark Nation doesn't have Death Status) Then
       {
          Remove Dark Nation
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Dark Nation
     Lvl: 18         EXP: 70            Win: 100% Guard Source
      HP: 140         AP: 7           Steal:      -
      MP: 80         Gil: 250         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 43         Def: 38          Df%: 18          Dex: 74
     MAt: 15         MDf: 94                           Lck: 3
     ---
    Immune: Confusion        
     ---
    Attacks:
      <Bite>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (67)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Barrier
        Magical Change Status
        Auto Hit
        Cost: 16 MP
        Tar: 1 Al/All Al
        Elm: Non-Element
        Attr: 100%  Inflict 'Barrier'
              Reflectable
      MBarrier
        Magical Change Status
        Auto Hit
        Cost: 24 MP
        Tar: 1 Al/All Al
        Elm: Non-Element
        Attr: 100%  Inflict 'MBarrier'
              Reflectable
      Bolt
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (99)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
     ---
    AI: Main
    {
       TempVar:NormalAtt = 0
       If (Rufus doesn't have Death or Barrier Status) Then
       {
          If (Dark Nation's MP >= 16) Then
          {
             Choose Rufus
             Use Barrier on Target
          } Else {
             Choose Random Opponent
             Use <Bite> on Target
          }
       } Else If (Dark Nation doesn't have Barrier Status) Then {
          1/2 Chance: TempVar:NormalAtt = 1
          1/2 Chance:
          {
             If (Dark Nation's MP >= 16) Then
             {
                Choose Self
                Use Barrier on Target
             } Else {
                Choose Random Opponent
                Use <Bite> on Target
             }
          }
       } Else If (Dark Nation doesn't have MBarrier Status) Then {
          1/2 Chance: TempVar:NormalAtt = 1
          1/2 Chance:
          {
             If (Dark Nation's MP >= 24) Then
             {
                Choose Self
                Use MBarrier on Target
             } Else {
                Choose Random Opponent
                Use <Bite> on Target
             }
          }
       } Else {
          1/2 Chance: TempVar:NormalAtt = 1
          1/2 Chance:
          {
             If (Dark Nation's MP >= 4) Then
             {
                Choose All Opponents
                Use Bolt on Target
             } Else {
                Choose Random Opponent
                Use <Bite> on Target
             }
          }
       }
       If (TempVar:NormalAtt == 1) Then
       {
          1/2 Chance:
          {
             Choose Random Opponent
             If (Dark Nation's MP >= 4) Then
             {
                Use Bolt on Target
             } Else {
                Use <Bite> on Target
             }
          }
          1/2 Chance:
          {
             Choose Random Opponent
             Use <Bite> on Target
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Motor Ball
     Lvl: 19         EXP: 440           Win: 100% Star Pendant
      HP: 2600        AP: 45          Steal:      -
      MP: 120        Gil: 350         Morph:      -
     ---
    Weak:   Lightning
    Half:   Fire
    Void:   Gravity
     ---
     Att: 44         Def: 32          Df%: 10          Dex: 67
     MAt: 17         MDf: 34                           Lck: 1
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Paralysed, Darkness
    
    Automatic Back Attack Battle
    Transformation: 1st Form is default
                    2nd Form has main body bent over; flame thrower shown
     ---
    Attacks:
      <Highway>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (70)
        PAt%:  95
        Tar: All Op
        Elm: Hit
        Notes: Only used as first attack
      Deadly Wheel
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (70)
        PAt%: 100
        Tar: All Op/1 Op
        Elm: Hit
        Notes: Only used in 1st Form
      <Deadly Wheel>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (70)
        PAt%: 100
        Tar: All Op/1 Op
        Elm: Hit
        Notes: Only used in 2nd Form
      Twin Burner
        Magical Attack
        Formula: Magical
        Pwr: 5/8x Base     (135)
        MAt%: 255
        Cost: 16 MP
        Tar: All Op/1 Op
        Elm: Fire
        Notes: Only used in 2nd Form
      Rolling Fire
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (216)
        MAt%: 255
        Cost: 24 MP
        Tar: All Op (NS)
        Elm: Fire
        Notes: Only used in 1st Form
      Arm Attack
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (87.5)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
        Notes: Only used in 1st Form
               Will sometimes use Arm Attack twice in a single combo
               Always targets whoever has the highest HP
     ---
    AI: Setup
    {
       Choose Self
       Use <x> on Target
       Choose All Opponents
       Use <Highway> on Target
       Motor Ball's IdleAnim = Upright Form
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent with Highest HP
          Use Arm Attack on Target
          If (1/2 Chance) Then
          {
             Choose Random Opponent with Highest HP
             Use Arm Attack on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          Choose Self
          Use <> on Target
          Motor Ball's IdleAnim = Flamethrower Form
          If (Motor Ball's MP >= 16) Then
          {
             Choose All Opponents
             Use Twin Burner on Target
          } Else {
             Choose All Opponents
             Use <Deadly Wheel> on Target
          }
          Count = 3
       } Else If (Count == 3) Then {
          Count = 4
       } Else If (Count == 4) Then {
          Choose All Opponents
          Use <Deadly Wheel> on Target
          Count = 5
       } Else If (Count == 5) Then {
          Choose Self
          Use <> on Target
          Motor Ball's IdleAnim = Upright Form
          Count = 6
       } Else {
          If (Motor Ball's MP >= 24) Then
          {
             Choose All Opponents
             Use Rolling Fire on Target
          } Else {
             Choose All Opponents
             Use Deadly Wheel on Target
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Motor Ball's IdleAnim == Flamethrower Form) Then
       {
          Motor Ball's HurtAnim = Flinch (Flamethrower Form)
       } Else {
          Motor Ball's HurtAnim = Flinch (Upright Form)
       }
       If (TempVar:HPReact == 0) Then
       {
          If (Motor Ball's HP <= 1/8th of Motor Ball's Max HP) Then
          {
             If (Motor Ball's IdleAnim == Flamethrower Form) Then
             {
                Choose Self
                Use <> on Target
                Motor Ball's IdleAnim = Upright Form
             }
             Count = 2
             TempVar:HPReact = 1
          }
       }
    }
    
    
    
    
    =============================================================================
    5.2 Midgar Overworld
    --------------------
    
    5.2.1 Midgar Area
    ----- -----------
    Name: Devil Ride
     Lvl: 13         EXP: 60            Win: [ 8] Potion
      HP: 240         AP: 6           Steal: [32] Hi-Potion
      MP: 0          Gil: 100         Morph:      Hi-Potion
     ---
    No Elemental Properties
     ---
     Att: 25         Def: 40          Df%: 3           Dex: 56
     MAt: 4          MDf: 22                           Lck: 2
     ---
    Immune: Sleep, Poison, Sadness, Fury, Confusion, Frog, Small, Death-sentence,
            Berserk, Paralysed, Darkness
     ---
    Attacks:
      <Wheelie>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (35)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
      Drift Turn
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (43.75)
        PAt%:  95
        Tar: All Op
        Elm: Hit
        Attr: Manip.
     ---
    AI: Main
    {
       1/2 Chance:
       {
          Choose Random Opponent
          Use <Wheelie> on Target
       }
       1/2 Chance:
       {
          Choose All Opponents
          Use Drift Turn on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Custom Sweeper
     Lvl: 15         EXP: 63            Win: [ 8] Potion
      HP: 300         AP: 7           Steal: [ 8] Atomic Scissors
      MP: 100        Gil: 120         Morph:      X-Potion
     ---
    Weak:   Lightning
     ---
     Att: 30         Def: 30          Df%: 1           Dex: 43
     MAt: 3          MDf: 40                           Lck: 1
     ---
    Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
            Darkness
     ---
    Attacks:
      W Machine Gun
        Physical Attack
        Formula: Physical
        Pwr: 1 3/4x Base   (77)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
      Smoke Shot
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (66)
        PAt%:  75
        Tar: 1 Op
        Elm: Shoot
        Attr: Manip.
              Can't Cover
      Matra Magic
        Magical Attack
        Formula: Magical
        Pwr: 11/16x Base   (74.25)
        MAt%: 100
        Cost: 8 MP
        Tar: All Op (NS)
        Elm: Non-Element
        Attr: Reflectable
              Manip.
     ---
    AI: Main
    {
       1/4 Chance:
       {
          Choose Random Opponent
          Use Matra Magic on Target
       }
       1/4 Chance:
       {
          If (At Least One Opponent doesn't have Darkness Status) Then
          {
             Choose Random Opponent without Darkness Status
             Use Smoke Shot on Target
          } Else {
             Choose Random Opponent
             Use W Machine Gun on Target
          }
       }
       1/2 Chance:
       {
          Choose Random Opponent
          Use W Machine Gun on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Kalm Fang
     Lvl: 10         EXP: 53            Win: [ 8] Potion
      HP: 160         AP: 5           Steal: [ 8] Ether
      MP: 0          Gil: 92          Morph:      Hi-Potion
     ---
    Weak:   Fire
     ---
     Att: 24         Def: 30          Df%: 14          Dex: 57
     MAt: 16         MDf: 14                           Lck: 6
     ---
    No Special Attributes
     ---
    Attacks:
      <Fang>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (31)
        PAt%: 120
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Bodyblow
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (31)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       1/4 Chance: Use Bodyblow on Target
       3/4 Chance: Use <Fang> on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Prowler
     Lvl: 12         EXP: 55            Win: [ 8] Potion
      HP: 150         AP: 5           Steal: [32] Ether
      MP: 0          Gil: 160         Morph:      Hi-Potion
     ---
    No Elemental Properties
     ---
     Att: 23         Def: 28          Df%: 18          Dex: 66
     MAt: 0          MDf: 28                           Lck: 8
     ---
    Immune: Frog
     ---
    Attacks:
      <Hit>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (31)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
        Notes: Prowler will never use this normally
      Steal
        Physical Misc Ability
        Auto Hit
        Tar: 1 Op
        Attr: Steal Inventory
        Notes: Randomly picks item from party inventory and removes it
               Kill enemy to get it back
      Grind
        Physical Misc Ability
        Auto Hit
        Tar: 1 Op
        Attr: Steal Inventory
        Notes: Randomly picks item from party inventory and removes it
               Kill enemy to get it back
      Seize
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (31)
        PAt%: 100
        Tar: 1 Op
        Elm: Non-Element
      <Escape>
        Physical Escape Battle
        Auto Hit
        Tar: Self
     ---
    AI: Setup
    {
       SelectTar = Choose Random Opponent
    }
    AI: Main
    {
       If (SelectTar doesn't have Death Status) Then
       {
          Choose SelectTar
       } Else {
          Choose Random Opponent
       }
       If (Count == 0) Then
       {
          1/4 Chance: Count = 1
          1/4 Chance: Count = 2
          1/2 Chance: Count = 3
       } Else If (Count == 1) Then {
          Use Steal on Target
          1/2 Chance: Count = 4
          2/2 Chance: Count = 5
       } Else If (Count == 2) Then {
          Use Grind on Target
          1/2 Chance: Count = 4
          1/2 Chance: Count = 5
       } Else If (Count == 3) Then {
          Use Seize on Target
          1/2 Chance: Count = 4
          1/2 Chance: Count = 5
       } Else If (Count == 4) Then {
          Count = 5
       } Else {
          Choose Self
          Use <Escape> on Target
          Remove Self
       }
    }
    AI: Counter - General
    {
       SelectTar = Prowler's Last Attacker (General)
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.2.2 Grasslands Area
    ----- ---------------
    Name: Elfadunk
     Lvl: 14         EXP: 64            Win: [ 8] Potion
      HP: 220         AP: 7           Steal: [ 8] Hi-Potion
      MP: 34         Gil: 140         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 28         Def: 40          Df%: 2           Dex: 55
     MAt: 6          MDf: 8                            Lck: 2
     ---
    No Special Attributes
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (40)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Shower
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (20)
        MAt%:  95
        Cost: 5 MP
        Tar: 1 Op
        Elm: Shoot
        Attr: [100] Inflict 'Sadness'
              Manip.
     ---
    AI: Main
    {
       If (Elfadunk's Last Attacker (Physical) doesn't exist) Then
       {
          Choose Random Opponent
          1/2 Chance: Use Shower on Target
          1/2 Chance: Use <Bodyblow> on Target
       } Else {
          Choose Elfadunk's Last Attacker (Physical)
          1/4 Chance: Use Shower on Target
          3/4 Chance: Use <Bodyblow> on Target
          Elfadunk's Last Attacker (Physical) = [2040]
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Mu
     Lvl: 12         EXP: 54            Win: [ 8] Hi-Potion
      HP: 210         AP: 6           Steal:      -
      MP: 52         Gil: 130         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 23         Def: 30          Df%: 7           Dex: 59
     MAt: 27         MDf: 32                           Lck: 14
     ---
    Immune: Confusion, Frog, Small, Slow-numb, Petrify, Manipulate
     ---
    Attacks:
      <Rock Toss>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (31)
        PAt%: 120
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Can't Cover
      Sewer
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (234)
        MAt%: 100
        Tar: 1 Op
        Elm: Water
      Sinking
        Physical Attack
        Formula: Physical
        Pwr: 2 3/8x Base   (73.625)
        PAt%: 100
        Tar: 1 Op
        Elm: Earth
        Attr: Can't Cover
      Hot Springs
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 154    (388)
        MAt%: 255
        Tar: 1 Op
        Elm: Restorative
      L4 Suicide
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 31 / 32]
        Auto Hit
        Cost: 10 MP
        Tar: All Op (NS)
        Elm: Non-Element
        Attr: 100%  Inflict 'Small'
              Reflectable
        Notes: Miss if Target's Lvl not multiple of 4
     ---
    AI: Main
    {
       Choose Random Opponent
       1/14 Chance: Use Hot Springs on Target
        2/7 Chance: Use <Rock Toss> on Target
        2/7 Chance: Use Sewer on Target
        2/7 Chance: Use Sinking on Target
       1/14 Chance: Use L4 Suicide on Target
    }
    AI: Counter - Death
    {
       Remove Mu's Base
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Mandragora
     Lvl: 10         EXP: 55            Win: [ 8] Lasan Nut
      HP: 120         AP: 6           Steal: [ 8] Lasan Nut
      MP: 0          Gil: 135         Morph:      Ether
     ---
    No Elemental Properties
     ---
     Att: 22         Def: 12          Df%: 2           Dex: 49
     MAt: 53         MDf: 450                          Lck: 3
     ---
    Mandragora does not attack until *you* attack a Mandragora; at that point,
    *all* Mandragoras will react once on their next turn
     ---
    Attacks:
      <Grass Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (28)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
        Notes: Only used after a Magical attack against any Mandragora
               Always targets whoever has the lowest MP
      Slow Dance
        Physical Attack
        Formula: Physical
        Pwr: 5/8x Base     (17.5)
        PAt%: 115
        Tar: 1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Slow'
              Manip.
        Notes: Only used after a Physical attack against any Mandragora
               Always targets whoever has the lowest HP
     ---
    AI: Main
    {
       If (Mandragora's CustomVar:MandragoraAttack == 1) Then
       {
          Choose Random Opponent with Lowest HP
          Use Slow Dance on Target
          Mandragora's CustomVar:MandragoraAttack = 0
       } Else If (Mandragora's CustomVar:MandragoraAttack == 2) Then {
          Choose Random Opponent with Lowest MP
          Use <Grass Punch> on Target
          Mandragora's CustomVar:MandragoraAttack = 0
       }
    }
    AI: Counter - Physical
    {
       All Allies' CustomVar:MandragoraAttack = 1
    }   
    AI: Counter - Magical
    {
       All Allies' CustomVar:MandragoraAttack = 2
    }   
    
    
    
    -----------------------------------------------------------------------------
    Name: Levrikon
     Lvl: 14         EXP: 65            Win: [ 8] Hi-Potion
      HP: 200         AP: 7           Steal: [ 8] Ether
      MP: 0          Gil: 128         Morph:      Hi-Potion
     ---
    No Elemental Properties
     ---
     Att: 38         Def: 40          Df%: 5           Dex: 60
     MAt: 6          MDf: 12                           Lck: 4
     ---
    No Special Attributes
     ---
    Attacks:
      Bird Kick
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (54)
        PAt%: 108
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Flaming Peck
        Physical Attack
        Formula: Physical
        Pwr: 2x Base       (108)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: [  8] Inflict 'Fury'
              Manip.
     ---
    AI: Setup
    {
       If ([2020] == 2) Then
       {
          [0000] = 1
       }
    }
    AI: Main
    {
       If ([0000] == 0) Then
       {
          Choose Random Opponent
          1/4 Chance: Use Flaming Peck on Target
          3/4 Chance: Use Bird Kick on Target
       } Else {
          Choose Random Opponent
          1/4 Chance: Use Bird Kick on Target
          3/4 Chance: Use Flaming Peck on Target
          [0000] = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Midgar Zolom
     Lvl: 26         EXP: 250           Win:      -
      HP: 4000        AP: 25          Steal:      -
      MP: 348        Gil: 400         Morph:      X-Potion
     ---
    No Elemental Properties
     ---
     Att: 120        Def: 90          Df%: 2           Dex: 54
     MAt: 40         MDf: 70                           Lck: 1
     ---
    Immune: Death, Confusion, Silence, Stop, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Paralysed
    
    Transformation: 1st Form is default
                    2nd Form occurs after 'Change' is used
     ---
    Attacks:
      <Bite>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (508)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
      <Blown Away>
        Removes Target From Battle
        Auto Hit
        Tar: 1 Op
        Notes: Also used as C/A in 2nd Form when HP <= 2000
               Target is counted as having Run Away
               Can only use Blown Away twice per battle
      Beta
        Magical Attack
        Formula: Magical
        Pwr: 3 3/8x Base   (1336.5)
        MAt%: 100
        Cost: 35 MP
        Tar: All Op (NS)
        Elm: Fire
        Notes: Only used in 2nd Form as C/A when HP <= 1500
               Can only use Beta once per battle
    
    Animations:
      <Change>
        Transforms into 2nd Form
        Notes: C/A when HP <= 3000
     ---
    AI: Setup
    {
       SpclChance = 8
       TempVar:BlownAway = 2
    }
    AI: Main
    {
       If (Midgar Zolom's IdleAnim == Sitting) Then
       {
          Choose Random Opponent
          Use <Bite> on Target
       } Else If (Count == 0 or 1 or 2) Then {
          Choose Random Opponent
          Use <Bite> on Target
          Count = Count + 1
       } Else {
          If ((Rnd(1..SpclChance) == 1) AND (TempVar:BlownAway > 0)) Then
          {
             Choose Random Opponent
             Use <Blown Away> on Target
             TempVar:BlownAway = TempVar:BlownAway - 1
          } Else {
             Choose Random Opponent
             Use <Bite> on Target
          }
          Count = Rnd(0..1)
       }
    }
    AI: Counter - General
    {
       If (Midgar Zolom's IdleAnim == Sitting) Then
       {
          Midgar Zolom's HurtAnim = Flinch (Sitting)
       } Else {
          Midgar Zolom's HurtAnim = Flinch (Standing)
       }
       If ((Midgar Zolom's HP <= 3/8ths of Midgar Zolom's Max HP)
             AND (SpclChance == 5)) Then
       {
          Choose All Opponents
          Use Beta on Target
          SpclChance = 4
       } Else If ((Midgar Zolom's HP <= 4/8ths of Midgar Zolom's Max HP)
             AND (SpclChance == 6)) Then {
          If (TempVar:BlownAway == 2) Then
          {
             Choose Midgar Zolom's Last Attacker (General)
             Use <Blown Away> on Target
             TempVar:BlownAway = TempVar:BlownAway - 1
          }
          SpclChance = 5
       } Else If ((Midgar Zolom's HP <= 5/8ths of Midgar Zolom's Max HP)
             AND (SpclChance == 7)) Then {
          SpclChance = 6
       } Else If ((Midgar Zolom's HP <= 6/8ths of Midgar Zolom's Max HP)
             AND (SpclChance == 8)) Then {
          Choose Self
          Use <Change> on Target
          Midgar Zolom's IdleAnim = Standing
          SpclChance = 7
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.2.3 Chocobos!
    ----- ---------
    Name: Chocobo
     Lvl: ??         EXP: 10            Win:      -
      HP: ???         AP: 1           Steal:      -
      MP: ??         Gil: 1           Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 13         Def: 40          Df%: 1           Dex: 101
     MAt: 52         MDf: 26                           Lck: 0
     ---
    Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
            Seizure
    
    Chocobos come in 8 different levels, each with the same basic stats:
      L13, L16, L19, L22, L29, L30, L33, L36
    Chocobo's HP = Chocobo's Lvl * 10
    Chocobo's MP = Chocobo's Lvl (for L13 and L16)
                 = 30            (for L19)
                 = 100           (for L22+)
    
    If a Chocobo's HP is reduced to 0, it will automatically counter with
    'Chocobo, goes nuts' and 'Escape', leaving no EXP, AP or Gil.
     ---
    Attacks:
      Chocobuckle
        Physical Attack
        Formula: Custom
        Pwr: Number of times Party has Escaped
        PAt%: 100
        Cost: 3 MP
        Tar: 1 Op
        Elm: Non-Element
        Notes: Only used as a 100% C/A under the following conditions:
                 The Chocobo has been fed at least one Sylkis or Mimett Greens
                   during the battle
                 The Chocobo's HP is reduced to less than or equal to
                   [Chocobo's Max HP / 32] + 1, but greater than 0 HP
      <Chocobo, goes nuts>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base
        PAt%:  95
        Tar: 1 Op
        Elm: Punch
        Notes: This is the version used if the Chocobo is reduced to 0 HP
      <Chocobo, goes nuts>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base
        PAt%:  95
        Tar: All Op
        Elm: Non-Element
        Notes: Chocobo will never use this
    
    Animations:
      <Escape>
        Chocobo escapes the battle
        Notes: Two versions, depending on whether the Chocobo is standing or
                 eating greens
      <Taking Bait>
        Chocobo starts eating the greens
        Notes: C/A against any Greens
               Prevents random escapes
      <Finished Bait>
        Chocobo finishes eating the greens
        Notes: Used a little after Taking Bait
               Allows random escapes again
     ---
    AI: Setup
    {
       TempVar:RunChance = 2
       Turn off Death Handling for Chocobo
    }
    AI: Main
    {
       If (TempVar:1stTurnTaken == 0) Then
       {
          TempVar:1stTurnTaken = 1
       } Else {
          If (TempVar:EatingGreens == 0) Then
          {
             If (Rnd(1..TempVar:RunChance) == 1) Then
             {
                TempVar:Escape = 1
                Print Message [Chocobo "Wark! Wark!"]
                Choose Self
                Use <Escape> (Standing Version) on Target
                Remove Self
             }
          } Else {
             If (TempVar:GreensAmount == 0) Then
             {
                Choose Self
                Use <Finished Bait> on Target
                Chocobo's IdleAnim = Standing
                Chocobo's HurtAnim = Flinch (Standing)
                TempVar:EatingGreens = 0
             } Else {
                TempVar:GreensAmount = TempVar:GreensAmount - 1
             }
          }
       }
       If ((Only One Enemy Left) AND (Chocobo doesn't have Death Status)) Then
       {
          Remove All Enemies
          Print Message [Caught a Chocobo.]
          GlobalVar:0x84 = 1
       }
    }
    AI: Counter - General
    {
       If (Last Command was Item or W-Item) Then
       {
          TempVar:UsedGreens = 0
          If (Last Sub-Command == 0x3E (Sylkis Greens)) Then
          {
             TempVar:UsedGreens = 1
             TempVar:ChocobuckleGreens = 1
          } Else If (Last Sub-Command == 0x3F (Reagan Greens)) Then {
             TempVar:GreensAmount = 8
             TempVar:RunChance = 8
             TempVar:UsedGreens = 1
          } Else If (Last Sub-Command == 0x40 (Mimett Greens)) Then {
             TempVar:UsedGreens = 1
             TempVar:ChocobuckleGreens = 1
          } Else If (Last Sub-Command == 0x41 (Curiel Greens)) Then {
             TempVar:GreensAmount = 5
             TempVar:UsedGreens = 1
          } Else If (Last Sub-Command == 0x42 (Pahsana Greens)) Then {
             TempVar:RunChance = 5
             TempVar:UsedGreens = 1
          } Else If (Last Sub-Command == 0x43 (Tantal Greens)) Then {
             TempVar:GreensAmount = 3
             TempVar:UsedGreens = 1
          } Else If (Last Sub-Command == 0x44 (Krakka Greens)) Then {
             TempVar:RunChance = 3
             TempVar:UsedGreens = 1
          } Else If (Last Sub-Command == 0x45 (Gysahl Greens)) Then {
             TempVar:GreensAmount = 2
             TempVar:UsedGreens = 1
          }
          If ((TempVar:EatingGreens == 0) AND (TempVar:UsedGreens == 1)) Then
          {
             Print Message [Chocobo "Wark......kkk!"]
             Choose Self
             Use <Taking Bait> on Target
             Chocobo's IdleAnim = Eating Greens
             Chocobo's HurtAnim = Flinch (Eating Greens)
             TempVar:EatingGreens = 1
          }
       } Else {
          If ((Chocobo's HP <= [Chocobo's Max HP / 32] + 1)
                AND (TempVar:ChocobuckleGreens == 1)) Then
          {
             Choose Chocobo's Last Attacker (General)
             Use Chocobuckle on Target
          }
          TempVar:Escape = 1
          Print Message [Chocobo "Wark! Wark!"]
          Choose Self
          If (TempVar:EatingGreens == 1) Then
          {
             Use <Escape> (Eating Greens Version) on Target
          } Else {
             Use <Escape> (Standing Version) on Target
          }
          Remove Self
       }
    }
    AI: Counter - Death
    {
       Chocobo's CustomVar:RevengeTaken = 1
       While (TempVar:CharsHit < 8)
       {
          Choose Random Target with CustomVar:RevengeTaken != 1
          If (Target doesn't have Death Status) Then
          {
             Print Message [Chocobo "Warrrrk!"]
             Use <Chocobo, goes nuts> on Target
          }
          Target's CustomVar:RevengeTaken = 1
          TempVar:CharsHit = TempVar:CharsHit + 1
       }
       TempVar:Escape = 1
       Print Message [Chocobo "Wark! Wark!"]
       Choose Self
       If (TempVar:EatingGreens == 1) Then
       {
          Use <Escape> (Eating Greens Version) on Target
       } Else {
          Use <Escape> (Standing Version) on Target
       }
       Remove Self
    }
    
    
    
    Note that all enemies that appear with Chocobos have the following extra
    scripts occuring in addition to any enemy-specific code:
    
    AI: Setup
    {
       If (At Least One Ally is a Chocobo) Then
       {
          TempVar:ChocoboBattle = 1
          GlobalVar:0x84 = 0
          Print Message [A Chocobo!]
       }
    }
    AI: Counter - Death
    {
       If (TempVar:ChocoboBattle = 1) Then
       {
          If (Only Two Monsters are Left) Then
          {
             If (Chocobo is still in Battle and doesn't have Death Status) Then
             {
                Remove Chocobo
                Print Message [Caught a Chocobo.]
                GlobalVar:0x84 = 1
             }
          }
       }   
    }
    
    These extra scripts will not be listed with the enemies that have them in
    this document.  Only enemy specific code will be listed, if any.
    
    
    
    
    =============================================================================
    5.3 Mythril Mines
    -----------------
    Name: Madouge
     Lvl: 16         EXP: 70            Win: [ 8] Hi-Potion
      HP: 220         AP: 8           Steal: [ 8] Grand Glove
      MP: 0          Gil: 150         Morph:      Hi-Potion
     ---
    No Elemental Properties
     ---
     Att: 36         Def: 22          Df%: 6           Dex: 56
     MAt: 4          MDf: 26                           Lck: 3
     ---
    No Special Attributes
     ---
    Attacks:
      <Ironball>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (67.5)
        PAt%: 115
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Swamp Shoot
        Physical Attack
        Formula: Physical
        Pwr: 1/4x Base     (13.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: 100%  Inflict 'Darkness'
              Manip.
              Can't Cover
     ---
    AI: Main
    {
       Choose Random Opponent
       If (Madouge is in Front Row) Then
       {
          1/4 Chance: Use Swamp Shoot on Target
          3/4 Chance: Use <Ironball> on Target
       } Else {
          1/4 Chance: Use <Ironball> on Target
          3/4 Chance: Use Swamp Shoot on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Crawler
     Lvl: 15         EXP: 56            Win: [ 8] Hi-Potion
      HP: 140         AP: 6           Steal:      -      
      MP: 48         Gil: 65          Morph:      -
     ---
    Weak:   Earth
    Half:   Ice
     ---
     Att: 28         Def: 10          Df%: 5           Dex: 36
     MAt: 38         MDf: 32                           Lck: 2
     ---
    No Special Attributes
     ---
    Attacks:
      Bite
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (41)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit            
        Attr: Berserk Attack
              Manip.
      Cold Breath
        Magical Attack
        Formula: Magical
        Pwr: 1/16x Base    (19.875)
        MAt%: 100
        Cost: 2 MP
        Tar: 1 Op
        Elm: Ice
        Attr: Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       1/2 Chance: Use Bite on Target
       1/2 Chance: Use Cold Breath on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Ark Dragon
     Lvl: 18         EXP: 84            Win: [ 8] Phoenix Down, [ 2] Ether
      HP: 280         AP: 10          Steal: [32] Ether
      MP: 124        Gil: 180         Morph:      Phoenix Down
     ---
    Weak:   Wind
    Void:   Earth
    Asrb:   Fire
     ---
     Att: 56         Def: 50          Df%: 5           Dex: 61
     MAt: 18         MDf: 130                          Lck: 7
     ---
    Immune: Stop, Frog, Paralysed
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (67.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Flame Thrower
        Magical Attack
        Formula: Magical
        Pwr: 7/8x Base     (189)
        MAt%: 100
        Cost: 10 MP
        Tar: 1 Op
        Elm: Fire
        Attr: Reflectable
              Manip.
        Notes: Always targets whoever has the highest HP
     ---
    AI: Main
    {
       1/4 Chance:
       {
          Choose Random Opponent
          Use <Claw> on Target
       }
       3/4 Chance:
       {
          Choose Random Opponent with Highest HP
          Use Flame Thrower on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Castanets
     Lvl: 15         EXP: 65            Win: [ 8] Hi-Potion
      HP: 190         AP: 7           Steal:      -      
      MP: 0          Gil: 113         Morph:      -
     ---
    Weak:   Fire
     ---
     Att: 26         Def: 76          Df%: 3           Dex: 49
     MAt: 2          MDf: 4                            Lck: 2
     ---
    No Special Attributes
     ---
    Attacks:
      2-stage Attack
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (38)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Scissor Spark
        Physical Attack
        Formula: Physical
        Pwr: 1 3/8x Base   (52.25)
        PAt%:  75
        Tar: 1 Op
        Elm: Lightning
        Attr: Manip.
              Can't Cover
     ---
    AI: Main
    {
       Choose Random Opponent
       1/2 Chance: Use 2-stage Attack on Target
       1/2 Chance: Use Scissor Spark on Target
    }
    
    
    
    
    =============================================================================
    5.4 Junon Overworld
    -------------------
    
    5.4.1 Junon Area
    ----- ----------
    Name: Hell Rider VR2
     Lvl: 18         EXP: 72            Win: [ 8] Potion
      HP: 350         AP: 8           Steal: [32] Hi-Potion
      MP: 50         Gil: 130         Morph:      Hi-Potion
     ---
    Half:   Gravity
     ---
     Att: 76         Def: 46          Df%: 1           Dex: 60
     MAt: 5          MDf: 60                           Lck: 0
     ---
    Immune: Death, Stop, Frog, Small, Petrify, Death-sentence, Manipulate,
            Peerless, Paralysed
     ---
    Attacks:
      <Iron Mallet>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (160)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
      <Ballistic>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (240)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
      Electromag
        Magical Change Row
        MAt%: 255
        Tar: All Op
        Elm: Hidden
        Notes: Toggles Back Row to Front Row and vice versa for all party members
     ---
    AI: Main
    {
       If (TempVar:OpeningAttack == 0) Then
       {
          Choose All Opponents
          Use Electromag on Target
          TempVar:OpeningAttack = 1
       } Else {
          Choose Random Opponent
          1/2 Chance: Use <Iron Mallet> on Target
          1/2 Chance: Use <Ballistic> on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Zemzelett
     Lvl: 17         EXP: 70            Win: [ 8] Hi-Potion
      HP: 285         AP: 7           Steal:      -      
      MP: 36         Gil: 165         Morph:      Hi-Potion
     ---
    Weak:   Wind
    Void:   Earth, Water, Gravity
     ---
     Att: 30         Def: 50          Df%: 1           Dex: 58
     MAt: 30         MDf: 50                           Lck: 0
     ---
    Immune: Confusion, Stop, Frog, Small, Berserk, Paralysed
    
    Transformation: 1st Form is default
                    2nd Form flies in the air and changes attack animation of
                             'Clap' and 'Thunderbolt'
                    2nd Form has Can't Reach; Def:  20, Df%:  60
     ---
    Attacks:
      <Flap>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (45)
        PAt%: 100
        Tar: All Op
        Elm: Wind
        Attr: Can't Cover
      Thunderbolt
        Magical Attack
        Formula: Magical
        Pwr: 15/16x Base   (264.375)
        MAt%:  75
        Cost: 4 MP
        Tar: 1 Op
        Elm: Lightning
        Attr: Manip.
      White Wind
        Physical HP Restore
        Formula: Custom
        Pwr: Caster's HP
        PAt%: 255
        Cost: 34 MP
        Tar: All Al (NS)
        Elm: Restorative
        Attr: 100%  Cure 'Sleep', 'Poison', 'Confusion', 'Silence', 'Slow',
                         'Stop', 'Frog', 'Small', 'Slow-numb', 'Petrify',
                         'Manipulate', 'Berserk', 'Paralysed', 'Darkness',
                         'Death Force', 'Resist'
              Manip.
        Notes: Zemzelett will never use this normally
     ---
    AI: Setup
    {
       TempVar:DfltDf% = Zemzelett's Df%
       TempVar:DfltDef = Zemzelett's Def
    }
    AI: Main
    {
       If (Zemzelett's IdleAnim == On Land) Then
       {
          If (TempVar:1stLandAttack == 0) Then
          {
             Choose Random Opponent
             Use <Clap> on Target
             TempVar:1stLandAttack = 1
          } Else {
             1/4 Chance:
             {
                Choose Self
                Use <> on Target
                Zemzelett's IdleAnim = In Air
                Zemzelett's Df% = Zemzelett's Df% + 10
                Zemzelett's Def = Zemzelett's Def - 30
                Zemzelett's Range = 16
                TempVar:1stFlyAttack = 0
             }
             1/4 Chance:
             {
                Choose Random Opponent
                Use Thunderbolt on Target
             }
             1/2 Chance:
             {
                Choose Random Opponent
                Use <Clap> on Target
             }
          }
       } Else {
          If (TempVar:1stFlyAttack == 0) Then
          {
             Choose Random Opponent
             Use Thunderbolt on Target
             TempVar:1stFlyAttack = 1
          } Else {
             1/4 Chance:
             {
                Choose Self
                Use <> on Target
                Zemzelett's IdleAnim = On Land
                Zemzelett's Df% = TempVar:DfltDf%
                Zemzelett's Def = TempVar:DfltDef
                Zemzelett's Range = 1
                TempVar:1stLandAttack = 0
             }
             1/4 Chance:
             {
                Choose Random Opponent
                Use Thunderbolt on Target
             }
             1/2 Chance:
             {
                Choose Random Opponent
                Use <Clap> on Target
             }
          }
       }
    }
    AI: Counter - General
    {
       If (Zemzelett's IdleAnim == On Land) Then
       {
          Zemzelett's HurtAnim = Flinch (On Land)
       } Else {
          Zemzelett's HurtAnim = Flinch (In Air)
       }
       If (Zemzelett's IdleAnim == On Land) Then
       {
          If ([2120] AND 0x03 != 0) Then
          {
             Choose Self
             Use <> on Target
             Zemzelett's IdleAnim = In Air
             Zemzelett's Df% = Zemzelett's Df% + 10
             Zemzelett's Def = Zemzelett's Def - 30
             Zemzelett's Range = 16
             TempVar:1stFlyAttack = 0
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Nerosuferoth
     Lvl: 16         EXP: 53            Win: [ 8] Hi-Potion
      HP: 150         AP: 5           Steal:      -
      MP: 20         Gil: 146         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 23         Def: 34          Df%: 1           Dex: 53
     MAt: 5          MDf: 24                           Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Beak>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (34)
        PAt%: 103
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Heatwing
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (126)
        MAt%: 255
        Cost: 4 MP
        Tar: 1 Op
        Elm: Fire
        Attr: Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       If (TempVar:OpeningAttack == 0) Then
       {
          Use <Beak> on Target
          TempVar:OpeningAttack = 1
       } Else {
          If (Nerosuferoth's HP <= 25% of Nerosuferoth's Max HP) Then
          {
             1/4 Chance: Use <Beak> on Target
             3/4 Chance: Use Heatwing on Target
          } Else If (Nerosuferoth's HP <= 50% of Nerosuferoth's Max HP) Then {
             1/2 Chance: Use <Beak> on Target
             1/2 Chance: Use Heatwing on Target
          } Else {
             1/4 Chance: Use Heatwing on Target
             3/4 Chance: Use <Beak> on Target
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Formula
     Lvl: 16         EXP: 65            Win: [ 8] Hi-Potion
      HP: 240         AP: 7           Steal: [ 8] Boomerang
      MP: 100        Gil: 120         Morph:      Speed Drink
     ---
    Weak:   Wind
    Void:   Earth
     ---
     Att: 16         Def: 36          Df%: 1           Dex: 57
     MAt: 5          MDf: 32                           Lck: 0
     ---
    Immune: Stop, Frog, Manipulate, Paralysed
     ---
    Attacks:
      <Air Bomber>
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (126)
        MAt%: 115
        Cost: 5 MP
        Tar: 1 Op
        Elm: Wind
        Attr: Berserk Attack
      Blue Impulse
        Magical Attack
        Formula: Magical
        Pwr: 5/8x Base     (78.75)
        MAt%: 105
        Cost: 18 MP
        Tar: All Op (NS)
        Elm: Wind
      Cross Impulse
        Magical Attack
        Formula: Magical
        Pwr: 7/8x Base     (110.25)
        MAt%: 125
        Cost: 26 MP
        Tar: All Op (NS)
        Elm: Wind
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
       Stage = 0
    }
    AI: Main
    {
       If (Count == 0 or 1 or 2) Then
       {
          If (Formula's MP >= 5) Then
          {
             Choose Random Opponent
             Use <Air Bomber> on Target
          }
          Count = Count + 1
       } Else {
          If ((Stage == 1) AND (Formula's MP >= 26)) Then
          {
             Choose All Opponents
             Use Cross Impulse on Target
          } Else If (Formula's MP >= 18) Then {
             Choose All Opponents
             Use Blue Impulse on Target
          } Else If (Formula's MP >= 5) Then {
             Choose Random Opponent
             Use <Air Bomber> on Target
          }
          Count = Rnd(0..2)
       }
    }
    AI: Counter - General
    {
       If (Formula's HP <= 60% of Formula's Max HP) Then
       {
          Stage = 1
       } Else {
          Stage = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Capparwire
     Lvl: 15         EXP: 60            Win: [ 8] Potion
      HP: 210         AP: 6           Steal: [ 8] Ether
      MP: 20         Gil: 103         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 16         Def: 38          Df%: 1           Dex: 42
     MAt: 0          MDf: 10                           Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Wire Attack>
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (90)
        MAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Grand Spark
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (135)
        MAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       1/2 Chance: Use <Wire Attack> on Target
       1/2 Chance: Use Grand Spark on Target
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.4.2 The Mystery Ninja
    ----- -----------------
    Meeting the Mystery Ninja is key to getting to Yuffie.  Mystery Ninja will
    rarely appear in most overland forests and jungles, but only before you
    acquire Yuffie.  The base chances she will appear in a forest of any
    particular area is as follows:
    
                                 Junon Area:  32/256
                               Gongaga Area:  64/256
                                 Nibel Area:  64/256
                           Rocket Town Area: 255/256
                             Woodlands Area: 128/256
                                Mideel Area: 128/256
                        Goblin/Round Island: 128/256
    
    
    In addition, Mystery Ninja has different stats and sometimes different moves
    depending on her level.  To determine which level Mystery Ninja you will
    fight, Cloud's level is used:
    
     Cloud's Level       Mystery Ninja Lvl
     -------------       -----------------
         1 - 20                 17
        21 - 25                 22
        26 - 30                 27
        31 - 35                 32
        36 - 40                 37
        41 - 99                 42
    
    
    Name: Mystery Ninja
     Lvl: 17         EXP: 160           Win:      -
      HP: 600         AP: 20          Steal:      -
      MP: 117        Gil: 400         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 50         Def: 56          Df%: 9           Dex: 50
     MAt: 30         MDf: 30                           Lck: 20
     ---
    Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      <Fight>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (102)
        PAt%:  95
        Tar: 1 Op
        Elm: Cut
      <Throw>
        Physical Escape Battle
        Auto Hit
        Tar: Self
      <Spider Web>
        Physical Change Status
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Slow'
      <Impaler>
        Physical Change Status
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Frog'
      <Fire Fang>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (102)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Fire
     ---
    AI: Setup
    {
       Turn off Death Handling for Mystery Ninja
    }
    AI: Main
    {
       Count == Count + 1
       If (TempVar:OpeningAttack == 0) Then
       {
          Choose All Opponents
          Use <Fire Fang> on Target
          TempVar:OpeningAttack = 1
       } Else If (Count > 10) Then {
          Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
                 Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
                 Paralysed Statuses from Mystery Ninja
          Choose Self
          Use <Throw> on Target
          RunCmd 0x22/0x0F
          GlobalVar:0x02 = 0
       } Else {
          1/8 Chance:
          {
             If (At Least One Opponent doesn't have Slow Status) Then
             {
                Choose Random Opponent without Slow Status
                Use <Spider Web> on Target
             } Else {
                Choose All Opponents
                Use <Fire Fang> on Target
             }
             
          }
          1/8 Chance:
          {
             If (At Least One Opponent doesn't have Frog Status) Then
             {
                Choose Random Opponent without Frog Status
                Use <Impaler> on Target
             } Else {
                Choose All Opponents
                Use <Fire Fang> on Target
             }
          }
          1/4 Chance:
          {
             Choose All Opponents
             Use <Fire Fang> on Target
          }
          1/2 Chance:
          {
             Choose Random Opponent
             Use <Fight> on Target
          }
       }
    }
    AI: Counter - Death
    {
       GlobalVar:0x02 = 17
    }
    AI: Counter - 13
    {
       Remove Mystery Ninja
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Mystery Ninja
     Lvl: 22         EXP: 240           Win:      -
      HP: 800         AP: 40          Steal:      -
      MP: 150        Gil: 800         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 57         Def: 60          Df%: 10          Dex: 62
     MAt: 38         MDf: 34                           Lck: 21
     ---
    Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      <Fight>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (135)
        PAt%:  95
        Tar: 1 Op
        Elm: Cut
      <Throw>
        Physical Escape Battle
        Auto Hit
        Tar: Self
      <Spider Web>
        Physical Change Status
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Slow'
      <Impaler>
        Physical Change Status
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Frog'
      <Fire Fang>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (135)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Fire
     ---
    AI: Setup
    {
       Turn off Death Handling for Mystery Ninja
    }
    AI: Main
    {
       Count == Count + 1
       If (TempVar:OpeningAttack == 0) Then
       {
          Choose All Opponents
          Use <Fire Fang> on Target
          TempVar:OpeningAttack = 1
       } Else If (Count > 10) Then {
          Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
                 Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
                 Paralysed Statuses from Mystery Ninja
          Choose Self
          Use <Throw> on Target
          RunCmd 0x22/0x0F
          GlobalVar:0x02 = 0
       } Else {
          1/8 Chance:
          {
             If (At Least One Opponent doesn't have Slow Status) Then
             {
                Choose Random Opponent without Slow Status
                Use <Spider Web> on Target
             } Else {
                Choose All Opponents
                Use <Fire Fang> on Target
             }
          }
          1/8 Chance:
          {
             If (At Least One Opponent doesn't have Frog Status) Then
             {
                Choose Random Opponent without Frog Status
                Use <Impaler> on Target
             } Else {
                Choose All Opponents
                Use <Fire Fang> on Target
             }
          }
          1/4 Chance:
          {
             Choose All Opponents
             Use <Fire Fang> on Target
          }
          1/2 Chance:
          {
             Choose Random Opponent
             Use <Fight> on Target
          }
       }
    }
    AI: Counter - Death
    {
       GlobalVar:0x02 = 22
    }
    AI: Counter - 13
    {
       Remove Mystery Ninja
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Mystery Ninja
     Lvl: 27         EXP: 320           Win:      -
      HP: 1120        AP: 60          Steal:      - 
      MP: 190        Gil: 1200        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 64         Def: 68          Df%: 11          Dex: 64
     MAt: 43         MDf: 40                           Lck: 23
     ---
    Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      <Fight>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (172)
        PAt%:  95
        Tar: 1 Op
        Elm: Cut
      <Throw>
        Physical Escape Battle
        Auto Hit
        Tar: Self
      <Spider Web>
        Physical Change Status
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Slow'
      <Fire Veil>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (172)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Fire
      <Leviathan Scales>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (215)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Water
      <Swift Bolt>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (215)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Lightning
        Attr: Can't Cover
        Notes: Mystery Ninja can also use this against 1 Op
     ---
    AI: Setup
    {
       Turn off Death Handling for Mystery Ninja
    }
    AI: Main
    {
       Count == Count + 1
       If (TempVar:OpeningAttack == 0) Then
       {
          Choose All Opponents
          Use <Fire Veil> on Target
          TempVar:OpeningAttack = 1
       } Else If (Count > 10) Then {
          Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
                 Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
                 Paralysed Statuses from Mystery Ninja
          Choose Self
          Use <Throw> on Target
          RunCmd 0x22/0x0F
          GlobalVar:0x02 = 0
       } Else {
          1/8 Chance:
          {
             Choose All Opponents
             Use <Fire Veil> on Target
          }
          1/8 Chance:
          {
             Choose All Opponents
             Use <Leviathan Scales> on Target
          }
          1/8 Chance:
          {
             Choose All Opponents
             Use <Swift Bolt> on Target
          }
          1/8 Chance:
          {
             Choose Random Opponent
             Use <Swift Bolt> on Target
          }
          1/4 Chance:
          {
             If (At Least One Opponent doesn't have Slow Status) Then
             {
                Choose Random Opponent without Slow Status
                Use <Spider Web> on Target
             } Else {
                Choose Random Opponent
                Use <Fight> on Target
             }
          }
          1/4 Chance:
          {
             Choose Random Opponent
             Use <Fight> on Target
          }
       }
    }
    AI: Counter - Death
    {
       GlobalVar:0x02 = 27
    }
    AI: Counter - 13
    {
       Remove Mystery Ninja
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Mystery Ninja
     Lvl: 32         EXP: 480           Win:      -
      HP: 1500        AP: 80          Steal:      -
      MP: 234        Gil: 1600        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 69         Def: 72          Df%: 13          Dex: 80
     MAt: 48         MDf: 46                           Lck: 23
     ---
    Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      <Fight>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (276)
        PAt%:  95
        Tar: 1 Op
        Elm: Cut 
      <Throw>
        Physical Escape Battle
        Auto Hit
        Tar: Self
      <Spider Web>
        Physical Change Status
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Slow'
      <Fire Veil>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (276)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Fire
      <Leviathan Scales>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (345)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Water
      <Swift Bolt>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (345)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Lightning
        Attr: Can't Cover
        Notes: Mystery Ninja can also use this against 1 Op
     ---
    AI: Setup
    {
       Turn off Death Handling for Mystery Ninja
    }
    AI: Main
    {
       Count == Count + 1
       If (TempVar:OpeningAttack == 0) Then
       {
          Choose All Opponents
          Use <Fire Veil> on Target
          TempVar:OpeningAttack = 1
       } Else If (Count > 10) Then {
          Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
                 Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
                 Paralysed Statuses from Mystery Ninja
          Choose Self
          Use <Throw> on Target
          RunCmd 0x22/0x0F
          GlobalVar:0x02 = 0
       } Else {
          1/8 Chance:
          {
             Choose All Opponents
             Use <Fire Veil> on Target
          }
          1/8 Chance:
          {
             Choose All Opponents
             Use <Leviathan Scales> on Target
          }
          1/8 Chance:
          {
             Choose All Opponents
             Use <Swift Bolt> on Target
          }
          1/8 Chance:
          {
             Choose Random Opponent
             Use <Swift Bolt> on Target
          }
          1/4 Chance:
          {
             If (At Least One Opponent doesn't have Slow Status) Then
             {
                Choose Random Opponent without Slow Status
                Use <Spider Web> on Target
             } Else {
                Choose Random Opponent
                Use <Fight> on Target
             }
          }
          1/4 Chance:
          {
             Choose Random Opponent
             Use <Fight> on Target
          }
       }
    }
    AI: Counter - Death
    {
       GlobalVar:0x02 = 32
    }
    AI: Counter - 13
    {
       Remove Mystery Ninja
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Mystery Ninja
     Lvl: 37         EXP: 640           Win:      -
      HP: 1950        AP: 100         Steal:      -
      MP: 280        Gil: 2000        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 74         Def: 78          Df%: 14          Dex: 90
     MAt: 54         MDf: 54                           Lck: 24
     ---
    Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      <Fight>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (329)
        PAt%:  95
        Tar: 1 Op
        Elm: Cut 
      <Throw>
        Physical Escape Battle
        Auto Hit
        Tar: Self
      <Spider Web>
        Physical Change Status
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Slow'
      <Fire Veil>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (329)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Fire
      <Leviathan Scales>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (411.25)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Water
      <Swift Bolt>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (411.25)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Lightning
        Attr: Can't Cover
        Notes: Mystery Ninja can also use this against 1 Op
     ---
    AI: Setup
    {
       Turn off Death Handling for Mystery Ninja
    }
    AI: Main
    {
       Count == Count + 1
       If (TempVar:OpeningAttack == 0) Then
       {
          Choose All Opponents
          Use <Fire Veil> on Target
          TempVar:OpeningAttack = 1
       } Else If (Count > 10) Then {
          Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
                 Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
                 Paralysed Statuses from Mystery Ninja
          Choose Self
          Use <Throw> on Target
          RunCmd 0x22/0x0F
          GlobalVar:0x02 = 0
       } Else {
          1/8 Chance:
          {
             Choose All Opponents
             Use <Fire Veil> on Target
          }
          1/8 Chance:
          {
             Choose All Opponents
             Use <Leviathan Scales> on Target
          }
          1/8 Chance:
          {
             Choose All Opponents
             Use <Swift Bolt> on Target
          }
          1/8 Chance:
          {
             Choose Random Opponent
             Use <Swift Bolt> on Target
          }
          1/4 Chance:
          {
             If (At Least One Opponent doesn't have Slow Status) Then
             {
                Choose Random Opponent without Slow Status
                Use <Spider Web> on Target
             } Else {
                Choose Random Opponent
                Use <Fight> on Target
             }
          }
          1/4 Chance:
          {
             Choose Random Opponent
             Use <Fight> on Target
          }
       }
    }
    AI: Counter - Death
    {
       GlobalVar:0x02 = 37
    }
    AI: Counter - 13
    {
       Remove Mystery Ninja
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Mystery Ninja
     Lvl: 42         EXP: 720           Win:      -
      HP: 2400        AP: 120         Steal:      -
      MP: 325        Gil: 2400        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 80         Def: 82          Df%: 15          Dex: 100
     MAt: 58         MDf: 58                           Lck: 24
     ---
    Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      <Fight>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (395)
        PAt%:  95
        Tar: 1 Op
        Elm: Cut 
      <Throw>
        Physical Escape Battle
        Auto Hit
        Tar: Self
      <Spider Web>
        Physical Change Status
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Slow'
      <Fire Veil>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (395)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Fire
      <Leviathan Scales>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (493.75)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Water
      <Swift Bolt>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (493.75)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Lightning
        Notes: Mystery Ninja can also use this against 1 Op
     ---
    AI: Setup
    {
       Turn off Death Handling for Mystery Ninja
    }
    AI: Main
    {
       Count == Count + 1
       If (TempVar:OpeningAttack == 0) Then
       {
          Choose All Opponents
          Use <Fire Veil> on Target
          TempVar:OpeningAttack = 1
       } Else If (Count > 10) Then {
          Remove Sleep/Poison/Confusion/Silence/Haste/Slow/Stop/Frog/Small/
                 Slow-numb/Petrify/Regen/Death-sentence/Manipulate/Berserk/
                 Paralysed Statuses from Mystery Ninja
          Choose Self
          Use <Throw> on Target
          RunCmd 0x22/0x0F
          GlobalVar:0x02 = 0
       } Else {
          1/8 Chance:
          {
             Choose All Opponents
             Use <Fire Veil> on Target
          }
          1/8 Chance:
          {
             Choose All Opponents
             Use <Leviathan Scales> on Target
          }
          1/8 Chance:
          {
             Choose All Opponents
             Use <Swift Bolt> on Target
          }
          1/8 Chance:
          {
             Choose Random Opponent
             Use <Swift Bolt> on Target
          }
          1/4 Chance:
          {
             If (At Least One Opponent doesn't have Slow Status) Then
             {
                Choose Random Opponent without Slow Status
                Use <Spider Web> on Target
             } Else {
                Choose Random Opponent
                Use <Fight> on Target
             }
          }
          1/4 Chance:
          {
             Choose Random Opponent
             Use <Fight> on Target
          }
       }
    }
    AI: Counter - Death
    {
       GlobalVar:0x02 = 42
    }
    AI: Counter - 13
    {
       Remove Mystery Ninja
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.4.3 Fort Condor
    ----- -----------
    There are three CMD.Grand Horns, and which you face if you lose the Fort
    Condor mini-game depends on many things, but mostly on your average level and
    which battle it is.
    
    Name: CMD.Grand Horn
     Lvl: 19         EXP: 200           Win: 100% Vagyrisk Claw
      HP: 2000        AP: 20          Steal:      -
      MP: 100        Gil: 2400        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 40         Def: 30          Df%: 5           Dex: 57
     MAt: 20         MDf: 32                           Lck: 10
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      <Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (63)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
      Poison Breath
        Magical Attack
        Formula: Magical
        Pwr: 3/4x Base     (175.5)
        MAt%:  90
        Cost: 10 MP
        Tar: 1 Op
        Elm: Poison
        Attr: [ 84] Inflict 'Poison'
      Grand Attack
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (63)
        PAt%: 100
        Tar: All Op/1 Op
        Elm: Shoot
     ---
    AI: Main
    {
       If (Count == 0 or 1 or 2) Then
       {
          Choose Random Opponent
          Use <Punch> on Target
          Count = Count + 1
       } Else If (Count == 3) Then {
          If ((At Least One Opponent doesn't have Poison) AND (1/2 Chance)) Then
          {
             Choose Random Opponent without Poison
             Use Poison Breath on Target
          } Else {
             Use <Punch> on Target
          }
          Count = 0
       } Else {
          Choose All Opponents
          Use Grand Attack on Target
          Count = 0
       }
    }
    AI: Counter - General
    {
       If ((CMD.Grand Horn's HP <= 50% of CMD.Grand Horn's Max HP)
             AND (1/2 Chance)) Then
       {
          Count = 4
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: CMD.Grand Horn
     Lvl: 25         EXP: 400           Win:      -
      HP: 4000        AP: 40          Steal:      -
      MP: 200        Gil: 4800        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 60         Def: 50          Df%: 5           Dex: 67
     MAt: 50         MDf: 62                           Lck: 20
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      <Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (152)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
      Poison Breath
        Magical Attack
        Formula: Magical
        Pwr: 3/4x Base     (337.5)
        MAt%:  90
        Cost: 10 MP
        Tar: 1 Op
        Elm: Poison
        Attr: [ 84] Inflict 'Poison'
      Grand Attack
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (152)
        PAt%: 100
        Tar: All Op/1 Op
        Elm: Shoot
     ---
    AI: Main
    {
       If (At Least One Opponent doesn't have Poison) Then
       {
          Choose Random Opponent without Poison
          Use Poison Breath on Target
       } Else {
          If (Count == 0 or 1 or 2) Then
          {
             Choose Random Opponent with Poison
             Use <Punch> on Target
             Count = Count + 1
          } Else {
             Choose All Opponents
             Use Grand Attack on Target
             Count = 0
          }
       }   
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: CMD.Grand Horn
     Lvl: 37         EXP: 800           Win: 100% Imperial Guard
      HP: 8000        AP: 80          Steal:      -
      MP: 300        Gil: 9600        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 100        Def: 70          Df%: 5           Dex: 79
     MAt: 95         MDf: 80                           Lck: 30
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      <Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (560)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
      Poison Breath
        Magical Attack
        Formula: Magical
        Pwr: 3/4x Base     (594)
        MAt%:  90
        Cost: 10 MP
        Tar: 1 Op
        Elm: Poison
        Attr: [ 84] Inflict 'Poison'
        Notes: Will use Punch once or twice immediately after Poison Breath,
                 preferring to combo against the same target
      Grand Attack
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (560)
        PAt%: 100
        Tar: All Op/1 Op
        Elm: Shoot
        Notes: Only used as a Final Attack
     ---
    AI: Main
    {
       If (At Least One Opponent doesn't have Poison Status) Then
       {
          SelectTar = Choose Random Opponent without Poison Status
          Choose SelectTar
          Use Poison Breath on Target
       }
       If (SelectTar has Death Status) Then
       {
          SelectTar = Choose Random Opponent
       }
       Choose SelectTar
       Use <Punch> on Target
       If (1/2 Chance) Then
       {
          If (SelectTar has Death Status) Then
          {
             SelectTar = Choose Random Opponent
          }
          Choose SelectTar
          Use <Punch> on Target
       }
    }
    AI: Counter - Death
    {
       Choose All Opponents
       Use Grand Attack on Target
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.4.4 Junon (Disc One): Bottomswell
    ----- -----------------------------
    During this battle, the following extra script exists on the party:
    
    AI: Counter - Death
    {
       BattleVar:CharID = 0
       While (BattleVar:CharID < 3) 
       {
          If (BattleVar:CharID == 0) Then
          {
             Choose 1st Party Member
          } Else If (BattleVar:CharID == 1) Then {
             Choose 2nd Party Member
          } Else If (BattleVar:CharID == 2) Then {
             Choose 3rd Party Member
          }
          If (Target has Death and Imprisoned Status) Then
          {
             Set Waterpolo associated with Target as Self
             Remove Imprisoned Status from Target
             Choose Waterpolo (Self)
             Use <Vanish> on Target
             Turn off Death Handling for Waterpolo (Self)
             Remove Waterpolo (Self)
          }
          BattleVar:CharID = BattleVar:CharID + 1
       }
    }
    
    This script will remove the Waterpolo surrounding a party member if they die.
    
    
    
    -----------------------------------------------------------------------------
    Name: Bottomswell
     Lvl: 23         EXP: 550           Win: 100% Power Wrist
      HP: 2500        AP: 52          Steal:      -
      MP: 100        Gil: 1000        Morph:      -
     ---
    Weak:   Wind
    Half:   Gravity
    Void:   Earth
     ---
     Att: 42         Def: 36          Df%: 1           Dex: 69
     MAt: 30         MDf: 96                           Lck: 0
     ---
    Immune: Death, Confusion, Silence, Stop, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Paralysed
    
    Can't Reach
    
    Transformation: 1st Form is default
                    2nd Form and 3rd Form occurs after 'Fury Blast' is used
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (255)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Notes: Always targets whoever has the highest HP
               Only used in 1st Form
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (255)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Notes: Always targets whoever has the highest HP
               Only used in 2nd Form
      Tail Attack
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (127.5)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Notes: Only used in 1st Form
      Moonstrike
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (127.5)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Notes: Only used in 2nd Form
      <Waterball>
        Magical Change Status
        Auto Hit
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Death', 'Imprisoned'
        Notes: Create 'Waterpolo' over target
               This version of Imprisoned acts like Paralysed
               Only used in 3rd Form
               Despite attempting to inflict 'Death', this is actually only a
                 flag that will instead place a Seizure effect on the Imprisoned
                 character
      Big Wave
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Base   (191.25)
        PAt%: 100
        Tar: All Op
        Elm: Water
        Notes: Only used in 3rd Form
               Also used as Final Attack
    
    Animations:
      <Fury Blast>
        Transforms into 2nd Form or 3rd Form
        Notes: C/A while in 1st Form or 2nd Form
      <Chill>
        Transforms into 1st Form
        Notes: Used after a while in 2nd Form/3rd Form
     ---
    AI: Setup
    {
       Turn off Death Handling for Bottomswell
       TempVar:HitsTilNextStage = 6
       Bottomswell's Range = 16
    }
    AI: Main
    {
       TempVar:AttackAll = 0
       If (Bottomswell's IdleAnim == 1st Form) Then
       {
          If (Count == 0 or 1 or 2) Then
          {
             Choose Random Opponent
             Use Tail Attack on Target
             Count = Count + 1
          } Else {
             1/3 Chance:
             {
                TempVar:AttackAll = 1
                TempVar:ChosenAtt = Tail Attack
             }
             2/3 Chance:
             {
                Choose Random Opponent with Highest HP
                Use <Bodyblow> (Low Hit% Version) on Target
             }
             Count = 0
          }
       } Else If (Bottomswell's IdleAnim == 2nd Form) Then {
          If (Count == 0) Then {
             TempVar:AttackAll = 1
             TempVar:ChosenAtt = Moonstrike
             Count = 1
          } Else If (Count == 1) Then {
             Choose Random Opponent with Highest HP
             Use <Bodyblow> (High Hit% Version) on Target
             Count = 2
          } Else If (Count == 2) Then {
             Choose Random Opponent
             Use Moonstrike on Target
             Count = 3
          } Else {
             If (Stage < 1) Then
             {
                Choose Self
                Use <Fury Blast> on Target
                Bottomswell's IdleAnim = 1st Form
                Count = 0
                TempVar:HitsTilNextStage = 6
             } Else {
                Choose Random Opponent
                Use Moonstrike on Target
                1/2 Chance: Count = 0
                1/2 Chance: Count = 1
             }
          }
       } Else {
          If (Count == 0) Then {
             TempVar:Group = Opponents (incl. Dead) with neither Death nor
                               Imprisoned Status
             If (TempVar:Group has more than one Opponent) Then
             {
                TempVar:PoloTarget = Choose Random Opponent in TempVar:Group
             } Else {
                TempVar:PoloTarget = [2040]
             }
             If (TempVar:PoloTarget != [2040]) Then
             {
                Choose TempVar:PoloTarget
                Use <Waterball> on Target
                Remove Death Status from Waterpolo
                Activate Waterpolo
                Waterpolo's HP = Waterpolo's Max HP
                Waterpolo's Physical Immunity = On
             }
             Count = 1
          } Else If (Count == 1 or 2) Then {
             Count = Count + 1
          } Else If (Count == 3) Then {
             If (Stage < 2) Then
             {
                Choose Self
                Use <Chill> on Target
                Bottomswell's IdleAnim = 1st Form
                Count = 0
                TempVar:HitsTilNextStage = 6
             } Else {
                Choose All Opponents
                Use Big Wave on Target
                Count = 4
             }
          } Else {
             If ((At Least One Opponent has Imprisoned Status)
                   AND (At Least One Opponent has Death Status)) Then
             {
                Count = 1
             } Else {
                Count = 0
             }
          }
       }
       If (TempVar:AttackAll == 1) Then
       {
          If (2nd Opponent doesn't have Death Status) Then
          {
             Choose 2nd Opponent
             Use TempVar:ChosenAtt on Target
          }
          If (1st Opponent doesn't have Death Status) Then
          {
             Choose 1st Opponent
             Use TempVar:ChosenAtt on Target
          }
          If (3rd Opponent doesn't have Death Status) Then
          {
             Choose 3rd Opponent
             Use TempVar:ChosenAtt on Target
          }
       }
    }
    AI: Counter - General
    {
       If (Bottomswell's HP <= 50% of Bottomswell's Max HP) Then
       {
          Stage = 2
          TempVar:HitsTilNextStage = 0
       } Else If (Bottomswell's HP <= 75% of Bottomswell's Max HP) Then {
          Stage = 1
          TempVar:HitsTilNextStage = 0
       } Else {
          Stage = 0
       }
       If (Bottomswell's IdleAnim == 1st Form) Then
       {
          Bottomswell's HurtAnim = 1
          If (TempVar:HitsTilNextStage == 0) Then
          {
             Choose Self
             Use <Fury Blast> on Target
             Bottomswell's IdleAnim = 2nd Form
             Count = 0
             TempVar:HitsTilNextStage = 6
             If (Stage == 2) Then
             {
                Choose Self
                Use <Fury Blast> on Target
                Bottomswell's IdleAnim = 3rd Form
                Count = 0
                TempVar:HitsTilNextStage = 3
             }
          } Else {
             TempVar:HitsTilNextStage = TempVar:HitsTilNextStage - 1
          }
       } Else If (Bottomswell's IdleAnim == 2nd Form) Then {
          Bottomswell's HurtAnim = 7
          If (TempVar:HitsTilNextStage == 0) Then
          {
             Choose Self
             Use <Fury Blast> on Target
             Bottomswell's IdleAnim = 3rd Form
             Count = 0
             TempVar:HitsTilNextStage = 3
          } Else {
             TempVar:HitsTilNextStage = TempVar:HitsTilNextStage - 1
          }
       } Else {
          Bottomswell's HurtAnim = 13
       }
    }
    AI: Counter - Death
    {
       Choose All Opponents
       Use Big Wave on Target
       If (At Least One Target is Imprisoned) Then
       {
          Choose All Targets with Imprisoned Status
          Remove Imprisoned Status from Target
       }
       Choose Self
       Use <Vanish> on Target
       Remove Waterpolos
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Waterpolo
     Lvl:  4         EXP: 10            Win:      -
      HP: 40          AP: 0           Steal:      -
      MP: 0          Gil: 0           Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 1          Def: 100         Df%: 1           Dex: 1
     MAt: 1          MDf: 254                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Frog, Small, Slow-numb,
            Petrify, Regen, Death-sentence, Manipulate, Berserk, Peerless,
            Paralysed, Darkness
    
    Waterpolo is immune to all damage from Physical Attacks
    
    If killed, leaves no EXP/AP/Gil
     ---
    Animations:
      <Vanish>
      <Appear>
     ---
    AI: Setup
    {
       Waterpolo's AI:Main = Off
       Waterpolo's Physical Immunity = On
       Waterpolo's HP = Waterpolo's Max HP
    }
    AI: Counter - Death
    {
       Choose Imprisoned Character
       Remove Imprisoned Status from Target
       Remove Death Status from Self
       Remove Self
       Choose Self
       Use <Vanish> on Target
    }
    
    
    
    
    =============================================================================
    5.5 Cargo Ship
    --------------
    Name: Scrutin Eye
     Lvl: 15         EXP: 80            Win: [ 2] Ether
      HP: 240         AP: 8           Steal: [32] Ether
      MP: 60         Gil: 120         Morph:      Turbo Ether
     ---
    Weak:   Wind
    Void:   Earth, Water
     ---
     Att: 20         Def: 20          Df%: 16          Dex: 36
     MAt: 5          MDf: 96                           Lck: 0
     ---
    Immune: Stop, Frog, Paralysed
     ---
    Attacks:
      <Drilldrive>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (29)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Ice2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (150)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
              Manip.
      Fire2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (150)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
              Manip.
     ---
    AI: Main
    {
       If (Scrutin Eye is in Front Row) Then
       {
          1/4 Chance:
          {
             Choose Random Opponent
             If (Scrutin Eye's MP >= 22) Then
             {
                Use Fire2 on Target
             } Else {
                Use <Drilldrive> on Target
             }
          }
          1/4 Chance:
          {
             Choose Random Opponent
             If (Scrutin Eye's MP >= 22) Then
             {
                Use Ice2 on Target
             } Else {
                Use <Drilldrive> on Target
             }
          }
          1/2 Chance:
          {
             Choose Random Opponent
             Use <Drilldrive> on Target
          }
       } Else {
          3/8 Chance:
          {
             Choose Random Opponent
             If (Scrutin Eye's MP >= 22) Then
             {
                Use Fire2 on Target
             } Else {
                Use <Drilldrive> on Target
             }
          }
          3/8 Chance:
          {
             Choose Random Opponent
             If (Scrutin Eye's MP >= 22) Then
             {
                Use Ice2 on Target
             } Else {
                Use <Drilldrive> on Target
             }
          }
          1/4 Chance:
          {
             Choose Random Opponent
             Use <Drilldrive> on Target
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Marine
     Lvl: 16         EXP: 75            Win: 100% Eye drop
      HP: 300         AP: 8           Steal: [ 8] Shinra Beta
      MP: 20         Gil: 150         Morph:      X-Potion
     ---
    No Elemental Properties
     ---
     Att: 36         Def: 30          Df%: 10          Dex: 59
     MAt: 5          MDf: 60                           Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Machine Gun>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (54)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
      Grenade
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (67.5)
        PAt%:  85
        Tar: All Op
        Elm: Non-Element
        Attr: Manip.
              Can't Cover
      <Smoke Bullet>
        Physical Change Status
        PAt%:  75
        Tar: 1 Op
        Elm: Hidden
        Attr: [100] Inflict 'Sleep', 'Darkness'
              Manip.
     ---
    AI: Setup
    {
       TempVar:GrenadeAmmo = 4
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          Choose Random Opponent
          Use <Smoke Bullet> on Target
          Count = 1
       } Else If (Count == 1 or 2 or 3) Then {
          Choose Random Opponent
          Use <Machine Gun> on Target
          Count = Count + 1
       } Else {
          If (Stage == 1) Then
          {
             If (TempVar:GrenadeAmmo > 0) Then
             {
                Choose All Opponents
                Use Grenade on Target
                TempVar:GrenadeAmmo = TempVar:GrenadeAmmo - 1
                Count = 3
             } Else {
                Choose Random Opponent
                Use <Machine Gun> on Target
                Count = 1
             }
          } Else {
             Count = 0
          }
       }
    }
    AI: Counter - General
    {
       If (Marine's HP <= 2/3rds of Marine's Max HP) Then
       {
          Stage = 1
       } Else {
          Stage = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Jenova*BIRTH
     Lvl: 25         EXP: 680           Win: 100% White Cape
      HP: 4000        AP: 64          Steal:      -
      MP: 110        Gil: 800         Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 38         Def: 56          Df%: 1           Dex: 60
     MAt: 30         MDf: 180                          Lck: 10
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
            Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed
     ---
    Attacks:
      <Laser>
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (201)
        PAt%:  90
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
        Notes: Cannot Critical
               Will sometimes use Laser against all non-Stopped/non-Dead party
                 members in a single combo
      Gas
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (201)
        PAt%:  90
        Tar: 1 Op
        Elm: Non-Element
        Attr: Can't Cover
        Notes: Cannot Critical
      W-Laser
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (201)
        PAt%:  90
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
        Notes: Cannot Critical
               Will sometimes use W-Laser against all non-Stopped/non-Dead party
                 members in a single combo
      Tail Laser
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (201)
        PAt%:  90
        Tar: All Op
        Elm: Shoot
        Notes: Cannot Critical
      Stop
        Magical Change Status
        Auto Hit
        Cost: 34 MP
        Tar: All Op/1 Op
        Elm: Non-Element
        Attr: [ 60] Inflict 'Stop'
              Reflectable
     ---
    AI: Setup
    {
       1/2 Chance: Count = 3
       1/2 Chance: Count = 0
    }
    AI: Main
    {
       TempVar:LaserAttack = 0
       If (Count == 0) Then
       {
          If (At Least One Opponent has Stop Status) Then
          {
             Choose Random Opponent with Stop Status
             Use Gas on Target
          } Else {
             If (Jenova*BIRTH's MP >= 34) Then
             {
                Choose Random Opponent
                Use Stop on Target
             }
          }
          Count = 1
       } Else If (Count == 1 or 2) Then {
          Count = Count + 1
       } Else If (Count == 3) Then {
          TempVar:LaserAttack = 1
          TempVar:ChosenAtt = Laser
          Count = 4
       } Else If (Count == 4) Then {
          Choose All Opponents
          Use Tail Laser on Target
          If (1/2 Chance) Then
          {
             Choose All Opponents
             Use Tail Laser on Target
          }
          Count = 5
       } Else If (Count == 5) Then {
          TempVar:LaserAttack = 1
          TempVar:ChosenAtt = W-Laser
          Count = 6
       } Else {
          If (At Least One Opponent has Stop Status) Then
          {
             Choose Random Opponent with Stop Status
             Use Gas on Target
          } Else {
             If (1/3 Chance) Then
             {
                Choose Random Opponent
                Use Gas on Target
             }
          }
          Count = 0
       }
       If (TempVar:LaserAttack == 1) Then
       {
          If (1/3 Chance) Then
          {
             If (2nd Opponent has neither Death nor Stop Status) Then
             {
                Choose 2nd Opponent
                Use TempVar:ChosenAtt on Target
             }
             If (1st Opponent has neither Death nor Stop Status) Then
             {
                Choose 1st Opponent
                Use TempVar:ChosenAtt on Target
             }
             If (3rd Opponent has neither Death nor Stop Status) Then
             {
                Choose 3rd Opponent
                Use TempVar:ChosenAtt on Target
             }
          } Else {
             If (At Least One Opponent doesn't have Stop Status) Then
             {
                Choose Random Opponent without Stop Status
             } Else {
                Choose Random Opponent
             }
             Use TempVar:ChosenAtt on Target
          }
       }
    }
    
    
    
    
    =============================================================================
    5.6 Corel
    ---------
    
    5.6.1 Corel Area
    ----- ----------
    Name: Grangalan
     Lvl: 16         EXP: 88            Win: [ 8] Hi-Potion
      HP: 550         AP: 10          Steal:      -
      MP: 60         Gil: 220         Morph:      -
     ---
    Void:   Earth, Water, Gravity
     ---
     Att: 40         Def: 88          Df%: 1           Dex: 50
     MAt: 25         MDf: 120                          Lck: 0
     ---
    Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
            Manipulate, Peerless, Paralysed
     ---
    Attacks:
      Darkeye
        Magical Change Status
        MAt%: 255
        Cost: 4 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 72] Inflict 'Darkness'
              Berserk Attack
        Notes: Can only use once Grangalan Jr. is destroyed
      Silver Wheel
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (75)
        PAt%: 100
        Tar: 1 Op
        Elm: Shout
        Attr: Can't Cover
    
    Animations:
      <Put out>
        Releases Grangalan Jr.
        Notes: Only used once per battle as C/A
      <Vanish>
        Removes Grangalan Jr. and Grangalan Jr.Jr.
        Notes: Final Attack
     ---
    AI: Main
    {
       If (Stage == 0) Then
       {
          Choose Random Opponent
          Use Silver Wheel on Target
       } Else {
          If (Grangalan's [402B] == 1) Then
          {
             If (Count >= 4) Then
             {
                Count = 0
                Choose Random Opponent
                Use Silver Wheel on Target
             } Else {
                Count = Count + 1
             }
          } Else {
             If (Count >= 4) Then
             {
                Count = 0
                Use Darkeye on Target
             } Else {
                Count = Count + 1
                Use Silver Wheel on Target
             }
          }
       }
    }
    AI: Counter - General
    {
       Count = Count + 1
       If ((Count >= 3) AND (Stage == 0)) Then
       {
          Choose Self
          Use <Put out> on Target
          Activate Grangalan Jr.
          Stage = 1
       }
       If (Count > 3) Then
       {
          Count = 0
       }
    }
    AI: Counter - Death
    {
       Choose Self
       Use <Vanish> on Target
       Remove Grangalan Jr.
       Remove all Grangalan Jr.Jrs.
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Grangalan Jr.
     Lvl: 15         EXP: 77            Win: [ 8] Hi-Potion
      HP: 330         AP: 8           Steal:      -
      MP: 40         Gil: 110         Morph:      -
     ---
    Void:   Earth, Water, Gravity
     ---
     Att: 30         Def: 66          Df%: 1           Dex: 55
     MAt: 15         MDf: 80                           Lck: 0
     ---
    Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
            Manipulate, Peerless, Paralysed
    
    If Grangalan dies before Grangalan Jr. is killed, Grangalan will remove
    Grangalan Jr., leaving no EXP, AP, Gil or items.
     ---
    Attacks:
      Triclops
        Magical Change Status
        MAt%: 255
        Cost: 4 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 72] Inflict 'Sadness', 'Slow-numb'
              Berserk Attack
        Notes: Can only use once all Grangalan Jr.Jr. are dead
      Silver Wheel
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (55)
        PAt%: 100
        Tar: 1 Op
        Elm: Shout
        Attr: Can't Cover
    
    Animations:
      <Put out>
        Releases 3x Grangalan Jr.Jr.
        Notes: Only used once per battle as C/A
     ---
    AI: Main
    {
       If (Stage == 0) Then
       {
          Choose Random Opponent
          Use Silver Wheel on Target
       } Else {
          If (Grangalan Jr.'s [402B] == 1) Then
          {
             If (Count >= 3) Then
             {
                Count = 0
                Choose Random Opponent
                Use Silver Wheel on Target
             } Else {
                Count = Count + 1
             }
          } Else {
             If (Count >= 4) Then
             {
                Count = 0
                Use Triclops on Target
             } Else {
                Count = Count + 1
                Use Silver Wheel on Target
             }
          }
       }
    }
    AI: Counter - General
    {
       Count = Count + 1
       If (((Count >= 3) OR (1/4 Chance)) AND (Stage == 0) Then
       {
          Choose Self
          Use <Put out> on Target
          Activate all Grangalan Jr.Jrs.
          Stage = 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Grangalan Jr.Jr.
     Lvl: 14         EXP: 66            Win: [ 8] Potion
      HP: 110         AP: 6           Steal:      -
      MP: 20         Gil: 55          Morph:      -
     ---
    Void:   Earth, Water, Gravity
     ---
     Att: 20         Def: 44          Df%: 1           Dex: 60
     MAt: 5          MDf: 40                           Lck: 0
     ---
    Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
            Manipulate, Peerless, Paralysed
    
    If Grangalan dies before Grangalan Jr.Jr. is killed, Grangalan will remove
    Grangalan Jr.Jr., leaving no EXP, AP, Gil or items.
     ---
    Attacks:
      Stop Eye
        Magical Change Status
        MAt%: 255
        Cost: 4 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 72] Inflict 'Stop'
              Berserk Attack
        Notes: Grangalan Jr.Jr. will never use this normally
      Silver Wheel
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (35)
        PAt%: 100
        Tar: 1 Op
        Elm: Shout
        Attr: Can't Cover
     ---
    AI: Main
    {
       If (1/4 Chance) Then
       {
          Choose Random Opponent
          Use Silver Wheel on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Needle Kiss
     Lvl: 17         EXP: 75            Win: [ 8] Bolt Plume
      HP: 180         AP: 8           Steal: [32] Soft
      MP: 40         Gil: 130         Morph:      Remedy
     ---
    Weak:   Wind
    Void:   Lightning, Earth
     ---
     Att: 26         Def: 38          Df%: 1           Dex: 47
     MAt: 25         MDf: 60                           Lck: 0
     ---
    Immune: Stop, Frog, Paralysed
     ---
    Attacks:
      <Chute Attack>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (39)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Chute Attack twice in a single combo
      Thunder Kiss
        Magical Attack
        Formula: Magical
        Pwr: 3/4x Base     (189)
        MAt%: 255
        Cost: 4 MP
        Tar: 1 Op
        Elm: Lightning
        Attr: Manip.
     ---
    AI: Setup
    {
       SpclChance = 8
    }
    AI: Main
    {
       If (Rnd(1..SpclChance) == 1) Then
       {
          Choose Random Opponent without Petrify Status
          Use Thunder Kiss on Target
       } Else {
          Choose Random Opponent without Petrify Status
          Use <Chute Attack> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent without Petrify Status
             Use <Chute Attack> on Target
          }
       }
    }
    AI: Counter - General
    {
       If (Needle Kiss's HP <= 25% of Needle Kiss's Max HP) Then
       {
          SpclChance = 2
       } Else If (Needle Kiss's HP <= 50% of Needle Kiss's Max HP) Then {
          SpclChance = 4
       } Else If (Needle Kiss's HP <= 75% of Needle Kiss's Max HP) Then {
          SpclChance = 6
       } Else {
          SpclChance = 8
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    Name: Beachplug
     Lvl: 16         EXP: 95            Win: [ 8] Hi-Potion
      HP: 200         AP: 10          Steal:      -
      MP: 100        Gil: 155         Morph:      Turbo Ether
     ---
    Half:   Ice
     ---
     Att: 22         Def: 36          Df%: 1           Dex: 52
     MAt: 8          MDf: 36                           Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Bite>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (33)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: Berserk Attack
              Manip.
      Big Guard
        Magical Change Status
        MAt%: 255
        Cost: 56 MP
        Tar: All Al (NS)
        Elm: Non-Element
        Attr: 100%  Inflict 'Barrier', 'MBarrier', 'Haste'
              Manip.
        Notes: Beachplug will never use this normally
      Ice
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (72)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
              Manip.
     ---
    AI: Setup
    {
       Count = Rnd(0..1)
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          Count = 1
       } Else If (Count == 1) Then {
          Choose Random Opponent
          Use <Bite> on Target
          Count = 0
       } Else If (Count == 2) Then {
          Choose Random Opponent
          If (Beachplug's MP < 4) Then
          {
             Use <Bite> on Target
          } Else {
             Use Ice on Target
          }
          Count = 3
       } Else If (Count == 3) Then {
          Count = 4
       } Else {
          Choose Random Opponent
          Use <Bite> on Target
          Count = 0
       }   
    }
    AI: Counter - Magical
    {
       Count = 2
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.6.2 Mt. Corel
    ----- ---------
    Name: Search Crown
     Lvl: 16         EXP: 80            Win: [ 8] Hi-Potion
      HP: 150         AP: 8           Steal: [ 8] Turbo Ether
      MP: 30         Gil: 111         Morph:      Hi-Potion
     ---
    Half:   Fire
     ---
     Att: 20         Def: 26          Df%: 1           Dex: 40
     MAt: 30         MDf: 70                           Lck: 0
     ---
    Immune: Confusion, Frog, Small, Manipulate
     ---
    Attacks:
      Seed Shot
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (30)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Can't Cover
      Four Laser
        Magical Attack
        Formula: Magical
        Pwr: 7/16x Base    (120.75)
        MAt%: 100
        Cost: 8 MP
        Tar: 1 Op
        Elm: Non-Element
     ---
    AI: Main
    {
       Choose Random Opponent
       1/2 Chance: Use Seed Shot on Target
       1/2 Chance: Use Four Laser on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Bagnadrana
     Lvl: 16         EXP: 110           Win: [ 8] Hi-Potion
      HP: 450         AP: 11          Steal: [ 8] Diamond Pin
      MP: 60         Gil: 120         Morph:      Guard Source
     ---
    Weak:   Ice
    Void:   Fire, Gravity
     ---
     Att: 40         Def: 40          Df%: 1           Dex: 43
     MAt: 23         MDf: 80                           Lck: 0
     ---
    Immune: Death, Stop, Frog, Small, Petrify, Death-sentence, Manipulate,
            Peerless, Paralysed
     ---
    Attacks:
      Fang
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (60)
        PAt%: 120
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
      Claw
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (60)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
      Horn
        Physical Attack
        Formula: Physical
        Pwr: 1 1/8x Base   (67.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
      Poison Breath
        Magical Attack
        Formula: Magical
        Pwr: 3/4x Base     (175.5)
        MAt%:  90
        Cost: 10 MP
        Tar: 1 Op
        Elm: Poison
        Attr: [ 84] Inflict 'Poison'
     ---
    AI: Main
    {
       Choose Random Opponent
       1/4 Chance: Use Fang on Target
       1/4 Chance: Use Claw on Target
       1/4 Chance: Use Horn on Target
       1/4 Chance: Use Poison Breath on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Bloatfloat
     Lvl: 18         EXP: 90            Win: [ 8] Hi-Potion
      HP: 240         AP: 9           Steal: [ 8] Soft
      MP: 0          Gil: 125         Morph:      Hi-Potion
     ---
    Weak:   Wind
    Void:   Earth
     ---
     Att: 20         Def: 36          Df%: 1           Dex: 52
     MAt: 24         MDf: 40                           Lck: 0
     ---
    Immune: Stop, Frog, Paralysed
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (31)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Vacuum
        Physical Attack
        Formula: Physical
        Pwr: 1 9/16x Base  (48.4375)
        PAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Attr: Manip.
              Can't Cover
      Spiky Hell
        Magical Attack
        Formula: Fixed
        Pwr: 200
        MAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Manip.
        Notes: Used only once per battle as a 100% C/A against any magical
                 ability
               Always targets whoever has the highest HP
     ---
    AI: Main
    {
       Choose Random Opponent
       1/2 Chance: Use <Bodyblow> on Target
       1/2 Chance: Use Vacuum on Target
    }
    AI: Counter Magical Ability
    {
       If (TempVar:SpikyHell == 0) Then
       {
          Choose Random Opponent with Highest HP
          Use Spiky Hell on Target
          TempVar:SpikyHell = 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Cokatolis
     Lvl: 17         EXP: 97            Win: [ 8] Soft
      HP: 420         AP: 10          Steal: [32] Soft
      MP: 0          Gil: 168         Morph:      Soft
     ---
    No Elemental Properties
     ---
     Att: 30         Def: 36          Df%: 1           Dex: 55
     MAt: 24         MDf: 60                           Lck: 0
     ---
    Immune: Slow-numb, Petrify
     ---
    Attacks:
      <Beak>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (45)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Bird Kick
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (45)
        PAt%: 108
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
      Petrify Smog
        Magical Change Status
        MAt%: 100
        Tar: 1 Op
        Elm: Hidden
        Attr: [ 72] Inflict 'Slow-numb'
              Manip.
     ---
    AI: Setup
    {
       TempVar:AttackTurns = 8
       TempVar:PetrifyUses = 2
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          If ((1/4 Chance)
                AND (At Least One Opponent doesn't have Slow-numb Status)
                AND (At Least One Opponent doesn't have Petrify Status)) Then
          {
             Choose Random Opponent without both Slow-numb AND Petrify Status
             Use Petrify Smog on Target
             TempVar:PetrifyUses = TempVar:PetrifyUses - 1
          }
          Count = 1
       } Else If (Count == 1) Then {
          If ((At Least One Opponent doesn't have Slow-numb Status)
                AND (At Least One Opponent doesn't have Petrify Status)) Then
          {
             Choose Random Opponent without both Slow-numb AND Petrify Status
             1/2 Chance: Use <Beak> on Target
             1/2 Chance: Use Bird Kick on Target
             TempVar:AttackTurns = TempVar:AttackTurns - 1
             If (TempVar:AttackTurns == 0) Then
             {
                Count = 2
             } Else {
                Count = 1
             }
          }
       } Else {
          If ((TempVar:PetrifyUses > 0) AND (1/3 Chance)) Then
          {
             If ((At Least One Opponent doesn't have Slow-numb Status)
                   AND (At Least One Opponent doesn't have Petrify Status)) Then
             {
                Choose Random Opponent without both Slow-numb AND Petrify Status
                Use Petrify Smog on Target
                TempVar:AttackTurns = 8
                TempVar:PetrifyUses = TempVar:PetrifyUses - 1
             }
          } Else {
             If ((At Least One Opponent doesn't have Slow-numb Status)
                   AND (At Least One Opponent doesn't have Petrify Status)) Then
             {
                Choose Random Opponent without both Slow-numb AND Petrify Status
                1/2 Chance: Use <Beak> on Target
                1/2 Chance: Use Bird Kick on Target
             }
          }
          Count = 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Bomb
     Lvl: 18         EXP: 150           Win: [ 8] Shrapnel
      HP: 600         AP: 20          Steal: [ 8] Right arm
      MP: 30         Gil: 192         Morph:      Shrapnel
     ---
    Void:   Fire, Earth
     ---
     Att: 24         Def: 60          Df%: 1           Dex: 65
     MAt: 22         MDf: 60                           Lck: 0
     ---
    Immune: Confusion, Stop, Frog, Small, Manipulate, Berserk, Paralysed
    
    Transformation: 1st Form is default
                    2nd Form occurs as a C/A if HP <= 75% of Max HP
                    3rd Form occurs as a C/A if HP <= 50% of Max HP
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (37)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Notes: Only in 1st Form
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (37)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Notes: Only in 2nd Form
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (92.5)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Notes: Only in 3rd Form
      Fireball
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (240)
        MAt%: 100
        Cost: 3 MP
        Tar: 1 Op
        Elm: Fire
        Notes: Only in 2nd and 3rd Form
      Bomb Blast
        Physical Attack
        Formula: Physical
        Pwr: 15 7/8x Base  (587.375)
        PAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Attr: Can't Cover
        Notes: 100% C/A if HP drops to 25% of Max HP and below without dying
               Kills Bomb when used
               Bomb leaves no EXP/AP/Gil/Items after using this
     ---
    AI: Main
    {
       If (Stage == 0) Then
       {
          If (1/2 Chance) Then
          {
             Choose Random Opponent
             Use <Bodyblow> (1st Form Version) on Target
          }
       } Else If (Stage == 1) Then {
          Choose Random Opponent
          1/4 Chance: Nothing
          1/4 Chance: Use Fireball on Target
          1/2 Chance: Use <Bodyblow> (2nd Form Version) on Target
       } Else {
          Choose Random Opponent
          1/2 Chance: Use <Bodyblow> (3rd Form Version) on Target
          1/2 Chance: Use Fireball on Target
       }
    }
    AI: Counter - General
    {
       If (Bomb's HP <= 25% of Bomb's Max HP) Then
       {
          Choose Random Opponent
          Use Bomb Blast on Target
          Remove Self
       } Else If (Bomb's HP <= 50% of Bomb's Max HP) Then {
          If (Stage < 2) Then
          {
             Bomb's [4098] = Bomb's [4098] + 8
             Stage = 2
          }
       } Else If (Bomb's HP <= 75% of Bomb's Max HP) Then {
          If (Stage < 1) Then
          {
             Bomb's [4098] = Bomb's [4098] + 8
             Stage = 1
          }
       }
    }
    
    
    
    
    =============================================================================
    5.7 Gold Saucer
    ---------------
    
    5.7.1 Corel Prison
    ----- ------------
    Name: 2-Faced
     Lvl: 18         EXP: 100           Win: [ 8] Hi-Potion
      HP: 330         AP: 10          Steal: [32] Phoenix Down
      MP: 80         Gil: 156         Morph:      Hi-Potion
     ---
    Void:   Earth
     ---
     Att: 40         Def: 38          Df%: 1           Dex: 48
     MAt: 25         MDf: 150                          Lck: 0
     ---
    Immune: Stop, Frog, Manipulate, Paralysed
    
    2-Faced will not attack normally; all moves it has are counterattacks.
    
    Although 2-Faced is not immune to Berserk, it does not have a designated
    Berserk Attack.  As such, it will try to use a non-existant attack, which
    happens to cost more MP than it will ever have.  Because of this, it will
    continually print the message "2-Faced's skill power is used up."
     ---
    Attacks:
      Cure3
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 2860   (3118)
        MAt%: 255
        Cost: 64 MP
        Tar: All Op/1 Op
        Elm: Restorative
        Attr: Reflectable
        Notes: Used only as a C/A
               Removes 2-Faced when used
               2-Faced leaves no EXP/AP/Gil/Items after using this
      Self-destruct
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 3 / 4]
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Notes: Used only as a C/A
               Kills 2-Faced when used
               2-Faced leaves no EXP/AP/Gil/Items after using this
     ---
    AI: Counter - General
    {
       1/8 Chance:
       {
          Choose Random Opponent
          Use Self-destruct on Target
          Remove Self
       }
       1/8 Chance:
       {
          Choose All Opponents
          Use Cure3 on Target
          Remove Self
       }
       3/4 Chance: Nothing
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Bandit
     Lvl: 17         EXP: 99            Win: [ 8] Tent
      HP: 360         AP: 10          Steal: [ 8] X-Potion
      MP: 0          Gil: 220         Morph:      Hi-Potion
     ---
    No Elemental Properties
     ---
     Att: 38         Def: 40          Df%: 1           Dex: 68
     MAt: 5          MDf: 96                           Lck: 0
     ---
    Immune: Frog
     ---
    Attacks:
      <Hit>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (58)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
        Notes: Bandit will never use this normally
      Hold-up
        Physical Misc Ability
        Auto Hit
        Tar: 1 Op
        Attr: Steal Gil
        Notes: Steals 340 gil
               Kill enemy to get it back
      Mug
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (58)
        PAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Attr: Steal Inventory
        Notes: Randomly picks item from party inventory and removes it
               Kill enemy to get it back
      <Escape>
        Physical Escape Battle
        Auto Hit
        Tar: Self
     ---
    AI: Setup
    {
       SelectTar = Choose Random Opponent
    }
    AI: Main
    {
       If (SelectTar doesn't have Death Status) Then
       {
          Choose SelectTar
       } Else {
          Choose Random Opponent
       }
       If (Count == 0) Then
       {
          1/4 Chance: Count = 1
          3/4 Chance: Count = 2
       } Else If (Count == 1) Then {
          Use Hold-up on Target
          1/2 Chance: Count = 3
          2/2 Chance: Count = 4
       } Else If (Count == 2) Then {
          Use Mug on Target
          1/2 Chance: Count = 3
          1/2 Chance: Count = 4
       } Else If (Count == 3) Then {
          Count = 4
       } Else {
          Choose Self
          Use <Escape> on Target
          Remove Self
       }
    }
    AI: Counter - General
    {
       SelectTar = Prowler's Last Attacker (General)
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.7.2 Corel Desert
    ----- ------------
    Name: Death Claw
     Lvl: 19         EXP: 96            Win: [ 8] Hi-Potion
      HP: 400         AP: 10          Steal: [32] Platinum Bangle
      MP: 120        Gil: 168         Morph:      Hi-Potion
     ---
    No Elemental Properties
     ---
     Att: 41         Def: 44          Df%: 1           Dex: 51
     MAt: 30         MDf: 100                          Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      Claw
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (65)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Death Claw
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (65)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: [ 20] Inflict 'Paralysed'
              Manip.
      Laser
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP / 2]
        MAt%: 100
        Cost: 16 MP
        Tar: 1 Op
        Elm: Gravity
        Attr: Reflectable
              Manip.
      Barrier
        Magical Change Status
        Auto Hit
        Cost: 16 MP
        Tar: 1 Al/All Al
        Elm: Non-Element
        Attr: 100%  Inflict 'Barrier'
              Reflectable
      MBarrier
        Magical Change Status
        Auto Hit
        Cost: 24 MP
        Tar: 1 Al/All Al
        Elm: Non-Element
        Attr: 100%  Inflict 'MBarrier'
              Reflectable
     ---
    AI: Main
    {
       1/4 Chance:
       {
          SelectTar = Choose Random Opponent
          TempVar:ChosenAtt = Claw
       }
       1/4 Chance:
       {
          SelectTar = Choose Random Opponent
          TempVar:ChosenAtt = Death Claw
       }
       1/4 Chance:
       {
          If (Death Claw has neither Barrier nor MBarrier Status) Then
          {
             SelectTar = Choose Self
             TempVar:ChosenAtt = Barrier
          } Else {
             SelectTar = Choose Random Opponent
             TempVar:ChosenAtt = Laser
          }
       }
       1/4 Chance:
       {
          If (Death Claw doesn't have MBarrier Status) Then
          {
             SelectTar = Choose Self
             TempVar:ChosenAtt = MBarrier
          } Else If (Death Claw doesn't have Barrier Status) Then {
             SelectTar = Choose Self
             TempVar:ChosenAtt = Barrier
          } Else {
             SelectTar = Choose Random Opponent
             TempVar:ChosenAtt = Death Claw
          }
       }
       Choose SelectTar
       Use TempVar:ChosenAtt on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Bullmotor
     Lvl: 19         EXP: 92            Win: [ 8] Ether
      HP: 420         AP: 9           Steal: [32] X-Potion
      MP: 96         Gil: 140         Morph:      Turbo Ether
     ---
    No Elemental Properties
     ---
     Att: 36         Def: 40          Df%: 1           Dex: 61
     MAt: 8          MDf: 120                          Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (57)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Matra Magic
        Magical Attack
        Formula: Magical
        Pwr: 11/16x Base   (111.375)
        MAt%: 100
        Cost: 8 MP
        Tar: All Op (NS)
        Elm: Non-Element
        Attr: Reflectable
              Manip.
     ---
    AI: Main
    {
       1/2 Chance:
       {
          If (At Least One Opponent is in Front Row) Then
          {
             Choose Random Opponent in Front Row
          } Else {
             Choose Random Opponent
          }
          Use <Bodyblow> on Target
       }
       1/2 Chance:
       {
          Choose All Opponents
          Use Matra Magic on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Land Worm
     Lvl: 22         EXP: 400           Win: [ 8] Ether
      HP: 1500        AP: 40          Steal: [ 8] Turbo Ether
      MP: 80         Gil: 256         Morph:      Fire Fang
     ---
    Weak:   Ice
    Half:   Fire, Gravity
    Asrb:   Earth
     ---
     Att: 60         Def: 80          Df%: 1           Dex: 68
     MAt: 42         MDf: 230                          Lck: 0
     ---
    Immune: Confusion, Frog
     ---
    Attacks:
      Earthquake
        Magical Attack
        Formula: Magical
        Pwr: 3/8x Base     (144)
        MAt%: 255
        Cost: 10 MP
        Tar: All Op (NS)
        Elm: Earth
        Attr: Berserk Attack
              Manip.
      Sandstorm
        Physical Attack
        Formula: Physical
        Pwr: 2x Base       (284)
        PAt%: 255
        Tar: All Op
        Elm: Earth
        Attr: [ 48] Inflict 'Darkness'
              Manip.
        Notes: Status infliction done via Sandstorm is considered to be No Split,
                 even though the damage itself is split
     ---
    AI: Main
    {
       If (Land Worm has Poison or Confusion Status) Then
       {
          Choose All Opponents
          Use Sandstorm on Target
       } Else {
          If (Land Worm's HP <= 50% of Land Worm's Max HP) Then
          {
             Choose All Opponents
             1/2 Chance: Use Sandstorm on Target
             1/2 Chance: Use Earthquake on Target
          } Else {
             Choose All Opponents
             Use Earthquake on Target
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Cactuar
     Lvl: 20         EXP: 1             Win:      -
      HP: 200         AP: 1           Steal:      -
      MP: 20         Gil: 10000       Morph:      Hi-Potion
     ---
    Void:   Fire, Ice, Lightning, Earth, Gravity, Water, Holy, Hidden
     ---
     Att: 30         Def: 40          Df%: 20          Dex: 40
     MAt: 20         MDf: 0                            Lck: 40
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Haste, Slow,
            Stop, Frog, Small, Slow-numb, Petrify, Regen, Death-sentence,
            Manipulate, Berserk, Peerless, Paralysed, Darkness
    
    Cactuar has a 7/8th chance per hit that his Df% will be 255 instead of 20
     ---
    Attacks:
      <Mystery Kick>
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (144)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
      1000 Needles
        Magical Attack
        Formula: Fixed
        Pwr: 1000
        MAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Notes: Cactuar will never use this
      <(Report)>
        Physical Escape Battle
        Auto Hit
        Tar: Self
    
    Animations:
      <Dodge>
     ---
    AI: Setup
    {
       TempVar:DfltDf% = Cactuar's Df%
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          If (1/2 Chance) Then
          {
             Choose Random Opponent
             Use <Mystery Kick> on Target
          }
       } Else If (Count = 2 or 3 or 4) Then {
          Choose Random Opponent
          Use <Mystery Kick> on Target
          If (1/2 Chance) Then
          {
             Choose Self
             Use <(Report)> on Target
             RunCmd 0x22/0x0F
          }
       } Else {
          Choose Random Opponent
          Use <Mystery Kick> on Target
          Choose Self
          Use <(Report)> on Target
          RunCmd 0x22/0x0F
       }
       Count = Count + 1
    }
    AI: Counter - PreTurn
    {
       Cactuar's Df% = TempVar:DfltDf%
       If (7/8 Chance) Then
       {
          Cactuar's Df% = 255
       }
    }
    AI: Counter - 13
    {
       Remove Self
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Dyne
     Lvl: 23         EXP: 600           Win: 100% Silver Armlet
      HP: 1200        AP: 55          Steal:      -
      MP: 20         Gil: 750         Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 32         Def: 64          Df%: 1           Dex: 55
     MAt: 25         MDf: 250                          Lck: 0
     ---
    Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk
     ---
    Attacks:
      Needle Gun
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (165)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Notes: Will sometimes use S-Mine or Molotov Cocktail immediately after
                 Needle Gun in a combo, depending on his HP
      S-Mine
        Physical Attack
        Formula: Physical
        Pwr: 3 1/8x Base   (171.875)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Attr: Can't Cover
      Molotov Cocktail
        Physical Attack
        Formula: Physical
        Pwr: 3 1/4x Base   (178.75)
        PAt%:  90
        Tar: All Op
        Elm: Hit
      Fire
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (144)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
        Notes: Dyne will never use this
     ---
    AI: Setup
    {
       Stage = 3
       Turn off Death Handling for Dyne
    }
    AI: Main
    {
       If (Stage == 0) Then
       {
          Choose Random Opponent
          Use Needle Gun on Target
          Choose All Opponents
          Use Molotov Cocktail on Target
       } Else If (Stage == 1) Then {
          Choose Random Opponent
          Use Needle Gun on Target
          Choose Random Opponent
          Use S-Mine on Target
       } Else If (Stage == 2) Then {
          Choose Random Opponent
          1/4 Chance: Use S-Mine on Target
          3/4 Chance: Use Needle Gun on Target
       } Else {
          Choose Random Opponent
          Use Needle Gun on Target
       }
    }
    AI: Counter - General
    {
       If (Dyne's HP <= 25% of Dyne's Max HP) Then
       {
          Stage = 0
       } Else If (Dyne's HP <= 50% of Dyne's Max HP) Then {
          Stage = 1
       } Else If (Dyne's HP <= 75% of Dyne's Max HP) Then {
          Stage = 2
       } Else {
          Stage = 3
       }
    }
    AI: Counter - Death
    {
       If (1/2 Chance) Then
       {
          Choose All Opponents
          Use Molotov Cocktail on Target
       }
       Print Message [Dyne "Urgh!"]
       RunCmd 0x24/0x00
       Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from Dyne
       Choose Self
       Use <> on Target
       Dyne's IdleAnim = Kneeling
    }
    
      
    
    
    -----------------------------------------------------------------------------
    5.7.3 Gold Saucer Area
    ----- ----------------
    Name: Spencer
     Lvl: 17         EXP: 110           Win: [ 8] Saraha Nut
      HP: 250         AP: 11          Steal: [ 8] Saraha Nut
      MP: 0          Gil: 175         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 42         Def: 22          Df%: 1           Dex: 48
     MAt: 30         MDf: 120                          Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Swordblade>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (64)
        PAt%:  95
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
      Upper Cutter
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (80)
        PAt%: 110
        Tar: 1 Op
        Elm: Cut
        Attr: Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       1/2 Chance: Use <Swordblade> on Target
       1/2 Chance: Use Upper Cutter on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Flapbeat
     Lvl: 18         EXP: 140           Win: [ 8] T/S Bomb
      HP: 330         AP: 15          Steal: [32] T/S Bomb
      MP: 60         Gil: 186         Morph:      T/S Bomb
     ---
    Weak:   Wind
    Void:   Earth
     ---
     Att: 40         Def: 36          Df%: 1           Dex: 50
     MAt: 32         MDf: 156                          Lck: 0
     ---
    Immune: Stop, Frog, Paralysed
     ---
    Attacks:
      <Tailbeat>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (62)
        PAt%: 255
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Flying Sickle
        Magical Attack
        Formula: Magical
        Pwr: 3/4x Base     (225)
        MAt%: 255
        Cost: 8 MP
        Tar: 1 Op
        Elm: Wind
        Attr: Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       If (At Least One Ally (Except Self) with same Formation ID
            doesn't have Death Status) Then
       {
          1/4 Chance: Use Flying Sickle on Target
          3/4 Chance: Use <Tailbeat> on Target
       } Else 37 {
          1/3 Chance: Use <Tailbeat> on Target
          2/3 Chance: Use Flying Sickle on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Joker
     Lvl: 18         EXP: 150           Win: [ 8] Hi-Potion
      HP: 370         AP: 30          Steal:      -
      MP: 0          Gil: 260         Morph:      -
     ---
    Weak:   Wind
    Void:   Earth
     ---
     Att: 45         Def: 32          Df%: 1           Dex: 60
     MAt: 31         MDf: 162                          Lck: 0
     ---
    Immune: Frog, Small, Manipulate
     ---
    Attacks:
      <Spinning Card>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (70)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
      Spade
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (105)
        PAt%: 130
        Tar: 1 Op
        Elm: Non-Element
        Attr: Can't Cover
      Heart
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 220    (514)
        MAt%: 255
        Tar: 1 Op
        Elm: Restorative
      Club
        Magical Attack
        Formula: Magical
        Pwr: 3/4x Base     (220.5)
        MAt%: 255
        Tar: 1 Op
        Elm: Earth
      Diamond
        Magical Attack
        Formula: Magical
        Pwr: 1/16x Base    (18.375)
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
      Joker
        Magical Change Status
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 48] Inflict 'Death'
     ---
    AI: Main
    {
       Choose Random Opponent
       1/8 Chance: Use Heart on Target
       1/8 Chance: Use Club on Target
       1/8 Chance: Use Diamond on Target
       1/8 Chance: Use Joker on Target
       1/4 Chance: Use <Spinning Card> on Target
       1/4 Chance: Use Spade on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Harpy
     Lvl: 18         EXP: 148           Win: [ 8] Hi-Potion
      HP: 800         AP: 14          Steal: [ 8] Striking Staff
      MP: 200        Gil: 210         Morph:      Elixir
     ---
    Half:   Gravity
     ---
     Att: 50         Def: 32          Df%: 1           Dex: 58
     MAt: 13         MDf: 100                          Lck: 0
     ---
    Immune: Death, Stop, Frog, Small, Petrify, Death-sentence, Peerless,
            Paralysed
    
    Note: The Harpy's Counter - General script sets an unused temporary variable
    (SpclChance) which, unfortunately, overwrites the Harpy's knowledge of which
    object in battle is the Chocobo (should a Chocobo battle occur).  Thus,
    killing a Harpy may not cause immediate capture of the Chocobo.  However, in
    most cases, the Chocobo's own AI script should rectify the situation.  Don't
    be surprised if you get occassions when the Chocobo runs away immediately
    after the Harpy dies, however
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (106)
        PAt%: 130
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Poison Storm
        Magical Change Status
        MAt%: 100
        Cost: 20 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: [100] Inflict 'Poison'
              Manip.
      Aqualung
        Magical Attack
        Formula: Magical
        Pwr: 3 1/4x Base   (604.5)
        MAt%: 100
        Cost: 34 MP
        Tar: All Op (NS)
        Elm: Water
        Attr: Reflectable
              Manip.
     ---
    AI: Setup
    {
       Count = Rnd(0..1)
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          Choose Random Opponent
          Use Poison Storm on Target
          Count = Count + 1
       } Else If (Count == 1) Then {
          Choose Random Opponent
          Use <Claw> on Target
          Count = Count + 1
       } Else {
          Choose Random Opponent
          Use Aqualung on Target
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Harpy's HP <= 25% of Harpy's Max HP) Then
       {
          SpclChance = 3
       } If (Harpy's HP <= 50% of Harpy's Max HP) Then {
          SpclChance = 4
       } If (Harpy's HP <= 75% of Harpy's Max HP) Then {
          SpclChance = 5
       } Else {
          SpclChance = 8
       }
    }
    
    
    
    
    =============================================================================
    5.8 Battle Square (Part One)
    ----------------------------
    The enemies you meet in Battle Square at this point are simply replicas of
    enemies mentioned previously in this guide, but with the following changes:
    
      [200% HP]
      [125% Att]
      [125% MAt]
    
    
    When you begin a fight in Battle Square, you have a 50/50 chance of being
    placed in either Group A or Group B.  This dictates the precise selection of
    enemies you will face as you progress through the battles.  Each battle has
    4 possible enemy formations per Group, and the one you face is picked
    randomly (25% of each) when you start that battle.
    
    Until you get the Tiny Bronco, Battle Square will have the following battle
    sets:
    
      1st Battle - Group A
        2x Mono Drive
        2x Grunt
        3x Grunt
        1x Guard Hound
      1st Battle - Group B
        2x Guard Hound
        1x Grashtrike
        2x Chuse Tank
        3x Grashtrike
    
      2nd Battle - Group A
        3x Blugu
        2x Hedgehog Pie
        2x Whole Eater
        2x Sahagin, 1x Ceasar
      2nd Battle - Group B
        3x Hedgehog Pie
        1x Whole Eater, 2x Hedgehog Pie
        3x Ceasar
        1x Sweeper
    
      3rd Battle - Group A
        2x Cripshay, 1x Deenglow
        3x Ghost
        2x Ghost, 1x Deenglow
        1x Eligor
      3rd Battle - Group B
        2x Deenglow
        3x Deenglow
        2x Aero Combatant
        1x Eligor
    
      4th Battle - Group A
        2x Sword Dance
        1x Moth Slasher
        2x Brain Pod
        1x Vargid Police, 1x Zenene
      4th Battle - Group B
        1x Sword Dance
        3x Sword Dance
        2x Moth Slasher
        1x Brain Pod
    
      5th Battle - Group A
        1x Devil Ride
        3x Kalm Fang
        3x Levrikon
        2x Elfadunk
      5th Battle - Group B
        2x Custom Sweeper
        1x Levrikon, 2x Mu
        1x Levrikon, 2x Elfadunk
        2x Levrikon
    
      6th Battle - Group A
        2x Madouge
        3x Castanets
        3x Crawler, 1x Ark Dragon
        5x Crawler
      6th Battle - Group B
        2x Madouge, 3x Crawler
        4x Castanets
        2x Castanets, 1x Ark Dragon, 1x Crawler
        4x Scrutin Eye
    
      7th Battle - Group A
        2x Nerosuferoth
        1x Zemzelett
        5x Capparwire
        4x Beachplug
      7th Battle - Group B
        2x Nerosuferoth, 1x Formula
        2x Formula
        1x Zemzelett
        1x Nerosuferoth, 2x Capparwire
    
      8th Battle - Group A and B
        1x Hell Rider VR2
        1x Grangalan
        2x Bagnadrana
        1x Harpy
    
    
    
    
    =============================================================================
    5.9 Gongaga
    -----------
    
    5.9.1 Gongaga Area
    ----- ------------
    Name: Grand Horn
     Lvl: 19         EXP: 180           Win: [ 8] War Gong, [ 8] Hi-Potion
      HP: 460         AP: 15          Steal:      -
      MP: 43         Gil: 240         Morph:      Hi-Potion
     ---
    No Elemental Properties
     ---
     Att: 46         Def: 42          Df%: 1           Dex: 60
     MAt: 15         MDf: 90                           Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (100)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Grand Punch  
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (306)
        MAt%: 255
        Tar: 1 Op
        Elm: Earth
        Attr: Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       1/2 Chance: Use <Punch> on Target
       1/2 Chance: Use Grand Punch on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Gagighandi
     Lvl: 19         EXP: 173           Win: [ 8] Soft
      HP: 480         AP: 18          Steal: [32] Soft
      MP: 55         Gil: 220         Morph:      Remedy
     ---
    No Elemental Properties
     ---
     Att: 40         Def: 38          Df%: 1           Dex: 45
     MAt: 25         MDf: 72                           Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (63)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Stone Stare
        Magical Change Status
        MAt%: 255
        Cost: 5 MP
        Tar: 1 Op
        Elm: Hidden
        Attr: 100%  Inflict 'Slow-numb'
              Manip.
     ---
    AI: Main
    {
       If (TempVar:OpeningAttack == 0) Then
       {
          If ((3/4 Chance) AND (At Least One Opponent
                 doesn't have Petrify Status)) Then
          {
             Choose Random Opponent without Petrify Status
             Use Stone Stare on Target
          } Else {
             Choose Random Opponent
             Use <Claw> on Target
          }
          TempVar:OpeningAttack = 1
       } Else {
          If ((1/4 Chance) AND (At Least One Opponent
                 doesn't have Petrify Status)) Then
          {
             Choose Random Opponent without Petrify Status
             Use Stone Stare on Target
          } Else {
             Choose Random Opponent
             Use <Claw> on Target
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Touch Me
     Lvl: 18         EXP: 170           Win: [ 8] Maiden's Kiss
      HP: 300         AP: 23          Steal: [32] Impaler
      MP: 74         Gil: 180         Morph:      Remedy
     ---
    No Elemental Properties
     ---
     Att: 30         Def: 20          Df%: 1           Dex: 68
     MAt: 28         MDf: 100                          Lck: 0
     ---
    Immune: Frog, Small
     ---
    Attacks:
      Frog Jab
        Physical Attack
        Formula: Physical
        Pwr: 1/8x Base     (5.75)
        PAt%:  85
        Tar: 1 Op
        Elm: Hit
        Attr: 100%  Toggle 'Frog'
              Berserk Attack
              Manip.
      Frog Song
        Magical Change Status
        MAt%: 100
        Cost: 5 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Toggle 'Frog', 'Sleep'
              Reflectable
              Manip.
     ---
    AI: Setup
    {
       TempVar:TurnsUntilFrogSong = Rnd(0..3)
       TempVar:StartFrogJabs = Rnd(1..2)
    }
    AI: Main
    {
       If (TempVar:StartFrogJabs > 0) Then
       {
          Choose Random Opponent
          Use Frog Jab on Target
          TempVar:StartFrogJabs = TempVar:StartFrogJabs - 1
       } Else If (TempVar:TurnsUntilFrogSong == 0) Then {
          If (At Least One Opponent doesn't have Frog Status) Then
          {
             Choose Random Opponent without Frog Status
             Use Frog Song on Target
             TempVar:TurnsUntilFrogSong = Rnd(1..3)
          } Else {
             Choose Random Opponent
             Use Frog Jab on Target
             TempVar:TurnsUntilFrogSong = 0
          }
       } Else {
          TempVar:TurnsUntilFrogSong = TempVar:TurnsUntilFrogSong - 1
       }
    }
    AI: Counter - Physical
    {
       If (1/5 Chance) Then
       {
          Choose Touch Me's Last Attacker (Physical)
          Use Frog Jab on Target
       }
    }
    AI: Counter - Magical
    {
       If (1/5 Chance) Then
       {
          Choose Touch Me's Last Attacker (Magical)
          Use Frog Song on Target
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.9.2 Jungle
    ----- ------
    Name: Turks:Reno
     Lvl: 22         EXP: 660           Win: 100% Fairy Tale
      HP: 2000        AP: 60          Steal:      -
      MP: 80         Gil: 1500        Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 35         Def: 66          Df%: 1           Dex: 69
     MAt: 35         MDf: 164                          Lck: 0
     ---
    Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk
    
    Turks:Reno will escape on the next turn after Turks:Rude is defeated.  If
    this happens, Turks:Reno will not drop any EXP/AP/Gil/Items
    
    BUG: Due to flaws in Turks:Reno's AI Script, he will also react to Ice
    Crystal, Bolt Plume and Swift Bolt as if they were Bolt spells
     ---
    Attacks:
      <Short Staff>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (73.75)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
      Turk Light
        Magical Attack
        Formula: Magical
        Pwr: 3/4x Base     (256.5)
        MAt%:  90
        Tar: 1 Op
        Elm: Non-Element
      Electroprod
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (177)
        PAt%:  90
        Tar: 1 Op
        Elm: Lightning
      <(Report)>
        Physical Escape Battle
        Auto Hit
        Tar: Self
     ---
    AI: Main
    {
       TempVar:TurnTaken = 0
       If (Turks:Rude has Death Status) Then
       {
          Choose Self
          Use <(Report)> on Target
          Remove Self
          TempVar:TurnTaken = 1
       }
       If ((TempVar:TurnTaken == 0) AND (TempVar:Counter == 1)) Then
       {
          Choose SelectTar
          Use Electroprod on Target
          TempVar:Counter = 0
       } Else {
          Choose Random Opponent
          1/2 Chance: Use <Short Staff> on Target
          1/2 Chance: Use Turk Light on Target
       }
    }
    AI: Counter - Death
    {
       Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/
              Manipulate/Berserk Statuses from Turks:Reno
       Print Message [Reno "We may be retreating, but...]
       Print Message [we're still victorious."]
       Turn off Death Handling for Turks:Reno
       Choose Self
       Use <(Report)> on Target
    }
    AI: Counter - Magical
    {
       If (Last Sub-Command == 0x21 (Bolt) or 0x22 (Bolt2) or 0x23 (Bolt3)) Then
       {
          SelectTar = Turks:Reno's Last Attacker (Magical)
          TempVar:Counter = 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Turks:Rude
     Lvl: 23         EXP: 720           Win: 100% X-Potion
      HP: 2000        AP: 70          Steal:      -
      MP: 135        Gil: 2000        Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 40         Def: 100         Df%: 1           Dex: 65
     MAt: 35         MDf: 200                          Lck: 0
     ---
    Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk
    
    Turks:Rude will escape on the next turn after Turks:Reno is defeated.  If
    this happens, Turks:Rude will not drop any EXP/AP/Gil/Items
    
    Turks:Rude also has an aversion to attacking Tifa, and will only target her
    once all other party members have been disabled.  Even then, he has a 1/3
    chance of hesitating instead
     ---
    Attacks:
      <Shoulder Attack>
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (204)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
      Fire
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (174)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
        Notes: Will never be used on Tifa
      Cure
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 110    (458)
        MAt%: 255
        Cost: 5 MP
        Tar: 1 Al/All Al
        Elm: Restorative
        Attr: Reflectable
      Grand Spark
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (522)
        MAt%: 100
        Tar: 1 Op
        Elm: Hit
        Notes: Turks:Rude will never use this
      <(Report)>
        Physical Escape Battle
        Auto Hit
        Tar: Self
      <Cover>
        Tar: Self
        Auto Hit
        Notes: Turks:Rude will sometimes take hits for Turks:Reno
     ---
    AI: Main
    {
       TempVar:TurnTaken = 0
       If (Turks:Reno has Death Status) Then
       {
          Choose Self
          Use <(Report)> on Target
          Remove Self
          TempVar:TurnTaken = 1
       }
       If ((TempVar:TurnTaken == 0)
             AND (Turks:Reno's HP < 50% of Turks:Reno's Max HP)) Then
       {
          TempVar:CureCounter = TempVar:CureCounter + 1
          If ((Turks:Rude's MP >= 5) AND (TempVar:CureCounter >= 2)) Then
          {
             Choose Turks:Reno
             Use Cure on Target
             TempVar:TurnTaken = 1
             TempVar:CureCounter = 0
          }
       }
       If (TempVar:TurnTaken == 0) Then
       {
          If (1/3 Chance) Then
          {
             If (Turks:Rude's MP >= 4) Then
             {
                Choose Random Opponent
                If (Target isn't Tifa) Then
                {
                   Use Fire on Target
                   TempVar:TurnTaken = 1
                }
             }
          }
       }
       If (TempVar:TurnTaken == 0) Then
       {
          Choose Random Opponent who isn't Tifa
          If (Target exists) Then
          {
             Use <Shoulder Attack> on Target
          } Else {
             1/3 Chance: Print Message [Rude ".................."]
             2/3 Chance:
             {
                Choose Tifa
                Use <Shoulder Attack> on Target
             }
          }
       }
    }
    AI: Counter - Death
    {
       Print Message [Rude ".................."]
       Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/
              Manipulate/Berserk Statuses from Turks:Rude
       Turn off Death Handling for Turks:Reno
       Choose Self
       Use <(Report)> on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Kimara Bug
     Lvl: 19         EXP: 190           Win: [ 8] Hi-Potion
      HP: 700         AP: 19          Steal: [32] Spider Web
      MP: 25         Gil: 278         Morph:      Hourglass
     ---
    Void:   Gravity
     ---
     Att: 37         Def: 40          Df%: 1           Dex: 61
     MAt: 5          MDf: 180                          Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      Butterfly Attack
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (58)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
      Stop Web
        Magical Change Status
        MAt%: 100
        Cost: 5 MP
        Tar: 1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Stop'
              Manip.
      Spider Attack
        Physical Attack
        Formula: Physical
        Pwr: 2 1/8x Base   (123.25)
        PAt%: 255
        Tar: 1 Op
        Elm: Cut
        Attr: Manip.
              Can't Cover
     ---
    AI: Main
    {
       If (At Least One Opponent doesn't have Stop Status) Then
       {
          Choose Random Opponent
          1/2 Chance: Use Butterfly Attack on Target
          1/2 Chance: Use Stop Web on Target
       } Else {
          Choose Random Opponent
          1/2 Chance: Use Spider Attack on Target
          1/2 Chance: Use Butterfly Attack on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Flower Prong
     Lvl: 19         EXP: 240           Win: [ 8] Earth Drum
      HP: 550         AP: 24          Steal:      -
      MP: 68         Gil: 400         Morph:      -
     ---
    Weak:   Fire, Earth
    Asrb:   Poison
     ---
     Att: 40         Def: 58          Df%: 1           Dex: 68
     MAt: 30         MDf: 200                          Lck: 0
     ---
    Immune: Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
            Manipulate, Berserk
    
    This is Type A: the Flower Prong that you will meet first in battle.
    If it is not dead before it reaches 70% of Max HP or below, it will use
    <Change> and immediately transform to Type B below.  Type B should be
    considered an entirely new enemy, as no damage or stats from the Type A
    battle carry over
     ---
    Attacks:
      Bio2
        Magical Attack
        Formula: Magical
        Pwr: 1 5/16x Base  (385.875)
        MAt%: 100
        Cost: 36 MP
        Tar: 1 Op/All Op
        Elm: Poison
        Attr: [ 48] Inflict 'Poison'
              Reflectable
      Drain
        Magical Absorb
        Formula: Magical
        Pwr: 3/8x Base     (110.25)
        MAt%: 255
        Cost: 1 MP
        Tar: 1 Op
        Elm: Non-Element
        Notes: Flower Prong will never use this
      Energy Siphon
        Magical MP Absorb
        Formula: Magical
        Pwr: [Target's MP * 3 / 4]
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Notes: Flower Prong will never use this
    
    Animations:
      <Change>
        Transforms into 2nd Form
        Notes: Only used when HP is at 70% or lower
     ---
    AI: Main
    {
       If (Count == 0) Then
       {
          If (Flower Prong's MP >= 36) Then
          {
             If (At Least One Opponent doesn't have Poison Status) Then
             {
                Choose Random Opponent without Poison
             } Else {
                Choose Random Opponent
             }
             Use Bio2 on Target
          }
          Count = 1
       } Else {
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Flower Prong's HP <= 70% of Flower Prong's Max HP) Then
       {
          If (TempVar:Changed == 0) Then
          {
             Choose Self
             Use <Change> on Target
             Activate Flower Prong <Type B>
             Remove Self
             TempVar:Changed = 1
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Flower Prong
     Lvl: 19         EXP: 220           Win: [ 8] Earth Drum
      HP: 550         AP: 22          Steal:      -
      MP: 68         Gil: 350         Morph:      -
     ---
    Weak:   Fire, Earth
    Asrb:   Poison
     ---
     Att: 42         Def: 58          Df%: 1           Dex: 68
     MAt: 38         MDf: 250                          Lck: 0
     ---
    Immune: Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
            Manipulate, Berserk
    
    This is Type B: the Flower Prong Type A becomes when damaged enough.
    If it is not dead before it reaches 70% of Max HP or below, it will use
    <Change> and immediately transform to Type C below.  Type C should be
    considered an entirely new enemy, as no damage or stats from the Type B
    battle carry over
     ---
    Attacks:
      Seed Bullet
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (66)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
      Energy Siphon
        Magical MP Absorb
        Formula: Magical
        Pwr: [Target's MP * 7 / 8]
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Notes: Flower Prong will never use this
    
    Animations:
      <Change>
        Transforms into 3rd Form
        Notes: Only used when HP is at 70% or lower
     ---
    AI: Main
    {
       If (Count == 0) Then
       {
          Choose Random Opponent with Highest HP
          Use Seed Bullet on Target
          Count = 1
       } Else {
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Flower Prong's HP <= 70% of Flower Prong's Max HP) Then
       {
          If (TempVar:Changed == 0) Then
          {
             Choose Self
             Use <Change> on Target
             Activate Flower Prong <Type C>
             Remove Self
             TempVar:Changed = 1
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Flower Prong
     Lvl: 19         EXP: 200           Win: [ 8] Earth Drum
      HP: 550         AP: 20          Steal:      -
      MP: 68         Gil: 300         Morph:      -
     ---
    Weak:   Fire, Earth
    Asrb:   Poison
     ---
     Att: 44         Def: 58          Df%: 1           Dex: 68
     MAt: 46         MDf: 300                          Lck: 0
     ---
    Immune: Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
            Manipulate, Berserk
    
    This is Type C: the Flower Prong Type B becomes when damaged enough
     ---
    Attacks:
      W Laser
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 15 / 16]
        MAt%:  98
        Tar: 1 Op
        Elm: Shoot
      Pollen
        Physical Attack
        Formula: Physical
        Pwr: 3/4x Base     (52.5)
        PAt%: 130
        Tar: All Op
        Elm: Non-Element
        Attr: [ 80] Inflict 'Sleep'
        Notes: Status infliction done via Pollen is considered to be No Split,
                 even though the damage itself is split
      Bio2
        Magical Attack
        Formula: Magical
        Pwr: 1 5/16x Base  (511.875)
        MAt%: 100
        Cost: 36 MP
        Tar: 1 Op/All Op
        Elm: Poison
        Attr: [ 48] Inflict 'Poison'
              Reflectable
     ---
    AI: Main
    {
       If (TempVar:OpeningAttack == 0) Then
       {
          Choose Random Opponent
          Use Pollen on Target
          TempVar:OpeningAttack = 1
       } Else {
          If ((1/8 Chance) AND (Flower Prong's MP >= 36)) Then
          {
             Choose Random Opponent
             Use Bio2 on Target
          } Else {
             Choose Random Opponent with Highest HP
             Use W Laser on Target
          }
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.9.3 Meltdown Reactor
    ----- ----------------
    Name: Heavy Tank
     Lvl: 21         EXP: 340           Win: [ 8] Hi-Potion
      HP: 1600        AP: 45          Steal: [32] Phoenix Down
      MP: 25         Gil: 1300        Morph:      Power Source
     ---
    Void:   Gravity
     ---
     Att: 49         Def: 34          Df%: 1           Dex: 68
     MAt: 37         MDf: 90                           Lck: 0
     ---
    Immune: Frog
     ---
    Attacks:
      <Charge>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (169.5)
        PAt%:  80
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Wheelie Attack
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (169.5)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
      Big Spiral
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (169.5)
        PAt%: 110
        Tar: All Op
        Elm: Hit
        Attr: Manip.
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
       SpclChance = 8
    }
    AI: Main
    {
       TempVar:NormalAttack = 0
       If (Count == 0 or 1) Then
       {
          TempVar:NormalAttack = 1
          TempVar:ChosenAtt = <Charge>
          Count = Count + 1
       } Else If (Count == 2) Then {
          TempVar:NormalAttack = 1
          TempVar:ChosenAtt = Wheelie Attack
          Count = 3
       } Else {
          Choose All Opponents
          Use Big Spiral on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose All Opponents
             Use Big Spiral on Target
          }
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose All Opponents
             Use Big Spiral on Target
          }
          Count = 0
       }
       If (TempVar:NormalAttack == 1) Then
       {
          TempVar:AttackedTarget = 0
          If ((2nd Opponent doesn't have Death Status)
                AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose 2nd Opponent
             Use TempVar:ChosenAtt on Target
             TempVar:AttackedTarget = 1
          }
          If ((1st Opponent doesn't have Death Status)
                AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose 1st Opponent
             Use TempVar:ChosenAtt on Target
             TempVar:AttackedTarget = 1
          }
          If ((3rd Opponent doesn't have Death Status)
                AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose 3rd Opponent
             Use TempVar:ChosenAtt on Target
             TempVar:AttackedTarget = 1
          }
          If (TempVar:AttackedTarget == 0) Then
          {
             Choose Random Opponent
             Use TempVar:ChosenAtt on Target
          }
       }
    }
    AI: Counter - General
    {
       If (Heavy Tank's HP <= 25% of Heavy Tank's Max HP) Then
       {
          SpclChance = 2
       } Else If (Heavy Tank's HP <= 50% of Heavy Tank's Max HP) Then {
          SpclChance = 3
       } Else If (Heavy Tank's HP <= 75% of Heavy Tank's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 8
       }
    }
    
    
    
    
    =============================================================================
    5.10 Cosmo Canyon
    -----------------
    
    5.10.1 Cosmo Area
    ------ ----------
    Name: Crown Lance
     Lvl: 20         EXP: 225           Win: [ 8] Hi-Potion
      HP: 440         AP: 23          Steal:      -
      MP: 70         Gil: 400         Morph:      Dream Powder
     ---
    Weak:   Fire
    Void:   Earth
    Asrb:   Lightning
     ---
     Att: 34         Def: 30          Df%: 1           Dex: 60
     MAt: 31         MDf: 140                          Lck: 0
     ---
    Immune: Confusion, Stop, Manipulate, Berserk, Paralysed
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (55)
        PAt%: 130
        Tar: 1 Op
        Elm: Punch
        Notes: Only used while Crown Lance is in the frontmost row
      Sleepel
        Magical Change Status
        MAt%: 100
        Cost: 8 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 72] Inflict 'Sleep'
              Reflectable
        Notes: Only used while Crown Lance is not in the frontmost row
      Bolt
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (153)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
        Notes: Only used while Crown Lance is not in the frontmost row
      Deadly Needles
        Magical Attack
        Formula: Magical
        Pwr: 1/16x Base    (19.125)
        MAt%: 124
        Tar: 1 Op
        Elm: Punch
        Attr: 100%  Inflict 'Petrify'
        Notes: Only used as 100% C/A if Crown Lance has Advanced to the front
                 and HP < 220
    
    Animations:
      <Advance>
        Moves Crown Lance forward
      <Retreat>
        Moves Crown Lance backward
     ---
    AI: Setup
    {
       TempVar:DfltRange = Crown Lance's Range
    }
    AI: Main
    {
       Count = Count + 1
       If (Crown Lance's Range == 1) Then
       {
          If (Count > 3) Then {
             If (TempVar:DfltRange != 1) Then
             {
                Choose Self
                Use <Retreat> on Target
                Crown Lance's Range = Crown Lance's Range + 1
             }
             Count = 0
          } Else {
             Choose Random Opponent
             Use <Claw> on Target
          }
       } Else If (Count > 2) Then {
          Choose Self
          Use <Advance> on Target
          Crown Lance's Range = Crown Lance's Range - 1
          Count = 0
       } Else {
          Choose Random Opponent
          If ((3/4 Chance) AND (Target doesn't have Sleep Status)) Then
          {
             Use Sleepel on Target
          } Else {
             Use Bolt on Target
          }
       }
    }
    AI: Counter - General
    {
       If ((Crown Lance's Range == 1) AND (Crown Lance's HP < 220)) Then
       {
          Choose Crown Lance's Last Attacker (General)
          Use Deadly Needles on Target
          Crown Lance's Range = TempVar:DfltRange
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Skeeskee
     Lvl: 20         EXP: 222           Win: [ 8] Hyper
      HP: 540         AP: 22          Steal: [32] Tranquilizer
      MP: 0          Gil: 222         Morph:      Hyper
     ---
    No Elemental Properties
     ---
     Att: 45         Def: 40          Df%: 1           Dex: 55
     MAt: 33         MDf: 120                          Lck: 0
     ---
    Immune: Frog
     ---
    Attacks:
      <Beak>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (101)
        PAt%: 103
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Rage Bomber
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (252.5)
        PAt%:  75
        Tar: 1 Op
        Elm: Shout
        Attr: [ 72] Inflict 'Fury'
              Manip.
        Notes: Only used as C/A when HP <= 50% of Max HP, or when Poisoned
     ---
    AI: Main
    {
       If (Skeeskee has Poison Status) Then
       {
          Choose Random Opponent
          1/2 Chance: Use <Beak> on Target
          1/2 Chance: Use Rage Bomber on Target
       } Else {
          Choose Random Opponent
          Use <Beak> on Target
       }
    }
    AI: Counter - General
    {
       If (Skeeskee's HP <= 50% of Skeeskee's Max HP) Then
       {
          Choose Skeeskee's Last Attacker (General)
          Use Rage Bomber on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Bagrisk
     Lvl: 19         EXP: 240           Win: [ 8] Soft
      HP: 400         AP: 30          Steal:      See Attributes
      MP: 50         Gil: 275         Morph:      Remedy
     ---
    No Elemental Properties
     ---
     Att: 50         Def: 44          Df%: 1           Dex: 45
     MAt: 39         MDf: 100                          Lck: 0
     ---
    (Full List) Steal: [32] Soft, [32] Soft, [ 8] Vagyrisk Claw
     ---
    Attacks:
      <Tail>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (108)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Tail twice in a single combo
      Stone Strike
        Magical Change Status
        MAt%: 255
        Cost: 10 MP
        Tar: 1 Op
        Elm: Hidden
        Attr: 100%  Inflict 'Petrify'
              Manip.
        Notes: Only used normally once per battle
      Quake2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (522)
        MAt%: 100
        Cost: 28 MP
        Tar: 1 Op/All Op
        Elm: Earth
        Attr: Reflectable
     ---
    AI: Setup
    {
       1/3 Chance: Count = 1
       2/3 Chance: Count = 0
       SpclChance = 16
       TempVar:StoneStrike = 1
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          If (At Least One Opponent doesn't have Petrify) Then
          {
             Choose Random Opponent without Petrify
             Use <Tail> on Target
          }
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent without Petrify
             Use <Tail> on Target
          }
          Count = 1
       } Else If (Count == 1) Then {
          If (At Least One Opponent doesn't have Petrify) Then
          {
             If ((Bagrisk's MP >= 28) AND (Rnd(1..SpclChance) == 1)) Then
             {
                Choose Random Opponent without Petrify
                Use Quake2 on Target
             } Else {
                Choose Random Opponent without Petrify
                Use <Tail> on Target
             }
          }
          Count = 2
       } Else {
          If (At Least One Opponent doesn't have Petrify Status) Then
          {
             If ((Rnd(1..SpclChance) == 1) AND (TempVar:StoneStrike == 1)) Then
             {
                Choose Random Opponent without Petrify Status
                Use Stone Strike on Target
                TempVar:StoneStrike = 0
             } Else {
                Choose Random Opponent without Petrify Status
                Use <Tail> on Target
             }
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Bagrisk's HP <= 25% of Bagrisk's Max HP) Then
       {
          SpclChance = 3
       } Else If (Bagrisk's HP <= 50% of Bagrisk's Max HP) Then {
          SpclChance = 6
       } Else If (Bagrisk's HP <= 75% of Bagrisk's Max HP) Then {
          SpclChance = 9
       } Else {
          SpclChance = 16
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Desert Sahagin
     Lvl: 20         EXP: 230           Win: [ 8] Potion
      HP: 580         AP: 21          Steal: [32] Potion
      MP: 0          Gil: 300         Morph:      Fire Veil
     ---
    AutoH:  Punch
    Weak:   Ice
    Half:   Fire
    Asrb:   Water
     ---
     Att: 46         Def: 32          Df%: 1           Dex: 56
     MAt: 38         MDf: 120                          Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Harpoon>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (102)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Sandgun
        Physical Change Status
        PAt%: 120
        Tar: 1 Op
        Elm: Earth
        Attr: [ 48] Inflict 'Darkness'
              Manip.
    
    Animations:
      <Shell Defense>
        Notes: Used as Hurt Animation when Desert Sahagin's Def is set to 512
               BUG: Desert Sahagin's Def will permenantly be 512 once this is
                 active.  There is a 1/16 chance per action *ANY* ally or enemy
                 takes (whether it hits Desert Sahagin or not) that Shell
                 Defense will be set
     ---
    AI: Setup
    {
       TempVar:CurHurt = Desert Sahagin's HurtAnim
       TempVar:CurDef  = Desert Sahagin's Def
    }
    AI: Main
    {
       Choose Random Opponent
       1/2 Chance: Use Sandgun on Target
       1/2 Chance: Use <Harpoon> on Target
    }
    AI: Counter - PreTurn
    {
       TempVar:CurHurt = Desert Sahagin's HurtAnim
       TempVar:CurDef  = Desert Sahagin's Def
       If (1/16 Chance) Then
       {
          Desert Sahagin's HurtAnim = Shell Defense
          Desert Sahagin's Def = 512
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Griffin
     Lvl: 21         EXP: 260           Win: 100% Phoenix Down
      HP: 760         AP: 25          Steal: [32] Phoenix Down
      MP: 40         Gil: 350         Morph:      Phoenix Down
     ---
    No Elemental Properties
     ---
     Att: 45         Def: 42          Df%: 1           Dex: 58
     MAt: 35         MDf: 160                          Lck: 0
     ---
    Immune: Sleep, Confusion, Stop, Frog, Small, Manipulate, Berserk, Paralysed
    
    Transformation: 1st Form is default
                    2nd Form flies in the air and has Can't Reach
    
    Note that the first time Griffin takes to the air, it'll have 31 Df%
    The first time it lands again after that, it'll have 0 Df%
    After that, it will have 0 Df% on the ground, and 30 Df% in the air
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (103)
        PAt%: 130
        Tar: 1 Op
        Elm: Punch
        Notes: Only in 1st Form
      Peacock
        Magical MP Attack
        Formula: Magical
        Pwr: 1/4x Base     (84)
        MAt%: 140
        Cost: 8 MP
        Tar: All Op (NS)
        Elm: Non-Element
        Notes: Only in 1st Form
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (103)
        PAt%: 130
        Tar: 1 Op
        Elm: Punch
        Notes: Only in 2nd Form
      <Peacock>
        Magical MP Attack
        Formula: Magical
        Pwr: 1/4x Base     (84)
        MAt%: 140
        Cost: 8 MP
        Tar: All Op (NS)
        Elm: Non-Element
        Notes: Only in 2nd Form
     ---
    AI: Setup
    {
       TempVar:DfltDf% = Griffin's Df%
    }
    AI: Main
    {
       If (Griffin's IdleAnim == On Land) Then
       {
          1/4 Chance:
          {
             If (TempVar:1stLandAttack == 1) Then
             {
                Choose Random Opponent
                Use <Claw> on Target
             } Else {
                Choose Self
                Use <> on Target
                Griffin's IdleAnim = In Air
                Griffin's Df% = Griffin's Df% + 30
                Griffin's Range = 16
                TempVar:1stFlyAttack = 1
             }
             TempVar:1stLandAttack = 0
          }
          1/4 Chance:
          {
             Choose Random Opponent
             Use Peacock on Target
             TempVar:1stLandAttack = 0
          }
          1/2 Chance:
          {
             Choose Random Opponent
             Use <Claw> on Target
             TempVar:1stLandAttack = 0
          }
       } Else {
          1/4 Chance:
          {
             If (TempVar:1stFlyAttack == 1) Then
             {
                Choose Random Opponent
                Use <Peacock> on Target
             } Else {
                Choose Self
                Use <> on Target
                Griffin's IdleAnim = On Land
                Griffin's Df% = 0
                Griffin's Range = 1
                TempVar:1stLandAttack = 1
             }
             TempVar:1stFlyAttack = 0
          }
          1/4 Chance:
          {
             Choose Random Opponent
             Use <Claw> on Target
             TempVar:1stFlyAttack = 0
          }
          1/2 Chance:
          {
             Choose Random Opponent
             Use <Peacock> on Target
             TempVar:1stFlyAttack = 0
          }
       }
    }
    AI: Counter - General
    {
       If (Griffin's IdleAnim == On Land) Then
       {
          Griffin's HurtAnim = Flinch (On Land)
       } Else {
          Griffin's HurtAnim = Flinch (In Air)
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Golem
     Lvl: 24         EXP: 300           Win: [ 8] Hi-Potion
      HP: 1000        AP: 22          Steal: [ 8] Turbo Ether
      MP: 0          Gil: 500         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 60         Def: 56          Df%: 1           Dex: 80
     MAt: 5          MDf: 100                          Lck: 0
     ---
    Immune: Confusion, Frog, Small, Manipulate, Berserk
    
    Listed above are Golem's default stats.  Immediately after its first turn,
    those stats will be reset to:
    
                     No Advance      1st Advance       2nd Advance
             Att:         48              52                56
             Def:         80              72                64
             MAt:        243             249               255
             MDf:        130             120               110
    
    Also note that if the Golem is restored to *MORE* HP than he had last time
    he countered, it will count as a *COLOSSAL* amount of HP Difference; the
    script has no real concept of negative numbers.  This means that a drop of
    200 HP or more or a gain of 1 HP or more from the last time the Golem
    retreated is enough to make it retreat again.
    
    This is also why the Golem's MAt is so high once battle begins.
     ---
    Attacks:
      <Golem Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (150)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Notes: Only used if Golem has not Advanced at all
      Finger Shot
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (187.5)
        PAt%: 120
        Tar: 1 Op
        Elm: Shoot
        Notes: Only used if Golem has not Advanced at all
      Megaton Punch
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Base   (281.25)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
        Notes: Only used when Golem has Advanced twice
    
    Animations:
      <Advance>
        Moves Golem forward
      <Retreat>
        Moves Golem backward
        Notes: Only as a C/A once 200 damage has been dealt since last Retreat
     ---
    AI: Setup
    {
       TempVar:Row = 3
       TempVar:DfltAtt = Golem's Att
       TempVar:DfltMAt = Golem's MAt
       TempVar:DfltDef = Golem's Def
       TempVar:DfltMDf = Golem's MDf
       TempVar:LastHP  = Golem's HP
    }
    AI: Main
    {
       If (TempVar:BackRowAttack == 0) Then
       {
          Choose Random Opponent
          2/3 Chance: Use <Golem Punch> on Target
          1/3 Chance: Use Finger Shot on Target
          TempVar:BackRowAttack = 1
       } Else If (TempVar:Row == 1) Then {
          Choose Random Opponent
          Use Megaton Punch on Target
       } Else {
          Choose Self
          Use <Advance> on Target
          TempVar:Row = TempVar:Row - 1
       }
       Golem's Att = TempVar:DfltAtt - TempVar:Row * 4
       Golem's MAt = TempVar:DfltMAt - TempVar:Row * 6
       Golem's Def = TempVar:DfltDef + TempVar:Row * 8
       Golem's MDf = TempVar:DfltMDf + TempVar:Row * 10
    }
    AI: Counter - General
    {
       TempVar:DmgCounter = TempVar:DmgCounter + (TempVar:LastHP - Golem's HP)
       If (TempVar:DmgCounter > 200) Then
       {
          Choose Self
          If (TempVar:Row < 3) Then
          {
             Use <Retreat> on Target
             TempVar:Row = TempVar:Row + 1
             Golem's Att = TempVar:DfltAtt - TempVar:Row * 4
             Golem's MAt = TempVar:DfltMAt - TempVar:Row * 6
             Golem's Def = TempVar:DfltDef + TempVar:Row * 8
             Golem's MDf = TempVar:DfltMDf + TempVar:Row * 10
             If (TempVar:Row == 3) Then
             {
                TempVar:BackRowAttack = 0
             }
          }
          TempVar:DmgCounter = 0
       }
       TempVar:LastHP = Golem's HP
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.10.2 Caves of the Gi
    ------ ---------------
    Name: Sneaky Step
     Lvl: 21         EXP: 270           Win: [ 8] M-Tentacles
      HP: 600         AP: 24          Steal:      -
      MP: 65         Gil: 330         Morph:      Ghost Hand
     ---
    No Elemental Properties
     ---
     Att: 52         Def: 30          Df%: 1           Dex: 62
     MAt: 25         MDf: 130                          Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      Triple Attack
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (120)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Death Sentence
        Magical Change Status
        MAt%: 100
        Cost: 10 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Death-sentence'
              Manip.
     ---
    AI: Main
    {
       If (At Least One Opponent doesn't have Death-sentence Status) Then
       {
          Choose Random Opponent without Death-sentence
          1/4 Chance: Use Death Sentence on Target
          3/4 Chance: Use Triple Attack on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Heg
     Lvl: 22         EXP: 250           Win: [ 8] Hi-Potion
      HP: 400         AP: 20          Steal:      -
      MP: 0          Gil: 240         Morph:      -
     ---
    Weak:   Ice
    Asrb:   Poison
     ---
     Att: 46         Def: 30          Df%: 1           Dex: 40
     MAt: 5          MDf: 64                           Lck: 0
     ---
    Immune: Poison
     ---
    Attacks:
      <Poison Fang>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (108)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
        Attr: 100%  Inflict 'Poison'
              Berserk Attack
              Manip.
      Halt Whip
        Physical Attack
        Formula: Physical
        Pwr: 7/8x Base     (94.5)
        PAt%: 110
        Tar: 1 Op
        Elm: Punch
        Attr: [ 28] Inflict 'Paralysed'
              Manip.
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
    }
    AI: Main
    {
       If (Count < 2) Then
       {
          If (At Least One Opponent doesn't have Poison Status) Then
          {
             If (At Least One Opponent has Paralysed Status) Then
             {
                Choose Random Opponent with Paralysed but without Poison Status
             } Else {
                Choose Random Opponent without Poison Status
             }
             Use <Poison Fang> on Target
          }
          Count = Count + 1
       } Else {
          If (At Least One Opponent doesn't have Paralysed Status) Then
          {
             If (At Least One Opponent has Poison Status) Then
             {
                Choose Random Opponent with Poison but without Paralysed Status
             } Else {
                Choose Random Opponent without Paralysed Status
             }
             Use Halt Whip on Target
          }
          Count = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Gi Spector
     Lvl: 23         EXP: 260           Win: [ 8] Smoke Bomb
      HP: 450         AP: 20          Steal:      -
      MP: 88         Gil: 150         Morph:      Ghost Hand
     ---
    Weak:   Fire, Holy
    Asrb:   Restorative
     ---
     Att: 45         Def: 30          Df%: 1           Dex: 59
     MAt: 35         MDf: 120                          Lck: 0
     ---
    Immune: Frog
     ---
    Attacks:
      Skewer
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (109)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Hell Spear
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (136.25)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: [ 28] Inflict 'Paralysed'
              Manip.
      Death Sentence
        Magical Change Status
        MAt%: 100
        Cost: 10 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Death-sentence'
              Manip.
        Notes: Only used as C/A
     ---
    AI: Main
    {
       If (Count < 3) Then
       {
          If (At Least One Opponent doesn't have Death-sentence) Then
          {
             Choose Random Opponent without Death-sentence with Lowest HP
             Use Skewer on Target
          }
          Count = Count + 1
       } Else {
          If (At Least One Opponent doesn't have Death-sentence Status) Then
          {
             Choose Random Opponent without Death-sentence with Lowest HP
             If ((Target's HP <= 50% of Target's Max HP) AND (1/2 Chance)) Then
             {
                Use Hell Spear on Target
             } Else {
                Use Skewer on Target
             }
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If ((At Least One Opponent doesn't have Death-sentence Status)
             AND (1/2 Chance)) Then
       {
          Choose Random Opponent without Death-sentence with Lowest HP
          If (Target's HP <= 3 * [Target's Max HP / 4]) Then
          {
             Use Death Sentence on Target
          }
       } Else {
          Choose Gi Spector's Last Attacker (General)
          Use Skewer on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Stinger
     Lvl: 25         EXP: 290           Win: [ 8] Hi-Potion
      HP: 2200        AP: 25          Steal: [ 8] Ether
      MP: 60         Gil: 358         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 60         Def: 56          Df%: 1           Dex: 68
     MAt: 40         MDf: 100                          Lck: 0
     ---
    Immune: Manipulate, Paralysed
     ---
    Attacks:
      <Sting>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (152)
        PAt%: 110
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
        Notes: Will sometimes use Sting twice in a single combo
      Sting Bomb
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 3 / 4]
        MAt%: 100
        Cost: 20 MP
        Tar: 1 Op
        Elm: Punch
        Notes: Also used as possible C/A twice during battle
      Rabbit Gouge
        Physical Attack
        Formula: Physical
        Pwr: 2x Base       (304)
        PAt%: 110
        Tar: 1 Op
        Elm: Punch
     ---
    AI: Setup
    {
       SpclChance = 4
       Count = Rnd(0..3)
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent
          Use <Sting> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Sting> on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use Sting Bomb on Target
          } Else {
             Choose Random Opponent
             Use <Sting> on Target
          }
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 3
          } Else {
             Count = 0
          }      
       } Else {
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use Rabbit Gouge on Target
          } Else {
             Choose Random Opponent
             Use <Sting> on Target
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If ((Stinger's HP <= 25% of Stinger's Max HP) AND (SpclChance == 2)) Then
       {
          Choose Stinger's Last Attacker (General)
          Use Sting Bomb on Target
          SpclChance = 1
       } Else If ((Stinger's HP <= 50% of Stinger's Max HP)
                    AND (SpclChance == 3)) Then {
          Choose Stinger's Last Attacker (General)
          Use Sting Bomb on Target
          SpclChance = 2
       } Else If ((Stinger's HP <= 75% of Stinger's Max HP)
                    AND (SpclChance == 4)) Then {
          SpclChance = 3
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Gi Nattak
     Lvl: 29         EXP: 1400          Win: 100% Wizer Staff
      HP: 5500        AP: 150         Steal:      -
      MP: 200        Gil: 3000        Morph:      -
     ---
    Weak:   Holy
    Void:   Earth, Gravity, Water
    Asrb:   Restorative
     ---
     Att: 70         Def: 70          Df%: 1           Dex: 75
     MAt: 25         MDf: 140                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
            Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed
     ---
    Attacks:
      <Spear Attack>
        Physical Attack
        Formula: Physical
        Pwr: 2 3/16x Base  (566.5625)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
      Drain
        Magical Absorb
        Formula: Magical
        Pwr: 3/8x Base     (121.5)
        MAt%: 255
        Cost: 1 MP
        Tar: 1 Op
        Elm: Non-Element
      Aspil
        Magical MP Absorb
        Formula: Magical
        Pwr: 1/8x Base     (40.5)
        MAt%: 255
        Cost: 1 MP
        Tar: 1 Op
        Elm: Non-Element
      DeBarrier
        Magical Change Status
        MAt%: 255
        Cost: 12 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: 100%  Cure 'Barrier', 'MBarrier', 'Reflect', 'Shield'
    
    Animations:
      Take Over
        Orders a Soul Fire to possess the selected target
      <Vanish>
        Gi Nattak's Death Animation
     ---
    AI: Main
    {
       Count = Count + 1
       Choose Random Opponent
       If (Count == 0 or 2) Then
       {
          If ((Target has Barrier or MBarrier Status) AND (1/3 Chance)) Then
          {
             Use DeBarrier on Target
          } Else {
             3/5 Chance: Use Drain on Target
             1/5 Chance:
             {
                Use Aspil on Target
                Use Spear Attack on Target
             }
             1/5 Chance: Use Spear Attack on Target
          }
       } Else If (Count == 1) Then {
          If ((Soul Fire A's CustomVar:SoulFire == 0)
                AND (Target's CustomVar:SoulFire == 0)
                AND (Soul Fire A doesn't have Death Status)) Then
          {
             Use Take Over on Target
             Soul Fire A's CustomVar:SoulFire = 1
             Make Soul Fire A Invisible
             Soul Fire A's IdleAnim = Invisible
             Target's CustomVar:SoulFire = 100
          } Else {
             Use <Spear Attack> on Target
          }
       } Else If (Count == 3) Then {
          If ((Soul Fire B's CustomVar:SoulFire == 0)
                AND (Target's CustomVar:SoulFire == 0)
                AND (Soul Fire B doesn't have Death Status)) Then
          {
             Use Take Over on Target
             Soul Fire B's CustomVar:SoulFire = 1
             Make Soul Fire B Invisible
             Soul Fire B's IdleAnim = Invisible
             Target's CustomVar:SoulFire = 101
          } Else {
             Use <Spear Attack> on Target
          }
          Count = -1
       }
    }
    AI: Counter - Death
    {
       Turn off Death Handling for all Soul Fires
       Remove Soul Fires
       Turn off Death Handling for Gi Nattak
       Choose Self
       Use <Vanish> on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Soul Fire
     Lvl: 21         EXP: 200           Win: [ 8] Phoenix Down
      HP: 1300        AP: 10          Steal:      -
      MP: 220        Gil: 100         Morph:      -
     ---
    Weak:   Wind, Holy
    Void:   Earth, Poison, Gravity, Water
    Asrb:   Fire
     ---
     Att: 16         Def: 130         Df%: 1           Dex: 60
     MAt: 16         MDf: 10                           Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Paralysed
    
    If Gi Nattak dies, Soul Fire is removed leaving no XP, AP, Gil or items
    (providing it is not already dead)
    
    Soul Fire has two main modes; either in resting position, where it casts
    Fire2 on itself continually, or in attack mode, where Gi Nattak has ordered
    it to take over a character.  In this mode, it is untargetable, and Soul
    Fire will cast Fire2 on that target every chance it gets.  If this casting of
    Fire2 is reflected, it will hit the hidden Soul Fire and heal it
    
    The Soul Fire will not emerge unless the possessed character dies or four
    turns have passed
     ---
    Attacks:
      Fire2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (277.5)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
        Notes: Soul Fire uses special targeting as shown in the Attributes
                 section
      <Take Over>
        Physical Misc Ability
        PAt%: 255
        Tar: 1 Op
        Attr: Never used
    
    Animations:
      <Return>
        Soul Fire reappears back into resting state
        Notes: Soul Fire reappears and is again a valid target for the player
     ---
    AI: Main
    {
       If (Self is Soul Fire A)
       {
          Choose Target with CustomVar:SoulFire = 100
       } Else {
          Choose Target with CustomVar:SoulFire = 101
       }
       If (SoulFire's CustomVar:SoulFire != 0) Then
       {
          If ((Target has Death Status) OR (TempVar:PossessTurns > 3)) Then
          {
             Target's CustomVar:SoulFire = 0
             Choose Self
             Use <Return> on Target
             Make Soul Fire Visible
             Soul Fire's IdleAnim = Visible
             Soul Fire's CustomVar:SoulFire = 0
             TempVar:PossessTurns = 0
          } Else {
             Use Fire2 on Target
             TempVar:PossessTurns = TempVar:PossessTurns + 1
             If (Target has Death Status) Then
             {
                Target's CustomVar:SoulFire = 0
                Choose Self
                Use <Return> on Target
                Make Soul Fire Visible
                Soul Fire's IdleAnim = Visible
                Soul Fire's CustomVar:SoulFire = 0
                TempVar:PossessTurns = 0
             }
          }
       } Else {
          If (Soul Fire's MP >= 22) Then
          {
             Choose Self
             Use Fire2 on Target
          }
       }
    }
    
    
    
    
    =============================================================================
    5.11 Nibelheim
    --------------
    
    5.11.1 Nibel Area
    ------ ----------
    Name: Nibel Wolf
     Lvl: 23         EXP: 265           Win: [ 8] Luchile Nut
      HP: 700         AP: 24          Steal: [ 8] Luchile Nut
      MP: 0          Gil: 260         Morph:      Hi-Potion
     ---
    No Elemental Properties
     ---
     Att: 50         Def: 36          Df%: 1           Dex: 57
     MAt: 5          MDf: 160                          Lck: 0
     ---
    Nibel Wolves will gain 265 EXP and 260 Gil per successful casting of Howling
    They can only use Howling three times per battle maximum however
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (120)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Fang
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (120)
        PAt%: 120
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
      Howling
        Magical HP Restore
        Formula: Max HP%
        Pwr: [Target's Max HP]
        MAt%: 255
        Tar: 1 Al
        Elm: Restorative          
        Attr: Automatic miss if Target is not in 'Death' Status and target does
                not absorb Restorative
              100% chance of killing targets that absorb Restorative
              100%  Cure 'Death'
        Notes: Only targets dead Nibel Wolves
    
    Animations:
      <Howling>
        May be used if there's a Nibel Wolf ally is dead
        Designates a 'failed' attempt at Howling
     ---
    AI: Setup
    {
       TempVar:EXP = Nibel Wolf's EXP Value
       TempVar:Gil = Nibel Wolf's Gil Value
       TempVar:Howling = 3
    }
    AI: Main
    {
       If (Count == 0 or 1 or 2) Then
       {
          Choose Random Opponent
          Use <Bodyblow> on Target
          Count = Count + 1
       } Else If (Count == 3) Then {
          Choose Random Opponent
          Use Fang on Target
          Count = 4
       } Else {
          If ((At Least One Nibel Wolf has Death Status)
                AND (TempVar:Howling > 0)) Then
          {
             If (1/3 Chance) Then
             {
                Choose Random Nibel Wolf with Death Status
                Use Howling on Target
                Nibel Wolf's EXP Value = Nibel Wolf's EXP Value + TempVar:EXP
                Nibel Wolf's Gil Value = Nibel Wolf's Gil Value + TempVar:Gil
                TempVar:Howling = TempVar:Howling - 1
             } Else {
                Choose Self
                Use <Howling> on Target
             }
          } Else {
             Choose Random Opponent
             Use Fang on Target
          }
          Count = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Valron
     Lvl: 24         EXP: 300           Win: [ 8] Hi-Potion
      HP: 950         AP: 30          Steal:      -
      MP: 80         Gil: 300         Morph:      Hi-Potion
     ---
    No Elemental Properties
     ---
     Att: 50         Def: 50          Df%: 1           Dex: 49
     MAt: 45         MDf: 180                          Lck: 0
     ---
    Immune: Confusion, Frog, Small, Berserk
    
    Transformation: 1st Form stands on the ground; Default Stats
                    2nd Form flies in the air
                    2nd Form has Can't Reach;      Df%:  21
    Valron is randomly in 1st or 2nd Form at start of battle
     ---
    Attacks:
      <Speed Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (124)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
      Jump Kick
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (155)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
      <Dive Kick>
        Magical Attack
        Formula: Max HP%
        Pwr: [Target's Max HP / 4]
        MAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
      DeSpell
        Magical Change Status
        MAt%: 255
        Cost: 20 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: 100%  Cure 'Haste', 'Slow', 'Stop', 'Regen', 'Barrier', 'MBarrier',
                         'Reflect', 'Shield', 'Death Force', 'Resist'
      MBarrier
        Magical Change Status
        Auto Hit
        Cost: 24 MP
        Tar: 1 Al/All Al
        Elm: Non-Element
        Attr: 100%  Inflict 'MBarrier'
              Reflectable
      Demi3
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 3 / 4]
        MAt%:  75
        Cost: 48 MP
        Tar: 1 Op/All Op (NS)
        Elm: Gravity
     ---
    AI: Setup
    {
       TempVar:DfltDf% = Valron's Df%
       If (1/2 Chance) Then
       {
          Valron's IdleAnim = In Air
          Valron's HurtAnim = Flinch (In Air)
          Valron's Df% = Valron's Df% + 20
       }
    }
    AI: Main
    {
       TempVar:FlyAttack == None
       If (Valron's IdleAnim = On Land) Then
       {
          1/4 Chance:
          {
             Valron's IdleAnim = In Air
             Valron's HurtAnim = Flinch (In Air)
             Valron's Df% = Valron's Df% + 20
             1/2 Chance: TempVar:FlyAttack = Demi3
             1/2 Chance: TempVar:FlyAttack = Dive Kick
          }
          1/4 Chance:
          {
             Choose Random Opponent
             Use <Speed Punch> on Target
          }
          1/2 Chance:
          {
             Choose Random Opponent
             Use Jump Kick on Target
          }
       } Else If (Valron doesn't have MBarrier Status) Then {
          11/64 Chance:
          {
             Valron's IdleAnim = On Land
             Valron's HurtAnim = Flinch (On Land)
             Valron's Df% = TempVar:DfltDf%
          }
           3/64 Chance: TempVar:FlyAttack = Demi3
           3/64 Chance: TempVar:FlyAttack = MBarrier on Ally
           3/64 Chance: TempVar:FlyAttack = Dive Kick
          12/64 Chance: TempVar:FlyAttack = DeSpell
          32/64 Chance: TempVar:FlyAttack = MBarrier on Self
       } Else {
          1/8 Chance:
          {
             Valron's IdleAnim = On Land
             Valron's HurtAnim = Flinch (On Land)
             Valron's Df% = TempVar:DfltDf%
          }
          1/8 Chance: TempVar:FlyAttack = Demi3
          1/8 Chance: TempVar:FlyAttack = MBarrier on Ally
          1/8 Chance: TempVar:FlyAttack = Dive Kick
          1/2 Chance: TempVar:FlyAttack = DeSpell
       }
       If (TempVar:FlyAttack != None) Then
       {
          If (TempVar:FlyAttack == Dive Kick) Then
          {
             Choose Random Opponent
             Use <Dive Kick> on Target
          }
          If (TempVar:FlyAttack == MBarrier on Self) Then
          {
             If (Valron's MP >= 24) Then
             {
                Choose Self
                Use MBarrier on Target
             } Else {
                Choose Random Opponent
                Use <Dive Kick> on Target
             }
          }
          If (TempVar:FlyAttack == MBarrier on Ally) Then
          {
             If ((Valron's MP >= 24)
                   AND (At Least One Ally doesn't have MBarrier Status)) Then
             {
                Choose Random Ally without MBarrier Status
                Cast MBarrier on Target
             } Else {
                Choose Random Opponent
                Use <Dive Kick> on Target
             }
          }
          If (TempVar:FlyAttack == Demi3) Then
          {
             If (Valron's MP >= 48) Then
             {
                Choose Random Opponent with Highest HP
                Use Demi3 on Target
             } Else {
                Choose Random Opponent
                Use <Dive Kick> on Target
             }
          }
          If (TempVar:FlyAttack == DeSpell) Then
          {
             TempVar:ChosenAtt = DeSpell
             TempVar:UseDeSpell = 1
             If (Valron has Slow Status) Then
             {
                Choose Self
             } Else If (At Least One Ally has Slow Status) Then {
                Choose Random Ally with Slow Status
             } Else If (At Least One Ally has Stop Status) Then {
                Choose Random Ally with Stop Status
             } Else If (At Least One Ally has Silence Status) Then {
                Choose Random Ally with Silence Status
             } Else If (At Least One Opponent has Barrier Status) Then {
                Choose Random Opponent with Barrier Status
             } Else If (At Least One Opponent has Haste Status) Then {
                Choose Random Opponent with Haste Status
             } Else If (At Least One Opponent has MBarrier Status) Then {
                Choose Random Opponent with MBarrier Status
             } Else If (At Least One Opponent has Reflect Status) Then {
                Choose Random Opponent with Reflect Status
             } Else If (At Least One Opponent has Regen Status) Then {
                Choose Random Opponent with Regen Status
             } Else (
                Choose Random Opponent
                TempVar:ChosenAtt = <Dive Kick>
                TempVar:UseDeSpell = 0
             }
             If (TempVar:UseDeSpell == 1) Then
             {
                If (Valron's MP < TempVar:ChosenAtt's MP Cost) Then
                {
                   Choose Random Opponent
                   TempVar:ChosenAtt = <Dive Kick>
                }
             }
             Use TempVar:ChosenAtt on Target
          }
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.11.2 Shinra Mansion
    ------ --------------
    Name: Mirage
     Lvl: 24         EXP: 290           Win: [ 8] Mirror
      HP: 570         AP: 22          Steal:      -
      MP: 0          Gil: 280         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 50         Def: 36          Df%: 1           Dex: 50
     MAt: 45         MDf: 100                          Lck: 0
     ---
    Immune: Confusion, Frog, Reflect, Manipulate, Berserk
    Perma-Reflect
     ---
    Attacks:
      <Swing Attack>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (124)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
     ---
    AI: Setup
    {
       Inflict Reflect on Mirage
    }
    AI: Main
    {
       If (At Least One Opponent doesn't have Death-sentence)
       {
          Choose Random Opponent without Death-sentence
       } Else {
          Choose Random Opponent
       }
       Use <Swing Attack> on Target
       If (1/2 Chance) Then
       {
          If (At Least One Opponent doesn't have Death-sentence)
          {
             Choose Random Opponent without Death-sentence
          } Else {
             Choose Random Opponent
          }
          Use <Swing Attack> on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Dorky Face
     Lvl: 23         EXP: 300           Win: [ 8] Phoenix Down
      HP: 520         AP: 35          Steal: [32] Echo Screen
      MP: 80         Gil: 202         Morph:      Mute Mask
     ---
    No Elemental Properties
     ---
     Att: 50         Def: 36          Df%: 30          Dex: 35
     MAt: 40         MDf: 120                          Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Cutter>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (120)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
      Curses
        Magical Change Status
        MAt%: 100
        Cost: 10 MP
        Tar: 1 Op
        Elm: Hidden
        Attr: 100%  Inflict 'Silence'
              Manip.
      Funny Breath
        Magical Change Status
        MAt%: 255
        Cost: 10 MP
        Tar: All Op (NS)
        Elm: Hidden
        Attr: [ 24] Inflict 'Confusion'
              Manip.
    
    Animations:
      <Ascend>
        Dorky Face rises up into the ceiling
        Notes: Used when you have three party members all inflicted with Silence
                 and Paralysed at the same time
     ---
    AI: Setup
    {
       1/2 Chance: TempVar:FunnyBreath = 1
       1/2 Chance: TempVar:FunnyBreath = 0
    }
    AI: Main
    {
       If (TempVar:Escape == 1) Then
          Remove Self
       } Else If (All Three Opponents have Silence and Paralysed Status) Then {
          Make Dorky Face Invisible
          Choose Self
          Use <Ascend> on Target
          TempVar:Escape = 1
       } Else {
          If (Count == 0) Then
          {
             If (TempVar:FunnyBreath == 0) Then
             {
                If (At Least One Opponent doesn't have Silence Status) Then
                {
                   Choose Random Opponent without Silence Status
                   Use Curses on Target
                } Else {
                   Choose Random Opponent
                   Use <Cutter> on Target
                }
                TempVar:FunnyBreath = 1
             } Else {
                If (At Least One Opponent doesn't have Paralysed Status) Then
                {
                   Choose All Opponents without Paralysed Status
                   Use Funny Breath on Target
                } Else {
                   Choose Random Opponent
                   Use <Cutter> on Target
                }
                TempVar:FunnyBreath = 0
             }
             Count = 1
          } Else If (Count == 1 or 2) Then {
             Count = Count + 1
          } Else {
             Choose Random Opponent
             Use <Cutter> on Target
             Count = 0
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Jersey
     Lvl: 25         EXP: 320           Win: [ 8] Turbo Ether
      HP: 500         AP: 30          Steal: [32] Turbo Ether
      MP: 100        Gil: 384         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 55         Def: 40          Df%: 5           Dex: 60
     MAt: 15         MDf: 144                          Lck: 10
     ---
    Immune: Confusion, Stop, Frog, Manipulate, Berserk, Paralysed
    
    Transformation: 1st Form is default and is immune to Magical Attacks
                    2nd Form occurs as a C/A and is immune to Physical Attacks
     ---
    Attacks:
      Spin Attack
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (139)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
      ????
        Physical Attack
        Formula: Custom
        Pwr: Caster's Max HP - Caster's HP
        PAt%: 100
        Cost: 3 MP
        Tar: 1 Op
        Elm: Non-Element
        Notes: Only in 1st Form
      Fire2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (300)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
        Notes: Only in 2nd Form
    
    Animations:
      <Lean to LL>
        Tilt the scales to the left: Change to 2nd Form
        Notes: 100% C/A against physical damage
      <Lean to LR>
        Tilt the scales to the right: Change to 1st Form
        Notes: BUG: Jersey will never use this
     ---
    AI: Setup
    {
       If (Jersey's IdleAnim == Lean-to-Right) Then
       {
          Jersey's Physical Immunity = Off
          Jersey's Magical Immunity  = On
       } Else {
          Jersey's Physical Immunity = On
          Jersey's Magical Immunity  = Off
       }
       SpclChance = 6
    }
    AI: Main
    {
       If (Jersey's IdleAnim == Lean-to-Right) Then
       {
          If ((Jersey's MP >= 3) AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose Random Opponent
             Use ???? on Target
          } Else {
             Choose Random Opponent
             Use Spin Attack on Target
             If (Rnd(1..SpclChance) == 1) Then
             {
                Choose Random Opponent
                Use Spin Attack on Target
             }
          }
       } Else {
          If ((Jersey's MP >= 22) AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose Random Opponent
             Use Fire2 on Target
          } Else {
             Choose Random Opponent
             Use Spin Attack on Target
             If (Rnd(1..SpclChance) == 1) Then
             {
                Choose Random Opponent
                Use Spin Attack on Target
             }
          }
       }
    }
    AI: Counter - General
    {
       If (Jersey's HP <= 25% of Jersey's Max HP) Then
       {
          SpclChance = 3
       } Else If (Jersey's HP <= 50% of Jersey's Max HP) Then {
          SpclChance = 4
       } Else If (Jersey's HP <= 75% of Jersey's Max HP) Then {
          SpclChance = 5
       } Else {
          SpclChance = 6
       }
    }
    AI: Counter - Physical
    {
       If (Jersey's IdleAnim == Lean-to-Right) Then
       {
          Choose Self
          Use <Lean to LL> on Target
          Jersey's IdleAnim = Lean-to-Left
          Jersey's HurtAnim = Flinch (Lean-to-Left)
          Jersey's Physical Immunity = On
          Jersey's Magical Immunity  = Off
       }
    }
    AI: Counter - Magical
    {
       If (Jersey's IdleAnim == Flinch (Lean-to-Left)) Then
       {
          Choose Self
          Use <Lean to LR> on Target
          Jersey's IdleAnim = Lean-to-Right
          Jersey's HurtAnim = Flinch (Lean-to-Right)
          Jersey's Physical Immunity = Off
          Jersey's Magical Immunity  = On
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Ghirofelgo
     Lvl: 26         EXP: 380           Win: [ 8] Phoenix Down
      HP: 1600        AP: 44          Steal:      -
      MP: 0          Gil: 300         Morph:      -
     ---
    Weak:   Gravity
    Void:   Earth
     ---
     Att: 50         Def: 100         Df%: 33          Dex: 120
     MAt: 35         MDf: 400                          Lck: 0
     ---
    Immune: Death, Poison, Confusion, Haste, Slow, Stop, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed
    
    Transformation: 1st Form is default
                    2nd Form has Ghirofelgo on ground
    Transforms to 2nd Form occurs as a 1/8 chance after anything that causes
      a general counter
    Transforms to 1st Form after successful use of <Catch Chain>
     ---
    Attacks:
      <Guillotine>
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (325)
        PAt%: 255
        Tar: 1 Op
        Elm: Cut
        Notes: Only used in 1st Form
    
    Animations:
      <Catch Chain>
        Notes: Only used when Ghirofelgo is in 2nd Form
               Transforms Ghirofelgo back to 1st form
      <Fail to catch>
        Notes: Only used when Ghirofelgo is in 2nd form
     ---
    AI: Setup
    {
       TempVar:FallenTurns = 2
       TempVar:SwingTurns = 3
    }
    AI: Main
    {
       If (Ghirofelgo's IdleAnim == Swinging) Then
       {
          If ((1/8 Chance) OR (TempVar:SwingTurns == 0)) Then
          {
             Choose Random Opponent
             Use <Guillotine> on Target
             TempVar:SwingTurns = 3
          } Else {
             TempVar:SwingTurns = TempVar:SwingTurns - 1
          }
       } Else {
          If ((1/3 Chance) OR (TempVar:FallenTurns == 0)) Then
          {
             Choose Self
             Use <Catch Chain> on Target
             Ghirofelgo's IdleAnim = Swinging
          } Else {
             Choose Self
             Use <Fail to catch> on Target
             TempVar:FallenTurns = TempVar:FallenTurns - 1
          }
       }
    }
    AI: Counter - General
    {
       If (Ghirofelgo's IdleAnim == Swinging) Then
       {
          Ghirofelgo's HurtAnim = Flinch (Swinging)
          If (1/8 Chance) Then
          {
             Choose Self
             Use <> on Target
             Ghirofelgo's IdleAnim = Fallen
             TempVar:FallenTurns = 2
          }
       } Else {
          Ghirofelgo's HurtAnim = Flinch (Fallen)
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Lost Number
     Lvl: 35         EXP: 2000          Win: 100% Cosmo Memory
      HP: 7000        AP: 80          Steal:      -
      MP: 300        Gil: 2000        Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 80         Def: 120         Df%: 1           Dex: 82
     MAt: 35         MDf: 280                          Lck: 1
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk
    
    This is Type A: the Lost Number you meet first in battle
    He will transform to either Type B or Type C as a 100% C/A if his
      SpclChance variable falls to 3.  This can only occur at 3498 HP or
      below
    He will change to Type B if the hit that causes this was a magical attack
    He will change to Type C if the hit that causes this was a physical attack
     ---
    Attacks:
      <Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (341)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
      Bolt
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (210)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
        Notes: Lost Number will never use this
      Bolt2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (525)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
     ---
    AI: Setup
    {
       Count = Rnd(0..2)
       SpclChance = 6
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          Choose Random Opponent
          Use <Punch> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Punch> on Target
          }
          1/3 Chance: Count = 2
          2/3 Chance: Count = 1
       } Else If (Count == 1) Then {
          Choose Random Opponent
          Use <Punch> on Target
          If ((Target doesn't have Death Status)
                AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose Random Opponent
             Use <Punch> on Target
          }
          1/3 Chance: Count = 2
          2/3 Chance: Count = 0
       } Else {
          If ((Lost Number's MP >= 22)
                AND (At Least One Opponent doesn't have Reflect)) Then
          {
             Choose Random Opponent without Reflect
             Use Bolt2 on Target
          } Else {
             Choose Random Opponent
             Use <Punch> on Target
          }
          If (Rnd(1..SpclChance) == 1) Then
          {
             If ((Lost Number's MP >= 22)
                   AND (At Least One Opponent doesn't have Reflect)) Then
             {
                Choose Random Opponent without Reflect
                Use Bolt2 on Target
             } Else {
                Choose Random Opponent
                Use <Punch> on Target
             }
          }
          1/2 Chance: Count = 0
          1/2 Chance: Count = 1
       }
    }
    AI: Counter - General
    {
       If ((Lost Number's HP <= 3 * [Lost Number's Max HP / 6])
             And (SpclChance == 4)) Then
       {
          SpclChance = 3
       } Else If ((Lost Number's HP <= 4 * [Lost Number's Max HP / 6])
                    And (SpclChance == 5)) Then {
          SpclChance = 4
       } Else If ((Lost Number's HP <= 5 * [Lost Number's Max HP / 6])
                    And (SpclChance == 6)) Then {
          SpclChance = 5
       } Else {
          SpclChance = 6
       }
    }
    AI: Counter - Death
    {
       Remove Lost Number <Type B>
       Remove Lost Number <Type C>
    }
    AI: Counter - Physical
    {
       If (Lost Number doesn't have Sleep, Stop or Paralysed Status) Then
       {
          If (SpclChance <= 3) Then
          {
             Choose Self
             Use <> on Target
             Activate Lost Number <Type C>
             Copy Lost Number's Stats to Lost Number <Type C>
             Remove Self
          }
       }
    }
    AI: Counter - Magical
    {
       If (Lost Number doesn't have Sleep, Stop or Paralysed Status) Then
       {
          If (SpclChance <= 3) Then
          {
             Choose Self
             Use <> on Target
             Activate Lost Number <Type B>
             Copy Lost Number's Stats to Lost Number <Type B>
             Remove Self
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Lost Number
     Lvl: 35         EXP: 2000          Win: 100% Cosmo Memory
      HP: 7000        AP: 80          Steal:      -
      MP: 300        Gil: 2000        Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 80         Def: 40          Df%: 1           Dex: 82
     MAt: 55         MDf: 440                          Lck: 1
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk
    
    This is Type B: the version of Lost Number that specialises in magic.  It can
      only be encountered by changing Type A into it.
     ---
    Attacks:
      <Tentacle>
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (852.5)
        PAt%: 120
        Tar: 1 Op
        Elm: Hit
      Aspil
        Magical MP Absorb
        Formula: Magical
        Pwr: 1/8x Base     (40.5)
        MAt%: 255
        Cost: 1 MP
        Tar: 1 Op
        Elm: Non-Element
      Bolt
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (270)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
      Bolt2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (675)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
      Quake
        Magical Attack
        Formula: Magical
        Pwr: 11/16x Base   (371.25)
        MAt%: 100
        Cost: 6 MP
        Tar: 1 Op/All Op
        Elm: Earth
        Attr: Reflectable
      Quake2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (810)
        MAt%: 100
        Cost: 28 MP
        Tar: 1 Op/All Op
        Elm: Earth
        Attr: Reflectable
      Bio
        Magical Attack
        Formula: Magical
        Pwr: 5/8x Base     (337.5)
        MAt%: 100
        Cost: 8 MP
        Tar: 1 Op/All Op
        Elm: Poison
        Attr: [ 48] Inflict 'Poison'
              Reflectable
      Bio2
        Magical Attack
        Formula: Magical
        Pwr: 1 5/16x Base  (708.75)
        MAt%: 100
        Cost: 36 MP
        Tar: 1 Op/All Op
        Elm: Poison
        Attr: [ 48] Inflict 'Poison'
              Reflectable
     ---
    AI: Main
    {
       1/7 Chance:
       {
          Choose Random Opponent
          Use <Tentacle> on Target
       }
       2/7 Chance:
       {
          If (At Least One Opponent doesn't have Reflect Status) Then
          {
             If (Lost Number's MP >= 36) Then
             {
                If (At Least One Opponent
                     has neither Reflect nor Poison Status) Then
                {
                   Choose Random Opponent with neither Reflect nor Poison Status
                } Else {
                   Choose Random Opponent without Reflect
                }
                Use Bio2 on Target
             } Else {
                Choose Random Opponent without Reflect with Highest MP
                Use Aspil on Target
             }
          } Else {
             Choose Random Opponent
             Use <Tentacle> on Target
          }
       }
       2/7 Chance:
       {
          If (At Least One Opponent doesn't have Reflect Status) Then
          {
             If (Lost Number's MP >= 22) Then
             {
                Choose Random Opponent without Reflect
                Use Bolt2 on Target
             } Else {
                Choose Random Opponent without Reflect with Highest MP
                Use Aspil on Target
             }
          } Else {
             Choose Random Opponent
             Use <Tentacle> on Target
          }
       }
       2/7 Chance:
       {
          If (At Least One Opponent doesn't have Reflect Status) Then
          {
             If (Lost Number's MP >= 28) Then
             {
                Choose Random Opponent without Reflect
                Use Quake2 on Target
             } Else {
                Choose Random Opponent without Reflect with Highest MP
                Use Aspil on Target
             }
          } Else {
             Choose Random Opponent
             Use <Tentacle> on Target
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Lost Number
     Lvl: 35         EXP: 2000          Win: 100% Cosmo Memory
      HP: 7000        AP: 80          Steal:      -
      MP: 300        Gil: 2000        Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 140        Def: 400         Df%: 1           Dex: 82
     MAt: 5          MDf: 200                          Lck: 1
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk
    
    This is Type C: the version of Lost Number that specialises in physical
      attacks.  It can only be encountered by changing Type A into it.
     ---
    Attacks:
      <Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (905)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Notes: Will sometimes use Punch twice in a single combo
      Lost Blow
        Physical Attack
        Formula: Physical
        Pwr: 3 1/8x Base   (2828.125)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
     ---
    AI: Main
    {
       1/4 Chance:
       {
          Choose Random Opponent
          Use Lost Blow on Target
       }
       3/4 Chance:
       {
          Choose Random Opponent
          Use <Punch> on Target
          If (1/2 Chance) Then
          {
             Choose Random Opponent
             Use <Punch> on Target
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Black Bat
     Lvl: 25         EXP: 270           Win: [ 8] Vampire Fang
      HP: 550         AP: 24          Steal:      -
      MP: 0          Gil: 80          Morph:      Vampire Fang
     ---
    Weak:   Wind, Holy
    Void:   Earth
    Asrb:   Restorative
     ---
     Att: 30         Def: 36          Df%: 1           Dex: 52
     MAt: 44         MDf: 180                          Lck: 0
     ---
    Immune: Stop, Frog, Paralysed
    
    Black Bat has a 1/8th chance per hit that his Df% will be 255 instead of 1
     ---
    Attacks:
      Blood Suck
        Physical Absorb
        Formula: Physical
        Pwr: 1x Base       (53)
        PAt%: 255
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
    
    Animations:
      <Dodge>
     ---
    AI: Setup
    {
       TempVar:DfltEvde = Black Bat's EvadeAnim
       TempVar:DfltDf% = Black Bat's Df%
    }
    AI: Main
    {
       Choose Random Opponent
       Use Blood Suck on Target
    }
    AI: Counter - PreTurn
    {
       Black Bat's EvadeAnim = TempVar:DfltEvde
       Black Bat's Df% = TempVar:DfltDf%
       If (1/8 Chance) Then
       {
          Black Bat's EvadeAnim = <Dodge>
          Black Bat's Df% = 255
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Ying
     Lvl: 24         EXP: 400           Win:      -
      HP: 1200        AP: 30          Steal:      -
      MP: 0          Gil: 400         Morph:      -
     ---
    Half:   Gravity
     ---
     Att: 75         Def: 420         Df%: 1           Dex: 75
     MAt: 5          MDf: 50                           Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Haste, Slow, Stop, Frog, Small,
            Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
            Paralysed
     ---
    Attacks:
      <Ying Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (243)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
      Sadistic Attack
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (303.75)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Notes: Always targets whoever has the lowest HP
     ---
    AI: Main
    {
       If (1/4 Chance) Then
       {
          Choose Random Opponent with Lowest HP
          Use Sadistic Attack on Target
       } Else {
          Choose Random Opponent
          Use <Ying Punch> on Target
       }
    }
    AI: Counter - Death
    {
       If (Yang has Death Status) Then
       {
          Turn off Death Handling for Ying
          Choose Self
          Use <Vanish> on Target
          Remove Ying/Yang
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Yang
     Lvl: 24         EXP: 300           Win:      -
      HP: 1200        AP: 40          Steal:      -
      MP: 220        Gil: 400         Morph:      -
     ---
    Half:   Gravity
     ---
     Att: 5          Def: 50          Df%: 1           Dex: 75
     MAt: 32         MDf: 420                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Haste, Slow, Stop, Frog, Small,
            Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
            Paralysed
     ---
    Attacks:
      Bolt2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (420)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
      Ice2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (420)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
      Suicide Yang
        Magical Attack
        Formula: Max HP%
        Pwr: [Target's Max HP * 31 / 32]
        MAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Notes: Kills Yang when used
               Yang leaves no EXP/AP/Gil/Items after using this
               Only used when Yang is below 1/8th of Max HP or has less than
                 22 MP
    
    Animations:
      <Happy Yang>
        100% C/A to Physical Damage
        Notes: Yang gets an Att increase of 10 after this
      <Enchanted Yang>
        100% C/A to Magical Damage
        Notes: Yang gets an MAt increase of 10 after this
     ---
    AI: Main
    {
       If (Yang's HP <= 1/8th of Yang's Max HP) Then
       {
          Choose Random Opponent
          Use Suicide Yang on Target
          Remove Self
       } Else {
          If (1/2 Chance) Then
          {
             If (Yang's MP >= 22) Then
             {
                Choose Random Opponent
                Use Bolt2 on Target
             } Else {
                Choose Random Opponent
                Use Suicide Yang on Target
                Remove Self
             }
          } Else {
             If (Yang's MP >= 22) Then
             {
                Choose Random Opponent
                Use Ice2 on Target
             } Else {
                Choose Random Opponent
                Use Suicide Yang on Target
                Remove Self
             }
          }
       }
    }
    AI: Counter - Death
    {
       If (Ying has Death Status) Then
       {
          Turn off Death Handling for Yang
          Choose Self
          Use <Vanish> on Target
          Remove Ying/Yang
       }
    }
    AI: Counter - Physical
    {
       Choose Self
       Use <Happy Yang> on Target
       If (Yang's Att < 255) Then
       {
          Yang's Att = Yang's Att + 10
          Print Message [Yang's happy.]
       }
       RunCmd 0x24/0x00
    }
    AI: Counter - Magical
    {
       Choose Self
       Use <Enchanted Yang> on Target
       If (Yang's MAt < 255) Then
       {
          Yang's MAt = Yang's MAt + 10
          Print Message [Yang's excited.]
       }
       RunCmd 0x24/0x00
    }
     
    
    
    -----------------------------------------------------------------------------
    5.11.3 Mt. Nibel
    ------ ---------
    Name: Dragon
     Lvl: 32         EXP: 900           Win: 100% Fire Fang
      HP: 3500        AP: 110         Steal: [32] Gold Armlet
      MP: 250        Gil: 1400        Morph:      -
     ---
    Void:   Gravity
    Asrb:   Fire
     ---
     Att: 90         Def: 120         Df%: 20          Dex: 90
     MAt: 65         MDf: 300                          Lck: 40
     ---
    Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
            Peerless, Paralysed
     ---
    Attacks:
      <Dragon Fang>
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (900)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Flame Thrower
        Magical Attack
        Formula: Magical
        Pwr: 7/8x Base     (509.25)
        MAt%: 100
        Cost: 10 MP
        Tar: 1 Op
        Elm: Fire
        Attr: Reflectable
              Manip.
     ---
    AI: Main
    {
       1/4 Chance:
       {
          Choose Random Opponent
          Use <Dragon Fang> on Target
       }
       3/4 Chance:
       {
          Choose Random Opponent
          Use Flame Thrower on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Sonic Speed
     Lvl: 26         EXP: 370           Win: [ 8] Hi-Potion
      HP: 750         AP: 28          Steal: [ 8] Ether
      MP: 50         Gil: 330         Morph:      Speed Drink
     ---
    Weak:   Wind
    Void:   Earth
     ---
     Att: 52         Def: 52          Df%: 1           Dex: 60
     MAt: 44         MDf: 96                           Lck: 0
     ---
    Immune: Stop, Frog, Manipulate, Paralysed
     ---
    Attacks:
      <Sonic Attack>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (136)
        PAt%: 255
        Tar: 1 Op
        Elm: Wind
        Attr: Berserk Attack
        Notes: Will sometimes use Sonic Attack twice in a single combo
      Harrier
        Physical Attack
        Formula: Physical
        Pwr: 2x Base       (272)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Can't Cover
     ---
    AI: Setup
    {
       SelectTar = Choose Random Opponent
    }
    AI: Main
    {
       If (1/2 Chance) Then
       {
          Choose Random Opponent
          Use <Sonic Attack> on Target
          If (1/3 Chance) Then
          {
             Choose Random Opponent
             Use <Sonic Attack> on Target
          }
       } Else {
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
             Use Harrier on Target
          } Else {
             Choose Random Opponent
             Use <Sonic Attack> on Target
          }
       }
    }
    AI: Counter - General
    {
       SelectTar = Sonic Speed's Last Attacker (General)
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Twin Brain
     Lvl: 25         EXP: 340           Win: [ 8] Ether
      HP: 400         AP: 32          Steal: [32] Ether
      MP: 20         Gil: 320         Morph:      Turbo Ether
     ---
    No Elemental Properties
     ---
     Att: 45         Def: 44          Df%: 1           Dex: 48
     MAt: 25         MDf: 96                           Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      Absorb
        Physical Absorb
        Formula: Physical
        Pwr: 1 1/4x Base   (115)
        PAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Attr: Berserk Attack
              Manip.
      Stare Down
        Magical Change Status
        MAt%: 255
        Cost: 5 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Paralysed'
              Manip.
     ---
    AI: Main
    {
       If (TempVar:OpeningAttack == 0) Then
       {
          If ((At Least One Opponent doesn't have Paralysed Status)
                AND (1/2 Chance)) Then
          {
             Choose Random Opponent without Paralysed Status
          } Else {
             Choose Random Opponent
          }
          Use Stare Down on Target
          TempVar:OpeningAttack = 1
       } Else {
          If (At Least One Opponent has Paralysed Status) Then
          {
             Choose Random Opponent with Paralysed Status
          } Else {
             Choose Random Opponent with Highest HP
          }
          Use Absorb on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Zuu
     Lvl: 27         EXP: 450           Win: [ 8] Bird Wing
      HP: 1200        AP: 38          Steal: [32] Bird Wing
      MP: 40         Gil: 430         Morph:      Bird Wing
     ---
    Weak:   Wind
    Void:   Earth, Gravity
     ---
     Att: 55         Def: 50          Df%: 1           Dex: 64
     MAt: 40         MDf: 150                          Lck: 0
     ---
    Immune: Death, Stop, Frog, Small, Petrify, Death-sentence, Manipulate,
            Peerless, Paralysed
    
    Note: Zuus fought on the wooden bridge in Mt Nibel will have Can't Reach
    status.  All other Zuus may be hit with close range attacks
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 2x Base       (294)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
        Notes: Will sometimes use Claw twice in a single combo
      Great Gale
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Base   (275.625)
        PAt%: 100
        Tar: All Op
        Elm: Wind
        Attr: [ 40] Inflict 'Darkness'
        Notes: Status infliction done via Great Gale is considered to be No
                 Split, even though the damage itself is split
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
       SpclChance = 8
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent
          Use <Claw> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Claw> on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          Choose Random Opponent
          Use <Claw> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Claw> on Target
          }
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 3
          } Else {
             Count = 0
          }
       } Else {
          Choose All Opponents
          Use Great Gale on Target
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Zuu's HP <= 25% of Zuu's Max HP) Then
       {
          SpclChance = 2
          If (TempVar:Fury == 0) Then
          {
             Print Message [Zuu feels Fury.]
             TempVar:Fury = 1
             Count = 3
          }
       } Else If (Zuu's HP <= 50% of Zuu's Max HP) Then {
          SpclChance = 3
          If (TempVar:Fury == 0) Then
          {
             Print Message [Zuu feels Fury.]
             TempVar:Fury = 1
             Count = 3
          }
       } Else If (Zuu's HP <= 75% of Zuu's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 8
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Kyuvilduns
     Lvl: 24         EXP: 340           Win: [ 8] Hi-Potion
      HP: 800         AP: 34          Steal:      -
      MP: 0          Gil: 368         Morph:      Hi-Potion
     ---
    Weak:   Fire
     ---
     Att: 48         Def: 42          Df%: 1           Dex: 56
     MAt: 40         MDf: 64                           Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      Lay Flat
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (300)
        PAt%:  97
        Tar: 1 Op
        Elm: Non-Element
        Attr: Berserk Attack
              Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       Use Lay Flat on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Screamer
     Lvl: 26         EXP: 400           Win: [ 8] Earth Drum
      HP: 800         AP: 33          Steal:      -
      MP: 40         Gil: 400         Morph:      Power Source
     ---
    Void:   Gravity
     ---
     Att: 67         Def: 44          Df%: 1           Dex: 68
     MAt: 40         MDf: 120                          Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Ironball>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (218.75)
        PAt%: 115
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Iron Attack
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (437.5)
        PAt%: 100
        Tar: All Op
        Elm: Earth
        Attr: Manip.
      War Cry
        Magical Change Status
        MAt%:  94
        Cost: 4 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Sadness'
              Manip.
     ---
    AI: Main
    {
       If (Count == 0) Then
       {
          Count = 1
       } Else If (Count == 1) Then {
          If (At Least One Opponent has Paralysed Status) Then
          {
             Choose Random Opponent with Paralysed Status
          } Else If (At Least One Opponent has Sadness Status) Then {
             Choose Random Opponent with Sadness Status
          } Else {
             Choose Random Opponent with Highest HP
          }
          Use <Ironball> on Target
          Count = 2
       } Else If (Count == 2) Then {
          Count = 3
       } Else If (Count == 3) Then {
          If (At Least One Opponent has Paralysed Status) Then
          {
             Choose Random Opponent with Paralysed Status
          } Else If (At Least One Opponent has Sadness Status) Then {
             Choose Random Opponent with Sadness Status
          } Else {
             Choose Random Opponent with Highest HP
          }
          Use <Ironball> on Target
          If ((At Least One Opponent doesn't have Sadness) AND (1/3 Chance)) Then
          {
             Count = 4
          } Else {
             Count = 0
          }
       } Else {
          If (At Least One Opponent doesn't have Sadness) Then
          {
             Choose Random Opponent without Sadness
          } Else {
             Choose Random Opponent
          }
          Use War Cry on Target
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (TempVar:HPDanger == 0) Then
       {
          If (Screamer's HP <= 1/8th of Screamer's Max HP) Then
          {
             If (1/2 Chance) Then
             {
                Choose All Opponents
                Use Iron Attack on Target
             }
             TempVar:HPDanger = 1
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Materia Keeper
     Lvl: 38         EXP: 3000          Win: 100% Jem Ring
      HP: 8400        AP: 200         Steal:      -
      MP: 300        Gil: 2400        Morph:      -
     ---
    Void:   Gravity
    Asrb:   Fire
     ---
     Att: 90         Def: 100         Df%: 10          Dex: 90
     MAt: 12         MDf: 280                          Lck: 10
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk
     ---
    Attacks:
      <Keyclaw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (514)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
      Big Horn
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (514)
        PAt%:  95
        Tar: 1 Op
        Elm: Punch
      Hell Combo
        Physical Attack
        Formula: Physical
        Pwr: 1 3/4x Base   (899.5)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
      Trine
        Magical Attack
        Formula: Magical
        Pwr: 2 1/8x Base   (637.5)
        MAt%: 100
        Cost: 20 MP
        Tar: All Op (NS)
        Elm: Lightning
      Cure2
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 770    (1070)
        MAt%: 255
        Cost: 24 MP
        Tar: 1 Al/All Al
        Elm: Restorative
        Attr: Reflectable
     ---
    AI: Setup
    {
       Count = Rnd(0..4)
       SpclChance = 5
    }
    AI: Main
    {
       If (Count == 0 or 1 or 2) Then
       {
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use Hell Combo on Target
          } Else {
             Choose Random Opponent
             1/2 Chance: Use <Keyclaw> on Target
             1/2 Chance: Use Big Horn on Target 
          }
          Count = Count + 1
       } Else If (Count = 3) Then {
          If ((SpclChance < 4) AND (Materia Keeper's MP >= 24) Then
          {
             Choose Self
             Use Cure2 on Target
             Count = 4
          } Else {
             If (Rnd(1..SpclChance) == 1) Then
             {
                Choose Random Opponent
                Use Hell Combo on Target
                Count = 0
             } Else {
                Choose Random Opponent
                1/2 Chance: Use <Keyclaw> on Target
                1/2 Chance: Use Big Horn on Target
                Count = Rnd(0..2)
             }
          }
       } Else {
          If (Materia Keeper's MP >= 20) Then
          {
             Choose All Opponents
             Use Trine on Target
          } Else {
             Choose Random Opponent
             Use Hell Combo on Target
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Materia Keeper's HP <= 25% of Materia Keeper's Max HP) Then
       {
          SpclChance = 2
       } Else If (Materia Keeper's HP <= 50% of Materia Keeper's Max HP) Then {
          SpclChance = 3
       } Else If (Materia Keeper's HP <= 75% of Materia Keeper's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 5
       }
    }
    
    
    
    
    =============================================================================
    5.12 Rocket Town
    ----------------
    
    5.12.1 Nibel Area Forests
    ------ ------------------
    Name: Bahba Velamyu
     Lvl: 23         EXP: 285           Win: [ 8] Mute Mask
      HP: 640         AP: 20          Steal:      -
      MP: 40         Gil: 280         Morph:      Mute Mask
     ---
    No Elemental Properties
     ---
     Att: 40         Def: 38          Df%: 1           Dex: 55
     MAt: 44         MDf: 176                          Lck: 0
     ---
    Immune: Frog, Small
     ---
    Attacks:
      Bonecutter
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (68)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Bonecutter twice in a single combo
      Jumping Cutter
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (68)
        PAt%: 255
        Tar: 1 Op
        Elm: Cut
        Attr: Manip.
        Notes: Will sometimes use Jumping Cutter twice in a single combo
      Magic Cutter
        Magical MP Absorb
        Formula: Magical
        Pwr: 1/8x Base     (50.25)
        MAt%: 255
        Cost: 4 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: Manip.
      Silence
        Magical Change Status
        MAt%: 255
        Cost: 24 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 60] Inflict 'Silence'
              Reflectable
      Slow
        Magical Change Status
        Auto Hit
        Cost: 20 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [100] Inflict 'Slow'
              Reflectable
     ---
    AI: Setup
    {
       SelectTar = Choose Random Opponent
       Count = Rnd(0..4)
       SpclChance = 5
    }
    AI: Main
    {
       TempVar:PhysAttack = 0
       TempVar:NumAttack = 1
       If (Count == 0 or 1) Then
       {
          TempVar:PhysAttack = 1
          TempVar:ChosenAtt = Bonecutter
          If (Rnd(1..SpclChance) == 1) Then
          {
             TempVar:NumAttack = 2
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          TempVar:PhysAttack = 1
          TempVar:ChosenAtt = Jumping Cutter
          If (Rnd(1..SpclChance) == 1) Then
          {
             TempVar:NumAttack = 2
          }
          Count = 0
       } Else If (Count == 3) Then {
          If (SelectTar has neither Death nor Slow Status) Then
          {
             Choose SelectTar
             If (Bahba Velamyu's MP >= 20) Then
             {
                Use Slow on Target
             } Else {
                Use Magic Cutter on Target
             }
          }
          Count = 0
       } Else {
          If (SelectTar has neither Death nor Silence Status) Then
          {
             Choose SelectTar
             If (Bahba Velamyu's MP >= 24) Then
             {
                Use Silence on Target
             } Else {
                Use Magic Cutter on Target
             }
          }
          Count = 0
       }
       If (TempVar:PhysAttack == 1) Then
       {
          While (TempVar:NumAttack != 0)
          {
             If (At Least One Opponent has Slow Status) Then
             {
                Choose Random Opponent with Slow Status
             } Else {
                Choose Random Opponent
             }
             Use TempVar:ChosenAtt on Target
             TempVar:NumAttack = TempVar:NumAttack - 1
          }
       }
    }
    AI: Counter - General
    {
       If (Bahba Velamyu's HP <= 25% of Bahba Velamyu's Max HP) Then
          SpclChance = 2
       } Else If (Bahba Velamyu's HP <= 50% of Bahba Velamyu's Max HP) Then {
          SpclChance = 3
       } Else If (Bahba Velamyu's HP <= 75% of Bahba Velamyu's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 5
       }
    }
    AI: Counter - Physical
    {
       SelectTar = Bahba Velamyu's Last Attacker (Physical)
       Count = 3
    }
    AI: Counter - Magical
    {
       SelectTar = Bahba Velamyu's Last Attacker (Magical)
       Count = 4
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Battery Cap
     Lvl: 24         EXP: 270           Win: [ 8] Eye drop
      HP: 640         AP: 32          Steal: [32] Dazers
      MP: 58         Gil: 386         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 41         Def: 38          Df%: 1           Dex: 40
     MAt: 42         MDf: 146                          Lck: 0
     ---
    Immune: Confusion, Frog, Small, Manipulate
     ---
    Attacks:
      Seed Shot
        Physical Change Status
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Darkness'
              Berserk Attack
      Four Laser
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (396)
        MAt%: 100
        Cost: 16 MP
        Tar: 1 Op
        Elm: Non-Element
     ---
    AI: Main
    {
       If (1/2 Chance) Then
       {
          If (At Least One Opponent has Poison Status) Then
          {
             Choose Random Opponent with Poison Status
          } Else {
             Choose Random Opponent
          }
          Use Seed Shot on Target
       } Else {
          Choose Random Opponent
          Use Four Laser on Target
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.12.2 Rocket Launch Pad Area
    ------ ----------------------
    Name: Velcher Task
     Lvl: 26         EXP: 320           Win: [ 8] Hi-Potion
      HP: 900         AP: 31          Steal: [32] Remedy
      MP: 28         Gil: 350         Morph:      Remedy
     ---
    Asrb:   Poison
     ---
     Att: 50         Def: 50          Df%: 1           Dex: 58
     MAt: 45         MDf: 130                          Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (130)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Poison Blow
        Magical Change Status
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op
        Elm: Shoot
        Attr: [ 72] Inflict 'Poison'
              Manip.
     ---
    AI: Main
    {
       If (TempVar:OpeningAttack == 0) Then
       {
          If (At Least One Opponent doesn't have Poison Status) Then
          {
             Choose Random Opponent without Poison Status
             1/4 Chance: Use Poison Blow on Target
             3/4 Chance: Use <Claw> on Target
          }
          TempVar:OpeningAttack = 1
       } Else {
          If (At Least One Opponent doesn't have Poison Status) Then
          {
             Choose Random Opponent without Poison Status
             1/3 Chance: Use Poison Blow on Target
             2/3 Chance: Use <Claw> on Target
          }
       }
    }
    AI: Counter - General
    {
       If (Velcher Task doesn't have Poison Status) Then
       {
          If (Velcher Task's HP <= 1/8th of Velcher Task's Max HP) Then
          {
             Choose Velcher Task's Last Attacker (General)
             Use <Claw> on Target
          }
       } Else If (At Least One Opponent doesn't have Poison Status) Then {
          Choose Random Opponent without Poison Status
          Use Poison Blow on Target
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.12.3 The Tiny Bronco
    ------ ---------------
    Name: Palmer
     Lvl: 38         EXP: 1800          Win: 100% Edincoat
      HP: 6000        AP: 98          Steal:      -
      MP: 240        Gil: 5000        Morph:      -
     ---
    Weak:   'Sleep' Status Abilities
    Void:   Gravity
     ---
     Att: 100        Def: 100         Df%: 50          Dex: 60
     MAt: 25         MDf: 200                          Lck: 0
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless
     ---
    Attacks:
      <Fire2>
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (472.5)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
        Notes: Attack name is shown as Mako Gun
      <Ice2>
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (472.5)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
        Notes: Attack name is shown as Mako Gun
      <Bolt2>
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (472.5)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
        Notes: Attack name is shown as Mako Gun
    
    Animations
      <Incite>
        Notes: Palmer taunts the target
      Palmer "Ugh!"
        Notes: Runs animation of Palmer dodging Tiny Bronco but being
                  hit by truck
               Used as Final Attack
     ---
    AI: Main
    {
       1/4 Chance:
       {
          If (At Least One Opponent doesn't have Sadness Status) Then
          {
             Print Message [Palmer "Heh-hic-heh-hic!"]
             Choose Random Opponent without Sadness Status
             Use <Incite> on Target
          }
       }
       1/4 Chance:
       {
          If (Palmer's MP >= 22) Then
          {
             Print Message [Mako Gun]
             Choose Random Opponent
             Use <Fire2> on Target
          }
       }
       1/4 Chance:
       {
          If (Palmer's MP >= 22) Then
          {
             Print Message [Mako Gun]
             Choose Random Opponent
             Use <Ice2> on Target
          }
       }
       1/4 Chance:
       {
          If (Palmer's MP >= 22) Then
          {
             Print Message [Mako Gun]
             Choose Random Opponent
             Use <Bolt2> on Target
          }
       }
    }
    AI: Counter - Death
    {
       Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from Palmer
       Print Message [Palmer "Heh heh hic!"]
       Choose Self
       Use Palmer "Ugh!" on Target
    }
    
    
    
    
    =============================================================================
    5.13 Battle Square (Part Two)
    -----------------------------
    The enemies you meet in Battle Square now are replicas of enemies found
    between sections 5.8 and 5.12, but with the following changes:
    
      [200% HP]
      [125% Att]
      [125% MAt]
    
    
    Until Battle Square reopens after Meteor is summoned, Battle Square will have
    the following battle sets:
    
      1st Battle - Group A
        1x Bullmotor
        2x Bullmotor
        2x Spencer
        4x Flapbeat
      1st Battle - Group B
        2x Joker
        1x Flapbeat
        2x Flapbeat
        3x Spencer, 1x Flapbeat
    
      2nd Battle - Group A
        1x Grand Horn
        2x Gagighandi
        2x Grand Horn
        1x Crown Lance
      2nd Battle - Group B
        3x Gagighandi
        2x Gagighandi
        3x Needle Kiss
        1x Needle Kiss, 1x Search Crown, 1x Bagnadrana
    
      3rd Battle - Group A
        1x Kimara Bug
        1x Flower Prong
        1x Heavy Tank
        1x Gagighandi, 2x Touch Me
      3rd Battle - Group B
        1x Touch Me
        2x Kimara Bug
        1x Flower Prong
        1x Heavy Tank
    
      4th Battle - Group A
        3x Bagrisk
        1x Griffin
        1x Golem
        2x Desert Sahagin
      4th Battle - Group B
        1x Griffin
        2x Desert Sahagin
        2x Skeeskee, 1x Griffin
        2x Crown Lance
    
      5th Battle - Group A
        3x Skeeskee
        4x Heg
        3x Sneaky Step
        2x Gi Spector
      5th Battle - Group B
        2x Heg, 1x Sneaky Step
        5x Heg
        1x Sneaky Step, 3x Heg
        3x Gi Spector
    
      6th Battle - Group A
        2x Bahba Velamyu
        6x Battery Cap
        3x Nibel Wolf
        2x Nibel Wolf, 1x Velcher Task
      6th Battle - Group B
        4x Battery Cap, 1x Valron
        2x Velcher Task
        3x Valron
        2x Bahba Velamyu   (Switch to Group A for 7th/8th if this is selected)
    
      7th Battle - Group A
        4x Black Bat
        1x Sonic Speed, 2x Kyuvilduns
        3x Twin Brain
        2x Screamer, 1x Twin Brain
      7th Battle - Group B
        3x Black Bat
        3x Kyuvilduns
        3x Sonic Speed
        5x Kyuvilduns
    
      8th Battle - Group A and B
        1x Ghirofelgo
        1x Ying, 1x Yang
        1x Zuu
        1x Dragon
    
    
    
    
    =============================================================================
    5.14 Wutai
    ----------
    
    5.14.1 Wutai Area
    ------ ----------
    Name: Thunderbird
     Lvl: 28         EXP: 385           Win:      See Attributes
      HP: 800         AP: 36          Steal: [32] Bolt Plume
      MP: 80         Gil: 420         Morph:      Swift Bolt
     ---
    Asrb:   Lightning
     ---
     Att: 70         Def: 40          Df%: 1           Dex: 45
     MAt: 32         MDf: 100                          Lck: 0
     ---
    Immune: Stop, Frog, Paralysed
    
    (Full List) Win: [ 8] Bolt Plume, [ 8] Hi-Potion, [ 8] Echo Screen
     ---
    Attacks:
      <Stab>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (253)
        PAt%:  95
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Lightning
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (450)
        MAt%:  95
        Cost: 16 MP
        Tar: All Op (NS)
        Elm: Lightning
        Attr: Manip.
     ---
    AI: Main
    {
       1/4 Chance:
       {
          Choose All Opponents
          Use Lightning on Target
       }
       3/4 Chance:
       {
          Choose Random Opponent
          Use <Stab> on Target
       }
    }
    AI: Counter - General
    {
       If ([2120] AND 0x02 != 0) Then
       {
          Choose All Opponents
          Use Lightning on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Razor Weed
     Lvl: 27         EXP: 375           Win:      See Attributes
      HP: 1000        AP: 30          Steal:      -
      MP: 145        Gil: 350         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 58         Def: 50          Df%: 1           Dex: 60
     MAt: 25         MDf: 100                          Lck: 0
     ---
    (Full List) Win: [ 8] Tranquilizer, [ 8] Hi-Potion, [ 8] Loco Weed
     ---
    Attacks:
      <Glasscutter>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (154)
        PAt%:  95
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
      Spaz Voice
        Magical Change Status
        MAt%:  95
        Cost: 15 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 48] Inflict 'Fury'
        Notes: 100% C/A against physical damage
      Magic Hammer
        Magical MP Absorb
        Formula: Fixed
        Pwr: 100
        MAt%: 100
        Cost: 3 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: Reflectable
              Manip.
        Notes: Razor Weed will never use this normally
     ---
    AI: Main
    {
       If (TempVar:SpazVoice == 0) Then
       {
          If (1/3 Chance) Then
          {
             Choose Random Opponent
             Use <Glasscutter> on Target
          }
       } Else {
          TempVar:SpazVoice = 0
       }
    }
    AI: Counter - Physical
    {
       Choose Razor Weed's Last Attacker (Physical)
       Use Spaz Voice on Target
       TempVar:SpazVoice = 1
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Edgehead
     Lvl: 27         EXP: 370           Win:      See Attributes
      HP: 900         AP: 36          Steal:      -
      MP: 80         Gil: 385         Morph:      -
     ---
    Asrb:   Lightning
     ---
     Att: 60         Def: 48          Df%: 1           Dex: 62
     MAt: 31         MDf: 140                          Lck: 0
     ---
    (Full List) Win: [ 8] X-Potion, [ 8] Smoke Bomb, [ 8] Hourglass
     ---
    Attacks:
      <Scissors>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (160)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
      Electric Burst
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (348)
        MAt%:  95
        Cost: 8 MP
        Tar: 1 Op
        Elm: Lightning
        Attr: Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       1/4 Chance: Use Electric Burst on Target
       3/4 Chance: Use <Scissors> on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Bizarre Bug
     Lvl: 28         EXP: 420           Win: 100% X-Potion
      HP: 975         AP: 40          Steal:      -
      MP: 0          Gil: 340         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 75         Def: 50          Df%: 1           Dex: 59
     MAt: 24         MDf: 160                          Lck: 0
     ---
    Immune: Confusion, Frog, Small, Manipulate, Berserk
    
    Transformation: 1st Form is default         Def:  50, Df%:   1
                    2nd Form hovers in the air; Def:   0, Df%:  51 
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (270)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Notes: Only used in 1st Form
      <Scorpion Attack>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (270)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Notes: Only used in 2nd Form
      Toxic Powder
        Physical Attack
        Formula: Physical
        Pwr: 1 9/16x Base  (421.875)
        PAt%:  95
        Tar: All Op
        Elm: Poison
        Attr: 100%  Inflict 'Poison'
        Notes: Only used in 2nd Form and once per battle
               Status infliction done via Toxic Powder is considered to be No
                 Split, even though the damage itself is split
     ---
    AI: Setup
    {
       TempVar:DfltDf% = Bizarre Bug's Df%
       TempVar:DfltDef = Bizarre Bug's Def
       TempVar:DfltIdle = Bizarre Bug's IdleAnim
       TempVar:DfltHurt = Bizarre Bug's HurtAnim
    }
    AI: Main
    {
       If (Bizarre Bug's IdleAnim == On Land) Then
       {
          If (TempVar:LandTurns == 0) Then
          {
             Choose Self
             Use <> on Target
             Bizarre Bug's IdleAnim = In Air
             Bizarre Bug's Df% = Bizarre Bug's Df% + 50
             Bizarre Bug's Def = Bizarre Bug's Def - 50
             TempVar:AirTurns = 5
          } Else {
             Choose Random Opponent
             Use <Bodyblow> on Target
             TempVar:LandTurns = TempVar:LandTurns - 1
          }
       } Else If (TempVar:AirTurns == 0) Then {
          Choose Self
          Use <> on Target
          Bizarre Bug's IdleAnim = TempVar:DfltIdle
          Bizarre Bug's Df% = TempVar:DfltDf%
          Bizarre Bug's Def = TempVar:DfltDef
          TempVar:LandTurns = 3
       } Else {
          If ((TempVar:ToxicPowder == 0) AND (1/4 Chance)) Then
          {
             Choose All Opponents
             Use Toxic Powder on Target
             TempVar:ToxicPowder = 1
          } Else {
             Choose Random Opponent
             Use <Scorpion Attack> on Target
          }
          TempVar:AirTurns = TempVar:AirTurns - 1
       }
    }
    AI: Counter - General
    {
       If (Bizarre Bug's IdleAnim == On Land) Then
       {
          Bizarre Bug's HurtAnim = TempVar:DfltHurt
       } Else {
          Bizarre Bug's HurtAnim = Flinch (In Air)
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Tail Vault
     Lvl: 28         EXP: 440           Win: 100% Phoenix Down
      HP: 960         AP: 36          Steal:      -
      MP: 0          Gil: 380         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 69         Def: 46          Df%: 1           Dex: 60
     MAt: 25         MDf: 120                          Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Bite>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (249)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: Berserk Attack
              Manip.
      Somersault
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (249)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: Manip.
        Notes: Only used as C/A against all party members
     ---
    AI: Setup
    {
       TempVar:HitsTilCounter = 3
    }
    AI: Main
    {
       If (TempVar:Somersault == 0) Then
       {
          Choose Random Opponent
          Use <Bite> on Target
       } Else {
          TempVar:Somersault = 0
       }
    }
    AI: Counter - Physical
    {
       If (TempVar:HitsTilCounter == 0) Then
       {
          If (1st Opponent doesn't have Death Status) Then
          {
             Choose 1st Opponent
             Use Somersault on Target
          }
          If (2nd Opponent doesn't have Death Status) Then
          {
             Choose 2nd Opponent
             Use Somersault on Target
          }
          If (3rd Opponent doesn't have Death Status) Then
          {
             Choose 3rd Opponent
             Use Somersault on Target
          }
          TempVar:Somersault = 1
          TempVar:HitsTilCounter = 3
       } Else {
          TempVar:HitsTilCounter = TempVar:HitsTilCounter - 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Adamantaimai
     Lvl: 30         EXP: 720           Win:      See Attributes
      HP: 1600        AP: 100         Steal: [32] Adaman Bangle
      MP: 240        Gil: 2000        Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 71         Def: 60          Df%: 1           Dex: 62
     MAt: 75         MDf: 280                          Lck: 0
     ---
    Immune: Confusion, Frog, Small
    
    (Full List) Win: [ 8] Dragon Scales, [ 8] Phoenix Down
    
    BUG: If you manage to inflict Barrier and MBarrier on an Adamantaimai before
    it takes its first turn, it will try to cast Cure.  Since Cure is not in its
    Attack List, the game will freeze or crash.
     ---
    Attacks:
      <Light Shell>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (269)
        PAt%:  95
        Tar: 1 Op
        Elm: Shout
        Attr: Berserk Attack
              Manip.
              Can't Cover
        Notes: Only used as a 100% C/A
      Death Force
        Magical Change Status
        MAt%: 255
        Cost: 3 MP
        Tar: 1 Al
        Elm: Non-Element
        Attr: 100%  Inflict 'Death Force'
              Manip.
        Notes: Adamantaimai will never use this normally
      Barrier
        Magical Change Status
        Auto Hit
        Cost: 16 MP
        Tar: 1 Al/All Al
        Elm: Non-Element
        Attr: 100%  Inflict 'Barrier'
              Reflectable
      MBarrier
        Magical Change Status
        Auto Hit
        Cost: 24 MP
        Tar: 1 Al/All Al
        Elm: Non-Element
        Attr: 100%  Inflict 'MBarrier'
              Reflectable
     ---
    AI: Main
    {
       If (Adamantaimai doesn't have Barrier Status) Then
       {
          TempVar:ChosenAtt = Barrier
       } Else If (Adamantaimai doesn't have MBarrier Status) Then {
          TempVar:ChosenAtt = MBarrier
       }
       If (Adamantaimai's MP >= TempVar:ChosenAtt's MP Cost) Then
       {
          Choose Self
          Use TempVar:ChosenAtt on Target
       }
    }
    AI: Counter - General
    {
       Choose Adamantaimai's Last Attacker (General)
       Use <Light Shell> on Target
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.14.2 Wutai, Da-chao Statue
    ------ ---------------------
    Name: Foulander
     Lvl: 27         EXP: 440           Win: [ 8] Lunar Curtain, [ 8] Fire Veil
      HP: 800         AP: 34          Steal:      -
      MP: 100        Gil: 460         Morph:      -
     ---
    Asrb:   Fire
     ---
     Att: 50         Def: 46          Df%: 1           Dex: 54
     MAt: 25         MDf: 100                          Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (134)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Claw twice in a single combo
      Flame Dance
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (390)
        MAt%:  95
        Cost: 16 MP
        Tar: All Op/1 Op
        Elm: Fire
        Attr: Manip.
     ---
    AI: Setup
    {
       SelectTar = Choose Random Opponent
       Count = Rnd(0..4)
    }
    AI: Main
    {
       If (Count < 4) Then
       {
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             Choose Random Opponent
          }
          Use <Claw> on Target
          If ((Target doesn't have Death Status) AND (1/3 Chance)) Then
          {
             Use <Claw> on Target
          }
          Count = Count + 1
       } Else {
          If (Foulander's MP >= 16) Then
          {
             Choose All Opponents
             Use Flame Dance on Target
          }
          Count = Rnd(0..1)
       }
    }
    AI: Counter - General
    {
       SelectTar = Foulander's Last Attacker (General)
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Garuda
     Lvl: 29         EXP: 520           Win:      See Attributes
      HP: 1400        AP: 30          Steal:      -
      MP: 200        Gil: 520         Morph:      -
     ---
    Weak:   Wind
    Void:   Earth
    Asrb:   Ice, Lightning
     ---
     Att: 56         Def: 52          Df%: 1           Dex: 59
     MAt: 35         MDf: 150                          Lck: 0
     ---
    Immune: Stop, Frog, Paralysed
    
    (Full List) Win: [ 8] Ice Crystal, [ 8] Bolt Plume, [ 8] Light Curtain,
                     [ 8] Mute Mask
     ---
    Attacks:
      <Rod>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (156)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Ice2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (480)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
              Manip.
      Bolt2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (480)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
              Manip.
      Dance
        Magical MP Absorb
        Formula: Magical
        Pwr: 1/2x Base     (192)
        MAt%: 255
        Cost: 8 MP
        Tar: 1 Op
        Elm: Non-Element
     ---
    AI: Main
    {
       1/4 Chance:
       {
          If (Garuda's MP >= 22) Then
          {
             Choose Random Opponent
             Use Ice2 on Target
          } Else {
             Choose Random Opponent with Highest MP
             Use Dance on Target
          }
       }
       1/4 Chance:
       {
          If (Garuda's MP >= 22) Then
          {
             Choose Random Opponent
             Use Bolt2 on Target
          } Else {
             Choose Random Opponent with Highest MP
             Use Dance on Target
          }
       }
       1/4 Chance:
       {
          Choose Random Opponent with Highest MP
          Use Dance on Target
       }
       1/4 Chance:
       {
          Choose Random Opponent
          Use <Rod> on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Jayjujayme
     Lvl: 28         EXP: 410           Win:      See Attributes
      HP: 640         AP: 35          Steal:      -
      MP: 20         Gil: 350         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 52         Def: 46          Df%: 1           Dex: 45
     MAt: 35         MDf: 160                          Lck: 0
     ---
    (Full List) Win: [ 8] Remedy, [ 8] Remedy, [ 8] Deadly Waste, [ 8] X-Potion
     ---
    Attacks:
      <Bite>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (142)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Confu-scales
        Magical Attack
        Formula: Magical
        Pwr: 3/4x Base     (283.5)
        MAt%:  95
        Cost: 5 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Confusion'
              Manip.
        Notes: Jayjujayme will never use this normally
      Silk
        Magical Change Status
        MAt%:  90
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Slow'
      Thread
        Magical Change Status
        MAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: [100] Inflict 'Stop'
        Notes: Only used on targets that are in 'Slow' Status
     ---
    AI: Setup
    {
       Count = Rnd(0..1)
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          If (At Least One Opponent has Stop Status) Then
          {
             Choose Random Opponent with Stop Status
             Use <Bite> on Target
          } Else {
             If ((At Least One Opponent has Slow Status)
                   AND (More Than One Opponent doesn't have Death Status)) Then
             {
                Choose Random Opponent with Slow Status
                Use Thread on Target
             } Else {
                If (At Least One Opponent doesn't have Slow Status) Then
                {
                   Choose Random Opponent without Slow Status
                   Use Silk on Target
                } Else {
                   Choose Random Opponent
                   Use <Bite> on Target
                }
             }         
          }
          Count = 1
       } Else {
          If (At Least One Opponent doesn't have Slow Status) Then
          {
             Choose Random Opponent without Slow Status
             Use Silk on Target
          } Else {
             If ((At Least One Opponent doesn't have Stop Status)
                   AND (More Than One Opponent doesn't have Death Status)) Then
             {
                Choose Random Opponent without Stop Status
                Use Thread on Target
             } Else {
                Choose Random Opponent
                Use <Bite> on Target
             }
          }
          Count = 0
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.14.3 The Stolen Materia
    ------ ------------------
    Name: Attack Squad
     Lvl: 34         EXP: 300           Win: [ 8] S-mine
      HP: 1300        AP: 10          Steal: [ 8] 8-inch Cannon
      MP: 100        Gil: 420         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 60         Def: 66          Df%: 1           Dex: 55
     MAt: 20         MDf: 60                           Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Machine Gun>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (186)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
      Grenade
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (232.5)
        PAt%:  85
        Tar: All Op
        Elm: Non-Element
        Attr: Manip.
      <Smoke Bullet>
        Physical Change Status
        PAt%:  75
        Tar: 1 Op
        Elm: Hidden
        Attr: [100] Inflict 'Sleep', 'Darkness'
              Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       1/3 Chance: Use <Machine Gun> on Target
       1/3 Chance: Use Grenade on Target
       1/3 Chance: Use <Smoke Bullet> on Target
    }
    AI: Counter - General
    {
       If (Attack Squad's HP <= 2 * [Attack Squad's Max HP / 3]) Then
       {
          If (TempVar:Counter == 0) Then
          {
             Choose Attack Squad's Last Attacker (General)
             Use <Smoke Bullet> on Target
             TempVar:Counter = 1
          }
       } Else {
          TempVar:Counter = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Rapps
     Lvl: 39         EXP: 3200          Win: 100% Peace Ring
      HP: 6000        AP: 33          Steal:      -
      MP: 300        Gil: 20000       Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 90         Def: 58          Df%: 1           Dex: 120
     MAt: 55         MDf: 400                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Paralysed
     ---
    Attacks:
      <Wing Cut>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (526)
        PAt%:  95
        Tar: 1 Op
        Elm: Cut
      Scorpion's Tail
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (526)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 48] Inflict 'Poison'
        Notes: Will sometimes use Scorpion's Tail twice in a single combo
      Aero3
        Magical Attack
        Formula: Magical
        Pwr: 3 1/8x Base   (1762.5)
        MAt%: 100
        Cost: 50 MP
        Tar: 1 Op
        Elm: Wind
     ---
    AI: Setup
    {
       SpclChance = 9
       Count = Rnd(0..4)
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent
          Use <Wing Cut> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Wing Cut> on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          Choose Random Opponent
          Use Scorpion's Tail on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use Scorpion's Tail on Target
          }
          Count = 3
       } Else {
          If (Rapps' MP >= 50) Then
          {
             Choose Random Opponent
             Use Aero3 on Target
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Rapps' HP <= 25% of Rapps' Max HP) Then
       {
          SpclChance = 3
       } Else If (Rapps' HP <= 50% of Rapps' Max HP) Then {
          SpclChance = 5
       } Else If (Rapps' HP <= 75% of Rapps' Max HP) Then {
          SpclChance = 7
       } Else {
          SpclChance = 9
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.14.4 Wutai, Godo's Pagoda
    ------ --------------------
    Name: Gorkii
     Lvl: 30         EXP: 1500          Win: 100% X-Potion
      HP: 3000        AP: 50          Steal:      -
      MP: 150        Gil: 0           Morph:      -
     ---
    Weak:   Wind
    Void:   Earth, Gravity
     ---
     Att: 71         Def: 60          Df%: 5           Dex: 70
     MAt: 75         MDf: 280                          Lck: 0
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Seizure
    
    Gorkii begins battle In Air and never lands.  His Df% is increased to 25
    as a result
     ---
    Attacks:
      <Dive Kick>
        Magical Attack
        Formula: Max HP%
        Pwr: [Target's Max HP / 4]
        MAt%: 100
        Tar: 1 Op
        Elm: Hit
      Barrier
        Magical Change Status
        Auto Hit
        Cost: 16 MP
        Tar: 1 Al/All Al
        Elm: Non-Element
        Attr: 100%  Inflict 'Barrier'
              Reflectable
      Demi2
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP / 2]
        MAt%:  75
        Cost: 33 MP
        Tar: 1 Op/All Op (NS)
        Elm: Gravity
      Reflect
        Magical Change Status
        Auto Hit
        Cost: 30 MP
        Tar: 1 Al/All Al
        Elm: Non-Element
        Attr: 100%  Inflict 'Reflect'
      Regen
        Magical Change Status
        MAt%: 255
        Cost: 30 MP
        Tar: 1 Al/All Al
        Elm: Non-Element
        Attr: 100%  Inflict 'Regen'
              Reflectable
     ---
    AI: Setup
    {
       Gorkii's IdleAnim = In Air
       Gorkii's HurtAnim = Flinch (In Air)
       Gorkii's Df% = Gorkii's Df% + 20
    }
    AI: Main
    {
       Count = Count + 1
       Choose Random Opponent
       If (Count == 1) Then
       {
          Choose Self
          If (Gorkii doesn't have Barrier Status) Then
          {
             Use Barrier on Target
          } Else If (Gorkii doesn't have Regen Status) Then {
             Use Regen on Target
          } Else If (Gorkii doesn't have Reflect Status) Then {
             Use Reflect on Target
          } Else {
             Choose Random Opponent
             Use Demi2 on Target
          }
       } Else If (Count == 2) Then {
          Use <Dive Kick> on Target
       } Else {
          1/2 Chance: Use Demi2 on Target
          1/2 Chance: Use <Dive Kick> on Target
          Count = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Shake
     Lvl: 32         EXP: 2200          Win: 100% Turbo Ether
      HP: 4000        AP: 50          Steal:      -
      MP: 180        Gil: 0           Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 71         Def: 60          Df%: 1           Dex: 68
     MAt: 75         MDf: 280                          Lck: 0
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      <Beak>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (284)
        PAt%: 103
        Tar: 1 Op
        Elm: Punch
      Rage Bomber
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (710)
        PAt%:  75
        Tar: 1 Op
        Elm: Shout
        Attr: [ 72] Inflict 'Fury'
        Notes: Only used as C/A or when Shake is Poisoned
     ---
    AI: Main
    {
       If (Shake has Poison Status) Then
       {
          Choose Random Opponent
          1/2 Chance: Use <Beak> on Target
          1/2 Chance: Use Rage Bomber on Target
       } Else {
          Choose Random Opponent
          Use <Beak> on Target
       }
    }
    AI: Counter - General
    {
       If (Shake's HP <= 50% of Shake's Max HP) Then
       {
          Choose Shake's Last Attacker (General)
          Use Rage Bomber on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Chekov
     Lvl: 34         EXP: 2900          Win: 100% Ice Ring
      HP: 5000        AP: 50          Steal:      -
      MP: 210        Gil: 0           Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 71         Def: 60          Df%: 1           Dex: 70
     MAt: 75         MDf: 280                          Lck: 0
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      Absorb
        Physical Absorb
        Formula: Physical
        Pwr: 1 1/4x Base   (296)
        PAt%: 255
        Tar: 1 Op
        Elm: Non-Element
      Stare Down
        Magical Change Status
        MAt%: 255
        Cost: 5 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Paralysed'
     ---
    AI: Main
    {
       If (TempVar:OpeningAttack == 0) Then
       {
          If (1/2 Chance) Then
          {
             If (At Least One Opponent doesn't have Paralysed Status) Then
             {
                Choose Random Opponent without Paralysed Status
             } Else {
                Choose Random Opponent
             }
             Use Stare Down on Target
          }
          TempVar:OpeningAttack = 1
       } Else If (Chekov's HP <= 50% of Chekov's Max HP) Then {
          If (At Least One Opponent has Paralysed Status) Then
          {
             Choose Random Opponent with Paralysed Status
          } Else {
             Choose Random Opponent with Highest HP
          }
          Use Absorb on Target
       }
    }
    AI: Counter - Magical
    {
       Choose Chekov's Last Attacker (Magical)
       Use Stare Down on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Staniv
     Lvl: 36         EXP: 3600          Win: 100% Elixir
      HP: 6000        AP: 50          Steal:      -
      MP: 240        Gil: 0           Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 71         Def: 60          Df%: 1           Dex: 72
     MAt: 75         MDf: 280                          Lck: 0
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      <Ironball>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (385)
        PAt%: 115
        Tar: 1 Op
        Elm: Hit
      Iron Attack
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (770)
        PAt%: 100
        Tar: All Op
        Elm: Earth
        Notes: Only used as C/A
      War Cry
        Magical Change Status
        MAt%:  94
        Cost: 4 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Sadness'
     ---
    AI: Main
    {
       If (Count == 0) Then
       {
          Count = 1
       } Else If (Count == 1) Then {
          If (At Least One Opponent has Paralysed Status) Then
          {
             Choose Random Opponent with Paralysed Status
          } Else If (At Least One Opponent has Sadness Status) Then {
             Choose Random Opponent with Sadness Status
          } Else {
             Choose Random Opponent with Highest HP
          }
          Use <Ironball> on Target
          Count = 2
       } Else If (Count == 2) Then {
          Count = 3
       } Else If (Count == 3) Then {
          If (At Least One Opponent has Paralysed Status) Then
          {
             Choose Random Opponent with Paralysed Status
          } Else If (At Least One Opponent has Sadness Status) Then {
             Choose Random Opponent with Sadness Status
          } Else {
             Choose Random Opponent with Highest HP
          }
          Use <Ironball> on Target
          If (At Least One Opponent doesn't have Sadness Status) Then
          {
          } Else {
             Count = 0
          }
       } Else {
          If ((At Least One Opponent doesn't have Sadness Status)
                AND (1/3 Chance)) Then
          {
             Choose Random Opponent without Sadness Status
          } Else {
             Choose Random Opponent
          }
          Use War Cry on Target
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (TempVar:HPDanger == 0) Then
       {
          If (Staniv's HP <= 1/8th of Staniv's Max HP) Then
          {
             If (1/2 Chance) Then
             {
                Choose All Opponents
                Use Iron Attack on Target
             }
             TempVar:HPDanger = 1
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Godo
     Lvl: 41         EXP: 5000          Win: 100% All Creation
      HP: 10000       AP: 60          Steal:      -
      MP: 1000       Gil: 40000       Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 70         Def: 60          Df%: 1           Dex: 68
     MAt: 45         MDf: 100                          Lck: 0
     ---
    Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
            Seizure
    
    Transformation: 1st Form has face of a demon human
                    2nd Form has face of a red beast
                    3rd Form has face of a white joker
     ---
    Attacks:
      <Cure2>
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 770    (1286)
        MAt%: 255
        Cost: 24 MP
        Tar: 1 Al/All Al
        Elm: Restorative
        Attr: Reflectable
        Notes: Transforms to 1st Form to use this
               Only used as a general C/A when at 40% of less HP
               Will cast on attacker instead if attacker is at 20% or less HP
      <Sleepel>
        Magical Change Status
        MAt%: 100
        Cost: 8 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 72] Inflict 'Sleep'
              Reflectable
        Notes: Transforms to 1st Form to use this
      <Mini>
        Magical Change Status
        MAt%: 100
        Cost: 10 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 72] Toggle 'Small'
              Reflectable
        Notes: Transforms to 1st Form to use this
               When curing a target that already has the 'Small' Status, the
                 Toggle effect has a 100% chance of success
      Drain
        Magical Absorb
        Formula: Magical
        Pwr: 3/8x Base     (193.5)
        MAt%: 255
        Cost: 1 MP
        Tar: 1 Op
        Elm: Non-Element
        Notes: Transforms to 3rd Form to use this
      Bio2
        Magical Attack
        Formula: Magical
        Pwr: 1 5/16x Base  (677.25)
        MAt%: 100
        Cost: 36 MP
        Tar: 1 Op/All Op
        Elm: Poison
        Attr: [ 48] Inflict 'Poison'
              Reflectable
        Notes: Transforms to 3rd Form to use this
      Trine
        Magical Attack
        Formula: Magical
        Pwr: 2 1/8x Base   (1096.5)
        MAt%: 100
        Cost: 20 MP
        Tar: All Op (NS)
        Elm: Lightning
        Notes: Transforms to 2nd Form to use this
      Demi3
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 3 / 4]
        MAt%:  75
        Cost: 48 MP
        Tar: 1 Op/All Op (NS)
        Elm: Gravity
        Notes: Transforms to 3rd Form to use this
      Beast Sword
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (337)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Non-Element
        Notes: Transforms to 2nd Form to use this
    
    Animations:
      <to Beast>
        Transform to 2nd Form
        Notes: Only used in 1st Form
      <to Cheater>
        Transform to 3rd Form
        Notes: Only used in 1st Form
      <to Human>
        Transform to 1st Form
        Notes: Only used in 2nd Form
      <to Cheat>
        Transform to 3rd Form
        Notes: Only used in 2nd Form
      <to Beast>
        Transform to 2nd Form
        Notes: Only used in 3rd Form
      <to Human>
        Transform to 1st Form
        Notes: Only used in 3rd Form
     ---
    AI: Setup
    {
       Stage = 0
       Count = Rnd(0..7)
       SpclChance = 5
       TempVar:CounterTar = Choose Random Opponent
    }
    AI: Main
    {
       SelectTar = Choose All Opponents
       TempVar:ChosenAtt = Beast Sword
       TempVar:NewStage = 1
       If (Count == 0) Then
       {
          1/4 Chance: Count = 2
          1/4 Chance: Count = 4
          1/4 Chance: Count = 5
          1/4 Chance: Count = 1
       } Else If (Count == 1) Then {
          1/4 Chance: Count = 3
          1/4 Chance: Count = 4
          1/4 Chance: Count = 6
          1/4 Chance: Count = 0
       } Else If (Count == 2) Then {
          If ((At Least One Opponent doesn't have Reflect Status)
                AND (At Least One Opponent doesn't have Sleep Status)
                AND (Godo's MP >= 8)) Then
          {
             SelectTar = Choose All Opponents
             TempVar:ChosenAtt = <Sleepel>
             TempVar:NewStage = 0
          }
          1/3 Chance: Count = 0
          2/3 Chance: Count = 1
       } Else If (Count == 3) Then {
          If ((At Least One Opponent doesn't have Reflect Status)
                AND (At Least One Opponent doesn't have Small Status)
                AND (Godo's MP >= 10)) Then
          {
             SelectTar = Choose All Opponents
             TempVar:ChosenAtt = <Mini>
             TempVar:NewStage = 0
          }
          1/3 Chance: Count = 1
          2/3 Chance: Count = 0
       } Else If (Count == 4) Then {
          If (Godo's MP >= 1) Then
          {
             SelectTar = Choose Random Opponent with Highest HP
             TempVar:ChosenAtt = Drain
             TempVar:NewStage = 2
          }
          1/4 Chance: Count = 0
          1/4 Chance: Count = 1
          1/4 Chance: Count = 5
          1/4 Chance: Count = 6
       } Else If (Count == 5) Then {
          If ((At Least One Opponent doesn't have Reflect)
                AND (Godo's MP >= 36)) Then
          {
             SelectTar = Choose All Opponents
             TempVar:ChosenAtt = Bio2
             TempVar:NewStage = 2
          }
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 7
          } Else {
             Count = 1
          }
       } Else If (Count == 6) Then {
          If (Godo's MP >= 20) Then
          {
             SelectTar = Choose All Opponents
             TempVar:ChosenAtt = Trine
             TempVar:NewStage = 1
          }
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 7
          } Else {
             Count = 0
          }
       } Else {
          If (Godo's MP >= 48) Then
          {
             SelectTar = Choose All Opponents
             TempVar:ChosenAtt = Demi3
             TempVar:NewStage = 2
          }
          Count = Rnd(0..1)
       }
       If (Stage != TempVar:NewStage) Then
       {
          If (Stage == 0) Then
          {
             If (TempVar:NewStage == 1) Then
             {
                TempVar:FormMove = <to Beast>
                TempVar:NewForm = Beast
             } Else If (TempVar:NewStage == 2) Then {
                TempVar:FormMove = <to Cheater>
                TempVar:NewForm = Joker
             }
          } Else If (Stage == 1) Then {
             If (TempVar:NewStage == 0) Then
             {
                TempVar:FormMove = <to Human>
                TempVar:NewForm = Human
             } Else If (TempVar:NewStage == 2) Then {
                TempVar:FormMove = <to Cheat>
                TempVar:NewForm = Joker
             }
          } Else {
             If (TempVar:NewStage == 0) Then
             {
                TempVar:FormMove = <to Human>
                TempVar:NewForm = Human
             } Else If (TempVar:NewStage == 1) Then {
                TempVar:FormMove = <to Beast>
                TempVar:NewForm = Beast
             }
          }
          Choose Self
          Use TempVar:FormMove on Target
          Godo's IdleAnim = TempVar:NewForm
       }
       Stage = TempVar:NewStage
       Choose SelectTar
       Use TempVar:ChosenAtt on Target
    }
    AI: Counter - General
    {
       If (Godo's IdleAnim == Human) Then
       {
          Godo's HurtAnim = Flinch (Human)
       } Else If (Godo's IdleAnim == 6) Then {
          Godo's HurtAnim = 7
       } Else {
          Godo's HurtAnim = 12
       }
       If (Godo's HP <= 40% of Godo's Max HP) Then
       {
          SpclChance = 2
       } Else If (Godo's HP <= 60% of Godo's Max HP) Then {
          SpclChance = 3
       } Else If (Godo's HP <= 80% of Godo's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 5
       }
       If ((SpclChance <= 2) AND (Godo doesn't have Reflect Status)
             AND (Godo's MP >= 24)) Then
       {
          If (Stage == 1) Then
          {
             Choose Self
             Use <to Human> on Target
             Godo's IdleAnim = Human
             Godo's HurtAnim = Flinch (Human)
             Stage = 0
          } Else If (Stage == 2) Then {
             Choose Self
             Use <to Human> on Target
             Godo's IdleAnim = Human
             Godo's HurtAnim = Flinch (Human)
             Stage = 0
          }
          TempVar:CounterTar = Godo's Last Attacker (General)
          If ((TempVar:CounterTar's HP <= 2 * [TempVar:CounterTar's Max HP / 10])
                AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose TempVar:CounterTar
          } Else {
             Choose Self
          }
          Use <Cure2> on Target
       }
    }
    
    
    
    
    =============================================================================
    5.15 The Temple of the Ancients
    -------------------------------
    
    5.15.1 Woodlands Area
    ------ --------------
    Name: Slaps
     Lvl: 29         EXP: 370           Win: [ 8] Hi-Potion
      HP: 900         AP: 30          Steal:      -
      MP: 50         Gil: 450         Morph:      Hyper
     ---
    Weak:   Wind
    Void:   Earth
     ---
     Att: 46         Def: 42          Df%: 1           Dex: 56
     MAt: 34         MDf: 66                           Lck: 0
     ---
    Immune: Confusion, Stop, Frog, Small, Manipulate, Berserk, Paralysed
     ---
    Attacks:
      Bug Needle
        Magical Attack
        Formula: Magical
        Pwr: 1/16x Base    (23.625)
        MAt%: 120
        Tar: 1 Op
        Elm: Punch
        Attr: [ 88] Inflict 'Poison', 'Sadness'
      Berserk Needle
        Magical Attack
        Formula: Magical
        Pwr: 1/16x Base    (23.625)
        MAt%: 120
        Tar: 1 Op
        Elm: Punch
        Attr: [ 48] Inflict 'Berserk'
        Notes: When used against a Player Character, the Inflict effect has a
                 100% chance of success
      Paralyzer Needle
        Magical Attack
        Formula: Magical
        Pwr: 1/16x Base    (23.625)
        MAt%: 120
        Tar: 1 Op
        Elm: Punch
        Attr: [ 20] Inflict 'Paralysed'
        Notes: Always targets whoever has the lowest HP
               Only used once per battle
     ---
    AI: Main
    {
       1/8 Chance:
       {
          If (TempVar:Paralyzer == 0) Then
          {
             Choose Random Opponent with Lowest HP
             Use Paralyzer Needle on Target
             TempVar:Paralyzer = 1
          } Else {
             Choose Random Opponent
             Use Berserk Needle on Target
          }
       }
       1/8 Chance:
       {
          Choose Random Opponent
          Use Bug Needle on Target
       }
       3/4 Chance:
       {
          Choose Random Opponent
          Use Berserk Needle on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Under Lizard
     Lvl: 29         EXP: 440           Win: [ 8] Remedy
      HP: 1400        AP: 45          Steal: [32] Remedy
      MP: 140        Gil: 420         Morph:      Remedy
     ---
    No Elemental Properties
     ---
     Att: 70         Def: 50          Df%: 1           Dex: 66
     MAt: 50         MDf: 130                          Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (259)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Petrified Frog
        Magical Change Status
        MAt%:  95
        Cost: 45 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 84] Inflict 'Frog', 'Slow-numb'
              Manip.
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          If (At Least One Opponent doesn't have Petrify) Then
          {
             Choose Random Opponent without Petrify
             Use <Bodyblow> on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          If (At Least One Opponent doesn't have Petrify) Then
          {
             Choose Random Opponent without Petrify
             Use <Bodyblow> on Target
          }
          1/2 Chance: Count = Rnd(0..1)
          1/2 Chance: Count = 3
       } Else {
          If ((At Least One Opponent doesn't have Petrify)
                AND (At Least One Opponent doesn't have Slow-numb)) Then
          {
             Choose Random Opponent without Petrify and Slow-numb Status
             Use Petrified Frog on Target
          } Else If (At Least One Opponent doesn't have Petrify Status) Then {
             Choose Random Opponent without Petrify
             Use <Bodyblow> on Target
          }
          Count = Rnd(0..1)
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Kelzmelzer
     Lvl: 30         EXP: 410           Win: [ 8] Potion
      HP: 800         AP: 35          Steal: [32] Antidote
      MP: 0          Gil: 400         Morph:      Antidote
     ---
    No Elemental Properties
     ---
     Att: 50         Def: 56          Df%: 14          Dex: 53
     MAt: 35         MDf: 90                           Lck: 1
     ---
    No Special Attributes
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (142)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Liquid poison
        Physical Change Status
        PAt%: 100
        Tar: 1 Op
        Elm: Poison
        Attr: 100%  Inflict 'Poison'
              Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       If (At Least One Ally (Except Self) with same Formation ID
            doesn't have Death Status) Then
       {
          1/4 Chance: Use Liquid poison on Target
          3/4 Chance: Use <Claw> on Target
       } Else {
          1/4 Chance: Use <Claw> on Target
          3/4 Chance: Use Liquid poison on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Dual Horn
     Lvl: 30         EXP: 550           Win: [ 8] Pepio Nut
      HP: 2500        AP: 45          Steal: [ 8] Pepio Nut
      MP: 0          Gil: 500         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 68         Def: 70          Df%: 1           Dex: 62
     MAt: 25         MDf: 166                          Lck: 0
     ---
    BUG: Dual Horn has a third attack that has been dummied out.  Its AI script
    tells it to have a chance to use it when it has 50% HP or less, but it will
    never have enough MP to use what it thinks the attack should be
     ---
    Attacks:
      <Angle Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (257)
        PAt%:  95
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Horn Lift
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (257)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: Manip.
      <>
        Dummy Move
        Cost: 65535 MP
        Notes: Dual Horn will never have enough MP to use this
               Animation effect is a double horn lift, which ends up doing 0
                 damage since the attack details do not exist
     ---
    AI: Main
    {
       Choose Random Opponent
       If (Dual Horn's HP <= 50% of Dual Horn's Max HP) Then
       {
          1/4 Chance: Use <> on Target
          1/4 Chance: Use <Angle Punch> on Target
          1/2 Chance: Use Horn Lift on Target
       } Else {
          1/4 Chance: Use Horn Lift on Target
          3/4 Chance: Use <Angle Punch> on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Tonadu
     Lvl: 30         EXP: 600           Win: 100% Bird Wing
      HP: 1600        AP: 45          Steal: [63] Bird Wing
      MP: 0          Gil: 600         Morph:      -
     ---
    Weak:   Wind
    Void:   Earth, Water
     ---
     Att: 54         Def: 52          Df%: 5           Dex: 66
     MAt: 55         MDf: 150                          Lck: 0
     ---
    Immune: Stop, Frog, Paralysed
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 2x Base       (308)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Claw twice in a single combo
      Great Gale
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Base   (288.75)
        PAt%: 100
        Tar: All Op
        Elm: Wind
        Attr: [ 40] Inflict 'Darkness'
              Manip.
        Notes: Status infliction done via Great Gale is considered to be No
                 Split, even though the damage itself is split
      Big Sound
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (192.5)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Wind
        Attr: Manip.
              Can't Cover
        Notes: Tonadu will never use this normally
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
       SpclChance = 8
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent
          Use <Claw> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Claw> on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          Choose Random Opponent
          Use <Claw> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Claw> on Target
          }
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 3
          } Else {
             Count = 0
          }
       } Else {
          Choose All Opponents
          Use Great Gale on Target
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Tonadu's HP <= 25% of Tonadu's Max HP) Then
       {
          SpclChance = 2
       } Else If (Tonadu's HP <= 50% of Tonadu's Max HP) Then {
          SpclChance = 3
       } Else If (Tonadu's HP <= 75% of Tonadu's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 8
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.15.2 Temple of the Ancients
    ------ ----------------------
    Name: Toxic Frog
     Lvl: 26         EXP: 420           Win: [ 8] Impaler
      HP: 500         AP: 30          Steal: [32] Impaler
      MP: 100        Gil: 260         Morph:      Remedy
     ---
    Weak:   Ice
    Asrb:   Poison
     ---
     Att: 56         Def: 30          Df%: 1           Dex: 74
     MAt: 35         MDf: 120                          Lck: 0
     ---
    Immune: Frog, Small
     ---
    Attacks:
      Frog Jab
        Physical Attack
        Formula: Physical
        Pwr: 1/8x Base     (18.25)
        PAt%:  85
        Tar: 1 Op
        Elm: Hit
        Attr: 100%  Toggle 'Frog'
              Berserk Attack
              Manip.
      Frog Song
        Magical Change Status
        MAt%: 100
        Cost: 5 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Toggle 'Frog', 'Sleep'
              Reflectable
              Manip.
      Poisona
        Magical Change Status
        MAt%: 255
        Cost: 3 MP
        Tar: 1 Al/All Al
        Elm: Non-Element
        Attr: 100%  Cure 'Poison'
              Reflectable
              Manip.
        Notes: Toxic Frog will never use this normally
     ---
    AI: Setup
    {
       TempVar:Delay = Rnd(0..3)
       TempVar:FrogJabCount = Rnd(1..2)
    }
    AI: Main
    {
       If (TempVar:FrogJabCount > 0) Then
       {
          Choose Random Opponent
          Use Frog Jab on Target
          TempVar:FrogJabCount = TempVar:FrogJabCount - 1
       } Else If (TempVar:Delay == 0) Then {
          If (At Least One Opponent doesn't have Frog Status) Then
          {
             Choose Random Opponent without Frog Status
             Use Frog Song on Target
             TempVar:Delay = Rnd(0..3)
          } Else {
             If (At Least One Opponent doesn't have Confusion Status) Then
             {
                Choose Random Opponent without Confusion Status
             } Else {
                Choose Random Opponent
             }
             Use Frog Jab on Target
             TempVar:Delay = 0
          }
       } Else {
          TempVar:Delay = TempVar:Delay - 1      
       }
    }
    AI: Counter - Physical
    {
       If (1/3 Chance) Then
       {
          Choose Toxic Frog's Last Attacker (Physical)
          Use Frog Jab on Target
       }
    }
    AI: Counter - Magical
    {
       If (1/3 Chance) Then
       {
          Choose Toxic Frog's Last Attacker (Magical)
          Use Frog Song on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Doorbull
     Lvl: 35         EXP: 760           Win: [ 8] Hi-Potion
      HP: 2800        AP: 50          Steal: [32] Hi-Potion
      MP: 160        Gil: 680         Morph:      -
     ---
    Void:   Gravity
    Asrb:   Fire
     ---
     Att: 70         Def: 66          Df%: 5           Dex: 80
     MAt: 50         MDf: 160                          Lck: 0
     ---
    Immune: Manipulate, Peerless, Seizure
    
    Although Doorbull is not immune to Berserk, it does not have a designated
    Berserk Attack.  As such, it will try to use a non-existant attack, which
    happens to cost more MP than it will ever have.  Because of this, it will
    continually print the message "Doorbull's skill power is used up."
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (298)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
      Fang
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (298)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
      Fire Shell
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (298)
        PAt%:  95
        Tar: 1 Op
        Elm: Fire
        Attr: Can't Cover
      Light Shell
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (298)
        PAt%:  95
        Tar: 1 Op
        Elm: Shout
        Attr: Can't Cover
     ---
    AI: Main
    {
       Choose Random Opponent
       If (Doorbull has Poison or Confusion Status) Then
       {
          1/2 Chance: Count = 1
          1/2 Chance: Count = 2
       }
       If (Count == 0) Then
       {
          Use <Claw> on Target
          Count = 1
       } Else If (Count == 1) Then {
          Use Fang on Target
          Count = 2
       } Else If (Count == 2) Then {
          Use Fire Shell on Target
          Count = 3
       } Else {
          Use Light Shell on Target
          Count = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Ancient Dragon
     Lvl: 34         EXP: 800           Win: [ 8] Turbo Ether
      HP: 2400        AP: 80          Steal:      -
      MP: 450        Gil: 800         Morph:      -
     ---
    Weak:   Gravity, Wind
    Void:   Earth, Water
     ---
     Att: 70         Def: 90          Df%: 1           Dex: 70
     MAt: 55         MDf: 280                          Lck: 10
     ---
    Immune: Stop, Frog, Peerless, Paralysed, Seizure
     ---
    Attacks:
      <Horn>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/8x Base   (328.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Southern Cross
        Physical Attack
        Formula: Physical
        Pwr: 2x Base       (584)
        PAt%:  95
        Tar: 1 Op
        Elm: Ice
        Attr: Manip.
              Can't Cover
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent
          Use <Horn> on Target
          If (1/3 Chance) Then
          {
             Choose Random Opponent
             Use <Horn> on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          Choose Random Opponent
          Use <Horn> on Target
          If (1/3 Chance) Then
          {
             Choose Random Opponent
             Use <Horn> on Target
          }
          1/2 Chance: Count = 3
          1/2 Chance: Count = Rnd(0..1)
       } Else {
          Choose Random Opponent
          Use Southern Cross on Target
          Count = Rnd(0..1)
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: 8 eye
     Lvl: 30         EXP: 1000          Win:      -
      HP: 500         AP: 100         Steal:      -
      MP: 220        Gil: 720         Morph:      Magic Source
     ---
    Death:  Poison
    Void:   Gravity
     ---
     Att: 40         Def: 200         Df%: 0           Dex: 25
     MAt: 60         MDf: 400                          Lck: 0
     ---
    Immune: Confusion, Silence, Frog, Manipulate, Berserk
     ---
    Attacks:
      <Eyesight>
        Magical MP Attack
        Formula: HP%
        Pwr: [Target's MP * 3 / 4]
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Notes: Only used as a C/A against Magical abilities
      <Eyesight>
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 3 / 4]
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
      <Eyesight>
        Magical Attack
        Formula: Magical
        Pwr: 3x Base       (1620)
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
      <Eyesight>
        Magical Change Status
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Slow', 'Darkness'
        Notes: Only used as a C/A against Physical abilities
     ---
    AI: Main
    {
       If ((At Least One Opponent has Darkness Status)
             AND (At Least One Opponent has Slow Status)
             AND (TempVar:NormAttack == 0)) Then
       {
          Choose Random Opponent with Slow Status
          Use <Eyesight> (HP% Version) on Target
          TempVar:NormAttack = 1
       } Else {
          Choose Random Opponent with Highest HP
          Use <Eyesight> (3xBase Version) on Target
          TempVar:NormAttack = 0
       }
    }
    AI: Counter - Physical
    {
       Choose 8 eye's Last Attacker (Physical)
       Use <Eyesight> (Status Version) on Target
       TempVar:NormAttack = 1
    }
    AI: Counter - Magical
    {
       Choose 8 eye's Last Attacker (Magical)
       Use <Eyesight> (MP Attack Version) on Target
       TempVar:NormAttack = 1
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Jemnezmy
     Lvl: 24         EXP: 510           Win:      -
      HP: 800         AP: 50          Steal:      -
      MP: 80         Gil: 400         Morph:      -
     ---
    Death:  Poison
    Void:   Ice
     ---
     Att: 55         Def: 58          Df%: 1           Dex: 60
     MAt: 34         MDf: 80                           Lck: 25
     ---
    Immune: Sleep, Confusion, Frog, Small, Manipulate, Berserk, Paralysed
     ---
    Attacks:
      Toad
        Magical Change Status
        MAt%: 100
        Cost: 14 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 72] Toggle 'Frog'
              Reflectable
        Notes: Only used as a C/A on attacker if they have Frog Status
               When curing a target that already has the 'Frog' Status, the
                 Toggle effect has a 100% chance of success
      Poisona
        Magical Change Status
        MAt%: 255
        Cost: 3 MP
        Tar: 1 Al/All Al
        Elm: Non-Element
        Attr: 100%  Cure 'Poison'
              Reflectable
        Notes: Only used as a C/A on attacker if they have Poison Status
      Fascination
        Magical Change Status
        MAt%:  90
        Cost: 5 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Confusion'
        Notes: Only used on Cloud, Barret, Red XIII, Cait Sith, Vincent or Cid
      Cold Breath
        Magical Attack
        Formula: Magical
        Pwr: 3/8x Base     (130.5)
        MAt%:  90
        Cost: 12 MP
        Tar: 1 Op
        Elm: Ice
        Notes: Only used on targets with Frog status or anything that isn't one
                 of the male party members
     ---
    AI: Main
    {
       If ((TempVar:FrogAtt == 0)
             AND (At Least One Opponent has Frog Status)) Then
       {
          SelectTar = All Opponents with Frog Status
          If (At Least One in SelectTar doesn't have Confusion Status) Then
          {
             Choose Random from SelectTar without Confusion Status
          } Else {
             Choose Random from SelectTar
          }
          Use Cold Breath on Target
          TempVar:FrogAtt = 1
       } Else If (1/2 Chance) Then {
          If (At Least One Opponent doesn't have Confusion Status) Then
          {
             Choose Random Opponent without Confusion
          } Else {
             Choose Random Opponent
          }
          If (Target is Cloud, Barret, Red XIII, Cait Sith, Vincent or Cid) Then
          {
             Use Fascination on Target
          } Else {
             Use Cold Breath on Target
          }
          TempVar:FrogAtt = 0
       }
    }
    AI: Counter - General
    {
       Choose Jemnezmy's Last Attacker (General)
       If ((Target has Frog Status) AND (Jemnezmy's MP >= 14)) Then
       {
          Use Toad on Target
       } Else If ((Target has Poison Status) AND (Jemnezmy's MP >= 3)) Then {
          Use Poisona on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Red Dragon
     Lvl: 39         EXP: 3500          Win: 100% Dragon Armlet
      HP: 6800        AP: 200         Steal:      -
      MP: 300        Gil: 1000        Morph:      -
     ---
    Void:   Gravity
    Asrb:   Fire
     ---
     Att: 95         Def: 80          Df%: 5           Dex: 90
     MAt: 85         MDf: 260                          Lck: 5
     ---
    Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      <Dragon Fang>
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (1387.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
      <Tail Attack>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (693.75)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
      Red Dragon Breath
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (930)
        MAt%:  95
        Tar: 1 Op
        Elm: Fire
     ---
    AI: Main
    {
       Choose Random Opponent
       If (TempVar:OpeningAttack = 0) Then
       {
          1/4 Chance: Use <Dragon Fang> on Target
          3/4 Chance: Use Red Dragon Breath on Target
          TempVar:OpeningAttack = 1
       } Else {
          1/4 Chance: Use Red Dragon Breath on Target
          1/4 Chance: Use <Tail Attack> on Target
          1/2 Chance: Use <Dragon Fang> on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Demons Gate
     Lvl: 45         EXP: 3800          Win: 100% Gigas Armlet
      HP: 10000       AP: 220         Steal:      -
      MP: 400        Gil: 4000        Morph:      -
     ---
    Half:   Earth
    Void:   Poison, Gravity
     ---
     Att: 150        Def: 100         Df%: 0           Dex: 120
     MAt: 96         MDf: 450                          Lck: 0
     ---
    Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Paralysed
     ---
    Attacks:
      <Falling Rocks>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (1762.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Can't Cover
      Cave-in
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1410)
        PAt%: 100
        Tar: All Op
        Elm: Ice
        Notes: Cave-in will only be used on one target if all other party
               members are either non-targetable or under either the Slow-numb
               or Petrify statuses
      Petrif-Eye
        Magical Change Status
        MAt%: 255
        Cost: 12 MP
        Tar: 1 Op
        Elm: Hidden
        Attr: 100%  Inflict 'Slow-numb'
      Demon Rush
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (2115)
        PAt%: 255
        Tar: All Op
        Elm: Non-Element
        Notes: Only used after Advance
    
    Animations:
      <Advance>
        Moves Demons Gate forward
        Notes: Used on next turn after being reduced below 7500, 5000 or 2500 HP
               May also begin battle by using it on first turn
               Will always use Demon Rush next
      <Retreat>
        Moves Demons Gate backward
        Notes: Only used after Demon Rush
     ---
    AI: Setup
    {
       SpclChance = 8
       Count = Rnd(0..4)
    }
    AI: Main
    {
       If (Count == 0 or 1) Then {
          If (At Least One Opponent has neither Slow-numb
                nor Petrify Status) Then
          {
             Choose Random Opponent without Slow-numb and Petrify Status
             Use <Falling Rocks> on Target
          }
          If (Rnd(1..SpclChance) == 1) Then
          {
             If (At Least One Opponent has neither Slow-numb
                   nor Petrify Status) Then
             {
                Choose Random Opponent without Slow-numb and Petrify Status
                Use <Falling Rocks> on Target
             }
          }
          Count = Count + 1
       } Else If (Count = 2) Then {
          If (At Least One Opponent has neither Slow-numb
                nor Petrify Status) Then
          {
             Choose All Opponents without Slow-numb and Petrify Status
             Use Cave-in on Target
          }
          Count = 3
       } Else If (Count = 3) Then {
          If (At Least One Opponent has neither Slow-numb
                nor Petrify Status) Then
          {
             If (Rnd(1..SpclChance) == 1) Then
             {
                Choose Random Opponent without Slow-numb and Petrify Status
                Use Petrif-Eye on Target
             } Else {
                Choose Random Opponent without Slow-numb and Petrify Status
                Use <Falling Rocks> on Target
             }
          }
          Count = Rnd(0..2)
       } Else If (Count = 4) Then {
          Choose Self
          Use <Advance> on Target
          Demons Gate's IdleAnim = Demon Rush Position
          1/3 Chance: Count = 5
          2/3 Chance: Count = 6
       } Else If (Count = 5) Then {
          Count = 6
       } Else {
          If (At Least One Opponent doesn't have Petrify Status) Then
          {
             Choose All Opponents without Petrify Status
             Use Demon Rush on Target
          }
          Choose Self
          Use <Retreat> on Target
          Demons Gate's IdleAnim = Normal Position
          Stage = 0
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Demons Gate's IdleAnim = Normal Position) Then
       {
          Demons Gate's HurtAnim = Flinch (Normal Position)
       } Else {
          Demons Gate's HurtAnim = Flinch (Demon Rush Position)
       }
       If (Demons Gate's HP <= 25% of Demons Gate's Max HP) Then
       {
          If ((SpclChance == 3) AND (Stage == 0)) Then
          {
             Count = 4
             Stage = 1
          }
          SpclChance = 2
       } Else If (Demons Gate's HP <= 50% of Demons Gate's Max HP) Then {
          If ((SpclChance == 4) AND (Stage == 0)) Then
          {
             Count = 4
             Stage = 1
          }
          SpclChance = 3
       } Else If (Demons Gate's HP <= 75% of Demons Gate's Max HP) Then {
          If ((SpclChance == 8) AND (Stage == 0)) Then
          {
             Count = 4
             Stage = 1
          }
          SpclChance = 4
       } Else {
          SpclChance = 8
       }
    }
    
    
    
    
    =============================================================================
    5.16 The Forgotten City
    -----------------------
    
    5.16.1 Icicle Area (Part One)
    ------ ----------------------
    Name: Vlakorados
     Lvl: 33         EXP: 510           Win: [32] Carob Nut
      HP: 33333       AP: 40          Steal: [32] Carob Nut
      MP: 333        Gil: 460         Morph:      Elixir
     ---
    Half:   Gravity
     ---
     Att: 60         Def: 60          Df%: 10          Dex: 73
     MAt: 57         MDf: 48                           Lck: 15
     ---
    Immune: Death, Confusion, Frog, Small, Slow-numb, Petrify, Manipulate,
            Berserk
     ---
    Attacks:
      <Tail Attack>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (227.5)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
      Violent Advance
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (182)
        PAt%:  95
        Tar: 1 Op
        Elm: Punch
      Bolt Ball
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (540)
        MAt%:  95
        Cost: 22 MP
        Tar: 1 Op
        Elm: Lightning
     ---
    AI: Setup
    {
       Count = Rnd(0..2)
       SpclChance = 5
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          Choose Random Opponent
          Use Bolt Ball on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 3
          } Else {
             Count = Rnd(0..1)
          }
       } Else If (Count == 1) Then {
          Choose Random Opponent
          Use <Tail Attack> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 3
          } Else {
             Count = Rnd(0..1)
          }
       } Else {
          Choose Random Opponent
          Use Violent Advance on Target
          Count = Rnd(0..1)
       }
    }
    AI: Counter - General
    {
       If ((Vlakorados's HP <= 1 * [Vlakorados's Max HP / 4])
             AND (SpclChance == 3)) Then
       {
          Count = 3
          SpclChance = 2
       } Else If ((Vlakorados's HP <= 2 * [Vlakorados's Max HP / 4])
                    AND (SpclChance == 4)) Then {
          Count = 3
          SpclChance = 3
       } Else If ((Vlakorados's HP <= 3 * [Vlakorados's Max HP / 4])
                    AND (SpclChance == 5)) Then {
          Count = 3
          SpclChance = 4
       } Else {
          SpclChance = 5
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Trickplay
     Lvl: 24         EXP: 480           Win: [ 8] Hi-Potion
      HP: 1500        AP: 35          Steal:      -
      MP: 100        Gil: 800         Morph:      -
     ---
    Asrb:   Earth
     ---
     Att: 100        Def: 40          Df%: 0           Dex: 53
     MAt: 45         MDf: 96                           Lck: 20
     ---
    Immune: Confusion, Frog, Small, Slow-numb, Petrify, Manipulate
     ---
    Attacks:
      <Rock Toss>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (325)
        PAt%: 120
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Can't Cover
      Magma
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (325)
        PAt%:  95
        Tar: 1 Op
        Elm: Fire
        Attr: Can't Cover
      Sewer
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (414)
        MAt%: 100
        Tar: 1 Op
        Elm: Water
      Sinking
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (325)
        PAt%:  95
        Tar: 1 Op
        Elm: Earth
        Attr: Can't Cover
      Hot Springs
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 154    (568)
        MAt%: 255
        Tar: 1 Op
        Elm: Restorative
      Gold Mountain
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (325)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: Can't Cover
        Notes: Adds 800 to Trickplay's Gil Value
      L4 Suicide
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 31 / 32]
        Auto Hit
        Cost: 10 MP
        Tar: All Op (NS)
        Elm: Non-Element
        Attr: 100%  Inflict 'Small'
              Reflectable
        Notes: Miss if Target's Lvl not multiple of 4
     ---
    AI: Main
    {
       Choose Random Opponent
       1/23 Chance: Use Hot Springs on Target
       4/23 Chance: Use <Rock Toss> on Target
       4/23 Chance: Use Sewer on Target
       4/23 Chance: Use Sinking on Target
       4/23 Chance:
       {
          Use Gold Mountain on Target
          Trickplay's Gil Value = Trickplay's Gil Value + 800
       }
       4/23 Chance: Use Magma on Target
       2/23 Chance: Use L4 Suicide on Target
    }
    AI: Counter - Death
    {
       Remove Trickplay's Base
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.16.2 Corel Valley
    ------ ------------
    Name: Boundfat
     Lvl: 27         EXP: 420           Win: [ 8] Dazers
      HP: 500         AP: 40          Steal: [32] Dazers
      MP: 80         Gil: 350         Morph:      Dazers
     ---
    Asrb:   Ice
     ---
     Att: 55         Def: 60          Df%: 1           Dex: 60
     MAt: 50         MDf: 100                          Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (147)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Notes: Always targets whoever has the lowest HP
      Ice2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (577.5)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
              Berserk Attack
              Manip.
        Notes: Always targets whoever has the lowest MDf
      Dark Needle
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (147)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Darkness'
              Manip.
        Notes: Always targets whoever has the lowest Def
      Death Sentence
        Magical Change Status
        MAt%: 100
        Cost: 10 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Death-sentence'
              Manip.
        Notes: Only as a Final Attack against a Magic or Summon command
     ---
    AI: Setup
    {
       TempVar:BodyblowUses = 5
    }
    AI: Main
    {
       If (TempVar:MagicAtt == 0) Then
       {
          If (TempVar:BodyblowUses == 0) Then
          {
             Choose Random Opponent with Lowest Def
             Use Dark Needle on Target
             TempVar:BodyblowUses = 5
          } Else {
             Choose Random Opponent with Lowest HP
             Use <Bodyblow> on Target
             TempVar:BodyblowUses = TempVar:BodyblowUses - 1
          }
       } Else {
          TempVar:BodyblowUses = 3
          If (Boundfat's MP >= 22) Then
          {
             Choose Random Opponent with Lowest MDf
             Use Ice2 on Target
          } Else {
             Choose Random Opponent with Lowest Def
             Use Dark Needle on Target
          }
       }
    }
    AI: Counter - Death
    {
       If (Last Command was Summon, W-Summon, Magic or W-Magic) Then
       {
          Choose Boundfat's Last Attacker (General)
          Use Death Sentence on Target
       }
    }
    AI: Counter - Physical
    {
       TempVar:MagicAtt = 0
    }
    AI: Counter - Magical
    {
       TempVar:MagicAtt = 1
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Malldancer
     Lvl: 32         EXP: 500           Win: [ 8] Hi-Potion
      HP: 600         AP: 56          Steal: [ 8] Phoenix Down
      MP: 100        Gil: 700         Morph:      X-Potion
     ---
    Void:   Earth, Water
     ---
     Att: 61         Def: 58          Df%: 10          Dex: 60
     MAt: 50         MDf: 96                           Lck: 0
     ---
    Immune: Stop, Frog, Paralysed
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (183)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Dance
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (183)
        PAt%:  95
        Tar: All Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Slow', 'Darkness'
              Manip.
        Notes: Status infliction done via Dance is considered to be No Split,
                 even though the damage itself is split
     ---
    AI: Main
    {
       If ((TempVar:OpeningAttack == 0)
             AND (At Least One Opponent doesn't have Darkness Status)) Then
       {
          Choose All Opponents without Darkness Status
          Use Dance on Target
          TempVar:OpeningAttack = 1
       } Else {
          If (At Least One Opponent has Darkness Status) Then
          {
             Choose Random Opponent with Darkness Status
          } Else {
             Choose Random Opponent
          }
          Use <Claw> on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Hungry
     Lvl: 33         EXP: 700           Win: [ 8] Ether
      HP: 2000        AP: 60          Steal:      -
      MP: 100        Gil: 600         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 60         Def: 64          Df%: 5           Dex: 62
     MAt: 45         MDf: 130                          Lck: 30
     ---  
    Immune: Confusion, Frog, Small, Manipulate
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (182)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
      Mini
        Magical Change Status
        MAt%: 100
        Cost: 10 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 72] Toggle 'Small'
              Reflectable
        Notes: When curing a target that already has the 'Small' Status, the
                 Toggle effect has a 100% chance of success
      Eat
        Removes Target From Battle
        Auto Hit
        Tar: 1 Op
        Notes: Target is counted as Dead
               Only used on targets in 'Small' Status
     ---
    AI: Setup
    {
       Count = Rnd(0..2)
       SpclChance = 4
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          If (At Least One Opponent doesn't have Small Status) Then
          {
             Choose Random Opponent without Small Status
          } Else {
             Choose Random Opponent
          }
          Use <Bodyblow> on Target
          Count = Rnd(1..2)
       } Else If (Count == 1) Then {
          If (At Least One Opponent doesn't have Small Status) Then
          {
             If (Hungry's MP >= 10) Then
             {
                Choose Random Opponent without Small Status
                Use Mini on Target
             } Else {
                Choose Random Opponent without Small Status
                Use <Bodyblow> on Target
             }
          } Else {
             If ((More Than One Targetable Opponent remains)
                   AND (Rnd(1..SpclChance) == 1)) Then
             {
                Choose Random Opponent
                Use Eat on Target
             } Else {
                Choose Random Opponent
                Use <Bodyblow> on Target
             }
          }
          1/3 Chance: Count = 2
          2/3 Chance: Count = 0
       } Else {
          If (At Least One Opponent has Small Status) Then
             If ((More Than One Targetable Opponent remains)
                   AND (Rnd(1..SpclChance) == 1)) Then
             {
                Choose Random Opponent with Small Status
                Use Eat on Target
             } Else {
                If (At Least One Opponent doesn't have Small Status) Then
                {
                   Choose Random Opponent withou Small Status
                } Else {
                   Choose Random Opponent
                }
                Use <Bodyblow> on Target
             }
          } Else {
             If (Hungry's MP >= 10) Then
             {
                Choose Random Opponent
                Use Mini on Target
             } Else {
                Choose Random Opponent
                Use <Bodyblow> on Target
             }
          }
          1/3 Chance: Count = 1
          2/3 Chance: Count = 0
       }
    }
    AI: Counter - General
    {
       If (Hungry's HP <= 25% of Hungry's Max HP) Then
       {
          SpclChance = 1
       } Else If (Hungry's HP <= 50% of Hungry's Max HP) Then {
          SpclChance = 2
       } Else If (Hungry's HP <= 75% of Hungry's Max HP) Then {
          SpclChance = 3
       } Else {
          SpclChance = 4
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.16.3 Water Altar
    ------ -----------
    Name: Jenova*LIFE
     Lvl: 50         EXP: 4000          Win: 100% Wizard Bracelet
      HP: 10000       AP: 350         Steal:      -
      MP: 300        Gil: 1500        Morph:      -
     ---
    Weak:   Earth
    Void:   Gravity
    Asrb:   Water
     ---
     Att: 128        Def: 110         Df%: 10          Dex: 140
     MAt: 40         MDf: 290                          Lck: 40
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
            Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
            Seizure
     ---
    Attacks:
      Blue Light
        Magical Attack
        Formula: Magical
        Pwr: 7/8x Base     (472.5)
        MAt%: 100
        Cost: 8 MP
        Tar: 1 Op
        Elm: Water/Shout
      Blue Flame
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (540)
        MAt%: 100
        Cost: 12 MP
        Tar: 1 Op
        Elm: Water
      Aqualung
        Magical Attack
        Formula: Magical
        Pwr: 3 1/4x Base   (1755)
        MAt%: 100
        Cost: 34 MP
        Tar: All Op (NS)
        Elm: Water
        Attr: Reflectable
      Reflect
        Magical Change Status
        Auto Hit
        Cost: 30 MP
        Tar: 1 Al/All Al
        Elm: Non-Element
        Attr: 100%  Inflict 'Reflect'
        Notes: Only used as 100% C/A against Magical Damage if Jenova*LIFE is not
                 in 'Reflect' Status
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
       SpclChance = 5
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent
          Use Blue Light on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use Blue Light on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          Choose Random Opponent
          Use Blue Flame on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 3
          } Else {
             Count = 0
          }
       } Else {
          Choose All Opponents
          Use Aqualung on Target
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Jenova*LIFE's HP <= 25% of Jenova*LIFE's Max HP) Then
       {
          SpclChance = 2
       } Else If (Jenova*LIFE's HP <= 50% of Jenova*LIFE's Max HP) Then {
          SpclChance = 3
       } Else If (Jenova*LIFE's HP <= 75% of Jenova*LIFE's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 5
       }
    }
    AI: Counter - Magical
    {
       If ((Jenova*LIFE doesn't have Reflect Status)
             AND (Jenova*LIFE's MP >= 30)) Then
       {
          Choose Self
          Use Reflect on Target
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.16.4 Corel Valley Cave
    ------ -----------------
    Name: Acrophies
     Lvl: 35         EXP: 800           Win:      -
      HP: 2400        AP: 90          Steal: [ 8] Water Ring
      MP: 220        Gil: 1200        Morph:      -
     ---
    Void:   Gravity
    Asrb:   Water
     ---
     Att: 60         Def: 70          Df%: 8           Dex: 54
     MAt: 55         MDf: 160                          Lck: 1
     ---
    Immune: Confusion, Frog, Manipulate
    
    Acrophies takes 8x damage from Back Attacks (instead of the usual 2x)
     ---
    Attacks:
      <Big Red Clipper>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (190)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: Berserk Attack
      Isogin Smog
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (540)
        MAt%:  95
        Cost: 10 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: [100] Inflict 'Darkness'
        Notes: BUG: Acrophies will only use this when *all* targetable opponents
                 have Darkness Status
      Huge Tidal Wave
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (237.5)
        PAt%:  95
        Cost: 20 MP
        Tar: All
        Elm: Water
        Notes: Acrophies takes Back Attack damage from this
               Acrophies can use this to heal itself for 1025-1093 HP
     ---
    AI: Main
    {
       TempVar:ChosenAtt = <Big Red Clipper>
       If (Acrophies' HP <= 25% of Acrophies' Max HP) Then
       {
          1/4 Chance: TempVar:ChosenAtt = Isogin Smog
          3/8 Chance: TempVar:ChosenAtt = Huge Tidal Wave
          3/8 Chance: TempVar:ChosenAtt = <Big Red Clipper>
       } Else If (Acrophies' HP <= 50% of Acrophies' Max HP) Then {
          1/4 Chance: TempVar:ChosenAtt = Isogin Smog
          1/4 Chance: TempVar:ChosenAtt = Huge Tidal Wave
          1/2 Chance: TempVar:ChosenAtt = <Big Red Clipper>
       } Else If (Acrophies' HP <= 75% of Acrophies' Max HP) Then {
          1/4 Chance: TempVar:ChosenAtt = Isogin Smog
          1/8 Chance: TempVar:ChosenAtt = Huge Tidal Wave
          5/8 Chance: TempVar:ChosenAtt = <Big Red Clipper>
       } Else {
          1/4 Chance: TempVar:ChosenAtt = Isogin Smog
          3/4 Chance: TempVar:ChosenAtt = <Big Red Clipper>
       }
       If (TempVar:ChosenAtt == <Big Red Clipper>) Then
       {
          Choose Random Opponent
          Use <Big Red Clipper> on Target
       } Else If (TempVar:ChosenAtt == Isogin Smog) Then {
          If (At Least One Opponent doesn't have Darkness) Then
          {
             Choose Random Opponent
             Use <Big Red Clipper> on Target
          } Else {
             Choose All Opponents
             Use Isogin Smog on Target
          }
       } Else If (TempVar:ChosenAtt == Huge Tidal Wave) Then {
          Choose All Opponents
          Use Huge Tidal Wave on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Grimguard
     Lvl: 31         EXP: 600           Win: [ 8] Shrivel
      HP: 880         AP: 45          Steal: [32] Shrivel
      MP: 120        Gil: 560         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 60         Def: 52          Df%: 1           Dex: 58
     MAt: 25         MDf: 180                          Lck: 0
     ---
    Immune: Confusion, Frog, Small, Manipulate, Berserk
    
    Transformation: 1st Form has Def:  52, MDf: 510
                    2nd Form has Def: 254, MDf: 180
                    Randomly starts in either 1st or 2nd Form
     ---
    Attacks:
      Ice2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (420)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
        Notes: Used only in 1st Form
      Bolt2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (420)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
        Notes: Used only in 1st Form
      Grim Rod
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (176)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Notes: Used only in 2nd Form
    
    Animations:
      Spin Shield
        Transform to 1st Form
      Spin Shield
        Transform to 2nd Form
      <Magic Defense>
        Defends against Magical attacks in 2nd Form
      <Defense>
        Defends against Physical attacks in 1st Form
     ---
    AI: Setup
    {
       TempVar:DfltDef = Grimguard's Def
       TempVar:DfltMDf = Grimguard's MDf
       Count = Rnd(0..3)
       If (Count > 1) Then
       {
          Grimguard's Def = 254
          Grimguard's MDf = TempVar:DfltMDf
          Grimguard's IdleAnim = Def Mode
       } Else {
          Grimguard's Def = TempVar:DfltDef
          Grimguard's MDf = 510
          Grimguard's IdleAnim = MDf Mode
       }
    }
    AI: Main
    {
       Count = Count + 1
       If (Count == 1) Then
       {
          Choose Random Opponent
          1/2 Chance: Use Ice2 on Target
          1/2 Chance: Use Bolt2 on Target
       } Else If (Count == 2) Then {
          Choose Self
          Use Spin Shield on Target
          Grimguard's Def = 254
          Grimguard's MDf = TempVar:DfltMDf
       } Else If (Count == 3) Then {
          Choose Random Opponent
          Use Grim Rod on Target
       } Else {
          Choose Self
          Use Spin Shield on Target
          Grimguard's Def = TempVar:DfltDef
          Grimguard's MDf = 510
          Count = 0
       }
    }
    AI: Counter - Physical
    {
       If (Grimguard's Def == TempVar:DfltDef) Then
       {
          Grimguard's HurtAnim = Flinch (MDf Mode)
       } Else {
          Grimguard's HurtAnim = Defense
       }
    }
    AI: Counter - Magical
    {
       If (Grimguard's MDf == TempVar:DfltMDf) Then
       {
          Grimguard's HurtAnim = Flinch (Def Mode)
       } Else {
          Grimguard's HurtAnim = Magic Defense
       }
    }
    
    
    
    
    =============================================================================
    5.17 Icicle Area (Part Two)
    ---------------------------
    Name: Jumping
     Lvl: 24         EXP: 400           Win: [ 8] Hi-Potion
      HP: 999         AP: 30          Steal:      -
      MP: 0          Gil: 50          Morph:      Antarctic Wind
     ---
    No Elemental Properties
     ---
     Att: 30         Def: 40          Df%: 15          Dex: 74
     MAt: 15         MDf: 50                           Lck: 10
     ---
    No Special Attributes
     ---
    Attacks:
      Dive Kick
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (65)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: Berserk Attack
              Manip.
      Club Sword
        Physical Attack
        Formula: Physical
        Pwr: 12 1/2x Base  (650)
        PAt%:  95
        Tar: 1 Op
        Elm: Cut
        Attr: Manip.
     ---
    AI: Setup
    {
       TempVar:DfltDf% = Jumping's Df%
    }
    AI: Main
    {
       Choose Random Opponent
       If (1/2 Chance) Then
       {
          Use Club Sword on Target
       } Else {
          Use Dive Kick on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Bandersnatch
     Lvl: 30         EXP: 510           Win: [ 8] Hi-Potion
      HP: 860         AP: 40          Steal:      -
      MP: 100        Gil: 600         Morph:      Ice Crystal
     ---
    Weak:   Fire
    Half:   Ice
     ---
     Att: 68         Def: 46          Df%: 1           Dex: 55
     MAt: 25         MDf: 76                           Lck: 0
     ---
    Immune: Confusion, Frog, Small, Manipulate
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (257)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
      Bite
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (257)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 48] Inflict 'Confusion'
      Howling
        Magical HP Restore
        Formula: Max HP%
        Pwr: [Target's Max HP]
        MAt%: 255
        Tar: 1 Al
        Elm: Restorative          
        Attr: Automatic miss if Target is not in 'Death' Status and target does
                not absorb Restorative
              100% chance of killing targets that absorb Restorative
              100%  Cure 'Death'
        Notes: Only targets dead Bandersnatchs
    
    Animations:
      <Howling>
        May be used if there's a Bandersnatch ally is dead
        Designates a 'failed' attempt at Howling
     ---
    AI: Main
    {
       If (Count == 0 or 1 or 2) Then
       {
          If (At Least One Opponent doesn't have Confusion Status) Then
          {
             Choose Random Opponent without Confusion Status
          } Else {
             Choose Random Opponent
          }
          Use <Bodyblow> on Target
          Count = Count + 1
       } Else If (Count == 3) Then {
          If ((1/2 Chance)
                AND (At Least One Opponent doesn't have Confusion Status)) Then
          {
             Choose Random Opponent without Confusion Status
             Use Bite on Target
          } Else {
             If (At Least One Opponent doesn't have Confusion Status) Then
             {
                Choose Random Opponent without Confusion Status
             } Else {
                Choose Random Opponent
             }
             Use <Bodyblow> on Target
          }
          Count = 4
       } Else {
          If (At Least One Bandersnatch has Death Status) Then
          {
             If (1/2 Chance) Then
             {
                Choose Random Bandersnatch with Death Status
                Use Howling on Target
             } Else {
                Choose Self
                Use <Howling> on Target
             }
          } Else {
             If (At Least One Opponent doesn't have Confusion Status) Then
             {
                Choose Random Opponent without Confusion Status
             } Else {
                Choose Random Opponent
             }
             Use <Bodyblow> on Target
          }
          Count = 0
       }
    }
    
    
    
    
    =============================================================================
    5.18 The Snow Fields
    --------------------
    
    5.18.1 Great Glacier
    ------ -------------
    Name: Ice Golem
     Lvl: 40         EXP: 1000          Win: [ 8] Hi-Potion
      HP: 4000        AP: 70          Steal: [32] Hi-Potion
      MP: 300        Gil: 1500        Morph:      -
     ---
    Asrb:   Ice
     ---
     Att: 100        Def: 80          Df%: 10          Dex: 75
     MAt: 70         MDf: 100                          Lck: 0
     ---
    Immune: Confusion, Frog, Small, Manipulate, Berserk
     ---
    Attacks:
      Golem Punch
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (600)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
      Cold Snap
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (600)
        PAt%:  95
        Tar: 1 Op
        Elm: Ice
        Attr: Can't Cover
      Wide Grazer
        Magical Attack
        Formula: Magical
        Pwr: 15/16x Base   (618.75)
        MAt%: 120
        Cost: 15 MP
        Tar: All Op (NS)
        Elm: Lightning
      Megaton Punch
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Base   (1125)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
        Notes: Ice Golem will never use this
     ---
    AI: Main
    {
       Count = Count + 1
       If (Count == 1) Then
       {
          If (Ice Golem's HP < 50% of Ice Golem's Max HP) Then
          {
             Choose All Opponents
             Use Wide Grazer on Target
          } Else {
             Choose Random Opponent
             Use Cold Snap on Target
          }
       } Else If (Count == 2) Then {
          Choose Random Opponent
          Use Golem Punch on Target
       } Else If (Count == 3) Then {
          Choose Random Opponent
          1/2 Chance: Use Golem Punch on Target
          1/2 Chance: Use Cold Snap on Target
       } Else {
          Choose Random Opponent
          Use Wide Grazer on Target
          Count = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Shred
     Lvl: 32         EXP: 500           Win: [ 2] Ether
      HP: 900         AP: 40          Steal:      -
      MP: 100        Gil: 950         Morph:      -
     ---
    Weak:   Fire, Wind
    Void:   Ice, Earth, Water
     ---
     Att: 70         Def: 66          Df%: 1           Dex: 55
     MAt: 55         MDf: 120                          Lck: 0
     ---
    Immune: Stop, Frog, Paralysed
     ---
    Attacks:
      <Tail>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (280)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Crazy Claw
        Physical Attack
        Formula: Physical
        Pwr: 1/16x Base    (17.5)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: [100] Inflict 'Berserk'
              Manip.
        Notes: When used against a Player Character, the Inflict effect has a
                 100% chance of success
      Cure3
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 2860   (3382)
        MAt%: 255
        Cost: 64 MP
        Tar: 1 Al/All Al
        Elm: Restorative
        Attr: Reflectable
              Manip.
        Notes: Only used as C/A once per battle
               Will cast on all allies if an ally has 25% or less HP 
     ---
    AI: Main
    {
       If (TempVar:Cure3 == 0) Then
       {
          Choose Random Opponent with Highest HP
          1/3 Chance: TempVar:ChosenAtt = Crazy Claw
          2/3 Chance: TempVar:ChosenAtt = <Tail>
       } Else {
          Choose Random Opponent with Lowest HP
          1/2 Chance: TempVar:ChosenAtt = Crazy Claw
          1/2 Chance: TempVar:ChosenAtt = <Tail>
       }
       Use TempVar:ChosenAtt on Target
    }
    AI: Counter - General
    {
       If ((TempVar:Cure3 == 0) AND (Shred's MP >= 64)
             AND (Shred's HP <= 25% of Shred's Max HP)) Then
       {
          Choose All Allies with HP Less or Equal to 25% of their Max HP
          Use Cure3 on Target
          TempVar:Cure3 = 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Lessaloploth
     Lvl: 34         EXP: 920           Win: [ 8] Phoenix Down
      HP: 2000        AP: 65          Steal: [32] Phoenix Down
      MP: 400        Gil: 1000        Morph:      -
     ---
    Weak:   Wind
    Void:   Ice, Earth, Gravity, Water
     ---
     Att: 65         Def: 74          Df%: 12          Dex: 77
     MAt: 67         MDf: 190                          Lck: 20
     ---
    Immune: Stop, Frog, Paralysed
    
    Lessaloploth will never use the same attack twice in a row
     ---
    Attacks:
      <Wing Cut>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (272)
        PAt%:  95
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
      Scorpion's Tail
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (272)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 48] Inflict 'Poison'
        Attr: Manip.
      Snowstorm
        Magical Attack
        Formula: Magical
        Pwr: 6 1/4x Base   (3787.5)
        MAt%: 100
        Cost: 16 MP
        Tar: 1 Op
        Elm: Ice
        Notes: Lessaloploth will never use this
      Avalanche
        Physical Attack
        Formula: Physical
        Pwr: 3 3/4x Base   (1020)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Ice
     ---
    AI: Main
    {
       If (TempVar:OpeningAttack == 0) Then
       {
          1/4 Chance:
          {
             Choose Random Opponent
             Use <Wing Cut> on Target
             Count = 0
          }
          1/4 Chance:
          {
             Choose All Opponents
             Use Avalanche on Target
             Count = 1
          }
          1/2 Chance:
          {
             Choose Random Opponent
             Use Scorpion's Tail on Target
             Count = 2
          }
          TempVar:OpeningAttack = 1
       } Else If (Count == 0) Then {
          If (1/2 Chance) Then
          {
             Choose Random Opponent
             Use Scorpion's Tail on Target
             Count = 2
          } Else {
             Choose All Opponents
             Use Avalanche on Target
             Count = 1
          }
       } Else If (Count == 1) Then {
          If (1/2 Chance) Then
          {
             Choose Random Opponent
             Use <Wing Cut> on Target
             Count = 0
          } Else {
             Choose Random Opponent
             Use Scorpion's Tail on Target
             Count = 2
          }
       } Else {
          If (1/2 Chance) Then
          {
             Choose Random Opponent
             Use <Wing Cut> on Target
             Count = 0
          } Else {
             Choose All Opponents
             Use Avalanche on Target
             Count = 1
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Frozen Nail
     Lvl: 28         EXP: 520           Win:      -
      HP: 1300        AP: 50          Steal:      -
      MP: 100        Gil: 800         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 67         Def: 52          Df%: 5           Dex: 60
     MAt: 65         MDf: 128                          Lck: 5
     ---
    No Special Attributes
     ---
    Attacks:
      Continu-claw
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (183)
        PAt%: 184
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
      Flying Sickle
        Magical Attack
        Formula: Magical
        Pwr: 3/4x Base     (418.5)
        MAt%: 255
        Cost: 8 MP
        Tar: 1 Op
        Elm: Wind
        Attr: Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       1/4 Chance: Use Flying Sickle on Target
       3/4 Chance: Use Continu-claw on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Snow
     Lvl: 32         EXP: 500           Win: [ 8] Ice Crystal
      HP: 4000        AP: 42          Steal: [ 8] Circlet
      MP: 160        Gil: 700         Morph:      -
     ---
    Weak:   Fire
    Asrb:   Ice
     ---
     Att: 50         Def: 66          Df%: 1           Dex: 70
     MAt: 80         MDf: 138                          Lck: 10
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk
     ---
    Attacks:
      Ice
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (336)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
        Notes: Snow will never use this
      Ice2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (840)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
        Notes: Only used as a C/A
      Fascination
        Magical Change Status
        MAt%:  90
        Cost: 5 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Confusion'
      Cold Breath
        Magical Attack
        Formula: Magical
        Pwr: 3/8x Base     (252)
        MAt%:  90
        Cost: 12 MP
        Tar: 1 Op
        Elm: Ice
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
       SpclChance = 5
    }
    AI: Main
    {
       If (Count < 3) Then
       {
          If (At Least One Opponent doesn't have Confusion Status) Then
          {
             Choose Random Opponent without Confusion Status
          } Else {
             Choose Random Opponent
          }
          Use Cold Breath on Target
          Count = Count + 1
       } Else {
          If (At Least One Opponent doesn't have Confusion Status) Then
          {
             Choose Random Opponent without Confusion Status
          } Else {
             Choose Random Opponent
          }
          Use Fascination on Target
          Count = Rnd(0..1)
       }
    }
    AI: Counter - Physical
    {
       If ((Snow's HP <= 25% of Snow's Max HP) AND (SpclChance == 3)) Then
       {
          If (Snow's MP >= 22) Then
          {
             Choose Snow's Last Attacker (Physical)
             Use Ice2 on Target
          }
          SpclChance = 2
       } Else If ((Snow's HP <= 50% of Snow's Max HP)
                    AND (SpclChance == 4)) Then {
          If (Snow's MP >= 22) Then
          {
             Choose Snow's Last Attacker (Physical)
             Use Ice2 on Target
          }
          SpclChance = 3
       } Else If (Snow's HP <= 75% of Snow's Max HP)
                    AND (SpclChance == 5)) Then {
          If (Snow's MP >= 22) Then
          {
             Choose Snow's Last Attacker (Physical)
             Use Ice2 on Target
          }
          SpclChance = 4
       } Else {
          SpclChance = 5
       }
    }
    AI: Counter - Magical
    {
       Choose Snow's Last Attacker (Magical)
       If (Target doesn't have Confusion Status) Then
       {
          Use Fascination on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Magnade
     Lvl: 35         EXP: 980           Win: [ 8] X-Potion
      HP: 1000        AP: 50          Steal: [32] Phoenix Down
      MP: 100        Gil: 1200        Morph:      -
     ---
    Weak:   Fire, Gravity
     ---
     Att: 134        Def: 70          Df%: 5           Dex: 50
     MAt: 60         MDf: 48                           Lck: 10
     ---
    Immune: Death, Sleep, Poison, Confusion, Haste, Slow, Stop, Frog, Small,
            Slow-numb, Petrify, Manipulate, Berserk, Peerless, Paralysed, Seizure
    
    Magnade will have a Df% of 255 until his Shields break, which will do so
    after 20 to 24 abilities have been used collectively by all battle objects.
    After this, his Df% will return to 5
     ---
    Attacks:
      <Shield Throw>
        Physical Attack
        Formula: Physical
        Pwr: 3/8x Base     (324)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: Can't Cover
        Notes: Only used if Magnade has his Shields
      W-Shield Throw
        Physical Attack
        Formula: Physical
        Pwr: 3/4x Base     (648)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: Can't Cover
        Notes: Only used if Magnade has his Shields
      Strong Kick
        Physical Attack
        Formula: Physical
        Pwr: 5/8x Base     (540)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Notes: Only used if Magnade has lost both Shields
    
    Animations:
      <Shield Defense>
        Tar: Self
        Notes: Used as counter while Shields are around
               Magnade's Df% is 255 with this
      <Vanish>
        Causes Shields to vanish
        Notes: Used if Shield Durability falls to 0
      <Vanish>
        Causes Shields to vanish
        Notes: Used if Magnade dies
     ---
    AI: Setup
    {
       TempVar:ShieldDurability = 20 + Rnd(0..4)
       Count = Rnd(0..4)
       SpclChance = 5
       TempVar:DfltHurt = Magnade's HurtAnim
       TempVar:DfltDf% = Magnade's Df%
    }
    AI: Main
    {
       If (TempVar:ShieldDurability > 0) Then
       {
          If (Count < 4) Then
          {
             If (1/2 Chance) {
                Choose Random Opponent
                Use <Shield Throw> on Target
                If ((Target doesn't have Death Status)
                      AND (Rnd(1..SpclChance) == 1)) Then
                {
                   Choose Random Opponent
                   Use <Shield Throw> on Target
                }
             } Else {
                Choose Random Opponent
                Use <Shield Throw> on Target
                If (Rnd(1..SpclChance) == 1) Then
                {
                   Choose Random Opponent
                   Use <Shield Throw> on Target
                }
             }
             If (Rnd(1..SpclChance) == 1) Then
             {
                Count = 4
             } Else {
                Count = Count + 1
             }
          } Else {
             If (1/2 Chance) Then
             {
                Choose Random Opponent
                Use W-Shield Throw on Target
                If ((Target doesn't have Death Status)
                      AND (Rnd(1..SpclChance) == 1)) Then
                {
                   Choose Random Opponent
                   Use W-Shield Throw on Target
                }
             } Else {
                Choose Random Opponent
                Use W-Shield Throw on Target
                If (Rnd(1..SpclChance) == 1) Then
                {
                   Choose Random Opponent
                   Use W-Shield Throw on Target
                }
             }
             Count = 0
          }
       } Else {
          Choose Random Opponent
          Use Strong Kick on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use Strong Kick on Target
          }
       }
    }
    AI: Counter - General
    {
       If (Magnade's HP <= 25% of Magnade's Max HP) Then
       {
          SpclChance = 2
       } Else If (Magnade's HP <= 50% of Magnade's Max HP) Then {
          SpclChance = 3
       } Else If (Magnade's HP <= 75% of Magnade's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 5
       }
    }
    AI: Counter - Death
    {
       Turn off Death Handling for Magnade
       Choose Self
       Use <Vanish> on Target
    }
    AI: Counter - PreTurn
    {
       Magnade's Df% = TempVar:DfltDf%
       Magnade's HurtAnim = TempVar:DfltHurt
       If (TempVar:ShieldDurability > 0) Then
       {
          Magnade's Df% = 255
          Magnade's HurtAnim = <Shield Defense>
          TempVar:ShieldDurability = TempVar:ShieldDurability - 1
       } Else {
          Choose Self
          Use <Vanish> on Target
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.18.2 Gaea's Cliff
    ------ ------------
    Name: Zolokalter
     Lvl: 30         EXP: 700           Win: [ 8] X-Potion
      HP: 950         AP: 60          Steal:      -
      MP: 90         Gil: 700         Morph:      Antidote
     ---
    Asrb:   Poison
     ---
     Att: 70         Def: 58          Df%: 3           Dex: 58
     MAt: 50         MDf: 80                           Lck: 9
     ---  
    No Special Attributes
     ---
    Attacks:
      <Bite>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (265)
        PAt%:  95
        Tar: 1 Op
        Elm: Shout
        Attr: Berserk Attack
              Manip.
        Notes: Only used on *ANY* target that has Poison status
                 (includes allies and even itself!)
      Toxic Barf
        Magical Change Status
        MAt%:  95
        Cost: 58 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Poison', 'Slow'
              Manip.
        Notes: Also used as C/A against Physical Abilities
               When used as C/A, will target a random target on the battlefield
                 (even an ally) with the exception of itself
     ---
    AI: Main
    {
       If (At Least One Battle Object has Poison Status) Then
       {
          Choose Battle Object with Poison Status
          Use <Bite> on Target
       } Else {
          Choose Random Opponent
          Use Toxic Barf on Target
       }
    }
    AI: Counter - Physical
    {
       Choose Random Battle Object (incl. Dead)
       If (Target is Self) Then
       {
          Choose Random Opponent
       }
       Use Toxic Barf on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Headbomber
     Lvl: 35         EXP: 640           Win: [ 2] Hyper
      HP: 1600        AP: 64          Steal: [63] Tranquilizer
      MP: 200        Gil: 460         Morph:      Tranquilizer
     ---
    No Elemental Properties
     ---
     Att: 70         Def: 60          Df%: 10          Dex: 60
     MAt: 40         MDf: 46                           Lck: 10
     ---
    When alone or all other allies are dead, Headbomber will power up and have
    120 Dex instead of 60.  It will then use Extreme Bomber repeatedly until
    the battle ends
     ---
    Attacks:
      <Dorsal Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (298)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Extreme Bomber
        Physical Attack
        Formula: Physical
        Pwr: 4 3/8x Base   (1303.75)
        PAt%: 100
        Tar: 1 Op
        Elm: Shout
        Attr: [ 72] Inflict 'Fury'
        Notes: Only used once Headbomber has Powered Up
     ---
    AI: Main
    {
       If (Headbomber is Only Targetable Monster remaining) Then
       {
          If (TempVar:PowerUp == 0) Then
          {
             If (Headbomber's Dex * 2 > 255) Then
             {
                Headbomber's Dex = 255
             } Else {
                Headbomber's Dex = Headbomber's Dex * 2
             }
             TempVar:PowerUp = 1
          } Else {
             Choose Random Opponent
             Use Extreme Bomber on Target
          }
       } Else {
          Choose Random Opponent
          Use <Dorsal Punch> on Target
       }
    }
    
      
    
    -----------------------------------------------------------------------------
    Name: Malboro
     Lvl: 44         EXP: 1000          Win: 100% M-Tentacles
      HP: 4400        AP: 100         Steal: [32] M-Tentacles, [32] Echo Screen
      MP: 900        Gil: 100         Morph:      -
     ---
    Weak:   Water
    Void:   Gravity
    Asrb:   Poison
     ---
     Att: 70         Def: 110         Df%: 15          Dex: 80
     MAt: 50         MDf: 120                          Lck: 5
     ---
    Immune: Poison, Confusion, Frog, Small, Slow-numb, Petrify, Manipulate,
            Berserk, Peerless, Seizure
     ---
    Attacks:
      Frozen Beam
        Magical Attack
        Formula: Magical
        Pwr: 1 7/8x Base   (1057.5)
        MAt%: 100
        Cost: 20 MP
        Tar: 1 Op
        Elm: Ice
      Bio2
        Magical Attack
        Formula: Magical
        Pwr: 1 5/16x Base  (740.25)
        MAt%: 100
        Cost: 36 MP
        Tar: 1 Op/All Op
        Elm: Poison
        Attr: [ 48] Inflict 'Poison'
              Reflectable
      Bad Breath
        Magical Change Status
        MAt%: 100
        Cost: 58 MP
        Tar: All Op (NS)
        Elm: Non-Element
        Attr: 100%  Inflict 'Poison', 'Confusion', 'Sleep', 'Silence', 'Frog',
                            'Small'
        Notes: Only used three times per battle max
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
       SpclChance = 8
       TempVar:BadBreath = 3
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          Choose Random Opponent
          Use Frozen Beam on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 3
          } Else {
             Count = 1
          }
       } Else If (Count == 1) Then {
          Choose Random Opponent
          Use Frozen Beam on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 4
          } Else {
             Count = 0
          }
       } Else If (Count == 3) Then {
          If ((At Least One Opponent doesn't have Poison Status)
                AND (Malboro's MP >= 36)) Then
          {
             Choose Random Opponent without Poison
          } Else {
             Choose Random Opponent
          }
          Use Bio2 on Target
          Count = 1
       } Else {
          If (TempVar:BadBreath > 0) Then
          {
             Choose All Opponents
             Use Bad Breath on Target
             TempVar:BadBreath = TempVar:BadBreath - 1
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Malboro's HP <= 25% of Malboro's Max HP) Then
       {
          SpclChance = 3
       } Else If (Malboro's HP <= 50% of Malboro's Max HP) Then {
          SpclChance = 3
       } Else If (Malboro's HP <= 75% of Malboro's Max HP) Then {
          SpclChance = 6
       } Else {
          SpclChance = 8
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Blue Dragon
     Lvl: 41         EXP: 1200          Win: 100% Dragon Armlet
      HP: 8800        AP: 200         Steal:      - 
      MP: 500        Gil: 1000        Morph:      -
     ---
    Void:   Gravity
    Asrb:   Ice
     ---
     Att: 121        Def: 86          Df%: 2           Dex: 80
     MAt: 90         MDf: 240                          Lck: 10
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Paralysed
     ---
    Attacks:
      <Dragon Fang>
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (2240)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Notes: Will sometimes use Dragon Fang twice in a single combo
      Tail Attack
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (1120)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Notes: Will sometimes use Tail Attack twice in a single combo
      Blue Dragon Breath
        Magical Attack
        Formula: Magical
        Pwr: 7/8x Base     (687.75)
        MAt%: 100
        Cost: 20 MP
        Tar: All Op (NS)
        Elm: Ice
      Great Gale
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Bsae   (1680)
        PAt%: 100
        Tar: All Op
        Elm: Wind
        Attr: [ 40] Inflict 'Darkness'
        Notes: Status infliction done via Great Gale is considered to be No
                 Split, even though the damage itself is split
      Dragon Force
        Increase Base Defensive Power
        MAt%: 255
        Cost: 19 MP
        Tar: 1 Al
        Notes: Each Dragon Force adds 50% to: Def Mod, MDf Mod
               These Modifiers cannot exceed 100%
               After 1 Dragon Force,  Blue Dragon will have Def: 129, MDf: 360
               After 2 Dragon Forces, Blue Dragon will have Def: 172, MDf: 480
     ---
    AI: Setup
    {
       SpclChance = 5
       TempVar:HPDanger = 3
       Count = Rnd(0..4)
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          If ((Blue Dragon's MP >= 19) AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose Self
             Use Dragon Force on Target
             1/2 Chance: Count = 3
             1/2 Chance: Count = 4
          } Else {
             Choose Random Opponent
             1/2 Chance:
             {
                Use <Dragon Fang> on Target
                Count = 1
             }
             1/2 Chance:
             {
                Use Tail Attack on Target
                Count = 2
             }
          }
       } Else If (Count == 1) Then {
          Choose Random Opponent
          Use <Dragon Fang> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Dragon Fang> on Target
          }
          Count = 2
       } Else If (Count == 2) Then {
          Choose Random Opponent
          Use Tail Attack on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use Tail Attack on Target
          }
          Count = 2
       } Else If (Count == 3) Then {
          If (Blue Dragon's MP >= 20) Then
          {
             Choose Random Opponent with Highest HP
             Use Blue Dragon Breath on Target
          } Else {
             Choose Random Opponent
             Use Tail Attack on Target
          }
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 1
          } Else {
             Count = 0
          }
       } Else {
          Choose All Opponents
          Use Great Gale on Target
          Count = Rnd(0..1)
       }
    }
    AI: Counter - General
    {
       If ((Blue Dragon's HP <= 25% of Blue Dragon's Max HP)
             AND (TempVar:HPDanger == 1)) Then
       {
          SpclChance = 2
          TempVar:HPDanger = TempVar:HPDanger - 1
          Count = 4
       } Else If ((Blue Dragon's HP <= 50% of Blue Dragon's Max HP)
                    AND (TempVar:HPDanger == 2)) Then {
          SpclChance = 3
          TempVar:HPDanger = TempVar:HPDanger - 1
          Count = 4
       } Else If ((Blue Dragon's HP <= 75% of Blue Dragon's Max HP)
                    AND (TempVar:HPDanger == 3)) Then {
          SpclChance = 4
          TempVar:HPDanger = TempVar:HPDanger - 1
          Count = 3
       } Else {
          SpclChance = 5
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Stilva
     Lvl: 40         EXP: 1000          Win: [ 8] Tent
      HP: 2000        AP: 110         Steal:      -
      MP: 300        Gil: 1100        Morph:      Holy Torch
     ---
    Void:   Gravity
     ---   
     Att: 75         Def: 60          Df%: 0           Dex: 80
     MAt: 55         MDf: 120                          Lck: 5
     ---
    Immune: Confusion, Frog, Small, Berserk
     ---
    Attacks:
      <Big Red Clipper>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (354)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: Manip.
      Big Horn
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (354)
        PAt%:  95
        Tar: 1 Op
        Elm: Punch
      Jump Attack
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (442)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Notes: Always targets whoever has the highest HP
      Trine
        Magical Attack
        Formula: Magical
        Pwr: 2 1/8x Base   (1211.25)
        MAt%: 100
        Cost: 20 MP
        Tar: All Op (NS)
        Elm: Lightning
        Attr: Manip.
        Notes: Stilva will never use this normally
      Magic Breath
        Magical Attack
        Formula: Magical
        Pwr: 4 13/16x Base (2743.125)
        MAt%: 100
        Cost: 75 MP
        Tar: All Op (NS)
        Elm: Fire/Ice/Lightning
        Attr: Manip.
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
       TempVar:MoveSet = Rnd(0..1)
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          Choose Random Opponent with Highest HP
          Use Jump Attack on Target
          Count = 1
       } Else If (Count == 1) Then {
          If (TempVar:MoveSet == 0) Then
          {
             Choose Random Opponent
             Use Big Horn on Target
             TempVar:MoveSet = 1
          } Else {
             Choose Random Opponent
             Use <Big Red Clipper> on Target
             TempVar:MoveSet = 0
          }
          Count = 2
       } Else If (Count == 2) Then {
          Choose Random Opponent
          1/2 Chance: Use Big Horn on Target
          1/2 Chance: Use <Big Red Clipper> on Target
          Count = 3
       } Else {
          If (Stilva's MP >= 75) Then
          {
             Choose All Opponents
             Use Magic Breath on Target
          } Else {
             Choose Random Opponent with Highest HP
             Use Jump Attack on Target
          }
          Count = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Icicle
     Lvl: 30         EXP: 500           Win:      -
      HP: 3000        AP: 0           Steal:      -
      MP: 300        Gil: 0           Morph:      -
     ---
    Weak:   Fire, Earth, Gravity
    Asrb:   Ice
     ---
     Att: 73         Def: 64          Df%: 0           Dex: 60
     MAt: 63         MDf: 96                           Lck: 2
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Paralysed
    
    When killed, all unkilled Evilheads will be removed giving
      no EXP/AP/Gil/Items
     ---
    Attacks:
      Icicle Drop
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (831)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Attr: Can't Cover
        Notes: Only used as 50% C/A
      <Crack>
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (831)
        PAt%:  90
        Tar: Self
        Elm: Hit
        Notes: Used for cracking animation - does not show damage
               Only used when Icicle dies
     ---
    AI: Counter - General
    {
       If (1/2 Chance) Then
       {
          Choose Random Opponent
          Use Icicle Drop on Target
       }
    }
    AI: Counter - Death
    {
       Turn off Death Handling for Icicle
       Choose Self
       Use <Crack> on Target
       Remove Self
       Remove All Evilheads
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Evilhead
     Lvl: 28         EXP: 650           Win: [ 8] Vampire Fang
      HP: 740         AP: 50          Steal:      -
      MP: 45         Gil: 400         Morph:      Holy Torch
     ---
    No Elemental Properties
     ---
     Att: 80         Def: 50          Df%: 1           Dex: 65
     MAt: 65         MDf: 60                           Lck: 0
     ---
    Evilhead has a 1/4th chance per hit that his Df% will be 255 instead of 1
     ---
    Attacks:
      Blood Suck
        Physical Absorb
        Formula: Physical
        Pwr: 1x Base       (290)
        PAt%: 255
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Ultrasound
        Magical Attack
        Formula: Magical
        Pwr: 9/16x Base    (279)
        MAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: Inflict 'Silence'
              Manip.
    
    Animations:
      <Dodge>
     ---
    AI: Setup
    {
       TempVar:DfltEvde = Evilhead's EvadeAnim
       TempVar:DfltDf% = Evilhead's Df%
    }
    AI: Main
    {
       Choose Random Opponent
       1/2 Chance: Use Ultrasound on Target
       1/2 Chance: Use Blood Suck on Target
    }
    AI: Counter - PreTurn
    {
       Evilhead's EvadeAnim = TempVar:DfltEvde
       Evilhead's Df% = TempVar:DfltDf%
       If (1/4 Chance) Then
       {
          Evilhead's EvadeAnim = <Dodge>
          Evilhead's Df% = 255
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Cuahl
     Lvl: 33         EXP: 720           Win: [ 8] Hi-Potion
      HP: 1300        AP: 70          Steal: [32] Tranquilizer
      MP: 60         Gil: 800         Morph:      Tranquilizer
     ---
    No Elemental Properties
     ---
     Att: 65         Def: 42          Df%: 1           Dex: 60
     MAt: 45         MDf: 70                           Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Light Shell>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (266)
        PAt%:  95
        Tar: 1 Op
        Elm: Shout
        Attr: Berserk Attack
              Manip.
              Can't Cover
        Notes: Only used after Cuahl has been hit by a magical ability
      Blaster
        Magical Attack
        Formula: Magical
        Pwr: 1 3/4x Base   (819)
        MAt%: 255
        Cost: 20 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: Manip.
        Notes: Only used after Cuahl has been hit by a physical ability
     ---
    AI: Main
    {
       If (TempVar:PhysCounter == 1) Then
       {
          If (TempVar:PhysTarget doesn't have Death Status) Then
          {
             Choose TempVar:PhysTarget
          } Else {
             Choose Random Opponent with Lowest Def
          }
          Use Blaster on Target
          TempVar:PhysCounter = 0
       }
       If (TempVar:MagCounter == 1) Then
       {
          If (TempVar:MagTarget doesn't have Death Status) Then
          {
             Choose TempVar:MagTarget
          } Else {
             Choose Random Opponent with Lowest MDf
          }
          Use <Light Shell> on Target
          TempVar:MagCounter = 0
       } 
    }
    AI: Counter - Physical
    {
       TempVar:PhysTarget = Cuahl's Last Attacker (Physical)
       TempVar:PhysCounter =  1
    }
    AI: Counter - Magical
    {
       TempVar:MagTarget = Cuahl's Last Attacker (Magical)
       TempVar:MagCounter = 1
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Schizo(Right)
     Lvl: 43         EXP: 2200          Win:      -
      HP: 18000       AP: 120         Steal: [ 8] Protect Ring
      MP: 350        Gil: 1500        Morph:      -
     ---
    Void:   Gravity
    Asrb:   Fire
     ---
     Att: 57         Def: 52          Df%: 1           Dex: 72
     MAt: 40         MDf: 94                           Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
     ---
    Attacks:
      <Right Breath>
        Magical Attack
        Formula: Magical
        Pwr: 2 3/16x Base  (1089.375)
        MAt%: 255
        Cost: 10 MP
        Tar: 1 Op
        Elm: Fire
        Notes: Will use against all party members instead of Double Breath if
                 Schizo(Left) is dead
      <Double Breath>
        Magical Attack
        Formula: Magical
        Pwr: 3 7/16x Base  (1711.875)
        MAt%: 255
        Cost: 10 MP
        Tar: 1 Op
        Elm: Fire/Ice
        Notes: Only used if Schizo(Left) is alive
      <Tremor>
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (747)
        MAt%: 255
        Cost: 8 MP
        Tar: All Op (NS)
        Elm: Earth
        Notes: Used as C/A against every 5th hit
      <Right Breath 2>
        Magical Attack
        Formula: Magical
        Pwr: 2 13/16x Base (1400.625)
        MAt%: 255
        Tar: All Op (NS)
        Elm: Lightning
        Notes: Only used as Final Attack
     ---
    AI: Setup
    {
       TempVar:HitsUntilCounter = 4
       Turn off Death Handling for Schizo(Right)
    }
    AI: Main
    {
       If (Count == 0 or 1 or 2) Then
       {
          Choose Random Opponent
          If (Schizo(Left) doesn't have Death Status) Then
          {
             Use <Right Breath> (LeftAlive Version) on Target
          } Else {
             Use <Right Breath> (LeftDead Version) on Target
          }
          Count = Count + 1
       } Else If (Count == 3 or 4) Then {
          Count = Count + 1
       } Else {
          If (Schizo(Left) doesn't have Death Status) Then
          {
             Choose Random Opponent
             Use <Double Breath> (Right Version) on Target
          } Else {
             If (2nd Opponent doesn't have Death Status) Then
             {
                Choose 2nd Opponent
                Use <Right Breath> (LeftDead Version) on Target
             }
             If (1st Opponent doesn't have Death Status) Then
             {
                Choose 1st Opponent
                Use <Right Breath> (LeftDead Version) on Target
             }
             If (3rd Opponent doesn't have Death Status) Then
             {
                Choose 3rd Opponent
                Use <Right Breath> (LeftDead Version) on Target
             }
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (TempVar:HitsUntilCounter == 0) Then
       {
          Choose All Opponents
          If (Schizo(Left) doesn't have Death Status) Then
          {
             Use <Tremor> (LeftAlive Version) on Target
          } Else {
             Use <Tremor> (LeftDead Version) on Target
          }
          TempVar:HitsUntilCounter = 4
       } Else {
          TempVar:HitsUntilCounter = TempVar:HitsUntilCounter - 1
       }
    }
    AI: Counter - Death
    {
       If (Schizo(Left)'s CustomVar:Dead == 0) Then
       {
          Choose All Opponents
          Use <Right Breath 2> (LeftAlive Version) on Target
          Schizo(Right)'s CustomVar:Dead = 1
          Both Schizo's IdleAnim = Right Head Dead
       } Else {
          Turn on Death Handling for Schizo(Left)
          Choose All Opponents
          Use <Right Breath 2> (LeftDead Version) on Target
       }
    }
    AI: Counter - PreTurn
    {
       If (Schizo(Right)'s IdleAnim == Both Heads Alive) Then
       {
          Schizo(Right)'s HurtAnim = Flinch (Both Heads Alive)
       } Else {
          Schizo(Right)'s HurtAnim = Flinch (Left Head Dead)
       }
       If (([2170] AND 0x02 == 0)
             AND (Schizo(Left) doesn't have Death Status)) Then
       {
          Schizo(Right)'s HurtAnim = Flinch (???)
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Schizo(Left)
     Lvl: 43         EXP: 2200          Win: 100% Dragon Fang
      HP: 18000       AP: 120         Steal:      -
      MP: 350        Gil: 1500        Morph:      -
     ---
    Void:   Gravity
    Asrb:   Ice
     ---
     Att: 57         Def: 52          Df%: 1           Dex: 72
     MAt: 40         MDf: 94                           Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
     ---
    Attacks:
      <Left Breath>
        Magical Attack
        Formula: Magical
        Pwr: 2 3/16x Base  (1089.375)
        MAt%: 255
        Cost: 10 MP
        Tar: 1 Op
        Elm: Ice
        Notes: Will use against all party members instead of Double Breath if
                 Schizo(Right) is dead
      <Double Breath>
        Magical Attack
        Formula: Magical
        Pwr: 3 7/16x Base  (1711.875)
        MAt%: 255
        Cost: 10 MP
        Tar: 1 Op
        Elm: Fire/Ice
        Notes: Only used if Schizo(Right) is alive
      <Tremor>
        Magical Attack
        Formula: Magical
        Pwr: 1 9/16x Base  (778.125)
        MAt%: 255
        Cost: 8 MP
        Tar: All Op (NS)
        Elm: Earth
        Notes: Used as C/A against every 6th hit
      <Left Breath 2>
        Magical Attack
        Formula: Magical
        Pwr: 2 13/16x Base (1400.625)
        MAt%: 255
        Tar: All Op (NS)
        Elm: Lightning
        Notes: Final Attack
     ---
    AI: Setup
    {
       TempVar:HitsUntilCounter = 5
       Turn off Death Handling for Schizo(Left)
    }
    AI: Main
    {
       If (Count == 0 or 1 or 2) Then
       {
          Choose Random Opponent
          If (Schizo(Right) doesn't have Death Status) Then
          {
             Use <Left Breath> (RightAlive Version) on Target
          } Else {
             Use <Left Breath> (RightDead Version) on Target
          }
          Count = Count + 1
       } Else If (Count == 3 or 4) Then {
          Count = Count + 1
       } Else {
          If (Schizo(Left) doesn't have Death Status) Then
          {
             Choose Random Opponent
             Use <Double Breath> (Left Version) on Target
          } Else {
             If (2nd Opponent doesn't have Death Status) Then
             {
                Choose 2nd Opponent
                Use <Left Breath> (RightDead Version) on Target
             }
             If (1st Opponent doesn't have Death Status) Then
             {
                Choose 1st Opponent
                Use <Left Breath> (RightDead Version) on Target
             }
             If (3rd Opponent doesn't have Death Status) Then
             {
                Choose 3rd Opponent
                Use <Left Breath> (RightDead Version) on Target
             }
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (TempVar:HitsUntilCounter == 0) Then
       {
          Choose All Opponents
          If (Schizo(Right) doesn't have Death Status) Then
          {
             Use <Tremor> (RightAlive Version) on Target
          } Else {
             Use <Tremor> (RightDead Version) on Target
          }
          TempVar:HitsUntilCounter = 5
       } Else {
          TempVar:HitsUntilCounter = TempVar:HitsUntilCounter - 1
       }
    }
    AI: Counter - Death
    {
       If (Schizo(Right)'s CustomVar:Dead == 0) Then
       {
          Choose All Opponents
          Use <Left Breath 2> (RightAlive Version) on Target
          Schizo(Left)'s CustomVar:Dead = 1
          Both Schizo's IdleAnim = Left Head Dead
       } Else {
          Turn on Death Handling for Schizo(Right)
          Choose All Opponents
          Use <Left Breath 2> (RightDead Version) on Target
       }
    }
    AI: Counter - PreTurn
    {
       If (Schizo(Left)'s IdleAnim == Both Heads Alive) Then
       {
          Schizo(Left)'s HurtAnim = Flinch (Both Heads Alive)
       } Else {
          Schizo(Left)'s HurtAnim = Flinch (Right Head Dead)
       }
       If (([2170] AND 0x02 == 0)
             AND (Schizo(Right) doesn't have Death Status)) Then
       {
          Schizo(Left)'s HurtAnim = Flinch (???)
       }
    }
    
    
    
    
    =============================================================================
    5.19 Whirlwind Maze
    -------------------
    Name: Gigas
     Lvl: 40         EXP: 840           Win: [ 8] Earth Mallet
      HP: 3500        AP: 84          Steal: [32] Gigas Armlet
      MP: 100        Gil: 560         Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 100        Def: 80          Df%: 8           Dex: 79
     MAt: 59         MDf: 98                           Lck: 22
     ---
    Immune: Confusion, Frog, Small, Manipulate, Berserk
     ---
    Attacks:
      <Squash>
        Physical Attack
        Formula: Physical
        Pwr: 3/4x Base     (450)
        PAt%: 100
        Tar: 1 Op
        Elm: Earth
        Notes: Also used as a 1 to 3 combo counter against Magical Damage
      Moon Wars
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (600)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Notes: Sometimes used 1 to 3 times as a combo instead of Quake3 when
                 Gigas' MP < 68
      Quake3
        Magical Attack
        Formula: Magical
        Pwr: 4 3/8x Base   (2598.75)
        MAt%: 100
        Cost: 68 MP
        Tar: All Op/1 Op
        Elm: Earth
        Attr: Reflectable
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
       SpclChance = 5
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent
          Use Moon Wars on Target
          Count = Count + 1
       } Else If (Count == 2) Then {
          Choose Random Opponent
          Use <Squash> on Target
          Count = 3
       } Else {
          If (Rnd(1..SpclChance) == 1) Then
          {
             If (Gigas' MP >= 68) Then
             {
                Choose All Opponents
                Use Quake3 on Target
             } Else {
                If (SpclChance < 4) Then
                {
                   Choose Random Opponent
                   Use Moon Wars on Target
                   Choose Random Opponent
                   Use Moon Wars on Target
                   Choose Random Opponent
                   Use Moon Wars on Target
                } Else {
                   Choose Random Opponent
                   Use Moon Wars on Target
                   If (Rnd(1..SpclChance) == 1) Then
                   {
                      Choose Random Opponent
                      Use Moon Wars on Target
                   }
                   If (Rnd(1..SpclChance) == 1) Then
                   {
                      Choose Random Opponent
                      Use Moon Wars on Target
                   }
                }
             }
          } Else {
             Choose Random Opponent
             Use <Squash> on Target
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Gigas' HP <= 25% of Gigas' Max HP) Then
       {
          SpclChance = 2
       } Else If (Gigas' HP <= 50% of Gigas' Max HP) Then {
          SpclChance = 3
       } Else If (Gigas' HP <= 75% of Gigas' Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 5
       }
    }
    AI: Counter - Magical
    {
       If ((SpclChance < 4) AND (Rnd(1..SpclChance) == 1)) Then
       {
          Choose Random Opponent
          Use <Squash> on Target
          Choose Random Opponent
          Use <Squash> on Target
          Choose Random Opponent
          Use <Squash> on Target
       } Else {
          Choose Random Opponent
          Use <Squash> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Squash> on Target
          }
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Squash> on Target
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Grenade
     Lvl: 32         EXP: 900           Win: [ 8] Right arm
      HP: 2000        AP: 100         Steal: [ 8] Right arm
      MP: 0          Gil: 400         Morph:      Right arm
     ---
    Half:   Fire
    Void:   Earth
     ---
     Att: 70         Def: 60          Df%: 1           Dex: 68
     MAt: 30         MDf: 64                           Lck: 0
     ---
    Immune: Confusion, Stop, Frog, Small, Manipulate, Berserk, Paralysed
    
    Transformation: 1st Form is default
                    2nd Form occurs as a C/A if HP <= 75% of Max HP
                    3rd Form occurs as a C/A if HP <= 50% of Max HP
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (280)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Notes: Only used in 1st Form
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (280)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Notes: Only used in 2nd Form
      Gush
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Base   (525)
        PAt%: 100
        Tar: 1 Op
        Elm: Fire
        Attr: Can't Cover
        Notes: Only used in 2nd Form
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (700)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Notes: Only used in 3rd Form
      Eruption
        Physical Attack
        Formula: Physical
        Pwr: 3 1/8x Base   (875)
        PAt%: 100
        Tar: All Op
        Elm: Fire
        Notes: Grenade will never use this
      Bomb Blast
        Physical Attack
        Formula: Physical
        Pwr: 15 7/8x Base  (4445)
        PAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Attr: Can't Cover
        Notes: Used randomly in 3rd Form
               100% C/A if HP drops to 25% of Max HP and below without dying
               Kills Grenade when used
               Grenade leaves no EXP/AP/Gil/Items after using this
     ---
    AI: Main
    {
       If (Stage == 0) Then
       {
          If (1/2 Chance) Then
          {
             Choose Random Opponent
             Use <Bodyblow> (1st Form Version) on Target
          }
       } Else If (Stage == 1) Then {
          Choose Random Opponent
          1/4 Chance: Nothing
          1/4 Chance: Use Gush on Target
          1/2 Chance: Use <Bodyblow> (2nd Form Version) on Target
       } Else {
          Choose Random Opponent
          If (1/2 Chance) Then
          {
             Use <Bodyblow> (3rd Form Version) on Target
          } Else {
             Use Bomb Blast on Target
             Remove Self
          }
       }
    }
    AI: Counter - General
    {
       If (Grenade's HP <= 25% of Grenade's Max HP) Then
       {
          Choose Random Opponent
          Use Bomb Blast on Target
          Remove Self
       } Else If ((Grenade's HP <= 50% of Grenade's Max HP)
                    AND (Stage < 2)) Then {
          Grenade's [4098] = Grenade's [4098] + 8
          Stage = 2
       } Else If ((Grenade's HP <= 75% of Grenade's Max HP)
                    AND (Stage < 1)) Then {
          Grenade's [4098] = Grenade's [4098] + 8
          Stage = 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Gremlin
     Lvl: 36         EXP: 750           Win: [ 8] Shrivel
      HP: 1500        AP: 60          Steal: [32] Tent
      MP: 100        Gil: 750         Morph:      X-Potion
     ---
    No Elemental Properties
     ---
     Att: 70         Def: 60          Df%: 5           Dex: 62
     MAt: 55         MDf: 80                           Lck: 14
     ---
    No Special Attributes
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (304)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Bad mouth
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (912)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Attr: 100%  Inflict 'Sadness'
              Can't Cover
    
    Animations:
      <Fury>
        Physical Misc Ability
        PAt%:  90
        Tar: Self
        Notes: C/A when HP is between 51-75%
               Animation only - Gremlin throws a tantrum
      <Fury 2>
        Physical Misc Ability
        PAt%:  90
        Tar: Self
        Notes: C/A when HP is 50% of below
               Animation only - Gremlin throws a tantrum
     ---
    AI: Main
    {
       If (Count == 0) Then
       {
          If ((At Least One Opponent doesn't have Sadness Status)
                AND (1/3 Chance)) Then
          {
             Choose Random Opponent without Sadness Status
             Use Bad mouth on Target
          } Else {
             Choose Random Opponent
             Use <Claw> on Target
          }
       } Else If (Count == 1 or 2 or 3) Then {
          If (Stage == 0) Then
          {
             Choose Random Opponent
             Use <Claw> on Target
          } Else {
             If (At Least One Opponent has Sadness Status) Then
             {
                Choose Random Opponent with Sadness Status
             } Else {
                Choose Random Opponent
             }
             Use <Claw> on Target
          }
          Count = Count + 1
       } Else {
          If (Stage == 0) Then
          {
             Choose Random Opponent
             Use <Claw> on Target
          } Else If (Stage == 1) Then {
             If ((At Least One Opponent doesn't have Sadness Status)
                   AND (1/3 Chance)) Then
             {
                Choose Random Opponent without Sadness Status
                Use Bad mouth on Target
             } Else {
                Choose Random Opponent
                Use <Claw> on Target
             }
          } Else {
             If (At Least One Opponent doesn't have Sadness Status) Then
             {
                Choose Random Opponent without Sadness Status
                Use Bad mouth on Target
             } Else {
                Choose Random Opponent
                Use <Claw> on Target
             }
          }
          Count = 1
       }
    }
    AI: Counter - General
    {
       Choose Self
       If (Gremlin's HP <= 50% of Gremlin's Max HP) Then
       {
          Use <Fury 2> on Target
          Stage = 2
       } Else If (Gremlin's HP <= 75% of Gremlin's Max HP) Then {
          Use <Fury> on Target
          Stage = 1
       } Else {
          Stage = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Ironite
     Lvl: 30         EXP: 900           Win: [ 2] Hi-Potion
      HP: 2400        AP: 48          Steal: [ 8] Phoenix Down
      MP: 100        Gil: 680         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 65         Def: 58          Df%: 2           Dex: 70
     MAt: 50         MDf: 40                           Lck: 0
     ---
    Immune: Frog
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (185)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Flying Upper
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (555)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
      Sleepel
        Magical Change Status
        MAt%: 100
        Cost: 8 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 72] Inflict 'Sleep'
              Reflectable
              Manip.
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          If (At Least One Opponent doesn't have Sleep Status) Then
          {
             If (Ironite's MP >= 8) Then
             {
                Choose Random Opponent without Sleep Status
                Use Sleepel on Target
             } Else If (At Least One Opponent has Sleep Status) Then {
                Choose Random Opponent with Sleep Status
                Use Flying Upper on Target
             } Else {
                Choose Random Opponent
                Use <Bodyblow> on Target
             }
          } Else {
             Choose Random Opponent
             Use Flying Upper on Target
          }
          Count = 1
       } Else If (Count == 1 or 2) Then {
          If (At Least One Opponent has Sleep Status) Then
          {
             Choose Random Opponent with Sleep Status
          } Else {
             Choose Random Opponent
          }
          Use Flying Upper on Target
          Count = Count + 1
       } Else {
          If (At Least One Opponent has Sleep Status) Then
          {
             Choose Random Opponent with Sleep Status
             Use Flying Upper on Target
          } Else {
             If (Ironite's MP >= 8) Then
             {
                Choose Random Opponent
                Use Sleepel on Target
             } Else {
                Choose Random Opponent
                Use <Bodyblow> on Target
             }
          }
          Count = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Sculpture
     Lvl: 32         EXP: 860           Win: [ 2] Tranquilizer
      HP: 1700        AP: 60          Steal:      -
      MP: 100        Gil: 640         Morph:      -
     ---
    Death:  Holy
     ---
     Att: 56         Def: 40          Df%: 2           Dex: 53
     MAt: 48         MDf: 68                           Lck: 0
     ---
    Immune: Slow-numb, Petrify
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (168)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Fire Shell
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (504)
        PAt%:  90
        Tar: 1 Op
        Elm: Fire
        Attr: Manip.
              Can't Cover
        Notes: Sometimes used 2 to 3 times in a single combo depending on HP%
     ---
    AI: Setup
    {
       Stage = 2
       SpclChance = 4
    }
    AI: Main
    {
       If (Rnd(1..SpclChance) == 1) Then
       {
          If (Stage < 1) Then
          {
             Choose Random Opponent
             Use Fire Shell on Target
          }
          If (Stage < 2) Then
          {
             Choose Random Opponent
             Use Fire Shell on Target
          }
          Choose Random Opponent
          Use Fire Shell on Target
       } Else {
          Choose Random Opponent
          Use <Bodyblow> on Target
       }
    }
    AI: Counter - General
    {
       If (Sculpture's HP <= 1 * [Sculpture's Max HP / 3]) Then
       {
          Stage = 0
          SpclChance = 2
       } Else If (Sculpture's HP <= 1 * [Sculpture's Max HP / 3]) Then {
          Stage = 1
          SpclChance = 3
       } Else {
          Stage = 2
          SpclChance = 4
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Wind Wing
     Lvl: 36         EXP: 800           Win: [ 8] Phoenix Down
      HP: 1900        AP: 60          Steal: [32] Hi-Potion
      MP: 350        Gil: 500         Morph:      Phoenix Down
     ---
    No Elemental Properties
     ---
     Att: 75         Def: 60          Df%: 3           Dex: 65
     MAt: 45         MDf: 64                           Lck: 20
     ---
    No Special Attributes
     ---
    Attacks:
      <Tailbeat>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (327)
        PAt%: 255
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Sham Seal
        Physical Attack
        Formula: Physical
        Pwr: 2 3/16x Base  (715.3125)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Manip.
              Can't Cover
      Aero3
        Magical Attack
        Formula: Magical
        Pwr: 3 1/8x Base   (1518.75)
        MAt%: 100
        Cost: 50 MP
        Tar: 1 Op
        Elm: Wind
        Attr: Manip.
      White Wind
        Physical HP Restore
        Formula: Custom
        Pwr: Caster's HP
        PAt%: 255
        Cost: 34 MP
        Tar: All Al (NS)
        Elm: Restorative
        Attr: 100%  Cure 'Sleep', 'Poison', 'Confusion', 'Silence', 'Slow',
                         'Stop', 'Frog', 'Small', 'Slow-numb', 'Petrify',
                         'Manipulate', 'Berserk', 'Paralysed', 'Darkness',
                         'Death Force', 'Resist'
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
       Stage = 4
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          If ((Wind Wing's HP < Wind Wing's Max HP)
                AND (Wind Wing's MP >= 34)) Then
          {
             Choose All Allies
             Use White Wind on Target
          } Else If (Wind Wing's MP >= 50) Then {
             Choose Random Opponent
             Use Aero3 on Target
          } Else {
             Choose Random Opponent
             Use Sham Seal on Target
          }
          Count = 1
       } Else If (Count == 1 or 2) Then {
          If (Stage < 3) Then
          {
             Choose Random Opponent
             Use Sham Seal on Target
          } Else {
             Choose Random Opponent
             Use <Tailbeat> on Target
          }
          Count = Count + 1
       } Else {
          If ((Stage < 3) AND (Wind Wing's MP >= 50)) Then
          {
             Choose Random Opponent
             Use Aero3 on Target
          } Else {
             Choose Random Opponent
             Use <Tailbeat> on Target
          }
          Count = 1
       }
    }
    AI: Counter - General
    {
       If (Wind Wing's HP <= 25% of Wind Wing's Max HP) Then
       {
          Stage = 1
          Count = 0
       } Else If (Wind Wing's HP <= 50% of Wind Wing's Max HP) Then {
          Stage = 2
          Count = 0
       } Else If (Wind Wing's HP <= 75% of Wind Wing's Max HP) Then {
          Stage = 3
       } Else {
          Stage = 4
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Dragon Rider
     Lvl: 35         EXP: 1000          Win: [ 8] Hi-Potion
      HP: 3500        AP: 80          Steal: [32] Hi-Potion
      MP: 180        Gil: 690         Morph:      Mind Source
     ---
    Weak:   Wind
    Void:   Earth, Gravity, Water
     ---
     Att: 84         Def: 80          Df%: 15          Dex: 77
     MAt: 76         MDf: 120                          Lck: 30
     ---
    Immune: Confusion, Stop, Frog, Small, Manipulate, Paralysed
     ---
    Attacks:
      <Fang>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (357)
        PAt%: 120
        Tar: 1 Op
        Elm: Hit
      Dual Attack
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (446.25)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
      Head Hunting
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (892.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
      Head Hunting 2
        Physical Attack
        Formula: Physical
        Pwr: 5x Base       (1785)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
      Rider Breath
        Magical Attack
        Formula: Magical
        Pwr: 1 7/8x Base   (1248.75)
        MAt%: 100
        Cost: 20 MP
        Tar: 1 Op
        Elm: Non-Element
        Notes: Also used as random C/A against magical abilities
     ---
    AI: Setup
    {
       Count = Rnd(0..5)
       SpclChance = 4
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          Choose Random Opponent
          Use Dual Attack on Target
          Count = 2
       } Else If (Count == 1) Then {
          Choose Random Opponent
          Use <Fang> on Target
          Count = 3
       } Else If (Count == 2) Then {
          Choose Random Opponent
          Use Dual Attack on Target
          Count = 4
       } Else If (Count == 3) Then {
          Choose Random Opponent
          Use <Fang> on Target
          Count = 4
       } Else If (Count == 4) Then {
          Choose Random Opponent with Lowest HP
          If (Rnd(1..SpclChance) == 1) Then
          {
             Use Head Hunting 2 on Target
          } Else {
             Use Head Hunting on Target
          }
          Count = 5
       } Else {
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent with Highest HP
             Use Rider Breath on Target
          } Else {
             Choose Random Opponent
             1/2 Chance: Use Dual Attack on Target
             1/2 Chance: Use <Fang> on Target
          }
          Count = Rnd(0..1)
       }
    }
    AI: Counter - General
    {
       If (Dragon Rider's HP <= 25% of Dragon Rider's Max HP) Then
       {
          SpclChance = 1
       } Else If (Dragon Rider's HP <= 50% of Dragon Rider's Max HP) Then {
          SpclChance = 2
       } Else If (Dragon Rider's HP <= 75% of Dragon Rider's Max HP) Then {
          SpclChance = 3
       } Else {
          SpclChance = 4
       }
    }
    AI: Counter - Magical
    {
       If (Rnd(1..SpclChance) == 1) Then
       {
          Choose Dragon Rider's Last Attacker (Magical)
          Use Rider Breath on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Killbin
     Lvl: 30         EXP: 700           Win: [ 8] Ether
      HP: 3200        AP: 150         Steal: [32] Turbo Ether
      MP: 380        Gil: 1000        Morph:      Mind Source
     ---
    No Elemental Properties
     ---
     Att: 90         Def: 64          Df%: 12          Dex: 68
     MAt: 85         MDf: 126                          Lck: 25
     ---
    Immune: Manipulate
     ---
    Attacks:
      <x>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (342)
        PAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Attr: Berserk Attack
        Notes: Killbin will have 'Orange Swords' shown
               Will sometimes use <x> twice in a single combo
      <Cure2>
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 770    (1460)
        MAt%: 255
        Cost: 24 MP
        Tar: All Al/1 Al
        Elm: Restorative
        Attr: Reflectable
        Notes: Killbin will have 'Pink Heart' shown
               Only used when Killbin's HP < 1/3rd of Max HP
      <Fire2>
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (862.5)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
        Notes: Killbin will have 'Red Fire' shown
      <Ice2>
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (862.5)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
        Notes: Killbin will have 'Blue Ice' shown
      <Aspil>
        Magical MP Absorb
        Formula: Magical
        Pwr: 1/8x Base     (86.25)
        MAt%: 255
        Cost: 1 MP
        Tar: 1 Op
        Elm: Non-Element
        Notes: Killbin will have 'Blue Electronics' shown
               Only used when Killbin doesn't have enough MP for a spell it
                 tried to cast
      <Slow>
        Magical Change Status
        Auto Hit
        Cost: 20 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [100] Inflict 'Slow'
              Reflectable
        Notes: Killbin will have 'Yellow Clock' shown
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          If ((At Least One Opponent doesn't have Slow Status)
                AND (1/2 Chance)) Then
          {
             If (Killbin's MP >= 20) Then
             {
                Choose Random Opponent without Slow Status
                Use <Slow> on Target
             } Else {
                Choose Random Opponent with Highest MP
                Use <Aspil> on Target
             }
          } Else {
             If (At Least One Opponent has Slow Status) Then
             {
                Choose Random Opponent with Slow Status
             } Else {
                Choose Random Opponent
             }
             Use <x> on Target
          }
          Count = 1
       } Else If (Count == 1 or 2) Then {
          If (At Least One Opponent has Slow Status) Then
          {
             Choose Random Opponent with Slow Status
          } Else {
             Choose Random Opponent
          }
          Use <x> on Target
          If (1/2 Chance) Then
          {
             If (At Least One Opponent has Slow Status) Then
             {
                Choose Random Opponent with Slow Status
             } Else {
                Choose Random Opponent
             }
             Use <x> on Target
          }
          Count = Count + 1
       } Else {
          If (Killbin's HP < [Killbin's Max HP / 3]) Then
          {
             If (Killbin's MP >= 24) Then
             {
                Choose All Allies
                Use <Cure2> on Target
             } Else {
                Choose Random Opponent with Highest MP
                Use <Aspil> on Target
             }
          } Else {
             If (Killbin's MP >= 22) Then
             {
                Choose Random Opponent
                1/2 Chance: Use <Fire2> on Target
                1/2 Chance: Use <Ice2> on Target
             } Else {
                Choose Random Opponent with Highest MP
                Use <Aspil> on Target
             }
          }
          Count = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Tonberry
     Lvl: 25         EXP: 999           Win: [ 8] Phoenix Down
      HP: 15000       AP: 99          Steal: [ 8] Turbo Ether
      MP: 250        Gil: 999         Morph:      Elixir
     ---
    Void:   Gravity
     ---
     Att: 100        Def: 50          Df%: 1           Dex: 80
     MAt: 65         MDf: 60                           Lck: 0
     ---
    Immune: Death, Poison, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk
    
    Although planned as an enemy found in the Whirlwind Maze, it is impossible to
    fight it outside of Battle Square.  Stats listed here are base stats for
    outside Battle Square - remember to multiply HP by 2 and Att/MAt by 1.25 for
    encounters within Battle Square
     ---
    Attacks:
      Time Damage
        Physical Attack
        Formula: Custom
        Pwr: (Hours played * 100) + Minutes played
        PAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Attr: Can't Cover
        Notes: Only used as C/A against 3rd attack since Tonberry's last turn
      Knife
        Magical Change Status
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Death'
    
    Animations:
      <Move>
         Moves towards the party
      <Move Right>
         Moves to the right
      <Move Left>
         Moves to the left
     ---
    AI: Setup
    {
       TempVar:LRPos = 1
    }
    AI: Main
    {
       TempVar:DontMove = 0
       TempVar:HitCounter = 0
       If (Battle is Tonberry Battle in Battle Square) Then
       {
          TempVar:RightTarget  = 2nd Opponent
          TempVar:MiddleTarget = 1st Opponent
          TempVar:LeftTarget   = 3rd Opponent
       } Else {
          TempVar:RightTarget  = 1st Opponent
          TempVar:MiddleTarget = 2nd Opponent
          TempVar:LeftTarget   = 3rd Opponent
       }
       If (TempVar:LRPos == 0) Then
       {
          If (TempVar:Distance == 0) Then
          {
             Nothing
          } Else If (TempVar:Distance == 1 or 2) Then {
             Choose Self
             If (3/8 Chance) Then
             {
                Use <Move Left> on Target
                TempVar:LRPos = TempVar:LRPos + 1
             }
          } Else {
             If ((TempVar:RightTarget doesn't have Death Status) AND (1/2 Chance)
                   AND (Battle is not Tonberry Battle in Battle Square)) Then
             {
                Choose TempVar:RightTarget
                Use Knife on Target
                TempVar:Distance = 0
                TempVar:LRPos = 1
             } Else {
                Choose Self
                Use <Move Left> on Target
                TempVar:LRPos = TempVar:LRPos + 1
             }
             TempVar:DontMove = 1
          }
       } Else If (TempVar:LRPos == 1) Then {
          If (TempVar:Distance == 0) Then
          {
             Nothing
          } Else If (TempVar:Distance == 1) Then {
             Choose Self
             1/4 Chance:
             {
                Use <Move Right> on Target
                TempVar:LRPos = TempVar:LRPos - 1
                TempVar:DontMove = 1
             }
             1/4 Chance:
             {
                Use <Move Left> on Target
                TempVar:LRPos = TempVar:LRPos + 1
                TempVar:DontMove = 1
             }
             1/2 Chance: Nothing
          } Else If (TempVar:Distance == 2) Then {
             Choose Self
             3/8 Chance:
             {
                Use <Move Right> on Target
                TempVar:LRPos = TempVar:LRPos - 1
                TempVar:DontMove = 1
             }
             3/8 Chance:
             {
                Use <Move Left> on Target
                TempVar:LRPos = TempVar:LRPos + 1
                TempVar:DontMove = 1
             }
             1/4 Chance: Nothing
          } Else {
             If (TempVar:MiddleTarget doesn't have Death Status)
                AND (1/2 Chance) Then
             {
                Choose TempVar:MiddleTarget
                Use Knife on Target
                TempVar:Distance = 0
                TempVar:LRPos = 1
             } Else {
                Choose Self
                If (1/2 Chance) Then
                {
                   Use <Move Right> on Target
                   TempVar:LRPos = TempVar:LRPos - 1
                } Else {
                   Use <Move Left> on Target
                   TempVar:LRPos = TempVar:LRPos + 1
                }
             }
             TempVar:DontMove = 1
          }
       } Else {
          If (TempVar:Distance == 0) Then
          {
             Nothing
          } Else If (TempVar:Distance == 1 or 2) Then {
             Choose Self
             If (3/8 Chance) Then
             {
                Use <Move Right> on Target
                TempVar:LRPos = TempVar:LRPos - 1
                TempVar:DontMove = 1
             }
          } Else {
             If ((TempVar:LeftTarget doesn't have Death Status) AND (1/2 Chance)
                   AND (Battle is not Tonberry Battle in Battle Square)) Then
             {
                Choose TempVar:LeftTarget
                Use Knife on Target
                TempVar:Distance = 0
                TempVar:LRPos = 1
             } Else {
                Choose Self
                Use <Move Right> on Target
                TempVar:LRPos = TempVar:LRPos - 1
             }
             TempVar:DontMove = 1
          }
       }
       If (TempVar:DontMove == 0) Then
       {
          Use <Move> on Target
          TempVar:Distance = TempVar:Distance + 1
       }
    }
    AI: Counter - General
    {
       TempVar:HitCounter = TempVar:HitCounter + 1
       If (TempVar:HitCounter == 3) Then
       {
          TempVar:HitCounter = 0
          Choose Tonberry's Last Attacker (General)
          Use Time Damage on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Jenova*DEATH
     Lvl: 55         EXP: 6000          Win: 100% Reflect Ring
      HP: 25000       AP: 400         Steal:      -
      MP: 800        Gil: 5000        Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 140        Def: 90          Df%: 1           Dex: 150
     MAt: 70         MDf: 320                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
            Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
            Seizure
     ---
    Attacks:
      Red Light
        Magical Attack
        Formula: Magical
        Pwr: 1 1/8x Base   (843.75)
        MAt%: 100
        Cost: 8 MP
        Tar: 1 Op
        Elm: Fire/Shout
        Notes: May use it 1 to 3 times as a combo attack against random targets,
                 or 3 times as a combo attack against *all* targets
      Tropic Wind
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (750)
        MAt%: 100
        Cost: 12 MP
        Tar: 1 Op
        Elm: Fire/Wind
      Silence
        Magical Change Status
        MAt%: 100
        Cost: 24 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 60] Inflict 'Silence'
              Reflectable
     ---
    AI: Setup
    {
       SpclChance = 4
       1/2 Chance: Count = 3
       1/2 Chance: Count = 0
    }
    AI: Main
    {
       TempVar:RedLightAttack = 0
       If (Count == 0) Then
       {
          If ((At Least One Opponent has Silence Status)
                OR (Jenova*DEATH's MP < 24)) Then
          {
             TempVar:RedLightAttack = 1
          } Else {
             Choose Random Opponent without Silence
             Use Silence on Target
          }
          Count = 1
       } Else If (Count == 1 or 2) Then {
          Count = Count + 1
       } Else If (Count == 3) Then {
          TempVar:RedLightAttack = 1
          Count = 4
       } Else If (Count == 4) Then {
          TempVar:RedLightAttack = 1
          Count = 5
       } Else {
          Choose All Opponents
          Use Tropic Wind on Target
          Count = 0
       }
       If (TempVar:RedLightAttack == 1) Then
       {
          If (Rnd(1..SpclChance) == 1) Then
          {
             If (2nd Opponent doesn't have Death Status) Then
             {
                Choose 2nd Opponent
                Use Red Light on Target
             }
             If (1st Opponent doesn't have Death Status) Then
             {
                Choose 1st Opponent
                Use Red Light on Target
             }
             If (3rd Opponent doesn't have Death Status) Then
             {
                Choose 3rd Opponent
                Use Red Light on Target
             }
          } Else {
             TempVar:Random = Rnd(1..SpclChance)
             If (TempVar:Random == 1) Then
             {
                Choose Random Opponent
                Use Red Light on Target
             }
             If (TempVar:Random <= 2) Then
             {
                Choose Random Opponent
                Use Red Light on Target
             }
             Choose Random Opponent
             Use Red Light on Target
          }
       }
    }
    AI: Counter - General
    {
       If (Jenova*DEATH's HP <= 25% of Jenova*DEATH's Max HP) Then
       {
          SpclChance = 2
       } Else If (Jenova*DEATH's HP <= 75% of Jenova*DEATH's Max HP) Then {
          SpclChance = 3
       }
    }
    
    
    
    
    =============================================================================
    5.20 Junon (Disc Two): Aljunon
    ------------------------------
    Name: Roulette Cannon
     Lvl: 38         EXP: 1200          Win: 100% X-Potion
      HP: 3000        AP: 100         Steal:      -
      MP: 200        Gil: 1600        Morph:      -
     ---
    Weak:   Lightning
    Void:   Poison
     ---
     Att: 80         Def: 60          Df%: 1           Dex: 55
     MAt: 60         MDf: 50                           Lck: 20
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Frog, Small,
            Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
            Paralysed, Darkness, Seizure
     ---
    Attacks:
      <Fire Roulette>
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Base   (684.375)
        PAt%: 255
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
        Notes: Only used as a 100% C/A
               Will not use if two party members have Death Status
    
    Animations:
      <Vanish>
        Death Animation
        Notes: Final Attack
     ---
    AI: Counter - General
    {
       If (At Least Two Opponents (incl. Dead) don't have Death Status) Then
       {
          SelectTar = Choose Random Opponent (incl. Dead) without Death Status
       } Else {
          SelectTar = [2040]
       }
       If (SelectTar is 1st Opponent) Then
       {
          Roulette Cannon's HurtAnim = Flinch (Facing 1st Opponent)
       } Else If (SelectTar is 2nd Opponent) Then {
          Roulette Cannon's HurtAnim = Flinch (Facing 2nd Opponent)
       } Else {
          Roulette Cannon's HurtAnim = Flinch (Facing 3rd Opponent)
       }
       If (SelectTar != [2040]) Then
       {
          Choose Select Tar
          Use <Fire Roulette> on Target
       }
    }
    AI: Counter - Death
    {
       Turn off Death Handling for Roulette Cannon
       Choose Self
       Use <Vanish> on Target
       Remove Pedestal
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: SOLDIER:2nd
     Lvl: 35         EXP: 1000          Win: [ 8] X-Potion
      HP: 4000        AP: 85          Steal: [ 8] Remedy
      MP: 340        Gil: 750         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 80         Def: 58          Df%: 4           Dex: 70
     MAt: 60         MDf: 60                           Lck: 8
     ---
    No Special Attributes
     ---
    Attacks:
      <Fight>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (341)
        PAt%:  95
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Fight twice in a single combo
      Sword of Doom
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (1023)
        PAt%:  90
        Tar: 1 Op
        Elm: Cut
        Attr: Manip.
        Notes: Used as 100% C/A against Magical Attack
      Silence
        Magical Change Status
        MAt%: 100
        Cost: 24 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 60] Inflict 'Silence'
              Reflectable
        Notes: SOLDIER:2nd will never use this
      Quadra-Cut
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (1023)
        PAt%:  90
        Tar: 1 Op
        Elm: Cut
        Notes: SOLDIER:2nd will never use this
     ---
    AI: Setup
    {
       SelectTar = Choose Random Opponent
       SpclChance = 5
    }
    AI: Main
    {
       If (TempVar:SwordOfDoom == 0) Then
       {
          If ((SelectTar doesn't have Death Status)
                AND (SelectTar != [2040])) Then
          {
             Choose SelectTar
          } Else {
             Choose Random Opponent
          }
          Use <Fight> on Target
          If ((Target doesn't have Death Status)
                AND (Rnd(1..SpclChance) == 1)) Then
          {
             Use <Fight> on Target
          }
          SelectTar = [2040]
          TempVar:SwordOfDoom = 0
       } Else {
          If ((SelectTar doesn't have Death Status)
                AND (SelectTar != [2040])) Then
          {
             Choose SelectTar
          } Else {
             Choose Random Opponent
          }
          Use Sword of Doom on Target
          TempVar:SwordOfDoom = 0
       }
    }
    AI: Counter - General
    {
       If (SelectTar == [2040]) Then
       {
          SelectTar = SOLDIER:2nd's Last Attacker (General)
       }
       If ((SOLDIER:2nd's HP <= 25% of SOLDIER:2nd's Max HP)
             AND (SpclChance == 3)) Then
       {
          SpclChance = 2
          TempVar:SwordOfDoom = 2
       } Else If ((SOLDIER:2nd's HP <= 50% of SOLDIER:2nd's Max HP)
                    AND (SpclChance == 4)) Then {
          SpclChance = 3
          TempVar:SwordOfDoom = 2
       } Else If ((SOLDIER:2nd's HP <= 75% of SOLDIER:2nd's Max HP)
                    AND (SpclChance == 5)) Then {
          SpclChance = 4
       } Else {
          SpclChance = 5
       }
    }
    AI: Counter - Magical
    {
       Choose SOLDIER:2nd's Last Attacker (Magical)
       Use Sword of Doom on Target
    }
    
    
    
    
    =============================================================================
    5.21 Mideel Area
    ----------------
    Name: Hippogriff
     Lvl: 37         EXP: 800           Win: [ 2] Echo Screen
      HP: 3000        AP: 80          Steal:      -
      MP: 280        Gil: 1500        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 90         Def: 80          Df%: 1           Dex: 80
     MAt: 98         MDf: 120                          Lck: 20
     ---
    Immune: Sleep, Confusion, Stop, Frog, Small, Manipulate, Berserk, Paralysed
    
    Transformation: 1st Form is default
                    2nd Form flies in the air
                    2nd Form has Can't Reach; Df%: 31
     ---
    Attacks:
      <Beak>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (402)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Notes: Only used in 1st Form
      ???
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (1206)
        PAt%:  90
        Cost: 16 MP
        Tar: 1 Op
        Elm: Hit
        Attr: Can't Cover
        Notes: Only used in 1st Form after Hippogriff has been in the air once
      L2 Confu
        Magical Change Status
        Auto Hit
        Cost: 18 MP
        Tar: 1 Op/All Op
        Elm: Shoot
        Attr: 100%  Inflict 'Confusion'
        Notes: Miss if Target's Lvl not multiple of 2
               Only used on Hippogriff's first turn
      <Beak>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (402)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Notes: Only used in 2nd Form
      ???
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (1206)
        PAt%:  90
        Cost: 16 MP
        Tar: 1 Op
        Elm: Hit
        Attr: Can't Cover
        Notes: Hippogriff will never use this
     ---
    AI: Setup
    {
       TempVar:DfltDf% = Hippogriff's Df%
    }
    AI: Main
    {
       If (Hippogriff's IdleAnim == On Land) Then
       {
          If (Count == 0) Then
          {
             If (At Least One Opponent doesn't have Confusion Status) Then
             {
                Choose Random Opponent without Confusion Status
                Use L2 Confu on Target
             }
             Count = 1
          } Else If (Count = 1 or 2 or 3) Then {
             If (At Least One Opponent doesn't have Confusion Status) Then
             {
                Choose Random Opponent without Confusion
                Use <Beak> (Land Version) on Target
             }
             Count = Count + 1
          } Else {
             If (At Least One Opponent doesn't have Confusion Status) Then
             {
                Choose Random Opponent without Confusion
                If (TempVar:TakenOff == 0) Then
                {
                   Use <Beak> (Land Version) on Target
                } Else {
                   Use ??? (Land Version) on Target
                }
             }
             Count = 1
          }
       } Else {
          If (Count == 0 or 1 or 2) Then
          {
             If (At Least One Opponent doesn't have Confusion Status) Then
             {
                Choose Random Opponent without Confusion
                Use <Beak> (Air Version) on Target
             }
             Count = Count + 1
          } Else {
             If (At Least One Opponent doesn't have Confusion Status) Then
             {
                Choose Random Opponent without Confusion
                If (TempVar:HitsUntilLanding == 0) Then
                {
                   Use <Beak> (Air Version) on Target
                } Else {
                   Use ??? (Air Version) on Target
                }
             }
             Count = 1
          }
       }
    }
    AI: Counter - Physical
    {
       If (Hippogriff's IdleAnim == On Land) Then
       {
          Hippogriff's HurtAnim = Flinch (On Land)
          If ((Hippogriff's HP <= 50% of Hippogriff's Max HP)
                AND (TempVar:TakenOff == 0)) Then
          {
             Choose Self
             Use <> on Target
             Hippogriff's IdleAnim = In Air
             Hippogriff's Df% = Hippogriff's Df% + 30
             Hippogriff's Range = 16
             TempVar:TakenOff = 1
          }
       } Else {
          Hippogriff's HurtAnim = Flinch (In Air)
       }
    }
    AI: Counter - Magical
    {
       If (Hippogriff's IdleAnim != On Land) Then
       {
          Hippogriff's HurtAnim = Flinch (In Air)
          If (TempVar:HitsUntilLanding == 0) Then
          {
             Choose Self
             Use <> on Target
             Hippogriff's IdleAnim = On Land
             Hippogriff's Df% = TempVar:DfltDf%
             Hippogriff's Range = 1
          } Else {
             TempVar:HitsUntilLanding = TempVar:HitsUntilLanding - 1
          }
       } Else {
          Hippogriff's HurtAnim = Flinch (On Land)
       }
    }
        
    
    
    -----------------------------------------------------------------------------
    Name: Head Hunter
     Lvl: 30         EXP: 650           Win: [ 8] Ether
      HP: 2000        AP: 80          Steal: [32] Tranquilizer
      MP: 100        Gil: 1000        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 100        Def: 60          Df%: 3           Dex: 67
     MAt: 58         MDf: 60                           Lck: 10
     ---
    No Special Attributes
     ---
    Attacks:
      <Sickle>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (472)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
      Rising Dagger
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (472)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: Manip.
     ---
    AI: Main
    {
       Choose Random Opponent
       1/4 Chance: Use Rising Dagger on Target
       3/4 Chance: Use <Sickle> on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Spiral
     Lvl: 39         EXP: 700           Win: [ 8] Hi-Potion
      HP: 2800        AP: 80          Steal: [32] X-Potion
      MP: 100        Gil: 1300        Morph:      Guard Source
     ---
    No Elemental Properties
     ---
     Att: 80         Def: 80          Df%: 2           Dex: 65
     MAt: 80         MDf: 80                           Lck: 8
     ---
    Immune: Confusion, Frog, Small, Manipulate, Berserk
    
    Transformation: 1st Form is default;        Def: 80,  MDf: 80
                    2nd Form curls into a ball; Def: 320, MDf: 320
                    2nd Form occurs as a random C/A
                    1st Form occurs randomly after a number of turns in
                      2nd Form (at most 4 turns)
     ---
    Attacks:
      <Angle Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (371)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Notes: Only in 1st Form
      Spin
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (463.75)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Notes: Only in 2nd Form
     ---
    AI: Main
    {
       If (TempVar:StopSpin == 1) Then
       {
          Choose Self
          Use <> on Target
          TempVar:TurnsInForm = 0
          Spiral's IdleAnim = Normal
          Spiral's HurtAnim = Flinch (Normal)
          Spiral's Def = 80
          Spiral's MDf = 80
          Stage = 0
          TempVar:StopSpin = 0
       } Else If (Stage == 0) Then {
          Choose Random Opponent
          Use <Angle Punch> on Target
          TempVar:TurnsInForm = TempVar:TurnsInForm + 1
          If (TempVar:TurnsInForm > 10) Then
          {
             TempVar:TurnsInForm = 10
          }
       } Else {
          Choose Random Opponent
          Use Spin on Target
          If (Rnd(0..3) < TempVar:TurnsInForm) Then
          {
             TempVar:StopSpin = 1
          }
          TempVar:TurnsInForm = TempVar:TurnsInForm + 1
          If (TempVar:TurnsInForm > 10) Then
          {
             TempVar:TurnsInForm = 10
          }
       }
    }
    AI: Counter - General
    {
       If ((Rnd(0..3) < TempVar:TurnsInForm) AND (Stage == 0)) Then
       {
          Choose Self
          Use <> on Target
          Spiral's IdleAnim = Spinning
          Spiral's HurtAnim = Flinch (Spinning)
          Spiral's Def = 320
          Spiral's MDf = 320
          Stage = 1
          TempVar:TurnsInForm = 0
       }
    }
    
           
    
    
    -----------------------------------------------------------------------------
    Name: Crysales
     Lvl: 37         EXP: 800           Win: [ 8] Ether
      HP: 1500        AP: 80          Steal:      -
      MP: 100        Gil: 600         Morph:      Dream Powder
     ---
    No Elemental Properties
     ---
     Att: 98         Def: 46          Df%: 5           Dex: 59
     MAt: 45         MDf: 84                           Lck: 8
     ---
    No Special Attributes
     ---
    Attacks:
      <Bite>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (550)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Sleep Scales
        Magical Change Status
        MAt%:  95
        Cost: 10 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Sleep'
              Manip.
     ---
    AI: Main
    {
       If (No Opponents have Sleep Status) Then
       {
          Choose Random Opponent
          1/4 Chance: Use <Bite> on Target
          3/4 Chance: Use Sleep Scales on Target
       } Else If (One or Two Opponents have Sleep Status) Then {
          If (1/2 Chance) Then
          {
             Choose Random Opponent with Sleep Status
             Use <Bite> on Target
          } Else {
             Choose Random Opponent without Sleep Status
             Use Sleep Scales on Target
          }
       } Else {
          Choose Random Opponent
          Use <Bite> on Target
       }
    }
    
           
    
    -----------------------------------------------------------------------------
    Name: Sea Worm
     Lvl: 22         EXP: 1300          Win: [ 8] Turbo Ether
      HP: 9000        AP: 200         Steal: [32] Dragon Scales
      MP: 200        Gil: 5000        Morph:      Dragon Scales
     ---
    Weak:   Ice
    Half:   Fire
    Void:   Gravity
    Asrb:   Earth
     ---
     Att: 60         Def: 80          Df%: 1           Dex: 68
     MAt: 42         MDf: 230                          Lck: 0
     ---
    Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
            Manipulate, Peerless, Paralysed
     ---
    Attacks:
      Earthquake
        Magical Attack
        Formula: Magical
        Pwr: 3/8x Base     (144)
        MAt%: 255
        Cost: 10 MP
        Tar: All Op (NS)
        Elm: Earth
        Attr: Berserk Attack
              Manip.
      Sandstorm
        Physical Attack
        Formula: Physical
        Pwr: 2x Base       (284)
        PAt%: 255
        Tar: All Op
        Elm: Earth
        Attr: [ 48] Inflict 'Darkness'
              Manip.
        Notes: Status infliction done via Sandstorm is considered to be No Split,
                 even though the damage itself is split
      Crush
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (426)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
     ---
    AI: Setup
    {
       TempVar:SandstormUses = 5
        1/16 Chance: Count = 5
       15/16 Chance: Count = 0
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          Count = 1
       } Else If (Count == 1) Then {
          If ((At Least One Opponent doesn't have Darkness Status)
                AND (TempVar:SandstormUses > 0)) Then
          {
             Choose All Opponents without Darkness Status
             Use Sandstorm on Target
             TempVar:SandstormUses = TempVar:SandstormUses - 1
          } Else {
             Choose Random Opponent
             Use Crush on Target
          }
          Count = 2
       } Else If (Count == 2) Then {
          Count = 3
       } Else If (Count == 3) Then {
          If (At Least One Opponent has Darkness Status) Then
          {
             Choose Random Opponent with Darkness Status
             Use Crush on Target
          } Else {
             If (1/2 Chance) Then
             {
                Choose Random Opponent
                Use Crush on Target
             }
          }
          Count = 4
       } Else If (Count == 4) Then {
          Count = 5
       } Else {
          If (At Least One Opponent doesn't have Darkness Status) Then
          {
             Choose All Opponents
             Use Earthquake on Target
          } Else {
             Choose Random Opponent
             Use Crush on Target
          }
          Count = 0
       }
    }
    
    
    
    
    =============================================================================
    5.22 The Lonely Isles
    ---------------------
    
    5.22.1 Goblin Island
    ------ -------------
    Name: Goblin
     Lvl: 40         EXP: 20            Win: [ 8] Zeio Nut
      HP: 2000        AP: 20          Steal: [ 8] Zeio Nut
      MP: 80         Gil: 20          Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 58         Def: 74          Df%: 1           Dex: 68
     MAt: 55         MDf: 74                           Lck: 0
     ---
    Immune: Frog, Small
     ---
    Attacks:
      <Fight>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (274)
        PAt%:  95
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
      Goblin Punch
        Physical Attack
        Formula: Physical
        Pwr: 3/4x Base     (205.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Notes: If Caster Lvl = Target Lvl, Added Damage Effect = 8.
      Sleepel
        Magical Change Status
        MAt%: 100
        Cost: 8 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 72] Inflict 'Sleep'
              Reflectable
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
    }
    AI: Main
    {
       If (Count < 3) Then
       {
          If (At Least One Opponent has Sleep Status) Then
          {
             Choose Random Opponent with Sleep Status
          } Else {
             Choose Random Opponent
          }
          If (1/3 Chance) Then
          {
             Use Goblin Punch on Target
          } Else {
             Use <Fight> on Target
          }
          Count = Count + 1
       } Else {
          If ((At Least One Opponent doesn't have Sleep Status)
                AND (Goblin's MP >= 8) AND (1/2 Chance)) Then
          {
             Choose Random Opponent without Sleep Status
             Use Sleepel on Target
          } Else {
             If (At Least One Opponent has Sleep Status) Then
             {
                Choose Random Opponent with Sleep Statis
             } Else {
                Choose Random Opponent
             }
             If (1/3 Chance) Then
             {
                Use Goblin Punch on Target
             } Else {
                Use <Fight> on Target
             }
          }
          Count = Rnd(0..1)
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.22.2 Cactus Island
    ------ -------------
    Name: Cactuer
     Lvl: 40         EXP: 1000          Win:      -
      HP: 6000        AP: 100         Steal:      -
      MP: 120        Gil: 1000        Morph:      Tetra Elemental
     ---
    No Elemental Properties
     ---
     Att: 63         Def: 90          Df%: 1           Dex: 75
     MAt: 85         MDf: 100                          Lck: 0
     ---
    Immune: Frog, Small
    
    Cactuer has a 7/8th chance per hit that his Df% will be 255 instead of 1
     ---
    Attacks:
      1000 Needles
        Magical Attack
        Formula: Fixed
        Pwr: 1000
        MAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
      <Mystery Kick>
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (891)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
        Notes: Will sometimes use Mystery Kick twice in a single combo
    
    Animations:
      <Dodge>
     ---
    AI: Setup
    {
       Count = Rnd(0..4)
       TempVar:DfltHurt = Cactuer's HurtAnim
       TempVar:DfltDf% = Cactuer's Df%
    }
    AI: Main
    {
       If (Count < 4) Then
       {
          Choose Random Opponent
          Use <Mystery Kick> on Target
          If (1/3 Chance) Then
          {
             Choose Random Opponent
             Use <Mystery Kick> on Target
             Count = 4
          } Else {
             Count = Count + 1
          }
       } Else {
          Choose Random Opponent
          Use 1000 Needles on Target
          Count = 0
       }
    }
    AI: Counter - PreTurn
    {
       Cactuer's Df% = TempVar:DfltDf%
       If (7/8 Chance) Then
       {
          Cactuer's Df% = 255
       }
    }
    
    
    
    
    =============================================================================
    5.23 The Huge Materia Quest: Corel Reactor
    ------------------------------------------
    Name: Gas Ducter
     Lvl: 42         EXP: 900           Win:      -
      HP: 3000        AP: 75          Steal:      -
      MP: 200        Gil: 1100        Morph:      -
     ---
    Asrb:   Poison
     ---
     Att: 88         Def: 76          Df%: 1           Dex: 85
     MAt: 80         MDf: 136                          Lck: 0
     ---
    Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
            Darkness
     ---
    Attacks:
      <Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (548)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Punch twice in a single combo
      Smog Alert
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (685)
        PAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Poison', 'Sadness', 'Silence', 'Darkness'
              Manip.
              Can't Cover
        Notes: Will sometimes use Smog Alert twice in a single combo
     ---
    AI: Setup
    {
       1/2 Chance: Count = 1
       1/2 Chance: Count = 2
       SpclChance = 8
    }
    AI: Main
    {
       If (Count < 2) Then
       {
          Choose Random Opponent
          Use <Punch> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Punch> on Target
          }
          Count = Count + 1
       } Else {
          Choose Random Opponent
          Use Smog Alert on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use Smog Alert on Target
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Gas Ducter's HP <= 25% of Gas Ducter's Max HP) Then
       {
          SpclChance = 2
       } Else If (Gas Ducter's HP <= 50% of Gas Ducter's Max HP) Then {
          SpclChance = 3
       } Else If (Gas Ducter's HP <= 75% of Gas Ducter's Max HP) Then {
          SpclChance = 6
       } Else {
          SpclChance = 8
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Wolfmeister
     Lvl: 43         EXP: 10000         Win:      -
      HP: 10000       AP: 100         Steal:      -
      MP: 200        Gil: 600         Morph:      -
     ---
    Weak:   Water
     ---
     Att: 140        Def: 100         Df%: 1           Dex: 124
     MAt: 100        MDf: 240                          Lck: 0
     ---
    Immune: Death, Confusion, Silence, Stop, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Paralysed        
     ---
    Attacks:
      <Big Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1080)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
      Heavy Sword
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (1350)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
      Atomic Ray
        Magical Attack
        Formula: Magical
        Pwr: 1 1/8x Base   (965.25)
        MAt%: 100
        Cost: 20 MP
        Tar: 1 Op
        Elm: Non-Element
      Big Guard
        Magical Change Status
        MAt%: 255
        Cost: 56 MP
        Tar: All Al (NS)
        Elm: Non-Element
        Attr: 100%  Inflict 'Barrier', 'MBarrier', 'Haste'
     ---
    AI: Setup
    {
       Count = Rnd(0..4)
       SpclChance = 8
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent
          Use <Big Punch> on Target
          Count = Count + 1
       } Else If (Count == 2) Then {
          Choose Random Opponent
          Use Heavy Sword on Target
          Count = 3
       } Else If (Count == 3) Then {
          If ((Wolfmeister's MP >= 20) AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose Random Opponent
             Use Atomic Ray on Target
          } Else {
             Choose Random Opponent
             Use <Big Punch> on Target
          }
          Count = 4
       } Else {
          If ((Wolfmeister's MP >= 56) AND (Rnd(1..SpclChance) == 1)
                AND (Wolfmeister has neither Barrier, MBarrier
                      nor Haste Status) Then
          {
             Choose Self
             Use Big Guard on Target
          } Else {
             Choose Random Opponent
             Use <Big Punch> on Target
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Wolfmeister's HP <= 25% of Wolfmeister's Max HP) Then
       {
          SpclChance = 2
       } Else If (Wolfmeister's HP <= 50% of Wolfmeister's Max HP) Then {
          SpclChance = 3
       } Else If (Wolfmeister's HP <= 75% of Wolfmeister's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 8
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Eagle Gun
     Lvl: 46         EXP: 2000          Win: 100% X-Potion
      HP: 17000       AP: 90          Steal: [32] Warrior Bangle
      MP: 50         Gil: 3800        Morph:      -
     ---
    Weak:   Lightning
    Void:   Earth, Water
     ---
     Att: 90         Def: 86          Df%: 2           Dex: 90
     MAt: 50         MDf: 100                          Lck: 1
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Frog, Small,
            Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Paralysed,
            Darkness
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (606)
        PAt%: 130
        Tar: 1 Op
        Elm: Punch
      Single Wing Fire
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (606)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Notes: Sometimes uses Single Wing Fire twice in a single combo
      Dual Wing Fire
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (606)
        PAt%: 100
        Tar: All Op
        Elm: Shoot
        Notes: Sometimes uses Dual Wing Fire twice in a single combo
     ---
    AI: Main
    {
       1/2 Chance:
       {
          Choose Random Opponent
          Use <Claw> on Target
       }
       1/4 Chance:
       {
          Choose Random Opponent
          Use Single Wing Fire on Target
          If (1/2 Chance) Then
          {
             Choose Random Opponent
             Use Single Wing Fire on Target
          }
       }
       1/4 Chance:
       {
          Choose All Opponents
          Use Dual Wing Fire on Target
          If (1/2 Chance) Then
          {
             Choose All Opponents
             Use Dual Wing Fire on Target
          }
       }
    }
    
    
    
    
    =============================================================================
    5.24 Ultimate Weapon
    --------------------
    At this point when you return to Mideel, you will face Ultimate Weapon for
    the first time.  You will also later have the chance to fight Ultimate Weapon
    after defeating Diamond Weapon.  However, the first battle is just as
    important as the rest, because Ultimate Weapon's HP carries over after each
    battle.  When you meet him first in Mideel, he will have his full complement
    of 100,000 HP.  As you face him over successive battles, you can whittle this
    down.  Once you reduce him to 20,000 HP or below, he will await you above
    Cosmo Canyon where the final battle with him will take place, and you can
    finally kill him.
    
    
    Name: Ultimate Weapon
     Lvl: 61         EXP: 0             Win:      -
      HP: 100000      AP: 0           Steal: [32] Curse Ring
      MP: 400        Gil: 0           Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 100        Def: 120         Df%: 3           Dex: 120
     MAt: 170        MDf: 100                          Lck: 50
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
            Slow-numb, Petrify, Regen, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
            
    This is your first fight with Ultimate Weapon at Mideel 
     ---
    Attacks:
      Quake2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (2079)
        MAt%: 100
        Cost: 28 MP
        Tar: All Op/1 Op
        Elm: Earth
        Attr: Reflectable
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 2x Base       (2100)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
      Ultima Beam
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (2079)
        MAt%: 100
        Cost: 40 MP
        Tar: All Op (NS)
        Elm: Hidden
      Shadow Flare
        Magical Attack
        Formula: Magical
        Pwr: 7 13/16x Base (10828.125)
        MAt%: 100
        Cost: 100 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: Reflectable
        Notes: Ultimate Weapon will never use this in this battle
      <(Report)>
        Physical Escape Battle
        Auto Hit
        Tar: Self
     ---
    AI: Setup
    {
       Turn off Death Handling for Ultimate Weapon
       GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
       If (Ultimate Weapon's HP <= 20000) Then
       {
          GlobalVar:UWFinalBattle = 1
       }
       TempVar:LastHP = Ultimate Weapon's HP
    }
    AI: Main
    {
       GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
       If (Ultimate Weapon's HP <= 20000) Then
       {
          GlobalVar:UWFinalBattle = 1
       }
       Count = Count + 1
       If (Count == 1) Then
       {
          Choose All Opponents
          Use Quake2 on Target
       } Else If (Count == 2) Then {
          Choose Random Opponent
          Use <Claw> on Target
       } Else If (Count == 3) Then {
          Choose All Opponents
          Use Ultima Beam on Target
       } Else {
          Choose Self
          Use <(Report)> on Target
          RunCmd 0x22/0x0F
       }
    }
    AI: Counter - General
    {
       TempVar:DmgCounter = TempVar:DmgCount +
                              (TempVar:LastHP - Ultimate Weapon's HP)
       TempVar:LastHP = Ultimate Weapon's HP
       If ((Ultimate Weapon's HP < 20000) OR (TempVar:DmgCounter > 20000)) Then
       {
          GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
          If (Ultimate Weapon's HP <= 20000) Then
          {
             GlobalVar:UWFinalBattle = 1
          }
          Choose Self
          Use <(Report)> on Target
          RunCmd 0x22/0x0F
       }
    }
    AI: Counter - Death
    {
       Ultimate Weapon's HP = 20000
       GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
       If (Ultimate Weapon's HP <= 20000) Then
       {
          GlobalVar:UWFinalBattle = 1
       }
       Choose Self
       Use <(Report)> on Target
       RunCmd 0x22/0x0F
    }
    AI: Counter - 13
    {
       Remove Self
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Ultimate Weapon
     Lvl: 61         EXP: 0             Win:      -
      HP: 100000      AP: 0           Steal: [32] Reflect Ring
      MP: 400        Gil: 0           Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 100        Def: 120         Df%: 3           Dex: 200
     MAt: 170        MDf: 100                          Lck: 50
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
            Slow-numb, Petrify, Regen, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
            
    This is the Ultimate Weapon fought in the random land battles.
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 2x Base       (2100)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
      Ultima Beam
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (2079)
        MAt%: 100
        Cost: 40 MP
        Tar: All Op (NS)
        Elm: Hidden
      Quake2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (2079)
        MAt%: 100
        Cost: 28 MP
        Tar: All Op/1 Op
        Elm: Earth
        Attr: Reflectable
      Shadow Flare
        Magical Attack
        Formula: Magical
        Pwr: 7 13/16x Base (10828.125)
        MAt%: 100
        Cost: 100 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: Reflectable
        Notes: Ultimate Weapon will never use this in this battle
      <(Report)>
        Physical Escape Battle
        Auto Hit
        Tar: Self
     ---
    AI: Setup
    {
       Ultimate Weapon's HP = GlobalVar:UltimateWeaponHP
       Turn off Death Handling for Ultimate Weapon
       TempVar:TurnsLeft = Rnd(3..5)
       TempVar:LastHP = Ultimate Weapon's HP
    }
    AI: Main
    {
       GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
       If (Ultimate Weapon's HP <= 20000) Then
       {
          GlobalVar:UWFinalBattle = 1
       }
       TempVar:TurnsLeft = TempVar:TurnsLeft - 1
       If (TempVar:TurnsLeft == 0) Then
       {
          Choose Self
          Use <(Report)> on Target
          RunCmd 0x22/0x0F
       } Else If (TempVar:TurnsLeft == 1) Then {
          Choose All Opponents
          Use Quake2 on Target
       } Else If (TempVar:TurnsLeft == 2) Then {
          Choose Random Opponent
          Use <Claw> on Target
       } Else If (TempVar:TurnsLeft == 3) Then {
          Choose All Opponents
          Use Ultima Beam on Target
       } Else {
          Choose Random Opponent
          Use <Claw> on Target
       }
    }
    AI: Counter - General
    {
       TempVar:DmgCounter = TempVar:DmgCount +
                              (TempVar:LastHP - Ultimate Weapon's HP)
       TempVar:LastHP = Ultimate Weapon's HP
       If ((Ultimate Weapon's HP < 20000) OR (TempVar:DmgCounter > 20000)) Then
       {
          GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
          If (Ultimate Weapon's HP <= 20000) Then
          {
             GlobalVar:UWFinalBattle = 1
          }
          Choose Self
          Use <(Report)> on Target
          RunCmd 0x22/0x0F
       }
    }
    AI: Counter - Death
    {
       Ultimate Weapon's HP = 20000
       GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
       If (Ultimate Weapon's HP <= 20000) Then
       {
          GlobalVar:UWFinalBattle = 1
       }
       Choose Self
       Use <(Report)> on Target
       RunCmd 0x22/0x0F
    }
    AI: Counter - 13
    {
       Remove Self
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Ultimate Weapon
     Lvl: 61         EXP: 0             Win:      -
      HP: 100000      AP: 0           Steal: [32] Circlet
      MP: 400        Gil: 0           Morph:      -
     ---
    Void:   Earth, Gravity, Water
     ---
     Att: 100        Def: 120         Df%: 3           Dex: 215
     MAt: 170        MDf: 100                          Lck: 50
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
            Slow-numb, Petrify, Regen, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
            
    Can't Reach
    
    This is the Ultimate Weapon fought in the random sky battles.
     ---
    Attacks:
      <Thunderball>
        Magical Attack
        Formula: Magical
        Pwr: 2 1/8x Base   (2945.25)
        MAt%: 100
        Cost: 20 MP
        Tar: 1 Op
        Elm: Lightning
      Ultima Beam
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (2079)
        MAt%: 100
        Cost: 40 MP
        Tar: All Op (NS)
        Elm: Hidden
      Shadow Flare
        Magical Attack
        Formula: Magical
        Pwr: 7 13/16x Base (10828.125)
        MAt%: 100
        Cost: 100 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: Reflectable
        Notes: Ultimate Weapon will never use this in this battle
      <(Report)>
        Physical Escape Battle
        Auto Hit
        Tar: Self
     ---
    AI: Setup
    {
       Ultimate Weapon's HP = GlobalVar:UltimateWeaponHP
       Turn off Death Handling for Ultimate Weapon
       TempVar:TurnsLeft = Rnd(3..5)
       TempVar:LastHP = Ultimate Weapon's HP
    }
    AI: Main
    {
       GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
       If (Ultimate Weapon's HP <= 20000) Then
       {
          GlobalVar:UWFinalBattle = 1
       }
       TempVar:TurnsLeft = TempVar:TurnsLeft - 1
       If (TempVar:TurnsLeft == 0) Then
       {
          Choose Self
          Use <(Report)> on Target
          RunCmd 0x22/0x0F
       } Else If (TempVar:TurnsLeft == 1) Then {
          Choose Random Opponent
          Use <Thunderball> on Target
       } Else If (TempVar:TurnsLeft == 2) Then {
          Choose All Opponents
          Use Ultima Beam on Target
       } Else If (TempVar:TurnsLeft == 3) Then {
          Choose Random Opponent
          Use <Thunderball> on Target
       } Else {
          Choose All Opponents
          Use Ultima Beam on Target
       }
    }
    AI: Counter - General
    {
       TempVar:DmgCounter = TempVar:DmgCount +
                              (TempVar:LastHP - Ultimate Weapon's HP)
       TempVar:LastHP = Ultimate Weapon's HP
       If ((Ultimate Weapon's HP < 20000) OR (TempVar:DmgCounter > 20000)) Then
       {
          GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
          If (Ultimate Weapon's HP <= 20000) Then
          {
             GlobalVar:UWFinalBattle = 1
          }
          Choose Self
          Use <(Report)> on Target
          RunCmd 0x22/0x0F
       }
    }
    AI: Counter - Death
    {
       Ultimate Weapon's HP = 20000
       GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
       If (Ultimate Weapon's HP <= 20000) Then
       {
          GlobalVar:UWFinalBattle = 1
       }
       Choose Self
       Use <(Report)> on Target
       RunCmd 0x22/0x0F
    }
    AI: Counter - 13
    {
       Remove Self
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Ultimate Weapon
     Lvl: 61         EXP: 35000         Win: 100% Ultima Weapon
      HP: 100000      AP: 3500        Steal:      -
      MP: 400        Gil: 25000       Morph:      -
     ---
    Void:   Earth, Gravity, Water
     ---
     Att: 100        Def: 120         Df%: 3           Dex: 230
     MAt: 170        MDf: 100                          Lck: 50
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
            Slow-numb, Petrify, Regen, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
            
    Can't Reach
    
    This is the final fight with Ultimate Weapon at Cosmo Canyon.  If you got to
    this battle by reducing Ultimate Weapon below or equal to 20,000 HP but not
    to 0, then he will have whatever HP he had left.  If, instead, you reduced
    him all the way to 0 HP before he could flee, then he will begin this battle
    with 20,000 HP
     ---
    Attacks:
      <Thunderball>
        Magical Attack
        Formula: Magical
        Pwr: 2 1/8x Base   (2945.25)
        MAt%: 100
        Cost: 20 MP
        Tar: 1 Op
        Elm: Lightning
      Ultima Beam
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (2079)
        MAt%: 100
        Cost: 40 MP
        Tar: All Op (NS)
        Elm: Hidden
      Shadow Flare
        Magical Attack
        Formula: Magical
        Pwr: 7 13/16x Base (10828.125)
        MAt%: 100
        Cost: 100 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: Reflectable
        Notes: Only used as Final Attack
      <(Report)>
        Physical Escape Battle
        Auto Hit
        Tar: Self
     ---
    AI: Setup
    {
       Ultimate Weapon's HP = GlobalVar:UltimateWeaponHP
    }
    AI: Main
    {
       GlobalVar:UltimateWeaponHP = Ultimate Weapon's HP
       If (Ultimate Weapon's HP <= 20000) Then
       {
          GlobalVar:UWFinalBattle = 1
       }
       If (1/2 Chance) Then
       {
          Choose Random Opponent
          Use <Thunderball> on Target
       } Else {
          Choose All Opponents
          Use Ultima Beam on Target
       }
    }
    AI: Counter - Death
    {
       Choose Ultimate Weapon's Last Attacker (General)
       Use Shadow Flare on Target
       GlobalVar:UWDead = 1
    }
    
    
    
    
    =============================================================================
    5.25 Battle Square (Part Three)
    -------------------------------
    The enemies you meet in Battle Square now are replicas of enemies found
    between sections 5.14 and 5.31, but with the following changes:
    
      [200% HP]
      [125% Att]
      [125% MAt]
    
    
    Battle Square now has the following final battle sets:
    
      1st Battle - Group A
        3x Razor Weed
        2x Jayjujayme, 1x Bizarre Bug
        2x Foulander
        3x Foulander
      1st Battle - Group B
        2x Garuda
        2x Jayjujayme, 1x Garuda
        3x Garuda
        2x Dual Horn
    
      2nd Battle - Group A
        1x Adamantaimai
        2x Under Lizard
        1x Tonadu
        2x Kelzmelzer
      2nd Battle - Group B
        2x Bizarre Bug, 1x Tail Vault
        1x Under Lizard
        1x Tonadu
        5x Slaps
    
      3rd Battle - Group A
        1x Doorbull
        3x Ancient Dragon
        3x Toxic Frog, 1x Jemnezmy
        2x 8 eye
      3rd Battle - Group B
        1x Doorbull
        2x Ancient Dragon
        2x Toxic Frog, 1x Jemnezmy
        2x 8 eye
    
      4th Battle - Group A
        1x Vlakorados
        2x Trickplay
        1x Boundfat, 3x Malldancer
        1x Acrophies
      4th Battle - Group B
        1x Trickplay, 2x Boundfat
        2x Jumping
        2x Ice Golem
        1x Hippogriff
    
      5th Battle - Group A
        3x Shred
        2x Lessaloploth
        1x Magnade
        3x Jumping
      5th Battle - Group B
        2x Frozen Nail
        2x Shred, 1x Frozen Nail
        1x Lessaloploth
        1x Snow, 1x Lessaloploth
    
      6th Battle - Group A
        1x Stilva
        1x Cuahl, 2x Headbomber
        2x Gremlin, 1x Sculpture
        1x Ironite, 2x Wind Wing
      6th Battle - Group B
        3x Headbomber
        2x Headbomber, 1x Zolokalter
        3x Evilhead
        2x Cuahl
    
      7th Battle - Group A
        1x Malboro
        1x Blue Dragon
        1x Gigas
        1x Dragon Rider
      7th Battle - Group B
        3x Gremlin
        2x Wind Wing
        2x Ironite
        1x Tonberry
    
      8th Battle - Groups A and B
        1x Serpent
        1x Sea Worm
        1x Ho-chu
        1x Ghost Ship
    
    
    In addition, the Special Battle is now available subject to particular
    conditions.  HP, Att and MAt are modified as above, and you will face the
    following enemies:
    
      1st Battle:   1x Sea Worm
      2nd Battle:   1x Ho-chu
      3rd Battle:   1x Unknown 3
      4th Battle:   1x Serpent
      5th Battle:   1x Wolfmeister
      6th Battle:   1x Behemoth
      7th Battle:   1x Maximum Kimaira
      8th Battle:   1x Proud Clod, 1x Jamar Armor
    
    
    
    
    =============================================================================
    5.26 The Huge Materia Quest: Underwater Reactor
    -----------------------------------------------
    
    5.26.1 Junon Path
    ------ ----------
    Name: Death Machine
     Lvl: 35         EXP: 900           Win:      -
      HP: 2500        AP: 80          Steal: [ 8] W Machine Gun
      MP: 150        Gil: 1200        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 72         Def: 58          Df%: 1           Dex: 66
     MAt: 25         MDf: 60                           Lck: 0
     ---
    When reduced below certain HP values, Death Machine will start using 1-2
    hit combos on the next turn since the last attack against it.  Specifically,
    a 1-2 combo of W Machine Gun will be used between 4/6 and 5/6ths of Death
    Machine's Max HP, and a 1-2 combo of 100 Needles followed *IMMEDIATELY* by a
    1-2 combo of W Machine Gun will be used between 2/6 and 4/6ths of Death
    Machine's Max HP.  A 1-2 combo of Matra Magic will finally be used when it is
    reduced below 2/6ths of Max HP
     ---
    Attacks:
      W Machine Gun
        Physical Attack
        Formula: Physical
        Pwr: 1 3/4x Base   (535.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use W Machine Gun twice in a single combo
      100 Needles
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (382.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Attr: Manip.
              Can't Cover
      Matra Magic
        Magical Attack
        Formula: Magical
        Pwr: 11/16x Base   (247.5)
        MAt%: 100
        Cost: 8 MP
        Tar: All Op (NS)
        Elm: Non-Element
        Attr: Reflectable
              Manip.
        Notes: Only used as a 1-2 hit combo when reduced below 1/3rd HP
     ---
    AI: Main
    {
       If (Count == 0) Then
       {
          Choose Random Opponent
          Use 100 Needles on Target
          Count = 1
       } Else If (Count == 1) Then {
          Choose Random Opponent
          Use W Machine Gun on Target
          If (1/2 Chance) Then
          {
             Choose Random Opponent
             Use W Machine Gun on Target
          }
          Count = 2
       } Else If (Count == 2) Then {
          Choose Random Opponent
          Use W Machine Gun on Target
          If (1/2 Chance) Then
          {
             Choose Random Opponent
             Use W Machine Gun on Target
          }
          Count = 0
       } Else If (Count == 3) Then {
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             Choose Random Opponent
          }
          Use 100 Needles on Target
          If (1/2 Chance) Then
          {
             If (SelectTar doesn't have Death Status) Then
             {
                Choose SelectTar
             } Else {
                Choose Random Opponent
             }
             Use 100 Needles on Target
          }
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             Choose Random Opponent
          }
          Use W Machine Gun on Target
          If (1/2 Chance) Then
          {
             If (SelectTar doesn't have Death Status) Then
             {
                Choose SelectTar
             } Else {
                Choose Random Opponent
             }
             Use W Machine Gun on Target
          }
          Count = 0
       } Else If (Count == 4) Then {
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             Choose Random Opponent
          }
          Use W Machine Gun on Target
          If (1/2 Chance) Then
          {
             If (SelectTar doesn't have Death Status) Then
             {
                Choose SelectTar
             } Else {
                Choose Random Opponent
             }
             Use W Machine Gun on Target
          }
          Count = 0
       } Else {
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             Choose Random Opponent
          }
          Use Matra Magic on Target
          If (1/2 Chance) Then
          {
             If (SelectTar doesn't have Death Status) Then
             {
                Choose SelectTar
             } Else {
                Choose Random Opponent
             }
             Use Matra Magic on Target
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       SelectTar = Death Machine's Last Attacker (General)
       If (Death Machine's HP <= 2 * [Death Machine's Max HP / 6]) Then
       {
          Count = 5
       } Else If (Death Machine's HP <= 3 * [Death Machine's Max HP / 6]) Then {
          Count = 3
       } Else If (Death Machine's HP <= 4 * [Death Machine's Max HP / 6]) Then {
          Count = 3
       } Else If (Death Machine's HP <= 5 * [Death Machine's Max HP / 6]) Then {
          Count = 4
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Slalom
     Lvl: 37         EXP: 700           Win: [ 8] Deadly Waste
      HP: 1600        AP: 70          Steal: [ 8] Smoke Bomb
      MP: 30         Gil: 1500        Morph:      Hi-Potion
     ---
    Asrb:   Poison
     ---
     Att: 70         Def: 74          Df%: 10          Dex: 60
     MAt: 45         MDf: 80                           Lck: 12
     ---
    Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Peerless,
            Paralysed, Darkness, Seizure
     ---
    Attacks:
      <Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (310)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
        Notes: Sometimes uses Punch twice in a single combo
      Smog
        Physical Attack
        Formula: Physical
        Pwr: 3/4x Base     (232.5)
        PAt%:  90
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 88] Inflict 'Poison'
              Manip.
              Can't Cover
        Notes: Will sometimes use the Darkness version of Smog immediately after
                 this in a single combo
      Smog
        Physical Attack
        Formula: Physical
        Pwr: 3/4x Base     (232.5)
        PAt%: 105
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 92] Inflict 'Darkness'
              Manip.
              Can't Cover
        Notes: Will only use this as a random combo after using the Poison
                 version of Smog
     ---
    AI: Setup
    {
       SpclChance = 8
       1/2 Chance: Count = 1
       1/2 Chance: Count = 2
    }
    AI: Main
    {
       If (Count < 2) Then
       {
          Choose Random Opponent
          Use <Punch> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Punch> on Target
          }
          Count = Count + 1
       } Else {
          Choose Random Opponent
          Use Smog (Poison Version) on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use Smog (Darkness Version) on Target
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Slalom's HP <= 25% of Slalom's Max HP) Then
       {
          SpclChance = 2
       } Else If (Slalom's HP <= 50% of Slalom's Max HP) Then {
          SpclChance = 3
       } Else If (Slalom's HP <= 75% of Slalom's Max HP) Then {
          SpclChance = 6
       } Else {
          SpclChance = 8
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Guard System
     Lvl: 35         EXP: 1100          Win: [ 2] Molotov
      HP: 2200        AP: 80          Steal:      -
      MP: 200        Gil: 1200        Morph:      -
     ---
    Void:   Lightning
     ---
     Att: 55         Def: 70          Df%: 0           Dex: 67
     MAt: 56         MDf: 50                           Lck: 0
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Frog, Small,
            Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
            Paralysed, Darkness, Seizure
     ---
    Animations:
      <Vanish>
        Death Animation
        Notes: Final Attack
     ---
    AI: Setup
    {
       TempVar:GSGroup = Guard System, Quick Machine Gun and Rocket Launcher with
                           same Formation ID as Guard System
    }
    AI: Main
    {
       If (TempVar:Setup == 0) Then
       {
          1/2 Chance: Print Message [Warning! Warning!]
          1/2 Chance: Print Message [Leave at once!!]
          TempVar:Setup = 1
          TempVar:WBGroup's CustomVar:Active = 1
       }
    }
    AI: Counter - Death
    {
       Turn off Death Handling for Guard System
       Choose Self
       Use <Vanish> on Target
       Remove TempVar:WBGroup
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Quick Machine Gun
     Lvl: 20         EXP: 600           Win:      -
      HP: 1000        AP: 60          Steal:      -
      MP: 0          Gil: 300         Morph:      Hi-Potion
     ---
    Weak:   Lightning
     ---
     Att: 130        Def: 50          Df%: 0           Dex: 69
     MAt: 15         MDf: 30                           Lck: 0
     ---
    Immune: Sleep, Poison, Sadness, Fury, Confusion, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
            Darkness, Seizure
     ---
    Attacks:
      Machine Gun
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (454)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Notes: Single Shot version
      Machine Gun
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (454)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Notes: Double Shot version
               Although the Quick Machine Gun's animation fires twice and two
                 numbers appear, it is merely the same number/result repeated
                 twice
               It therefore only counts as one shot, and the second shot's
                 "damage" is ignored
    
    Animations:
      <Appear>
      <Vanish>
     ---
    AI: Main
    {
       TempVar:Attack = None
       If (Quick Machine Gun's CustomVar:Active == 1) Then
       {
          If (Only Guard System is active) Then
          {
             If (Quick Machine Gun's CustomVar:SwitchTurn == 0) Then
             {
                If (At Least One Opponent doesn't have Confusion Status) Then
                {
                   Make Quick Machine Gun Visible
                   Choose Self
                   Use <Appear> on Target
                   TempVar:Attack = All Attack
                } Else {
                   Make Quick Machine Gun Visible
                   Choose Self
                   Use <Appear> on Target
                   TempVar:Attack = Single Attack
                }
             } Else {
                Make Quick Machine Gun Visible
                Choose Self
                Use <Appear> on Target
                Quick Machine Gun's CustomVar:SwitchTurn = 0
                TempVar:Attack = All Attack
             }
          } Else If (Only Guard System and Quick Machine Gun are active) Then {
             If (Rocket Launcher doesn't have Death Status) Then
             {
                1/4 Chance:
                {
                   Choose Self
                   Use <Vanish> on Target
                   Make Quick Machine Gun Invisible
                   Rocket Launcher's CustomVar:SwitchTurn = 1
                }
                1/4 Chance:
                {
                   Choose Self
                   Use <Vanish> on Target
                   Make Quick Machine Gun Invisible
                }
                1/4 Chance:
                {
                   TempVar:Attack = Single Attack
                }
                1/4 Chance:
                {
                   TempVar:Attack = All Attack
                }
             } Else {
                1/2 Chance:
                {
                   TempVar:Attack = All Attack
                }
                1/2 Chance:
                {
                   TempVar:Attack = Single Attack
                }
             }
          }
       }
       If (TempVar:Attack == Single Attack) Then
       {
          Choose Random Opponent
          Use Machine Gun (Single Shot Version) on Target
       } Else If (TempVar:Attack == All Attack) Then {
          If (2nd Opponent doesn't have Death Status) Then
          {
             Choose 2nd Opponent
             Use Machine Gun (Double Shot Version) on Target
          }
          If (1st Opponent doesn't have Death Status) Then
          {
             Choose 1st Opponent
             Use Machine Gun (Double Shot Version) on Target
          }
          If (3rd Opponent doesn't have Death Status) Then
          {
             Choose 3rd Opponent
             Use Machine Gun (Double Shot Version) on Target
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Rocket Launcher
     Lvl: 20         EXP: 600           Win:      -
      HP: 1000        AP: 60          Steal:      -
      MP: 0          Gil: 300         Morph:      Hi-Potion
     ---
    Weak:   Lightning
     ---
     Att: 130        Def: 50          Df%: 0           Dex: 69
     MAt: 15         MDf: 30                           Lck: 0
     ---
    Immune: Sleep, Poison, Sadness, Fury, Confusion, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
            Darkness, Seizure
     ---
    Attacks:
      Rocket Launcher
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (681)
        PAt%:  75
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
      Confu Missile
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (567.5)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Confusion'
              Can't Cover
    
    Animations:
      <Appear>
      <Vanish>
     ---
    AI: Main
    {
       If (Rocket Launcher's CustomVar:Active == 1) Then
       {
          If (Only Guard System is active) Then
          {
             If (Rocket Launcher's CustomVar:SwitchTurn == 0) Then
             {
                If (At Least One Opponent doesn't have Confusion Status) Then
                {
                   Make Rocket Launcher Visible
                   Choose Self
                   Use <Appear> on Target
                   If (1/4 Chance) Then
                   {
                      Choose Random Opponent without Confusion Status
                      Use Confu Missile on Target
                   } Else {
                      Choose Random Opponent
                      Use Rocket Launcher on Target
                   }
                } Else {
                   Make Rocket Launcher Visible
                   Choose Self
                   Use <Appear> on Target
                   Choose Random Opponent
                   Use Rocket Launcher on Target
                }
             } Else {
                Make Rocket Launcher Visible
                Choose Self
                Use <Appear> on Target
                Rocket Launcher's CustomVar:SwitchTurn = 0
                Choose Random Opponent
                Use Rocket Launcher on Target
             }
          } Else If (Only Guard System and Rocket Launcher are active) Then {
             If (Quick Machine Gun doesn't have Death Status) Then
             {
                1/4 Chance:
                {
                   Choose Self
                   Use <Vanish> on Target
                   Make Rocket Launcher Invisible
                   Quick Machine Gun's CustomVar:SwitchTurn = 1
                }
                1/4 Chance:
                {
                   Choose Self
                   Use <Vanish> on Target
                   Make Rocket Launcher Invisible
                }
                1/2 Chance:
                {
                   If (At Least One Opponent doesn't have Confusion Status) Then
                   {
                      Choose Random Opponent without Confusion Status
                      Use Confu Missile on Target
                   } Else {
                      Choose Random Opponent
                      Use Rocket Launcher on Target
                   }
                }
             } Else {
                If (At Least One Opponent doesn't have Confusion Status) Then
                {
                   Choose Random Opponent without Confusion Status
                   Use Confu Missile on Target
                } Else {
                   Choose Random Opponent
                   Use Rocket Launcher on Target
                }
             }
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Submarine Crew
     Lvl: 32         EXP: 850           Win: [ 8] S-mine, [ 8] Shinra Beta
      HP: 1500        AP: 80          Steal: [ 8] 8-inch Cannon
      MP: 85         Gil: 500         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 75         Def: 56          Df%: 1           Dex: 55
     MAt: 25         MDf: 74                           Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Machine Gun>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (300)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
      Hand Grenade
        Physical Attack
        Formula: Physical
        Pwr: 2 3/16x Base  (656.25)
        PAt%:  70
        Tar: 1 Op
        Elm: Shoot
        Attr: Manip.
        Notes: BUG: Submarine Crew will never use this normally
     ---
    AI: Setup
    {
       TempVar:GrenadeAmmo = 3
    }
    AI: Main
    {
       If ((TempVar:Setup == 0) AND (Battle is Captain Special Battle)) Then
       {
          Print Message ["Eyaaarrrgh!"]
          TempVar:Setup = 1
          RunCmd 0x24/0x00
       }
       If (Stage == 0) Then
       {
          If (TempVar:GrenadeAmmo == 0) Then
          {
             Choose Random Opponent
             Use <Machine Gun> on Target
          } Else {
             Choose Random Opponent
             Use <Machine Gun> on Target
             TempVar:GrenadeAmmo = TempVar:GrenadeAmmo - 1
          }
       } Else {
          Choose Random Opponent with Lowest HP
          Use <Machine Gun> on Target
       }
    }
    AI: Counter - General
    {
       If (Submarine Crew's HP <= 75% of Submarine Crew's Max HP) Then
       {
          Stage = 1
       } Else {
          Stage = 0
       }
    }
    AI: Counter - Death
    {
       If (Battle is Captain Special Battle) Then
       {
          If (Self is Submarine Crew A) Then
          {
             Print Message ["Captain... I can't hold on any longer!"]
          } Else {
             Print Message ["The Special Pose..."]
          }
          RunCmd 0x24/0x00
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.26.2 Underwater Tunnel
    ------ -----------------
    Name: Ghost Ship
     Lvl: 44         EXP: 1600          Win: [ 8] Phoenix Down
      HP: 6600        AP: 60          Steal: [32] Phoenix Down
      MP: 100        Gil: 2000        Morph:      Guide Book
     ---
    Weak:   Holy
    Half:   Water
    Void:   Earth, Gravity
    Asrb:   Restorative, 'Death' Status Abilities
     ---
     Att: 80         Def: 70          Df%: 5           Dex: 80
     MAt: 68         MDf: 80                           Lck: 1
     ---
    Immune: Sleep, Confusion, Stop, Frog, Small, Death-sentence, Manipulate,
            Paralysed
     ---
    Attacks:
      <Fight>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (410)
        PAt%:  95
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
        Notes: Will sometimes use Fight twice in a single combo
      St.Elmos Fire
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (410)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
      Goannai
        Remove Target from Battle
        Auto Hit
        Tar: 1 Op
        Notes: Target is counted as Dead
               Always targets whoever has the highest HP
               Can only be used twice per battle
     ---
    AI: Setup
    {
       Count = Rnd(0..5)
       TempVar:GoannaiUses = 2
    }
    AI: Main
    {
       If (Count == 0 or 1 or 2) Then
       {
          Choose Random Opponent
          Use <Fight> on Target
          If (1/3 Chance) Then
          {
             Choose Random Opponent
             Use <Fight> on Target
             Count = 3
          } Else {
             Count = Count + 1
          }
       } Else If (Count == 3) Then {
          Choose Random Opponent
          Use <Fight> on Target
          If (1/3 Chance) Then
          {
             Choose Random Opponent
             Use <Fight> on Target
          }
          Count = 4
       } Else If (Count == 4) Then {
          Choose Random Opponent
          Use St.Elmos Fire on Target
          Count = 5
       } Else {
          If ((1/2 Chance) AND (TempVar:GoannaiUses > 0)) Then
          {
             Choose Random Opponent with Highest HP
             Use Goannai on Target
             TempVar:GoannaiUses = TempVar:GoannaiUses - 1
          } Else {
             Choose Random Opponent
             Use <Fight> on Target
          }
          Count = 0
       }
    }
      
    
    
    -----------------------------------------------------------------------------
    Name: Corvette
     Lvl: 36         EXP: 1050          Win: [ 8] Loco weed
      HP: 3200        AP: 60          Steal: [ 8] Hyper
      MP: 260        Gil: 2200        Morph:      Light Curtain
     ---
    Weak:   'Confusion' Status Abilities
    Half:   Water
    Void:   Earth
     ---
     Att: 78         Def: 68          Df%: 5           Dex: 69
     MAt: 68         MDf: 74                           Lck: 15
     ---
    Immune: Stop, Paralysed
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (339)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
        Notes: Corvette will never use this normally
      Gash
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (423.75)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Manip.
        Notes: Will sometimes use Gash twice in a single combo
      Spinning Cut
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Base   (635.625)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Manip.
        Notes: Will sometimes use Spinning Cut twice in a single combo
      Slap
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (423.75)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: [ 48] Inflict 'Fury'
      Sawback
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (339)
        PAt%: 100
        Tar: All Op
        Elm: Cut
        Notes: Corvette will never use this
     ---
    AI: Setup
    {
       SelectTar = Choose Random Opponent
       SpclChance = 5
       Count = Rnd(0..3)
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent
          Use Gash on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use Gash on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          Choose Random Opponent
          Use Spinning Cut on Target
          If ((Target doesn't have Death Status)
                AND (Rnd(1..SpclChance) == 1)) Then
          {
             Use Gash on Target
          }
          Count = 0
       } Else {
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
             Use Slap on Target
          }
          Count = 1
       }
    }
    AI: Counter - General
    {
       SelectTar = Corvette's Last Attacker (General)
       If ((Corvette's HP <= 25% of Corvette's Max HP)
             AND (SpclChance == 3)) Then
       {
          SpclChance = 2
          Count = 3
       } Else If ((Corvette's HP <= 50% of Corvette's Max HP)
                    AND (SpclChance == 4)) Then {
          SpclChance = 3
          Count = 3
       } Else If ((Corvette's HP <= 75% of Corvette's Max HP)
                    AND (SpclChance == 5)) Then {
          SpclChance = 4
          Count = 3
       } Else {
          SpclChance = 5
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Diver Nest
     Lvl: 38         EXP: 1340          Win: [ 2] X-Potion
      HP: 2800        AP: 60          Steal:      -
      MP: 100        Gil: 1250        Morph:      -
     ---
    Half:   Water
    Void:   Earth
     ---
     Att: 60         Def: 90          Df%: 6           Dex: 64
     MAt: 65         MDf: 110                          Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (682.5)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Bodyblow twice in a single combo
      Big Wave
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (341.25)
        PAt%: 100
        Tar: All Op
        Elm: Non-Element
        Attr: Manip.
      Tornade Wave
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (772.5)
        MAt%: 100
        Cost: 20 MP
        Tar: 1 Op
        Elm: Wind
        Attr: Manip.
        Notes: Will sometimes use Tornade Wave twice in a single combo
     ---
    AI: Main
    {
       If (Stage == 0) Then
       {
          Choose Random Opponent
          Use <Bodyblow> on Target
       } Else If (Stage == 1) Then {
          Choose Random Opponent
          Use <Bodyblow> on Target
          If (1/2 Chance) Then
          {
             Choose Random Opponent
             Use <Bodyblow> on Target
          }
       } Else If (Stage == 2) Then {
          If (1/3 Chance) Then
          {
             Choose Random Opponent
             Use <Bodyblow> on Target
             If (1/2 Chance) Then
             {
                Choose Random Opponent
                Use <Bodyblow> on Target
             }
          } Else {
             Choose Random Opponent
             Use Tornade Wave on Target
             If (1/2 Chance) Then
             {
                Choose Random Opponent
                Use Tornade Wave on Target
             }
          }
       } Else {
          If (1/3 Chance) Then
          {
             Choose Random Opponent
             Use Tornade Wave on Target
             If (1/2 Chance) Then
             {
                Choose Random Opponent
                Use Tornade Wave on Target
             }
          } Else {
             Choose All Opponents
             Use Big Wave on Target
          }
       }
    }
    AI: Counter - General
    {
       If (Diver Nest's HP <= 25% of Diver Nest's Max HP) Then
       {
          Stage = 3
       } Else If (Diver Nest's HP <= 50% of Diver Nest's Max HP) Then {
          Stage = 2
       } Else If (Diver Nest's HP <= 75% of Diver Nest's Max HP) Then {
          Stage = 1
       } Else {
          Stage = 0
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.26.3 Underwater Reactor
    ------ ------------------
    Name: Underwater MP
     Lvl: 34         EXP: 820           Win: 100% Grenade
      HP: 1000        AP: 80          Steal: [ 8] Shinra Alpha
      MP: 100        Gil: 600         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 70         Def: 80          Df%: 4           Dex: 62
     MAt: 65         MDf: 124                          Lck: 2
     ---
    No Special Attributes
     ---
    Attacks:
      <Machine Gun>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (292)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
        Notes: Will use Machine Gun three times in a single combo
      Hand Grenade
        Physical Attack
        Formula: Physical
        Pwr: 2 3/16x Base  (638.75)
        PAt%:  70
        Tar: 1 Op
        Elm: Shoot
        Attr: Manip.
     ---
    AI: Main
    {
       If (TempVar:MoveSet == 0) Then
       {
          Choose Random Opponent
          Use <Machine Gun> on Target
          Choose Random Opponent
          Use <Machine Gun> on Target
          Choose Random Opponent
          Use <Machine Gun> on Target
          TempVar:MoveSet = 1
       } Else {
          Choose Random Opponent
          Use Hand Grenade on Target
          TempVar:MoveSet = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Senior Grunt
     Lvl: 35         EXP: 930           Win:      -
      HP: 2600        AP: 90          Steal:      -
      MP: 245        Gil: 800         Morph:      -
     ---
    Half:   Water
     ---
     Att: 75         Def: 70          Df%: 12          Dex: 69
     MAt: 80         MDf: 90                           Lck: 5
     ---
    No Special Attributes
     ---
    Attacks:
      <Handclaw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (321)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Harrier Beam
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (401.25)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Manip.
              Can't Cover
      Water Wave
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (401.25)
        PAt%: 100
        Tar: 1 Op
        Elm: Shout
        Attr: Manip.
              Can't Cover
     ---
    AI: Main
    {
       Choose Random Opponent
       If (Senior Grunt is in Front Row) Then
       {
          1/4 Chance: TempVar:ChosenAtt = Water Wave
          1/4 Chance: TempVar:ChosenAtt = Harrier Beam
          1/2 Chance: TempVar:ChosenAtt = <Handclaw>
       } Else {
          1/4 Chance: TempVar:ChosenAtt = Water Wave
          1/4 Chance: TempVar:ChosenAtt = <Handclaw>
          1/2 Chance: TempVar:ChosenAtt = Harrier Beam
       }
       Use TempVar:ChosenAtt on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Hard Attacker
     Lvl: 32         EXP: 750           Win: [ 8] Molotov
      HP: 2500        AP: 58          Steal:      -
      MP: 150        Gil: 600         Morph:      -
     ---
    Half:   Fire, Water
     ---
     Att: 80         Def: 90          Df%: 3           Dex: 77
     MAt: 55         MDf: 74                           Lck: 6
     ---
    No Special Attributes
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (320)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Oil
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (320)
        PAt%:  95
        Tar: 1 Op
        Elm: Fire
        Attr: Manip.
              Can't Cover
     ---
    AI: Main
    {
       If (1/2 Chance) Then
       {
          If (At Least One Opponent is in Front Row) Then
          {
             Choose Random Opponent in Front Row
          } Else {
             Choose Random Opponent
          }
          Use <Bodyblow> on Target
       } Else {
          Choose Random Opponent
          Use Oil on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Guardian
     Lvl: 40         EXP: 940           Win:      -
      HP: 4000        AP: 60          Steal:      -
      MP: 340        Gil: 500         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 80         Def: 76          Df%: 8           Dex: 67
     MAt: 66         MDf: 80                           Lck: 10
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Haste, Slow, Stop,
            Frog, Small, Slow-numb, Petrify, Death-sentence, Manipulate,
            Peerless, Paralysed, Darkness, Seizure
    
    Although Guardian is not immune to Berserk, it does not have a designated
    Berserk Attack.  As such, it will try to use a non-existant attack, which
    happens to cost more MP than it will ever have.  Because of this, it will
    continually print the message "Guardian's skill power is used up."
     ---
    Attacks:
      <Rocket Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (475)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Can't Cover
        Notes: Will sometimes use Rocket Punch twice in a single combo
      W Rocket Punch
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (475)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Can't Cover
        Notes: Will sometimes use W Rocket Punch twice in a single combo
      Jumping Blow
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (475)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Notes: Will sometimes use Jumping Blow twice in a single combo
    
    Animations:
      <Power Plus>
        Notes: Sometimes used when battle begins
               If used, first attack will be W Rocket Punch
      <Vanish>
        Death animation
     ---
    AI: Setup
    {
       Count = Rnd(0..4)
       SpclChance = 8
       If (1/3 Chance) Then
       {
          Choose Self
          Use <Power Plus> on Target
          Count = 3
       }
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent
          Use <Rocket Punch> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Rocket Punch> on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          Choose Random Opponent
          Use <Rocket Punch> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Rocket Punch> on Target
          }
          Count = Rnd(2..4)
       } Else If (Count == 3) Then {
          Choose Random Opponent
          Use W Rocket Punch
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use W Rocket Punch on Target
          }
          Count = 0
       } Else {
          Choose Random Opponent
          Use Jumping Blow on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use Jumping Blow on Target
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Guardian's HP <= 25% of Guardian's Max HP) Then
       {
          SpclChance = 2
       } Else If (Guardian's HP <= 50% of Guardian's Max HP) Then {
          SpclChance = 4
       } Else If (Guardian's HP <= 75% of Guardian's Max HP) Then {
          SpclChance = 6
       } Else {
          SpclChance = 8
       }
    }
    AI: Counter - Death
    {
       Turn off Death Handling for Guardian
       Choose Self
       Use <Vanish> on Target
       Remove Guardian(Right)
       Remove Guardian(Left)
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Gun Carrier
     Lvl: 39         EXP: 860           Win: [ 8] S-mine
      HP: 3400        AP: 75          Steal:      -
      MP: 240        Gil: 1600        Morph:      -
     ---
    Weak:   Lightning
     ---
     Att: 60         Def: 76          Df%: 5           Dex: 59
     MAt: 45         MDf: 84                           Lck: 2
     ---
    Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
            Darkness
     ---
    Attacks:
      Normal Shell
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (279)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Normal Shell against every party member
                 in a single combo
      Abnormal Shell
        Physical Attack
        Formula: Physical
        Pwr: 1/4x Base     (69.75)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Slow', 'Darkness'
      Bodyblow
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (697.5)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Attr: Manip.
     ---
    AI: Main
    {
       If (Count == 0) Then
       {
          Count = 1
       } Else If (Count == 1) Then {
          Choose Random Opponent
          Use Abnormal Shell on Target
          Count = 2
       } Else If (Count == 2) Then {
          If (At Least One Opponent has Slow Status) Then
          {
             Choose Random Opponent with Slow Status
          } Else {
             Choose Random Opponent
          }
          Use Normal Shell on Target
          Count = 3
       } Else If (Count == 3) Then {
          If (At Least One Opponent has Darkness Status) Then
          {
             Choose Random Opponent with Darkness Status
          } Else {
             Choose Random Opponent
          }
          Use Bodyblow on Target
          Count = 4      
       } Else {
          If (2nd Opponent doesn't have Death Status) Then
          {
             Choose 2nd Opponent
             Use Normal Shell on Target
          }
          If (1st Opponent doesn't have Death Status) Then
          {
             Choose 1st Opponent
             Use Normal Shell on Target
          }
          If (3rd Opponent doesn't have Death Status) Then
          {
             Choose 3rd Opponent
             Use Normal Shell on Target
          }
          If ( (1/2 Chance) AND
                ((At Least One Opponent doesn't have Slow Status) OR
                 (At Least One Opponent doesn't have Darkness Status)) ) Then
          {
             Count = 1
          } Else {
             Count = 2
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Captain
     Lvl: 34         EXP: 850           Win: [ 8] S-mine
      HP: 2000        AP: 84          Steal: [ 8] Shinra Alpha
      MP: 90         Gil: 1050        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 84         Def: 66          Df%: 1           Dex: 63
     MAt: 35         MDf: 80                           Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Machine Gun>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (351)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Machine Gun twice in a single combo or against
                 all party members            
      Hand Grenade
        Physical Attack
        Formula: Physical
        Pwr: 2 3/16x Base  (767.8125)
        PAt%:  70
        Tar: 1 Op
        Elm: Shoot
        Attr: Manip.
        Notes: Captain will never use this normally
     ---
    AI: Setup
    {
       TempVar:TurnsTilSpecial = 3
    }
    AI: Main
    {
       If ((TempVar:Setup == 0) AND (Battle is Captain Special Battle)) Then
       {
          Print Message [Captain "Let me show you how it's done."]
          RunCmd 0x24/0x00
          TempVar:Setup = 1
       }
       If (Stage == 0) Then
       {
          If (TempVar:TurnsTilSpecial == 0) Then
          {
             Choose Random Opponent
             Use <Machine Gun> on Target
             Choose Random Opponent
             Use <Machine Gun> on Target
             TempVar:TurnsTilSpecial = 3
          } Else {
             Choose Random Opponent with Lowest HP
             Use <Machine Gun> on Target
             TempVar:TurnsTilSpecial = TempVar:TurnsTilSpecial - 1
          }
       } Else {
          If (2nd Opponent doesn't have Death Status) Then
          {
             Choose 2nd Opponent
             Use <Machine Gun> on Target
          }
          If (1st Opponent doesn't have Death Status) Then
          {
             Choose 1st Opponent
             Use <Machine Gun> on Target
          }
          If (3rd Opponent doesn't have Death Status) Then
          {
             Choose 3rd Opponent
             Use <Machine Gun> on Target
          }
       }
    }
    AI: Counter - General
    {
       If (Captain's HP <= 75% of Captain's Max HP) Then
       {
          Stage = 1
       } Else {
          Stage = 0
       }
    }
    AI: Counter - Death
    {
       If (Battle is Captain Special Battle) Then
       {
          Print Message [Captain "Ugh... they got me."]
          RunCmd 0x24/0x00
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.26.4 Carry Armor
    ------ -----------
    During this battle, the following extra script exists on the party:
    
    AI: Counter - Death
    {
       BattleVar:CharID = 0
       While (BattleVar:CharID < 3) 
       {
          If (BattleVar:CharID == 0) Then
          {
             Choose 1st Party Member
          } Else If (BattleVar:CharID == 1) Then {
             Choose 2nd Party Member
          } Else If (BattleVar:CharID == 2) Then {
             Choose 3rd Party Member
          }
          If (Target has Death and Imprisoned Status) Then
          {
             Set Right Arm as Self
             If (Right Arm's [4300] == Target) Then
             {
                Remove Imprisoned Status from Target
                Activate Target
                Right Arm's [4300] = [2040]
                Right Arm's CustomVar:ArmFull = 0
                Use <Free Right Character> on Target
             }
             Set Left Arm as Self
             If (Left Arm's [4300] == Target) Then
             {
                Remove Imprisoned Status from Target
                Activate Target
                Left Arm's [4300] = [2040]
                Left Arm's CustomVar:ArmFull = 0
                Use <Free Left Character> on Target
             }
          }
          BattleVar:CharID = BattleVar:CharID + 1
       }
       BattleVar:CharID = 4
       While (BattleVar:CharID < 7)
       {
          If (BattleVar:CharID == 4) Then
          {
             Set Carry Armor as Self
          } Else If (BattleVar:CharID == 5) Then {
             Set Right Arm as Self
          } Else If (BattleVar:CharID == 6) Then {
             Set Left Arm as Self
          }
          If (Both Arms are Empty) Then
          {
             Self's IdleAnim = Both Arms Empty
          } Else If (Right Arm Only is Full) Then {
             Self's IdleAnim = Right Arm Full
          } Else If (Left Arm Only is Full) Then {
             Self's IdleAnim = Left Arm Full
          } Else If (Both Arms are Full) Then {
             Self's IdleAnim = Both Arms Full
          }
          BattleVar:CharID = BattleVar:CharID + 1
       }
    }
    
    This script will remove any Imprisoned character that dies from the arm they
    are being held in, allow the arm to start attacking once again, and reset
    the Idle Animation for all enemies accordingly.
    
    
    
    -----------------------------------------------------------------------------
    Name: Carry Armor
     Lvl: 45         EXP: 2800          Win: 100% God's Hand
      HP: 24000       AP: 240         Steal:      -
      MP: 200        Gil: 4000        Morph:      -
     ---
    Weak:   Lightning
    Void:   Poison, Gravity
     ---
     Att: 90         Def: 200         Df%: 1           Dex: 80
     MAt: 55         MDf: 300                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Haste, Slow,
            Stop, Frog, Small, Slow-numb, Petrify, Death-sentence, Manipulate,
            Berserk, Peerless, Paralysed, Darkness, Seizure
     ---
    Attacks:
      Lapis Laser
        Magical Attack
        Formula: Magical
        Pwr: 3 1/8x Base   (1875)
        MAt%: 255
        Cost: 10 MP
        Tar: All Op (NS)
        Elm: Non-Element
        Notes: Sometimes used as a first attack before battle starts
      <Damage Attack>
        Magical Attack
        Formula: Magical
        Pwr: 15/16x Base   (562.5)
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Notes: 100% C/A
               Will target and hit each Imprisoned character once each
    
    Animations:
      <Free Right Character>
        Frees right-hand character
      <Free Left Character>
        Frees left-hand character
      <Vanish>
        Death animation
     ---
    AI: Setup
    {
       Turn off Death Handling for Carry Armor
       SpclChance = 4
       If (1/3 Chance) Then
       {
          Choose All Opponents
          Use Lapis Laser on Target
       }
    }
    AI: Main
    {
       If (Count == 0) Then {
          If ((At Least One Opponent doesn't have Imprisoned Status)
                AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose All Opponents without Imprisoned Status
             Use Lapis Laser on Target
          }
          Count = 1
       } Else {
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Carry Armor's IdleAnim == Both Arms Empty) Then
       {
          Carry Armor's HurtAnim = Flinch (Both Arms Empty)
       } Else If (Carry Armor's IdleAnim == Right Arm Full) Then {
          Carry Armor's HurtAnim = Flinch (Right Arm Full)
       } Else If (Carry Armor's IdleAnim == Left Arm Full) Then {
          Carry Armor's HurtAnim = Flinch (Left Arm Full)
       } Else If (Carry Armor's IdleAnim == Both Arms Full) Then {
          Carry Armor's HurtAnim = Flinch (Both Arms Full)
       }
       If (Right Arm's [4300] != [2040]) Then
       {
          Choose Right Arm's [4300]
          Use <Damage Attack> on Target
       }
       If (Left Arm's [4300] != [2040]) Then
       {
          Choose Left Arm's [4300]
          Use <Damage Attack> on Target
       }
       If (Carry Armor's HP <= 25% of Carry Armor's Max HP) Then
       {
          SpclChance = 1
       } Else If (Carry Armor's HP <= 50% of Carry Armor's Max HP) Then {
          SpclChance = 2
       } Else If (Carry Armor's HP <= 75% of Carry Armor's Max HP) Then {
          SpclChance = 3
       } Else {
          SpclChance = 4
       }
    }
    AI: Counter - Death
    {
       Set Right Arm as Self
       If (Right Arm's CustomVar:ArmFull = 1) Then
       {
          Choose Right Arm's [4300]
          Remove Target's Imprisoned Status
          Activate Target
          Use <Free Right Character> on Target
       }
       Set Left Arm as Self
       If (Left Arm's CustomVar:ArmFull = 1) Then
       {
          Choose Left Arm's [4300]
          Remove Target's Imprisoned Status
          Activate Target
          Use <Free Left Character> on Target
       }
       Set Carry Armor as Self
       Choose Self
       Use <Vanish> on Target
       Remove Right Arm and Left Arm
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Right Arm
     Lvl: 45         EXP: 1400          Win:      -
      HP: 10000       AP: 95          Steal:      -
      MP: 100        Gil: 0           Morph:      -
     ---
    Weak:   Lightning
    Void:   Poison, Gravity
     ---
     Att: 80         Def: 200         Df%: 1           Dex: 80
     MAt: 55         MDf: 300                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Haste, Slow,
            Stop, Frog, Small, Slow-numb, Petrify, Death-sentence, Manipulate,
            Berserk, Peerless, Paralysed, Darkness, Seizure
     ---
    Attacks:
      <Arm Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (624)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
      Arm Grab
        Physical Change Status
        Auto Hit
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Death', 'Near-death', 'Imprisoned'
        Notes: This version of Imprisoned acts like Stop
               Despite attempting to inflict 'Death' and 'Near-death', this is
                 actually only a flag that will instead move the Imprisoned
                 character into Right Arm's claws
      <Damage Attack>
        Magical Attack
        Formula: Magical
        Pwr: 15/16x Base   (562.5)
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Notes: 100% C/A
               Will target and hit each Imprisoned character once each
    
    Animations:
      <Free Right Character>
        Frees right-hand character
      <Free Left Character>
        Frees left-hand character
      <Vanish>
        Death animation
     ---
    AI: Setup
    {
       TempVar:CAGroup = Carry Armor, Right Arm and Left Arm with
                           same Formation ID
       Right Arm's [4300] = [2040]
       SpclChance = 16
    }
    AI: Main
    {
       If (Right Arm's CustomVar:ArmFull == 0) Then
       {
          If (Rnd(1..SpclChance) == 1) Then
          {
             If (At Least One Opponent doesn't have Imprisoned Status) Then
             {
                Choose Random Opponent without Imprisoned Status
                Right Arm's [4300] = Target
                If (Right Arm's IdleAnim == Both Arms Empty) Then
                {
                   Use Arm Grab (Empty Left Version) on Target
                   TempVar:CAGroup's IdleAnim = Right Arm Full
                } Else If (Right Arm's IdleAnim == Left Arm Full) Then {
                   Use Arm Grab (Full Left Version) on Target
                   TempVar:CAGroup's IdleAnim = Both Arms Full
                }
                Deactivate Target
                Right Arm's CustomVar:ArmFull = 1
             }
          } Else If ((At Least One Opponent doesn't have Imprisoned Status)
                       AND (1/2 Chance)) Then {
             Choose Random Opponent without Imprisoned Status
             Use <Arm Punch> on Target
          }
       }
    }
    AI: Counter - General
    {
       If (Right Arm's IdleAnim == Both Arms Empty) Then
       {
          Right Arm's HurtAnim = Flinch (Both Arms Empty)
       } Else If (Right Arm's IdleAnim == Right Arm Full) Then {
          Right Arm's HurtAnim = Flinch (Right Arm Full)
       } Else If (Right Arm's IdleAnim == Left Arm Full) Then {
          Right Arm's HurtAnim = Flinch (Left Arm Full)
       } Else If (Right Arm's IdleAnim == Both Arms Full) Then {
          Right Arm's HurtAnim = Flinch (Both Arms Full)
       }
       If (Right Arm's [4300] != [2040]) Then
       {
          Choose Right Arm's [4300]
          Use <Damage Attack> on Target
       }
       If (Left Arm's [4300] != [2040]) Then
       {
          Choose Left Arm's [4300]
          Use <Damage Attack> on Target
       }
       If (Right Arm's HP <= 25% of Right Arm's Max HP) Then
       {
          SpclChance = 2
       } Else If (Right Arm's HP <= 50% of Right Arm's Max HP) Then {
          SpclChance = 8
       } Else If (Right Arm's HP <= 75% of Right Arm's Max HP) Then {
          SpclChance = 32
       } Else {
          SpclChance = 128
       }
    }
    AI: Counter - Death
    {
       If (Carry Armor doesn't have Death Status) Then
       {
          Choose Right Arm's [4300]
          If (Target has Imprisoned Status) Then
          {
             Remove Target's Imprisoned Status
             Activate Target
             Use <Free Right Character> on Target
             Right Arm's [4300] = [2040]
             Right Arm's CustomVar:ArmFull = 0
             Choose Self
             Use <Vanish> on Target
             If (Left Arm's CustomVar:ArmFull == 0) Then
             {
                TempVar:CAGroup's IdleAnim = Both Arms Empty
             } Else {
                TempVar:CAGroup's IdleAnim = Left Arm Full
             }
          }
       } Else {
          Turn off Death Handling for Right Arm
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Left Arm
     Lvl: 45         EXP: 1500          Win:      -
      HP: 10000       AP: 90          Steal:      -
      MP: 100        Gil: 0           Morph:      -
     ---
    Weak:   Lightning
    Void:   Poison, Gravity
     ---
     Att: 80         Def: 200         Df%: 1           Dex: 80
     MAt: 55         MDf: 300                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Haste, Slow,
            Stop, Frog, Small, Slow-numb, Petrify, Death-sentence, Manipulate,
            Berserk, Peerless, Paralysed, Darkness, Seizure
     ---
    Attacks:
      <Arm Punch>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (624)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
      Arm Grab
        Physical Change Status
        Auto Hit
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Death', 'Near-death', 'Imprisoned'
        Notes: This version of Imprisoned acts like Stop
               Despite attempting to inflict 'Death' and 'Near-death', this is
                 actually only a flag that will instead move the Imprisoned
                 character into Left Arm's claws
      <Damage Attack>
        Magical Attack
        Formula: Magical
        Pwr: 15/16x Base   (562.5)
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Notes: 100% C/A
               Will target and hit each Imprisoned character once each
    
    Animations:
      <Free Right Character>
        Frees right-hand character
      <Free Left Character>
        Frees left-hand character
      <Vanish>
        Death animation
     ---
    AI: Setup
    {
       TempVar:CAGroup = Carry Armor, Right Arm and Left Arm with
                           same Formation ID
       Left Arm's [4300] = [2040]
       SpclChance = 16
    }
    AI: Main
    {
       If (Left Arm's CustomVar:ArmFull == 0) Then
       {
          If (Rnd(1..SpclChance) == 1) Then
          {
             If (At Least One Opponent doesn't have Imprisoned Status) Then
             {
                Choose Random Opponent without Imprisoned Status
                Left Arm's [4300] = Target
                If (Left Arm's IdleAnim == Both Arms Empty) Then
                {
                   Use Arm Grab (Empty Right Version) on Target
                   TempVar:CAGroup's IdleAnim = Left Arm Full
                } Else If (Left Arm's IdleAnim == Right Arm Full) Then {
                   Use Arm Grab (Full Right Version) on Target
                   TempVar:CAGroup's IdleAnim = Both Arms Full
                }
                Deactivate Target
                Left Arm's CustomVar:ArmFull = 1
             }
          } Else If ((At Least One Opponent doesn't have Imprisoned Status)
                       AND (1/2 Chance)) Then {
             Choose Random Opponent without Imprisoned Status
             Use <Arm Punch> on Target
          }
       }
    }
    AI: Counter - General
    {
       If (Left Arm's IdleAnim == Both Arms Empty) Then
       {
          Left Arm's HurtAnim = Flinch (Both Arms Empty)
       } Else If (Left Arm's IdleAnim == Right Arm Full) Then {
          Left Arm's HurtAnim = Flinch (Right Arm Full)
       } Else If (Left Arm's IdleAnim == Left Arm Full) Then {
          Left Arm's HurtAnim = Flinch (Left Arm Full)
       } Else If (Left Arm's IdleAnim == Both Arms Full) Then {
          Left Arm's HurtAnim = Flinch (Both Arms Full)
       }
       If (Left Arm's [4300] != [2040]) Then
       {
          Choose Left Arm's [4300]
          Use <Damage Attack> on Target
       }
       If (Right Arm's [4300] != [2040]) Then
       {
          Choose Right Arm's [4300]
          Use <Damage Attack> on Target
       }
       If (Left Arm's HP <= 25% of Left Arm's Max HP) Then
       {
          SpclChance = 2
       } Else If (Left Arm's HP <= 50% of Left Arm's Max HP) Then {
          SpclChance = 8
       } Else If (Left Arm's HP <= 75% of Left Arm's Max HP) Then {
          SpclChance = 32
       } Else {
          SpclChance = 128
       }
    }
    AI: Counter - Death
    {
       If (Carry Armor doesn't have Death Status) Then
       {
          Choose Left Arm's [4300]
          If (Target has Imprisoned Status) Then
          {
             Remove Target's Imprisoned Status
             Activate Target
             Use <Free Left Character> on Target
             Left Arm's [4300] = [2040]
             Left Arm's CustomVar:ArmFull = 0
             Choose Self
             Use <Vanish> on Target
             If (Right Arm's CustomVar:ArmFull == 0) Then
             {
                TempVar:CAGroup's IdleAnim = Both Arms Empty
             } Else {
                TempVar:CAGroup's IdleAnim = Right Arm Full
             }
          }
       } Else {
          Turn off Death Handling for Left Arm
       }
    }
    
    
    
    
    =============================================================================
    5.27 The Huge Materia Quest: Rocket Town
    ----------------------------------------
    Name: Turks:Rude
     Lvl: 42         EXP: 3400          Win: [ 8] Hi-Potion
      HP: 9000        AP: 80          Steal: [ 8] Ziedrich
      MP: 240        Gil: 3000        Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 60         Def: 60          Df%: 5           Dex: 78
     MAt: 30         MDf: 160                          Lck: 9
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Seizure
    
    Note: If Turks:Rude uses a spell, he may use any of his other spells in the
    same turn, depending on certain conditions
    
    Turks:Rude also has an aversion to attacking Tifa, and will only target her
    once all other party members have been disabled or via the Bolt2 desperation
    move.  He has a 1/3 chance of hesitating rather than attacking Tifa with
    his standard Shoulder Attack
     ---
    Attacks:
      Bolt2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (540)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
      Cure2
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 770    (1202)
        MAt%: 255
        Cost: 24 MP
        Tar: 1 Al/All Al
        Elm: Restorative
        Attr: Reflectable
      MBarrier
        Magical Change Status
        Auto Hit
        Cost: 24 MP
        Tar: 1 Al/All Al
        Elm: Non-Element
        Attr: 100%  Inflict 'MBarrier'
              Reflectable
      <Shoulder Attack>
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (882)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
      Grand Spark
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (648)
        MAt%: 100
        Tar: 1 Op
        Elm: Hit
        Notes: Will use Grand Spark three times in a single combo
               Will skip using a single Grand Spark if random target is Tifa
      <(Report)>
        Physical Escape Battle
        Auto Hit
        Tar: Self
      <Cover>
        Physical Misc Ability
        Auto Hit
        Tar: Self
        Notes: ???
     ---
    AI: Setup
    {
       Turn off Death Handling for Turks:Rude
    }
    AI: Main
    {
       If (SelectTar isn't Null) Then
       {
          Choose SelectTar
          If (Turks:Rude's MP >= 22) Then
          {
             Use Bolt2 on Target
             TempVar:TurnTaken = 1
          }
       }
       If ((Turks:Rude's HP < 25% of Turks:Rude's Max HP)
             AND (Turks:Rude's MP >= 24)) Then
       {
          Choose Self
          Use Cure2 on Target
          TempVar:TurnTaken = 1
       }
       If ((1/4 Chance) AND (Turks:Rude doesn't have MBarrier Status)
             AND (Turks:Rude's MP >= 24)) Then
       {
          Choose Self
          Use MBarrier on Target
          TempVar:TurnTaken = 1
       }
       If ((TempVar:TurnTaken == 0) AND (1/3 Chance)) Then
       {
          TempVar:SparkTries = 0
          While (TempVar:SparkTries < 3)
          {
             Choose Random Opponent
             If (Target isn't Tifa) Then
             {
                Use Grand Spark on Target
                TempVar:TurnTaken = 1
             }
             TempVar:SparkTries = TempVar:SparkTries + 1
          }
       }
       If (TempVar:TurnTaken == 0) Then
       {
          Choose Random Opponent that isn't Tifa
          If (Target exists) Then
          {
             Use <Shoulder Attack> on Target
          } Else {
             If (1/3 Chance) Then
             {
                Print Message [Rude ".................."]
             } Else {
                Choose Tifa
                Use <Shoulder Attack> on Target
             }
          }
       }
       TempVar:TurnTaken = 0
    }
    AI: Counter - Death
    {
       Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/Manipulate/
              Berserk from All Allies
       Remove All Allies
       Print Message [Rude "Ugh.........gh........."]
       Turn off Death Handling for Turks:Rude
       Choose Self
       Use <(Report)> on Target
    }
    AI: Counter - Physical
    {
       SelectTar = [2040]
       If (Turks:Rude's HP < 25% of Turks:Rude's Max HP) Then
       {
          SelectTar = Turks:Rude's Last Attacker (Physical)
       }
    }
    AI: Counter - Magical
    {
       SelectTar = [2040]
       If (Turks:Rude's HP < 25% of Turks:Rude's Max HP) Then
       {
          SelectTar = Turks:Rude's Last Attacker (Magical)
       }
    }
    
    
    
    
    =============================================================================
    5.28 The Ancient Forest
    -----------------------
    Name: Rilfsak
     Lvl: 40         EXP: 1000          Win: [ 8] X-Potion
      HP: 2000        AP: 70          Steal:      -
      MP: 500        Gil: 900         Morph:      -
     ---
    Void:   Earth
     ---
     Att: 60         Def: 90          Df%: 2           Dex: 58
     MAt: 100        MDf: 170                          Lck: 5
     ---
    Immune: Frog, Small
    
    Rilfsak has a 7/8th chance per hit that its Df% will be 255 instead of 2
     ---
    Attacks:
      <Blood Suck>
        Physical Absorb
        Formula: Physical
        Pwr: 1x Base       (285)
        PAt%: 255
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Autumn Leaves
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (356.25)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Non-Element
        Attr: [ 40] Inflict 'Darkness'
              Manip.
        Notes: Sometimes used on first turn
               Otherwise, only used as C/A against magical abilities when
                 HP <= 1/3rd of Max HP
    
    Animations:
      <Dodge>
      <Exchange>
     ---
    AI: Setup
    {
       TempVar:DfltEvde = Rilfsak's EvadeAnim
       TempVar:DfltDf% = Rilfsak's Df%
       Count = Rnd(0..3)
       TempVar:LeavesAmmo = 2
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent with Highest HP
          Use <Blood Suck> on Target
          Count = Count + 1
       } Else If (Count == 2) Then {
          Count = 0
       } Else {
          Choose All Opponents
          Use Autumn Leaves on Target
          TempVar:LeavesAmmo = TempVar:LeavesAmmo - 1
          Count = Rnd(0..2)
       }
    }
    AI: Counter - Magical
    {
       If ((Rilfsak's HP <= [Rilfsak's Max HP / 3]) AND (TempVar:LeavesAmmo > 0)
             AND (1/2 Chance)) Then
       {
          Choose All Opponents
          Use Autumn Leaves on Target
          TempVar:LeavesAmmo = TempVar:LeavesAmmo - 1
       }
    }
    AI: Counter - PreTurn
    {
       Rilfsak's EvadeAnim = TempVar:DfltEvde
       Rilfsak's Df% = TempVar:DfltDf%
       If (7/8 Chance) Then
       {
          Rilfsak's Df% = 255
          1/2 Chance: Rilfsak's EvadeAnim = <Dodge>
          1/2 Chance: Rilfsak's EvadeAnim = <Exchange>
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Diablo
     Lvl: 41         EXP: 1100          Win:      -
      HP: 4000        AP: 70          Steal:      -
      MP: 200        Gil: 1100        Morph:      -
     ---
    Void:   Fire, Ice
     ---
     Att: 100        Def: 80          Df%: 5           Dex: 75
     MAt: 86         MDf: 110                          Lck: 10
     ---
    BUG: Due to flaws in the AI script, Diablo does not react to most spells as
    he should:
    
      He will react to the correct Magic/W-Magic spells properly
      He will react to Mute Mask, War Gong, Loco Weed, Impaler and Ink with Cold
      He will react to Fire Fang, Fire Veil, Antarctic Wind and T/S Bomb with
        Flame
      He will not react to Pahsana Greens or Holy Torch, despite them having the
        correct ID (they don't trigger the Counter Attack)
      He will NOT react to ANY Summon or E.Skill
     ---
    Attacks:
      <Horn Bomber>
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Base   (1147.5)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Flame
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (762)
        MAt%:  95
        Cost: 16 MP
        Tar: 1 Op
        Elm: Fire
        Attr: Manip.
        Notes: Only after receiving an Ice-Elemental Magical attack from Magic,
                 Summon or E-Skill
               See Special Attributes Section regarding bugs regarding when
                 Diablo uses this
      Cold
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (762)
        MAt%:  95
        Cost: 16 MP
        Tar: 1 Op
        Elm: Ice
        Attr: Manip.
        Notes: Only after receiving a Fire-Elemental Magical attack from Magic,
                 Summon or E-Skill
               See Special Attributes Section regarding bugs regarding when
                 Diablo uses this
     ---
    AI: Main
    {
       If (TempVar:Counter == 1) Then
       {
          Choose SelectTar
          Use TempVar:ChosenAtt on Target
          TempVar:Counter = 0
       } Else {
          Choose Random Opponent
          Use <Horn Bomber> on Target
       }
    }
    AI: Counter - Magical
    {
       If (Last Sub-Command == 0x1B (Fire), 0x1C (Fire2), 0x1D (Fire3),
             0x32 (Flare), 0x3A (Ifrit), 0x42 (Phoenix), 0x50 (Flame Thrower)
             or 0x54 (Beta)) Then
       {
          SelectTar = Choose Diablo's Last Attacker (Magical)
          TempVar:ChosenAtt = Cold
          TempVar:Counter = 1
       } Else If (Last Sub-Command == 0x1E (Ice), 0x1F (Ice2), 0x20 (Ice3),
                    0x2F (Freeze) or 0x39 (Shiva)) Then {
          SelectTar = Choose Diablo's Last Attacker (Magical)
          TempVar:ChosenAtt = Flame
          TempVar:Counter = 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Epiolnis
     Lvl: 36         EXP: 950           Win:      -
      HP: 1800        AP: 70          Steal: [ 8] Wizard Bracelet
      MP: 90         Gil: 1500        Morph:      -
     ---
    Asrb:   Poison
     ---
     Att: 90         Def: 58          Df%: 1           Dex: 86
     MAt: 50         MDf: 100                          Lck: 0
     ---
    Immune: Poison
     ---
    Attacks:
      Bird Kick
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (393)
        PAt%: 108
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      Catapult
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (393)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: Manip.
      Acid Rain
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (645)
        MAt%:  95
        Cost: 15 MP
        Tar: 1 Op
        Elm: Poison
        Attr: 100%  Inflict 'Poison'
              Manip.
        Notes: Always targets whoever has the highest HP
     ---
    AI: Main
    {
       If (TempVar:OpeningAttack == 0) Then
       {
          Choose Random Opponent
          Use Bird Kick on Target
          TempVar:OpeningAttack = 1
       } Else {
          1/4 Chance:
          {
             Choose Random Opponent with Highest HP
             Use Acid Rain on Target
          }
          1/4 Chance:
          {
             Choose Random Opponent
             Use Catapult on Target
          }
          1/2 Chance:
          {
             Choose Random Opponent
             Use Bird Kick on Target
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Ho-chu
     Lvl: 39         EXP: 750           Win:      -
      HP: 4300        AP: 70          Steal: [ 8] Circlet
      MP: 290        Gil: 2500        Morph:      Ribbon
     ---
    Weak:   Water
    Void:   Gravity
    Asrb:   Poison
     ---
     Att: 96         Def: 68          Df%: 1           Dex: 95
     MAt: 86         MDf: 94                           Lck: 20
     ---
    Immune: Death, Sleep, Poison, Stop, Frog, Small, Petrify, Death-sentence,
            Manipulate, Peerless, Paralysed
    
    Although planned as an enemy for the Ancient Forest, it is impossible to
    fight it outside of Battle Square.  Stats listed here are base stats for
    outside Battle Square - remember to multiply HP by 2 and Att/MAt by 1.25 for
    encounters within Battle Square
     ---
    Attacks:
      Whip Sting
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (564)
        PAt%:  95
        Tar: 1 Op
        Elm: Non-Element
        Attr: [100] Inflict 'Paralysed'
              Berserk Attack
      Big Pollen
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (750)
        MAt%:  95
        Tar: All Op/1 Op
        Elm: Non-Element
        Attr: [ 48] Inflict 'Sleep'
     ---
    AI: Main
    {
       If (TempVar:OpeningAttack == 0) Then
       {
          Choose All Opponents
          Use Big Pollen on Target
          TempVar:OpeningAttack = 1
       } Else {
          If (At Least One Opponent doesn't have Confusion Status) Then
          {
             If (1/4 Chance) Then
             {
                Choose All Opponents
                Use Big Pollen on Target
             } Else {
                Choose Random Opponent
                Use Whip Sting on Target
             }
          } Else {
             If (1/8 Chance) Then
             {
                Choose All Opponents
                Use Big Pollen on Target
             } Else {
                Choose Random Opponent
                Use Whip Sting on Target
             }
          }
       }
    }
    
    
    
    
    =============================================================================
    5.29 The Gelnika
    ----------------
    Name: Turks:Reno
     Lvl: 42         EXP: 5000          Win:      -
      HP: 15000       AP: 300         Steal: [32] Tough Ring
      MP: 230        Gil: 4000        Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 100        Def: 100         Df%: 12          Dex: 85
     MAt: 85         MDf: 96                           Lck: 20
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Seizure
    
    BUG: Due to flaws in Turks:Reno's AI Script, he will also react to Ice
    Crystal, Bolt Plume and Swift Bolt as if they were Bolt spells
     ---
    Attacks:
      <Short Staff>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (780)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
      Neo Turk Light
        Magical Change Status
        MAt%:  90
        Tar: 1 Op
        Elm: Hit
        Attr: 100%  Inflict 'Confusion'
      Electroprod 2
        Physical Attack
        Formula: Physical
        Pwr: 4 1/4x Base   (2652)
        PAt%:  90
        Tar: 1 Op
        Elm: Lightning
     ---
    AI: Main
    {
       If (TempVar:Counter == 1) Then
       {
          Choose SelectTar
          Use Electroprod 2 on Target
          TempVar:Counter = 0
       } Else {
          Choose Random Opponent
          1/2 Chance: Use <Short Staff> on Target
          1/2 Chance: Use Neo Turk Light on Target
       }
    }
    AI: Counter - Death
    {
       Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/Manipulate/
              Berserk Statuses from Turks:Reno
       Print Message [Reno "These guys are pretty tough."]
       Turn off Death Handling for Turks:Reno
       Choose Self
       Use <(Report)> on Target
    }
    AI: Counter - Magical
    {
       If (Last Sub-Command == 0x21 (Bolt) or 0x22 (Bolt2) or 0x23 (Bolt3)) Then
       {
          SelectTar = Turks:Reno's Last Attacker (Magical)
          TempVar:Counter = 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Turks:Rude
     Lvl: 49         EXP: 5500          Win: 100% Elixir
      HP: 20000       AP: 360         Steal: [32] Ziedrich
      MP: 280        Gil: 5000        Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 110        Def: 120         Df%: 0           Dex: 79
     MAt: 75         MDf: 160                          Lck: 5
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Seizure
    
    Turks:Rude has an aversion to attacking Tifa, and will only target her once
    all other party members have been disabled.  Even then, he has a 1/3 chance
    of hesitating instead
    
    BUG: Note that once Turks:Rude has done anything other than Shoulder Attack,
    he cannot do anything for the rest of the battle
     ---
    Attacks:
      <Shoulder Attack>
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (2346)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
      Bolt2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (930)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
        Notes: Will never be used on Tifa
      Fire2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (930)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
        Notes: Will never be used on Tifa
      Ice2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (930)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
        Notes: Will never be used on Tifa
      Cure2
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 770    (1514)
        MAt%: 255
        Cost: 24 MP
        Tar: All Al/1 Al
        Elm: Restorative
        Attr: Reflectable
      Grand Spark
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (1116)
        MAt%: 100
        Tar: 1 Op
        Elm: Hit
        Notes: Turks:Rude will never use this
     ---
    AI: Main
    {
       If ((TempVar:TurnTaken == 0)
             AND (Turks:Rude's HP < 50% of Turks:Rude's Max HP)) Then
       {
          TempVar:CureCounter = TempVar:CureCounter + 1
          If ((Turks:Rude's MP >= 24) AND (TempVar:CureCounter >= 2)) Then
          {
             Choose All Allies
             Use Cure2 on Target
             TempVar:TurnTaken = 1
             TempVar:CureCounter = 0
          }
       }
       If (TempVar:TurnTaken == 0) Then
       {
          1/5 Chance:
          {
             If (Turks:Rude's MP >= 22) Then
             {
                Choose Random Opponent
                If (Target isn't Tifa) Then
                {
                   Use Ice2 on Target
                   TempVar:TurnTaken = 1
                }
             }
          }
          1/5 Chance:
          {
             If (Turks:Rude's MP >= 22) Then
             {
                Choose Random Opponent
                If (Target isn't Tifa) Then
                {
                   Use Bolt2 on Target
                   TempVar:TurnTaken = 1
                }
             }
          }
          1/5 Chance:
          {
             If (Turks:Rude's MP >= 22) Then
             {
                Choose Random Opponent
                If (Target isn't Tifa) Then
                {
                   Use Fire2 on Target
                   TempVar:TurnTaken = 1
                }
             }
          }
          2/5 Chance: Nothing
       }
       If (TempVar:TurnTaken == 0) Then
       {
          Choose Random Opponent that isn't Tifa
          If (Target exists) Then
          {
             Use <Shoulder Attack> on Target
          } Else {
             If (1/3 Chance) Then
             {
                Print Message [Rude ".................."]
             } Else {
                Choose Tifa
                Use <Shoulder Attack> on Target
             }
          }
       }
    }
    AI: Counter - Death
    {
       Remove Sleep/Poison/Silence/Haste/Slow/Regen/Death-sentence/Manipulate/
              Berserk Statuses from Turks:Rude
       Print Message [Rude ".................."]
       Turn off Death Handling for Turks:Reno
       Choose Self
       Use <(Report)> on Target
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Poodler
     Lvl: 42         EXP: 900           Win: [ 8] X-Potion
      HP: 6000        AP: 70          Steal: [32] Turbo Ether
      MP: 220        Gil: 2500        Morph:      Speed Source
     ---
    No Elemental Properties
     ---
     Att: 98         Def: 110         Df%: 2           Dex: 86
     MAt: 85         MDf: 200                          Lck: 0
     ---
    Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (610)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
      Fire
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (381)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
        Notes: Only used as random C/A when HP <= 25% of Max HP
     ---
    AI: Setup
    {
       Count = Rnd(0..2)
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          If (2nd Opponent doesn't have Death Status) Then
          {
             Choose 2nd Opponent
             Use <Bodyblow> on Target
          }
          Count = 1
       } Else If (Count == 1) Then {
          If (1st Opponent doesn't have Death Status) Then
          {
             Choose 1st Opponent
             Use <Bodyblow> on Target
          }
          Count = 2
       } Else {
          If (3rd Opponent doesn't have Death Status) Then
          {
             Choose 3rd Opponent
             Use <Bodyblow> on Target
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If ((Poodler's HP <= 25% of Poodler's Max HP) AND (1/3 Chance)) Then
       {
          If (Poodler's MP >= 4) Then
          {
             Choose Poodler's Last Attacker (General)
             Use Fire on Target
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Bad Rap
     Lvl: 38         EXP: 1100          Win: [ 8] Dazers
      HP: 9000        AP: 70          Steal: [ 8] Ink
      MP: 120        Gil: 2500        Morph:      Luck Source
     ---
    Asrb:   Poison
     ---
     Att: 70         Def: 90          Df%: 2           Dex: 60
     MAt: 100        MDf: 90                           Lck: 3
     ---
    Immune: Death, Poison, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk
     ---
    Attacks:
      <Whip>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (319)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
        Notes: Will sometimes use Whip twice in a single combo
      Big Fang
        Physical Attack
        Formula: Physical
        Pwr: 2 5/8x Base   (837.375)
        PAt%:  85
        Tar: 1 Op
        Elm: Hit
        Notes: Always targets whoever has the highest HP
      Evil Poison
        Physical Attack
        Formula: Physical
        Pwr: 3/4x Base     (239.25)
        PAt%: 105
        Cost: 4 MP
        Tar: 1 Op
        Elm: Poison
        Attr: 100%  Inflict 'Darkness'
              Can't Cover
     ---
    AI: Setup
    {
       SpclChance = 16
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent
          Use <Whip> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Whip> on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          If ((At Least One Opponent doesn't have Darkness Status)
                AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose Random Opponent without Darkness Status
             Use Evil Poison on Target
          } Else {
             Choose Random Opponent
             Use <Whip> on Target
             If (Rnd(1..SpclChance) == 1) Then
             {
                Choose Random Opponent
                Use <Whip> on Target
                Count = 3
             } Else {
                Count = 0
             }
          }
       } Else {
          Choose Random Opponent with Highest HP
          Use Big Fang on Target
          Count = 1
       }
    }
    AI: Counter - General
    {
       If (Bad Rap's HP <= 50% of Bad Rap's Max HP) Then
       {
          SpclChance = 2
       } Else If (Bad Rap's HP <= 75% of Bad Rap's Max HP) Then {
          SpclChance = 3
       } Else {
          SpclChance = 4
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Unknown
     Lvl: 50         EXP: 1500          Win: [ 2] Light Curtain
      HP: 11000       AP: 150         Steal: [ 8] Fire Armlet
      MP: 110        Gil: 5000        Morph:      Power Source
     ---
    Asrb:   Fire
     ---
     Att: 110        Def: 110         Df%: 1           Dex: 110
     MAt: 110        MDf: 110                          Lck: 10
     ---
    Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      Bite
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (965)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
      Tongue
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (2895)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Notes: Has two different animations but no difference in effect
      Blaster
        Magical Attack
        Formula: Magical
        Pwr: 1 3/4x Base   (1680)
        MAt%: 255
        Cost: 20 MP
        Tar: 1 Op
        Elm: Non-Element
     ---
    AI: Setup
    {
       Count = Rnd(0..1)
    }
    AI: Main
    {
       If (TempVar:Blaster == 0) Then
       {
          If (Count == 0) Then
          {
             Choose Random Opponent
             Use Tongue (1st Version) on Target
             1/3 Chance: Count = 2
             2/3 Chance: Count = 1
          } Else If (Count == 1) Then {
             Choose Random Opponent
             Use Tongue (2nd Version) on Target
             Count = 0
          } Else {
             Choose Random Opponent
             Use Bite on Target
             Count = 0         
          }
       } Else {
          If (Count == 0) Then
          {
             Choose Random Opponent
             Use Blaster on Target
             Choose Random Opponent
             Use Blaster on Target
             Choose Random Opponent
             Use Blaster on Target
          } Else If (Count == 1) Then {
             Choose Random Opponent
             Use Blaster on Target
             Choose Random Opponent
             Use Blaster on Target
          } Else If (Count == 2) Then {
             Choose Random Opponent
             Use Blaster on Target
          }
       }
    }
    AI: Counter - Physical
    {
       If (TempVar:Blaster == 0) Then
       {
          If (Unknown's HP <= [Unknown's Max HP / 3]) Then
          {
             TempVar:Blaster = 1
             Count = 2
          }
       }
    }
    AI: Counter - Magical
    {
       If (TempVar:Blaster == 1) Then
       {
          If (Count == 3) Then
          {
             Count = 0
          } Else {
             Count = Count + 1
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Unknown 2
     Lvl: 51         EXP: 3000          Win: [ 2] Lunar Curtain
      HP: 13000       AP: 300         Steal: [ 8] Aurora Armlet
      MP: 130        Gil: 10000       Morph:      Guard Source
     ---
    Asrb:   Poison
     ---
     Att: 130        Def: 130         Df%: 1           Dex: 130
     MAt: 130        MDf: 130                          Lck: 12
     ---
    Immune: Death, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      Tentacle
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (3495)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
      ? Needle
        Magical Change Status
        MAt%:  90
        Tar: 1 Op
        Elm: Hit
        Attr: 100%  Inflict 'Paralysed'
        Notes: 100% C/A against Physical Attack when HP is at 25% of less
      Abnormal Breath
        Magical Change Status
        MAt%:  90
        Cost: 11 MP
        Tar: 1 Op
        Elm: Hit
        Attr: 100%  Inflict 'Confusion'
        Notes: Used as first attack and as 100% C/A against Physical Attack when
                 HP is between 25% and 50% of Max HP
     ---
    AI: Main
    {
       If (TempVar:OpeningAttack == 0) Then
       {
          If (At Least One Opponent doesn't have Confusion Status) Then
          {
             Choose Random Opponent without Confusion Status
          } Else {
             Choose Random Opponent
          }
          Use Abnormal Breath on Target
          TempVar:OpeningAttack = 1
       } Else {
          If (At Least One Opponent doesn't have Confusion Status) Then
          {
             Choose Random Opponent without Confusion Status
          } Else {
             Choose Random Opponent
          }
          Use Tentacle on Target
       }
    }
    AI: Counter - Physical
    {
       If (Unknown 2's HP <= 25% of Unknown 2's Max HP) Then
       {
          Choose Unknown 2's Last Attacker (Physical)
          Use ? Needle on Target
       } Else If (Unknown 2's HP <= 50% of Unknown 2's Max HP) Then {
          Choose Unknown 2's Last Attacker (Physical)
          Use Abnormal Breath on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Unknown 3
     Lvl: 52         EXP: 900           Win: [ 2] Holy Torch
      HP: 15000       AP: 200         Steal: [ 8] Bolt Armlet
      MP: 150        Gil: 7500        Morph:      Magic Source
     ---
    Asrb:   Lightning
     ---
     Att: 150        Def: 150         Df%: 1           Dex: 150
     MAt: 150        MDf: 150                          Lck: 13
     ---
    Immune: Death, Confusion, Silence, Stop, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Paralysed, Seizure
    
    BUG: Unknown 3 checks for Fire's MP Cost rather than Bolt 2's, and does not
    successfully lock out using spells when it's out of MP in any case
     ---
    Attacks:
      Poison Fang
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (4374)
        PAt%:  90
        Tar: 1 Op
        Elm: Poison
        Attr: [100] Inflict 'Poison'
        Notes: Only used on party members without Poison Status
      Bolt2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (1515)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
        Notes: Only used on party members without Poison Status
      Slap
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (4374)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Attr: 100%  Inflict 'Fury'
        Notes: Only used on party members without Poison Status
      Creepy Touch
        Magical Change Status
        MAt%:  90
        Cost: 13 MP
        Tar: 1 Op
        Elm: Hit
        Attr: 100%  Inflict 'Sadness'
        Notes: Only used as C/A
     ---
    AI: Main
    {
       If (At Least One Opponent doesn't have Poison Status) Then
       {
          Choose Random Opponent without Poison Status
          If (Unknown 3's MP >= 4) Then
          {
             TempVar:Chance = 7
          } Else {
             TempVar:Chance = 6
          }
          TempVar:Random == Rnd(1..TempVar:Chance)
          If (TempVar:Random == 0 or 1 or 2 or 3) Then
          {
             Use Poison Fang on Target
          } Else If (TempVar:Random == 4) Then {
             Use Slap on Target
          } Else {
             Use Bolt2 on Target
          }
       }
    }
    AI: Counter - General
    {
       Choose Unknown 3's Last Attacker (General)
       If (Unknown 3's HP <= 50% of Unknown 3's Max HP) Then
       {
          Use Creepy Touch on Target
       } Else If (Target doesn't have Poison Status) Then {
          Use Creepy Touch on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Serpent
     Lvl: 40         EXP: 1400          Win: [ 8] Dragon Scales, [ 2] Stardust
      HP: 14000       AP: 70          Steal: [32] Water Ring
      MP: 290        Gil: 2500        Morph:      Mind Source
     ---
    Weak:   Wind
    Void:   Earth, Gravity
    Asrb:   Water
     ---
     Att: 140        Def: 120         Df%: 1           Dex: 110
     MAt: 80         MDf: 324                          Lck: 0
     ---
    Immune: Death, Confusion, Silence, Stop, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Paralysed
     ---
    Attacks:
      Viper Breath
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (900)
        MAt%: 100
        Cost: 20 MP
        Tar: 1 Op
        Elm: Ice/Water
        Notes: Only used if Serpent's HP is roughly greater than 80% of the
                 party's average HP (party members in Death Status don't count)
      Aqualung
        Magical Attack
        Formula: Magical
        Pwr: 3 1/4x Base   (2340)
        MAt%: 100
        Cost: 34 MP
        Tar: All Op (NS)
        Elm: Water
        Attr: Reflectable
        Notes: Only used if Serpent's HP is roughly between 40% to 80% of the
                 party's average HP (party members in Death Status don't count)
      Huge Tidal Wave
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (1268.75)
        PAt%:  95
        Cost: 20 MP
        Tar: All
        Elm: Water
        Notes: Serpent takes Back Attack damage from this
               Serpent can use this to heal itself for 1213-1294 HP
               Only used if Serpent's HP is roughly between 20% to 40% of the
                 party's average HP (party members in Death Status don't count)
      Dragon Dance
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (1268.75)
        PAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Attr: Can't Cover
        Notes: Only used if Serpent's HP is roughly below 20% of the
                 party's average HP (party members in Death Status don't count)
     ---
    AI: Setup
    {
       TempVar:TurnsTilSpecial = 1
    }
    AI: Main
    {
       TempVar:HPAverage = 0
       TempVar:PartyNum = 0
       If (1st Opponent doesn't have Death Status) Then
       {
          TempVar:HPAverage = TempVar:HPAverage + 1st Opponent's HP
          TempVar:PartyNum = TempVar:PartyNum + 1
       }
       If (2nd Opponent doesn't have Death Status) Then
       {
          TempVar:HPAverage = TempVar:HPAverage + 2nd Opponent's HP
          TempVar:PartyNum = TempVar:PartyNum + 1
       }
       If (3rd Opponent doesn't have Death Status) Then
       {
          TempVar:HPAverage = TempVar:HPAverage + 3rd Opponent's HP
          TempVar:PartyNum = TempVar:PartyNum + 1
       }
       TempVar:HPAverage = [TempVar:HPAverage / TempVar:PartyNum]
       If (Serpent's HP <= 2 * [TempVar:HPAverage / 10]) Then
       {
          If (TempVar:TurnsTilSpecial == 0) Then
          {
             Choose All Opponents
             Use Dragon Dance on Target
             TempVar:TurnsTilSpecial = 2
          } Else {
             TempVar:TurnsTilSpecial = TempVar:TurnsTilSpecial - 1
          }
       } Else If (Serpent's HP <= 4 * [TempVar:HPAverage / 10]) Then {
          If (TempVar:TurnsTilSpecial == 0) Then
          {
             Choose All Opponents
             Use Huge Tidal Wave on Target
             TempVar:TurnsTilSpecial = 1
          } Else {
             TempVar:TurnsTilSpecial = TempVar:TurnsTilSpecial - 1
          }
       } Else If (Serpent's HP <= 8 * [TempVar:HPAverage / 10]) Then {
          Choose All Opponents
          Use Aqualung on Target
       } Else {
          Choose Random Opponent with Highest HP
          Use Viper Breath on Target
       }
    }
    
    
    
    
    =============================================================================
    5.30 Diamond Weapon 
    -------------------
    Name: Diamond Weapon
     Lvl: 49         EXP: 35000         Win:      -
      HP: 30000       AP: 3500        Steal: [32] Rising Sun
      MP: 30000      Gil: 25000       Morph:      -
     ---
    Weak:   Lightning
    Half:   Fire
    Void:   Gravity
     ---
     Att: 50         Def: 250         Df%: 1           Dex: 180
     MAt: 50         MDf: 250                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
            Slow-numb, Petrify, Regen, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
    
    Diamond Weapon is immune to all physical attacks except Limits.  Diamond
    Weapon will only lose this immunity during the period starting from the time
    it says "Countdown" and ending with the use of Diamond Flash
    
    Countdown will only begin after a certain amount of Summons or Limits have
    been used.  The amount required depends on Diamond Weapon's current HP
     ---
    Attacks:
      <Diamond Fire>
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (891)
        MAt%: 255
        Tar: 1 Op
        Elm: Fire
      <Foot Stamp>
        Magical Attack
        Formula: Magical
        Pwr: 2x Base       (1188)
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Notes: Always targets whoever has the highest HP
      Diamond Flash
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 7 / 8]
        MAt%: 255
        Tar: All Op/1 Op (NS)
        Elm: Non-Element
        Attr: 100%  Inflict 'Silence'
     ---
    AI: Main
    {
       If (Count == 0) Then
       {
          Choose Random Opponent
          Use <Diamond Fire> on Target
          If (2/3 Chance) Then
          {
             Count = 1
          }
       } Else If (Count == 1) Then {
          Choose Random Opponent with highest HP
          Use <Foot Stamp> on Target
          If (3/4 Chance) Then
          {
             Count = 0
          }
       } Else If (Count == 2) Then {
          Print Message [Countdown]
          Choose Self
          Use <> on Target
          Diamond Weapon's IdleAnim = Countdown Stance
          Diamond Weapon's HurtAnim = Flinch (Countdown Stance)
          Stage = 1
          Choose Random Opponent
          Use <Diamond Fire> on Target
          Count = Count + 1
          Print Message [3]
       } Else If (Count == 3) Then {
          Choose Random Opponent
          Use <Diamond Fire> on Target
          Count = Count + 1
          Print Message [2]
       } Else If (Count == 4) Then {
          Choose Random Opponent
          Use <Diamond Fire> on Target
          Count = Count + 1
          Print Message [1]
       } Else {
          Print Message [0]
          Choose All Opponents
          Use Diamond Flash on Target
          Choose Self
          Use <> on Target
          Count = 0
          Stage = 0
          TempVar:L/SLimit = 0
          Diamond Weapon's IdleAnim = Normal Stance
          Diamond Weapon's HurtAnim = Flinch (Normal Stance)
       }
    }
    AI: Counter - Death
    {
       If (Stage != 0)
       {
          Diamond Weapon's IdleAnim = Normal Stance
          Choose Self
          Use <> on Target
       }
       Diamond Weapon's IdleAnim = 20 (???)
       Choose Self
       Use <(Report)> on Target
       RunCmd 0x22/0x0F
    }
    AI: Counter - PreTurn
    {
       TempVar:FlashLimit = 1
       If (Diamond Weapon's HP <= 50% of Diamond Weapon's Max HP) Then
       {
          TempVar:FlashLimit = 2
       }
       Diamond Weapon's Physical Immunity = On
       If ((Command is Summon or W-Summon or Limit) OR (Stage == 1)) Then
       {
          Diamond Weapon's Physical Immunity = Off
          TempVar:L/SCount = TempVar:L/SCount + 1
          If ((TempVar:L/SCount > TempVar:FlashLimit) AND (Stage == 0)) Then
          {
             Count = 2
          }
       }
    }
    
    
    
    
    =============================================================================
    5.31 Midgar Raid
    ----------------
    
    5.31.1 Sector 8 Underground
    ------ --------------------
    Name: Behemoth
     Lvl: 45         EXP: 1500          Win: [ 8] Stardust
      HP: 7000        AP: 100         Steal: [32] Phoenix Down, [32] War Gong
      MP: 400        Gil: 2200        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 140        Def: 120         Df%: 6           Dex: 120
     MAt: 110        MDf: 200                          Lck: 20
     ---
    Immune: Death, Confusion, Stop, Frog, Small, Petrify, Death-sentence,
            Manipulate, Peerless, Paralysed
     ---
    Attacks:
      <Behemoth Horn>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/8x Base   (1260)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
        Notes: Will sometimes use Behemoth Horn twice in a single combo
      Claw
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1120)
        PAt%: 130
        Tar: 1 Op
        Elm: Punch
        Notes: Will sometimes use Claw twice in a single combo
               Will sometimes use Behemoth Horn directly after Claw in a
                 single combo in place of using ????
      ????
        Physical Attack
        Formula: Custom
        Pwr: Caster's Max HP - Caster's HP
        PAt%: 100
        Cost: 3 MP
        Tar: 1 Tar
        Elm: Non-Element
      Flare
        Magical Attack
        Formula: Magical
        Pwr: 7 3/16x Base  (6684.375)
        MAt%: 100
        Cost: 100 MP
        Tar: 1 Op
        Elm: Fire
        Attr: Reflectable
        Notes: Only used as 100% C/A against Magical Damage
     ---
    AI: Setup
    {
       Count = Rnd(0..4)
       SpclChance = 8
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent
          Use Claw on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use Claw on Target
          }
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 4
          } Else {
             Count = Count + 1
          }
       } Else If (Count == 2 or 3) Then {
          Choose Random Opponent
          Use <Behemoth Horn> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Behemoth Horn> on Target
          }
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 4
          } Else {
             Count = Count + 1
          }
       } Else {
          If ((Behemoth's MP >= 3) AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose Random Opponent
             Use ???? on Target
          } Else {
             Choose Random Opponent
             Use Claw on Target
             If (Rnd(1..SpclChance) == 1) Then
             {
                Choose Random Opponent
                Use <Behemoth Horn> on Target
             }
          }
          Count = Rnd(0..2)
       }
    }
    AI: Counter - General
    {
       If (Behemoth's HP <= 50% of Behemoth's Max HP) Then
       {
          SpclChance = 3
       } Else If (Behemoth's HP <= 75% of Behemoth's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 8
       }
    }
    AI: Counter - Magical
    {
       If (Behemoth's MP >= 100) Then
       {
          Choose Behemoth's Last Attacker (Magical)
          Use Flare on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Cromwell
     Lvl: 42         EXP: 800           Win: [ 2] 8-inch Cannon
      HP: 3500        AP: 80          Steal:      -
      MP: 120        Gil: 1500        Morph:      -
     ---
    Weak:   Lightning
     ---
     Att: 100        Def: 110         Df%: 1           Dex: 70
     MAt: 75         MDf: 104                          Lck: 6
     ---
    Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
            Darkness
     ---
    Attacks:
      Normal Shell
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (624)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Normal Shell twice in a single combo
     ---
    AI: Main
    {
       Choose Random Opponent
       Use Normal Shell on Target
       If (1/2 Chance) Then
       {
          Choose Random Opponent
          Use Normal Shell on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Manhole
     Lvl: 35         EXP: 900           Win: [ 8] X-Potion
      HP: 2500        AP: 80          Steal:      -
      MP: 110        Gil: 3000        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 100        Def: 120         Df%: 20          Dex: 90
     MAt: 70         MDf: 110                          Lck: 8
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Regen, Barrier, MBarrier, Reflect, Dual,
            Shield, Death-sentence, Manipulate, Peerless, Paralysed, Darkness,
            Seizure, Death Force, Resist, Lucky Girl
    
    Appears in groups of three.  Will often use its turn to 'swap manholes';
    this causes the current Manhole to close its lid, and one of the other two
    to open theirs.  While closed, a Manhole will evade *ANY* attack.  When a
    Manhole closes, it copies across its current stats to the opening Manhole.
    Once the open Manhole is defeated, the other two Manholes will be removed.
    Items, XP, AP and Gil are only awarded for the single Manhole destroyed
    
    Although Manhole is not immune to Berserk, it does not have a designated
    Berserk Attack.  As such, it will try to use a non-existant attack, which
    happens to cost more MP than it will ever have.  Because of this, it will
    continually print the message "Manhole's skill power is used up."
     ---
    Attacks:
      <Rockbreaker>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (536)
        PAt%:  90
        Tar: 1 Op
        Elm: Shoot
      Ice2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (787.5)
        MAt%: 100
        Cost: 22 MP
        Tar: All Op/1 Op
        Elm: Ice
        Attr: Reflectable
        Notes: Only used by Manhole B under certain conditions
      Fire2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (787.5)
        MAt%: 100
        Cost: 22 MP
        Tar: All Op/1 Op
        Elm: Fire
        Attr: Reflectable
        Notes: Only used by Manhole C under certain conditions
    
    Animations:
      <>
         Change Manhole
      <Vanish>
         Change Manhole
     ---
    AI: Setup
    {
       BattleVar:ActiveManhole = Manhole A
       If (Self is Manhole B) Then
       {
          Manhole B's [402E] = 1
       }
       If (Self is Manhole C) Then
       {
          Manhole C's [402E] = 1
       }
    }
    AI: Main
    {
       If ((Self is Manhole A) AND (BattleVar:ActiveManhole == Manhole A)) Then
       {
          If (Count == 0) Then
          {
             Choose Random Opponent
             Use <Rockbreaker> on Target
             Count = 2
          } Else {
             3/4 Chance:
             {
                Choose Self
                Use <> on Target
                Manhole A's [402E] = 1
                BattleVar:ActiveManhole = Manhole B
                Copy Manhole A's Stats to Manhole B
                Manhole B's [402E] = 0
                Count = 0
             }
             1/4 Chance:
             {
                Choose Self
                Use <Vanish> on Target
                Manhole A's [402E] = 1
                BattleVar:ActiveManhole = Manhole C
                Copy Manhole A's Stats to Manhole C
                Manhole C's [402E] = 0
                Count = 0
             }
          }
       }
       If ((Self is Manhole B) AND (BattleVar:ActiveManhole == Manhole B)) Then
       {
          If (Count == 0) Then
          {
             Choose Random Opponent
             Use <Rockbreaker> on Target
             Count = 2
          } Else If (Count == 1) Then {
             Choose All Opponents
             Use Ice2 on Target
             Count = 3
          } Else {
             3/8 Chance:
             {
                Choose Self
                Use <> on Target
                Manhole B's [402E] = 1
                BattleVar:ActiveManhole = Manhole C
                Copy Manhole B's Stats to Manhole C
                Manhole C's [402E] = 0
                Count = 0
             }
             5/8 Chance:
             {
                Choose Self
                Use <Vanish> on Target
                Manhole B's [402E] = 1
                BattleVar:ActiveManhole = Manhole A
                Copy Manhole B's Stats to Manhole A
                Manhole A's [402E] = 0
                Count = 0
             }
          }
       }
       If ((Self is Manhole C) AND (BattleVar:ActiveManhole == Manhole C)) Then
       {
          If (Count == 0) Then
          {
             Choose Random Opponent
             Use <Rockbreaker> on Target
             Count = 2
          } Else If (Count == 1) Then {
             Choose All Opponents
             Use Fire2 on Target
             Count = 3
          } Else {
             3/8 Chance:
             {
                Choose Self
                Use <> on Target
                Manhole C's [402E] = 1
                BattleVar:ActiveManhole = Manhole C
                Copy Manhole C's Stats to Manhole A
                Manhole A's [402E] = 0
                Count = 0
             }
             5/8 Chance:
             {
                Choose Self
                Use <Vanish> on Target
                Manhole C's [402E] = 1
                BattleVar:ActiveManhole = Manhole A
                Copy Manhole C's Stats to Manhole B
                Manhole B's [402E] = 0
                Count = 0
             }
          }
       }
    }
    AI: Counter - General
    {
       If (Count == 2) Then
       {
          Count = 1
       }
       If (Manhole's MP < 22) Then
       {
          Count = 2
       }
    }
    AI: Counter - Death
    {
       Remove Manhole A
       Remove Manhole B
       Remove Manhole C
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Crazy Saw
     Lvl: 44         EXP: 800           Win: [ 8] Phoenix Down, [ 8] Ether
      HP: 3900        AP: 80          Steal: [32] Mute Mask
      MP: 340        Gil: 1300        Morph:      Turbo Ether
     ---
    Weak:   Lightning
     ---
     Att: 116        Def: 100         Df%: 10          Dex: 80
     MAt: 96         MDf: 120                          Lck: 2
     ---
    Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence, Paralysed,
            Darkness
     ---
    Attacks:
      <Uppercut>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (911)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Confusion'
              Berserk Attack
              Manip.
      Rifle
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (911)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Manip.
     ---
    AI: Main
    {
       If (Count == 0) Then
       {
          If (At Least One Opponent doesn't have Confusion Status) Then
          {
             Choose Random Opponent without Confusion Status
             Use <Uppercut> on Target
          }
          Count = 1
       } Else If (Count == 1 or 2) Then {
          If (At Least One Opponent doesn't have Confusion Status) Then
          {
             Choose Random Opponent without Confusion Status
          } Else {
             Choose Random Opponent
          }
          Use Rifle on Target
          Count = Count + 1
       } Else {
          If (At Least One Opponent doesn't have Confusion Status) Then
          {
             Choose Random Opponent without Confusion Status
          } Else {
             Choose Random Opponent
          }
          Use Rifle on Target
          Count = Rnd(0..1)
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Shadow Maker
     Lvl: 42         EXP: 500           Win: 100% Turbo Ether
      HP: 2000        AP: 25          Steal: [63] Graviball
      MP: 120        Gil: 500         Morph:      -
     ---
    Weak:   Lightning
     ---
     Att: 90         Def: 90          Df%: 20          Dex: 40
     MAt: 75         MDf: 68                           Lck: 30
     ---
    Immune: Sleep, Poison, Sadness, Fury, Frog, Small, Death-sentence,
            Manipulate, Paralysed, Darkness
     ---
    Attacks:
      <Support Beam>
        Magical Change Status
        Auto Hit
        Cost: 8 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: [100] Inflict 'Slow'
              Berserk Attack
     ---
    AI: Main
    {
       If ((Shadow Maker's MP >= 8)
             AND (At Least One Opponent doesn't have Slow Status)) Then
       {
          Choose Random Opponent without Slow Status
          Use <Support Beam> on Target
       }
       If ((1/2 Chance) AND (Shadow Maker's MP >= 8)
             AND (At Least One Opponent doesn't have Slow Status)) Then
          Choose Random Opponent without Slow Status
          Use <Support Beam> on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Turks:Elena
     Lvl: 53         EXP: 6400          Win:      -
      HP: 30000       AP: 800         Steal: [32] Minerva Band
      MP: 100        Gil: 7000        Morph:      -
     ---
    Void:   Gravity
    Asrb:   Ice
     ---
     Att: 75         Def: 90          Df%: 5           Dex: 85
     MAt: 100        MDf: 190                          Lck: 20
     ---
    Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
            Seizure
    
    As soon as any one of the Turks are defeated, all three Turks will flee the
    battle.  Any Turks that have not been defeated by this time will not drop any
    EXP, AP, Gil or Items
     ---
    Attacks:
      <Kick>
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (1427.5)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
      <Bewildered>
        Magical Change Status
        MAt%:  90
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 80] Inflict 'Confusion'
        Notes: Only used as first attack after Elena has retreated to back row
      <Throw>
        Physical Attack
        Formula: Physical
        Pwr: 2x Base       (1142)
        PAt%:  90
        Tar: All Op     
        Elm: Fire
        Notes: Only used as first attack or when Elena is moving from back row
                 to front row
      <Throw>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (856.5)
        PAt%:  90
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
      <(Report)>
        Physical Escape Battle
        Auto Hit
        Tar: Self
     ---
    AI: Setup
    {
       Print Message [Elena "Try this on for size!"]
       Choose All Opponents
       Use <Throw> (Fire Version) on Target
    }
    AI: Main
    {
       If (TempVar:BackRow == 0) Then
       {
          Choose Random Opponent
          1/2 Chance: Use <Kick> on Target
          1/2 Chance: Use <Throw> (Shoot Version) on Target
       } Else {
          If (Count == 0) Then
          {
             Count = Count + 1
          } Else If (Count == 1) Then {
             Print Message [Elena "Take THAT!!"]
             Choose All Opponents
             Use <Bewildered> on Target
             Count = Count + 1
          } Else If (Count == 2 or 3 or 4 or 5) Then {
             Choose All Opponents
             Use <Throw> (Shoot Version) on Target
             Count = Count + 1
          } Else {
             Print Message [Elena "Take THAT!!"]
             Choose Self
             Use <> on Target
             Choose All Opponents
             Use <Throw> (Fire Version) on Target
             Count = 0
             TempVar:HitsUntilChange = 0
             TempVar:BackRow = 0
             Turks:Elena's Range = 1
          }
       }
    }
    AI: Counter - General
    {
       If (TempVar:BackRow == 0) Then
       {
          TempVar:HitsUntilChange = TempVar:HitsUntilChange + 1
          If (TempVar:HitsUntilChange == 2) Then
          {
             Print Message [Elena "Yeow! That hurts!"]
             Choose Self
             Use <> on Target
             Count = 0
             TempVar:HitsUntilChange = 0
             TempVar:BackRow = 1
             Turks:Elena's Range = 3
          }
       } Else {
          TempVar:HitsUntilChange = TempVar:HitsUntilChange + 1
          If (TempVar:HitsUntilChange == 2) Then
          {
             Print Message [Elena "Take THAT!!"]
             Choose Self
             Use <> on Target
             Choose All Opponents
             Use <Throw> (Fire Version) on Target
             Count = 0
             TempVar:HitsUntilChange = 0
             TempVar:BackRow = 0
             Turks:Elena's Range = 1
          }
       }
    }
    AI: Counter - Death
    {
       If (BattleVar:TurksFlee == 0) Then
       {
          BattleVar:TurksFlee = 1
          Print Message [Reno "Let's call it a day."]
          Choose Self
          Use <(Report)> on Target
          Remove Turks:Elena
          Remove Turks:Reno
          Remove Turks:Rude
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Turks:Reno
     Lvl: 50         EXP: 4500          Win: 100% Elixir
      HP: 25000       AP: 450         Steal: [32] Tough Ring
      MP: 200        Gil: 3000        Morph:      -
     ---
    Void:   Gravity
    Asrb:   Lightning
     ---
     Att: 100        Def: 120         Df%: 5           Dex: 80
     MAt: 105        MDf: 106                          Lck: 20
     ---
    Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
            Seizure
    
    As soon as any one of the Turks are defeated, all three Turks will flee the
    battle.  Any Turks that have not been defeated by this time will not drop any
    EXP, AP, Gil or Items
     ---
    Attacks:
      <Short Staff>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (905)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
      Turk Light
        Magical Attack
        Formula: Magical
        Pwr: 3/4x Base     (697.5)
        MAt%:  90
        Tar: 1 Op
        Elm: Non-Element
      Electroprod
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (2172)
        PAt%:  90
        Tar: 1 Op
        Elm: Lightning
      <(Report)>
        Physical Escape Battle
        Auto Hit
        Tar: Self
     ---
    AI: Main
    {
       If (Count == 0) Then
       {
          Choose Random Opponent
          Use <Short Staff> on Target
          Count = Count + 1
       } Else If (Count == 1) Then {
          Choose Random Opponent
          1/2 Chance: Use Electroprod on Target
          1/2 Chance: Use <Short Staff> on Target
          Count = Count + 1
       } Else {
          Choose Random Opponent
          Use Turk Light on Target
          Count = 0
       }
    }
    AI: Counter - Death
    {
       If (BattleVar:TurksFlee == 0) Then
       {
          BattleVar:TurksFlee = 1
          Print Message [Reno "Let's call it a day."]
          Choose Self
          Use <(Report)> on Target
          Remove Turks:Elena
          Remove Turks:Reno
          Remove Turks:Rude
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Turks:Rude
     Lvl: 51         EXP: 5500          Win: 100% Elixir
      HP: 28000       AP: 600         Steal: [32] Ziedrich
      MP: 250        Gil: 5000        Morph:      -
     ---
    Void:   Gravity
    Asrb:   Fire
     ---
     Att: 110        Def: 130         Df%: 0           Dex: 70
     MAt: 83         MDf: 190                          Lck: 20
     ---
    Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Paralysed,
            Seizure
    
    BUG: Turks:Rude's normal aversion to attacking Tifa is improperly coded -
    if there's more than one choice of target other than Tifa for him to attack,
    he will try to attack *both* of them with a 1 Op-type ability.  Since this
    cannot possibly hit two targets at once, Turks:Rude will instead pick a new
    random target out of *all three characters*, which includes Tifa.
    
    If Turks:Rude can only choose between Tifa and one other party member (the
    third party member being KOed or some other method of making them
    untargetable), then the code works correctly and Turks:Rude will never attack
    Tifa.  And if Tifa is the final person left, Turks:Rude will hesitate 2/3rds
    of the time instead of attacking her.
    
    
    As soon as any one of the Turks are defeated, all three Turks will flee the
    battle.  Any Turks that have not been defeated by this time will not drop any
    EXP, AP, Gil or Items
     ---
    Attacks:
      <Shoulder Attack>
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (2955)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
      Grand Spark
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (1206)
        MAt%: 100
        Tar: 1 Op
        Elm: Hit
      Fire
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (402)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
        Notes: Turks:Rude will never use this
      Cure
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 110    (914)
        MAt%: 255
        Cost: 5 MP
        Tar: 1 Al/All Al
        Elm: Restorative
        Attr: Reflectable
        Notes: Turks:Rude will never use this
      <(Report)>
        Physical Escape Battle
        Auto Hit
        Tar: Self
      <Cover>
        Tar: Self
        Auto Hit
        Notes: Turks:Rude will sometimes take hits for Turks:Reno
     ---
    AI: Main
    {
       Choose All Opponents that aren't Tifa
       If (Target exists) Then
       {
          If (Count == 0 or 1) Then
          {
             Use <Shoulder Attack> on Target
             Count = Count + 1
          } Else If (Count == 2) Then {
             Use Grand Spark on Target
             Count = Count + 1
          } Else If (Count == 3 or 4 or 5) Then {
             Use <Shoulder Attack> on Target
             Count = Count + 1
          } Else {
             Use Grand Spark on Target
             Count = 0
          }
       } Else {
          If (2/3 Chance) Then
          {
             Print Message [Rude ".................."]
          } Else {
             Choose Tifa
             Use <Shoulder Attack> on Target
          }
       }
    }
    AI: Counter - Death
    {
       If (BattleVar:TurksFlee == 0) Then
       {
          BattleVar:TurksFlee = 1
          Print Message [Rude "Reno! Elena! Let's pull out!"]
          Choose Self
          Use <(Report)> on Target
          Remove Turks:Elena
          Remove Turks:Reno
          Remove Turks:Rude
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.31.2 The Mako Cannon
    ------ ---------------
    Name: Proud Clod
     Lvl: 53         EXP: 7000          Win: 100% Ragnarok
      HP: 60000       AP: 1000        Steal:      -
      MP: 320        Gil: 10000       Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 102        Def: 170         Df%: 1           Dex: 88
     MAt: 120        MDf: 300                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
     ---
    Attacks:
      <Big Hand Clash>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (774)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Notes: Will sometimes use Big Hand Clash twice in a single combo
      Wrist Laser
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (774)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
        Notes: Will sometimes use Wrist Laser twice in a single combo
      Knee Fire
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (774)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
        Notes: Will sometimes use Knee Fire twice in a single combo
      Knee Blend
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (774)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
        Notes: Will sometimes use Knee Blend twice in a single combo
      <W Machine Gun>
        Physical Attack
        Formula: Physical
        Pwr: 1 3/4x Base   (1354.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Notes: Will sometimes use W Machine Gun twice in a single combo
      Materia-jammer
        Magical Change Status
        Auto Hit
        Cost: 16 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Reflect'
        Notes: Only used while Jamar Armor is alive
      Beam Cannon
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (1297.5)
        MAt%: 100
        Cost: 32 MP
        Tar: All Op (NS)
        Elm: Shoot
    
    Animations:
      Charging
      <Vanish>
     ---
    AI: Setup
    {
       Turn off Death Handling for Proud Clod
       Count = Rnd(0..6)
       SpclChance = 5
    }
    AI: Main
    {
       TempVar:NormalAtt = 0
       If (Count == 0 or 1) Then
       {
          TempVar:NormalAtt = 1
          TempVar:ChosenAtt = <W Machine Gun>
          Count = Rnd(2..3)
       } Else If (Count == 2) Then {
          TempVar:NormalAtt = 1
          TempVar:ChosenAtt = <Big Hand Clash>
          Count = Rnd(4..5)
       } Else If (Count == 3) Then {
          TempVar:NormalAtt = 1
          TempVar:ChosenAtt = Wrist Laser
          Count = Rnd(4..5)
       } Else If (Count == 4) Then {
          TempVar:NormalAtt = 1
          TempVar:ChosenAtt = Knee Fire
          Count = 6
       } Else If (Count == 5) Then {
          TempVar:NormalAtt = 1
          TempVar:ChosenAtt = Knee Blend
          Count = 6
       } Else If (Count == 6) Then {
          If ((Jamar Armor doesn't have Death Status)
                AND (At Least One Opponent doesn't have Reflect Status)) Then
          {
             If ((Proud Clod's MP >= 16) AND (Rnd(1..SpclChance) == 1)) Then
             {
                Choose Random Opponent without Reflect Status
                Use Materia-jammer on Target
             } Else {
               TempVar:NormalAtt = 1
               TempVar:ChosenAtt = <Big Hand Clash>
             }
          } Else {
             TempVar:NormalAtt = 1
             TempVar:ChosenAtt = <W Machine Gun>
          }
          If (SpclChance <= 3) Then
          {
             Count = 7
          } Else {
             Count = Rnd(0..1)
          }
       } Else If (Count == 7) Then {
          Choose Self
          Use <> on Target
          Proud Clod's IdleAnim = Kneeling
          Proud Clod's HurtAnim = Flinch (Kneeling)
          Count = 8
       } Else If (Count == 8) Then {
          Choose Self
          Use Charging on Target
          Count = 9
       } Else If (Count == 9) Then {
          Choose All Opponents
          Use Beam Cannon onTarget
          Count = 10
       } Else {
          Choose Self
          Use <> on Target
          Proud Clod's IdleAnim = Standing
          Proud Clod's HurtAnim = Flinch (Standing)
          Count = Rnd(0..1)
       }
       If (TempVar:NormalAtt = 1) Then
       {
          Choose Random Opponent
          Use TempVar:ChosenAtt on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use TempVar:ChosenAtt on Target
          }
       }
    }
    AI: Counter - General
    {
       If (Proud Clod's IdleAnim == Standing) Then
       {
          Proud Clod's HurtAnim = Flinch (Standing)
       } Else {
          Proud Clod's HurtAnim = Flinch (Kneeling)
       }
       If (Proud Clod's HP <= 20% of Proud Clod's Max HP) Then
       {
          SpclChance = 1
       } Else If (Proud Clod's HP <= 40% of Proud Clod's Max HP) Then {
          SpclChance = 2
       } Else If (Proud Clod's HP <= 60% of Proud Clod's Max HP) Then {
          SpclChance = 3
       } Else If (Proud Clod's HP <= 80% of Proud Clod's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 5
       }
    }
    AI: Counter - Death
    {
       Remove Jamar Armor
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Jamar Armor
     Lvl: 62         EXP: 8000          Win:      -
      HP: 20000       AP: 1500        Steal:      -
      MP: 300        Gil: 10000       Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 130        Def: 200         Df%: 1           Dex: 110
     MAt: 109        MDf: 330                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Silence, Haste, Slow,
            Stop, Frog, Small, Slow-numb, Petrify, Death-sentence, Manipulate,
            Berserk, Peerless, Paralysed, Darkness, Seizure
    
    Does not attack
     ---
    Attacks:
      Bodyblow
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1636)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
     ---
    No AI Script
    
    
    
    -----------------------------------------------------------------------------
    Name: Grosspanzer*Big
     Lvl: 46         EXP: 800           Win: 100% 8-inch Cannon
      HP: 4600        AP: 80          Steal:      -
      MP: 200        Gil: 2100        Morph:      -
     ---
    Weak:   Lightning
     ---
     Att: 140        Def: 120         Df%: 1           Dex: 110
     MAt: 124        MDf: 160                          Lck: 0
     ---
    Immune: Sleep, Poison, Sadness, Fury, Confusion, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Paralysed, Darkness
    
    Does not attack; Grosspanzer*Mobile controls this as a separate attack
     ---
    Attacks:
      <Napalm Bomb>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (1717.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Fire
        Attr: Can't Cover
     ---
    AI: Setup
    {
       Grosspanzer*Big's HurtAnim = Flinch (Grosspanzer*Big)
    }
    AI: Counter - Death
    {
       BattleVar:PanzerPartsDead = BattleVar:PanzerPartsDead + 1
       Remove Self
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Grosspanzer*Small
     Lvl: 42         EXP: 600           Win:      -
      HP: 2900        AP: 80          Steal:      -
      MP: 160        Gil: 700         Morph:      -
     ---
    Weak:   Lightning
     ---
     Att: 120        Def: 100         Df%: 1           Dex: 136
     MAt: 90         MDf: 130                          Lck: 0
     ---
    Immune: Sleep, Poison, Sadness, Fury, Confusion, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Paralysed, Darkness
    
    Does not attack; Grosspanzer*Mobile controls this as a separate attack
     ---
    Attacks:
      <Normal Shell>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (905)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
     ---
    AI: Setup
    {
       Grosspanzer*Small's HurtAnim = Flinch (Grosspanzer*Small A)
       If (Self is Grosspanzer*Small B) Then
       {
          Grosspanzer*Small's IdleAnim = Grosspanzer*Small B
          Grosspanzer*Small's HurtAnim = Flinch (Grosspanzer*Small B)
       }
    }
    AI: Counter - Death
    {
       BattleVar:PanzerPartsDead = BattleVar:PanzerPartsDead + 2
       Remove Self
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Grosspanzer*Mobile
     Lvl: 50         EXP: 400           Win:      -
      HP: 10000       AP: 80          Steal:      -
      MP: 300        Gil: 1400        Morph:      -
     ---
    Weak:   Lightning
     ---
     Att: 160        Def: 136         Df%: 10          Dex: 75
     MAt: 111        MDf: 160                          Lck: 0
     ---
    Immune: Sleep, Poison, Sadness, Fury, Confusion, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Paralysed, Darkness
    
    Grosspanzer*Mobile is always accompanied by 1x Grosspanzer*Big and
    2x Grosspanzer*Small, all of which determines which attacks it uses at what
    time
     ---
    Attacks:
      <Napalm Bomb>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (2490)
        PAt%: 100
        Tar: 1 Op
        Elm: Fire
        Attr: Can't Cover
        Notes: Only used if Grosspanzer*Big is alive
      <Normal Shell>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1660)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Notes: Only used if one Grosspanzer*Small is alive
      <Normal Shell>
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Base   (3112.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Notes: Only used if both Grosspanzer*Small are alive
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (4150)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Notes: Only used if either only Grosspanzer*Mobile remains or
                                   all Grosspanzer parts are alive
      <Deadly Wheel>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1660)
        PAt%:  95
        Tar: All Op/1 Op
        Elm: Hit
        Notes: Will sometimes use Deadly Wheel twice in a single combo
               Only used if all Grosspanzer parts are alive, or either
                 Grosspanzer*Big or both Grosspanzer*Small have been destroyed
    
    Animations:
      <Vanish>
        Death animations
     ---
    AI: Main
    {
       If (BattleVar:PanzerPartsDead == 0) Then
       {
          Choose All Opponents
          If (Count == 0 or 1 or 2) Then
          {
             Use <Normal Shell> (High Power Version) on Target
             Count = Count + 1
          } Else If (Count == 3) Then {
             Use <Napalm Bomb> on Target
             Count = Count + 1
          } Else If (Count == 4 or 5) Then {
             Use <Normal Shell> (High Power Version) on Target
             Count = Count + 1
          } Else If (Count == 6) Then {
             Use <Napalm Bomb> on Target
             Count = Count + 1
          } Else If (Count == 7) Then {
             Use <Deadly Wheel> on Target
             Count = Count + 1
          } Else {
             Use <Bodyblow> on Target
             Count = 0
          }
       } Else If (BattleVar:PanzerPartsDead == 1) Then {
          Choose All Opponents
          If (Count == 0 or 1 or 2) Then
          {
             Use <Normal Shell> (High Power Version) on Target
             Count = Count + 1
          } Else {
             Use <Deadly Wheel> on Target
             Count = 0
          }
       } Else If (BattleVar:PanzerPartsDead == 2) Then {
          Choose All Opponents
          If (Count == 0 or 1 or 2) Then
          {
             Use <Normal Shell> (Low Power Version) on Target
             Count = Count + 1
          } Else {
             Use <Napalm Bomb> on Target
             Count = 0
          }
       } Else If (BattleVar:PanzerPartsDead == 3) Then {
          Choose All Opponents
          If (Count == 0 or 1 or 2) Then
          {
             Use <Normal Shell> (Low Power Version) on Target
             Count = Count + 1
          } Else {
             Use <Deadly Wheel> on Target
             Count = 0
          }
       } Else If (BattleVar:PanzerPartsDead == 4) Then {
          Choose All Opponents
          If (Count == 0) Then
          {
             Count = Count + 1
          } Else If (Count == 1) Then {
             Use <Deadly Wheel> on Target
             Count = Count + 1
          } Else If (Count == 2) Then {
             Count = Count + 1
          } Else {
             Use <Napalm Bomb> on Target
             Count = 0
          }
       } Else {
          Choose All Opponents
          If (Count == 0) Then
          {
             Use <Deadly Wheel> on Target
             Use <Deadly Wheel> on Target
             Count = Count + 1
          } Else If (Count == 1) Then {
             Use <Deadly Wheel> on Target
             Count = Count + 1
          } Else If (Count == 2) Then {
             Count = Count + 1
          } Else {
             Use <Bodyblow> on Target
             Count = 0
          }
       }
    }
    AI: Counter - Death
    {
       Choose Self
       Use <Vanish> on Target
       Remove Grosspanzer*Big
       Remove Grosspanzer*Small A
       Remove Grosspanzer*Small B
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: SOLDIER:1st
     Lvl: 44         EXP: 960           Win:      -
      HP: 5000        AP: 90          Steal: [ 8] Shinra Alpha
      MP: 400        Gil: 2400        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 100        Def: 94          Df%: 4           Dex: 90
     MAt: 85         MDf: 120                          Lck: 20
     ---
    Immune: Manipulate
     ---
    Attacks:
      <Fight>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (648)
        PAt%:  95
        Tar: 1 Op
        Elm: Cut
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Fight twice in a single combo
      Silence
        Magical Change Status
        MAt%: 100
        Cost: 24 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 60] Inflict 'Silence'
              Reflectable
        Notes: Used as 100% C/A against Magical Attack
      Sword of Doom
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (1944)
        PAt%:  90
        Tar: 1 Op
        Elm: Cut
        Notes: Only used once SOLDIER:1st has been reduced below 25% HP after
                 certain hits
      <Quadra-Cut>
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (1944)
        PAt%:  90
        Tar: 1 Op
        Elm: Cut
        Notes: Only used once SOLDIER:1st has been reduced below 75% HP after
                 certain hits
     ---
    AI: Setup
    {
       SelectTar = Choose Random Opponent
       Count = Rnd(0..2)
       SpclChance = 5
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          Choose Random Opponent
          Use <Fight> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Fight> on Target
          }
          Count = 0
       } Else If (Count == 1) Then {
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             Choose Random Opponent
          }
          Use <Quadra-Cut> on Target
          Count = 0
       } Else {
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             Choose Random Opponent
          }
          Use Sword of Doom on Target
          Count = 0
       }
    }
    AI: Counter - General
    {
       If ((SOLDIER:1st's HP <= 25% of SOLDIER:1st's Max HP)
             AND (SpclChance == 3)) Then
       {
          SelectTar = SOLDIER:1st's Last Attacker (General)
          SpclChance = 2
          Count = 2
       } Else If ((SOLDIER:1st's HP <= 50% of SOLDIER:1st's Max HP)
                    AND (SpclChance == 4)) Then {
          SelectTar = SOLDIER:1st's Last Attacker (General)
          SpclChance = 3
          Count = 1
       } Else If ((SOLDIER:1st's HP <= 75% of SOLDIER:1st's Max HP)
                    AND (SpclChance == 5)) Then {
          SelectTar = SOLDIER:1st's Last Attacker (General)
          SpclChance = 4
          Count = 1
       } Else {
          SpclChance = 5
          Count = 0
       }
    }
    AI: Counter - Magical
    {
       Choose SOLDIER:1st's Last Attacker (Magical)
       If ((Target doesn't have Silence Status)
             AND (SOLDIER:1st's MP >= 24)) Then
       {
          Use Silence on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: XCannon
     Lvl: 46         EXP: 2000          Win: [ 8] Turbo Ether
      HP: 20000       AP: 90          Steal:      -
      MP: 100        Gil: 3000        Morph:      -
     ---
    Weak:   Lightning
     ---
     Att: 80         Def: 120         Df%: 1           Dex: 80
     MAt: 60         MDf: 400                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Sadness, Fury, Confusion, Haste, Slow, Stop,
            Frog, Small, Slow-numb, Petrify, Death-sentence, Manipulate,
            Paralysed, Darkness
    
    Although XCannon is not immune to Berserk, it does not have a designated
    Berserk Attack.  As such, it will try to use a non-existant attack, which
    happens to cost more MP than it will ever have.  Because of this, it will
    continually print the message "XCannon 's skill power is used up."
     ---
    Attacks:
      <Drain>
        Magical Absorb
        Formula: Magical
        Pwr: 3/8x Base     (238.5)
        MAt%: 255
        Cost: 1 MP
        Tar: 1 Op
        Elm: Non-Element
        Notes: XCannon will never use this
      Dragon Cannon
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (425)
        PAt%: 100
        Tar: All Op
        Elm: Shoot
        Notes: Only used on the 5th turn of every run of 6
    
    Animations:
      Search
      <Before Firing>
      <Vanish>
     ---
    AI: Main
    {
       If (Count == 0) Then
       {
          If (2nd Opponent doesn't have Death Status) Then
          {
             Choose 2nd Opponent
             Use Search on Target
          }
          If (1st Opponent doesn't have Death Status) Then
          {
             Choose 1st Opponent
             Use Search on Target
          }
          If (3rd Opponent doesn't have Death Status) Then
          {
             Choose 3rd Opponent
             Use Search on Target
          }
          Print Message [Target: set]
          Print Message [Countdown]
          Count = 1
       } Else If (Count == 1) Then {
          Print Message [3]
          Choose Self
          Use <> on Target
          XCannon's IdleAnim = Cannon Ready
          Count = 2
       } Else If (Count == 2) Then {
          Print Message [2]
          XCannon's IdleAnim = Cannon Primed
          Count = 3
       } Else If (Count == 3) Then {
          Print Message [1]
          Count = 4
       } Else If (Count == 4) Then {
          Print Message [0]
          Choose All Opponents
          Use Dragon Cannon on Target
          Count = 5
       } Else {
          Choose Self
          Use <> on Target
          XCannon's IdleAnim = Cannon Idle
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (XCannon's IdleAnim == Cannon Idle) Then
       {
          XCannon's HurtAnim = Flinch (Cannon Idle)
       } Else {
          XCannon's HurtAnim = Flinch (Cannon Ready)
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Maximum Kimaira
     Lvl: 49         EXP: 1200          Win:      -
      HP: 4000        AP: 90          Steal:      -
      MP: 350        Gil: 3800        Morph:      Guard Source
     ---
    No Elemental Properties
     ---
     Att: 120        Def: 140         Df%: 5           Dex: 90
     MAt: 100        MDf: 126                          Lck: 6
     ---
    Immune: Death, Stop, Frog, Small, Petrify, Death-Sentence, Manipulate,
            Peerless, Paralysed
    
    BUG: Maximum Kimaira will respond to magical attacks against the last
    *PHYSICAL* attacker, not the last magical attacker
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1035)
        PAt%: 130
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
        Notes: Will sometimes use Claw twice in a single combo
      Freeze
        Magical Attack
        Formula: Magical
        Pwr: 5 15/16x Base (5308.125)
        MAt%: 100
        Cost: 82 MP
        Tar: 1 Op
        Elm: Ice
        Attr: [ 68] Inflict 'Stop'
              Reflectable
      Northern Cross
        Magical Change Status
        MAt%: 100
        Cost: 30 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: [100] Inflict 'Poison'
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
       SpclChance = 5
       TempVar:FreezeUses = 3
    }
    AI: Main
    {
       TempVar:ClawAttack = 0
       If (Count == 0 or 1) Then
       {
          TempVar:ClawAttack = 1
          Count = Count + 1
       } Else If (Count == 2) Then {
          If ((At Least One Opponent doesn't have Poison Status)
                AND (Maximum Kimaira's MP >= 30)) Then
          {
             Choose Random Opponent without Poison
             Use Northern Cross on Target
          } Else {
             TempVar:ClawAttack = 1
          }
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 3
          } Else {
             Count = 0
          }
       } Else {
          If ((Maximum Kimaira's MP >= 82) AND (Rnd(1..SpclChance) == 1)
                AND (TempVar:FreezeUses > 0)) Then
          {
             Choose Random Opponent
             Use Freeze on Target
             TempVar:FreezeUses = TempVar:FreezeUses - 1
          } Else {
             TempVar:ClawAttack = 1
          }
          Count = 0
       }
       If (TempVar:ClawAttack == 1) Then
       {
          If (At Least One Opponent doesn't have Poison Status) Then
          {
             Choose Random Opponent without Poison
          } Else {
             Choose Random Opponent
          }
          Use <Claw> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             If (At Least One Opponent doesn't have Poison Status) Then
             {
                Choose Random Opponent without Poison
             } Else {
                Choose Random Opponent
             }
             Use <Claw> on Target
          }
       }
    }
    AI: Counter - General
    {
       If (Maximum Kimaira's HP <= 25% of Maximum Kimaira's Max HP) Then
       {
          SpclChance = 2
       } Else If (Maximum Kimaira's HP <= 50% of Maximum Kimaira's Max HP) Then {
          SpclChance = 4
       } Else If (Maximum Kimaira's HP <= 75% of Maximum Kimaira's Max HP) Then {
          SpclChance = 6
       } Else {
          SpclChance = 8
       }
    }
    AI: Counter - Physical
    {
       If (Rnd(1..SpclChance) == 1) Then
       {
          Choose Maximum Kimaira's Last Attacker (Physical)
          Use <Claw> on Target
       }
    }
    AI: Counter - Magical
    {
       If ((Maximum Kimaira's MP >= 82) AND (Rnd(1..SpclChance) == 1)
             AND (TempVar:FreezeUses > 0)) Then
       {
          Choose Maximum Kimaira's Last Attacker (Physical)
          Use Freeze on Target
          TempVar:FreezeUses = TempVar:FreezeUses - 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Hojo
     Lvl: 50         EXP: 0             Win:      -
      HP: 13000       AP: 0           Steal:      -
      MP: 250        Gil: 0           Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 60         Def: 130         Df%: 5           Dex: 78
     MAt: 60         MDf: 150                          Lck: 6
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
    
    Hojo is accompanied by a Bad Rap Sample and Poodler Sample, who begin battle
    in Death status
     ---
    Attacks:
      Capsule
        Magical HP Restore
        Formula: Max HP%
        Pwr: [Target's Max HP]
        MAt%: 255
        Tar: All Al (NS)
        Elm: Restorative          
        Attr: Automatic miss if Target is not in 'Death' Status and target does
                not absorb Restorative
              100% chance of killing targets that absorb Restorative
              100%  Cure 'Death'
        Notes: Used if either Bad Rap Sample or Poodler Sample are dead
      Capsule
        Physical Misc Ability
        Auto Hit
        Tar: All Al
        Notes: Hojo will never use this version
    
    Animations:
      <Vanish>
      <Change>
     ---
    AI: Setup
    {
       Turn off Death Handling for Hojo
       Print Message [Hojo "Gwah, haw, haw!!"]
       Choose Self
       Use <> on Target
       TempVar:SampleGroup = Poodler Sample and Bad Rap Sample
       Inflict Death on TempVar:SampleGroup
    }
    AI: Main
    {
       If (At Least One of TempVar:SampleGroup have Death Status) Then
       {
          Choose All in TempVar:SampleGroup with Death Status
          Use Capsule on Target
          Activate Target
          Set Target's HP to Target's Max HP
          Set Target's MP to Target's Max MP
       }
    }
    AI: Counter - Death
    {
       Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from Hojo
       Print Message [Hojo "Haw...now let's see]
       Print Message [how the Mako Juice is reacting?"]
       Choose Self
       Use <Vanish> on Target
       Choose Self
       Use <Change> on Target
       Remove TempVar:SampleGroup
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Poodler Sample
     Lvl: 42         EXP: 2000          Win:      -
      HP: 10000       AP: 150         Steal:      -
      MP: 200        Gil: 2000        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 93         Def: 100         Df%: 1           Dex: 80
     MAt: 55         MDf: 130                          Lck: 0
     ---
    Immune: Confusion, Silence, Frog, Small, Slow-numb, Petrify, Death-sentence,
            Manipulate, Berserk
    
    EXP/AP/Gil from Poodler Sample is not gained when defeated; only
      Lifeform-Hojo N gives its rewards
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (581)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
      Fire2
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (727.5)
        MAt%: 100
        Cost: 22 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
     ---
    AI: Setup
    {
       Count = Rnd(0..2)
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          If (2nd Opponent doesn't have Death Status) Then
          {
             Choose 2nd Opponent
             Use <Bodyblow> on Target
          }
          Count = 1
       } Else If (Count == 1) Then {
          If (1st Opponent doesn't have Death Status) Then
          {
             Choose 1st Opponent
             Use <Bodyblow> on Target
          }
          Count = 2
       } Else {
          If (3rd Opponent doesn't have Death Status) Then
          {
             Choose 3rd Opponent
             Use <Bodyblow> on Target
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If ((Poodler's HP <= 25% of Poodler's Max HP) AND (1/3 Chance)) Then
       {
          If (Poodler's MP >= 22) Then
          {
             Choose Poodler's Last Attacker (General)
             Use Fire2 on Target
          }
       }
    }
    AI: Counter - Death
    {
       Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from
         Poodler Sample
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Bad Rap Sample
     Lvl: 34         EXP: 2000          Win:      -
      HP: 11000       AP: 150         Steal:      -
      MP: 120        Gil: 2200        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 96         Def: 120         Df%: 2           Dex: 89
     MAt: 100        MDf: 160                          Lck: 3
     ---
    Immune: Confusion, Silence, Frog, Small, Slow-numb, Petrify, Death-sentence,
            Manipulate, Berserk
    
    EXP/AP/Gil from Bad Rap Sample is not gained when defeated; only
      Lifeform-Hojo N gives its rewards
     ---
    Attacks:
      <Whip>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (504)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
        Notes: Will sometimes use Whip twice in a single combo
      Big Fang
        Physical Attack
        Formula: Physical
        Pwr: 2 5/8x Base   (1323)
        PAt%:  85
        Tar: 1 Op
        Elm: Hit
      Evil Poison
        Physical Attack
        Formula: Physical
        Pwr: 3/4x Base     (378)
        PAt%: 105
        Cost: 4 MP
        Tar: 1 Op
        Elm: Poison
        Attr: 100%  Inflict 'Darkness'
              Can't Cover
     ---
    AI: Setup
    {
       SpclChance = 16
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Choose Random Opponent
          Use <Whip> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Whip> on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          If ((At Least One Opponent doesn't have Darkness Status)
                AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose Random Opponent without Darkness Status
             Use Evil Poison on Target
          } Else {
             Choose Random Opponent
             Use <Whip> on Target
             If (Rnd(1..SpclChance) == 1) Then
             {
                Choose Random Opponent
                Use <Whip> on Target
                Count = 3
             } Else {
                Count = 0
             }
          }
       } Else {
          Choose Random Opponent with Highest HP
          Use Big Fang on Target
          Count = 1
       }
    }
    AI: Counter - General
    {
       If (Bad Rap's HP <= 50% of Bad Rap's Max HP) Then
       {
          SpclChance = 2
       } Else If (Bad Rap's HP <= 75% of Bad Rap's Max HP) Then {
          SpclChance = 3
       } Else {
          SpclChance = 4
       }
    }
    AI: Counter - Death
    {
       Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from
         Bad Rap Sample
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Helletic Hojo
     Lvl: 55         EXP: 0             Win:      -
      HP: 26000       AP: 0           Steal:      -
      MP: 200        Gil: 0           Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 80         Def: 140         Df%: 6           Dex: 68
     MAt: 60         MDf: 200                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
     ---
    Attacks:
      <Pile Banger>
        Physical Attack
        Formula: Physical
        Pwr: 3 1/8x Base   (1962.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Notes: Only used while Right Arm is alive
               Will sometimes use Pile Banger twice in a single combo
      Bio Gas
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (690)
        MAt%: 100
        Cost: 15 MP
        Tar: 1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Poison'
        Notes: Only used while both Arms are alive
      Confu
        Magical Change Status
        MAt%: 100
        Cost: 18 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 60] Inflict 'Confusion'
              Reflectable
        Notes: Only used while both Arms are alive
      Sleepel
        Magical Change Status
        MAt%: 100
        Cost: 8 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 72] Inflict 'Sleep'
              Reflectable
        Notes: Only used while Right Arm is dead
      Silence
        Magical Change Status
        MAt%: 100
        Cost: 24 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 60] Inflict 'Silence'
              Reflectable
        Notes: Only used while Left Arm is dead
    
    Animations:
      <Right Arm Revive>
      <Vanish>
      <Transform>
     ---
    AI: Setup
    {
       Turn off Death Handling for Helletic Hojo
       TempVar:HHGroup = Helletic Hojo, Right Arm and Left Arm with same
                           Formation ID as Helletic Hojo
       Count = Rnd(0..4)
    }
    AI: Main
    {
       TempVar:PileBanger = 0
       If (Helletic Hojo's IdleAnim == Both Arms Alive) Then
       {
          If (Count == 0 or 1) Then
          {
             TempVar:PileBanger = 1
             If (1/3 Chance) Then
             {
                TempVar:PileBanger = 2
             }
             Count = Count + 1
          } Else If (Count == 2) Then {
             TempVar:PileBanger = 1
             If (1/3 Chance) Then
             {
                TempVar:PileBanger = 2
             }
             2/3 Chance: Count = 4
             1/3 Chance: Count = 3
          } Else If (Count == 3) Then {
             If ((Helletic Hojo's MP >= 15)
                   AND (At Least One Opponent doesn't have Confusion Status)
                   AND (At Least One Opponent doesn't have Poison Status)) Then
             {
                Choose Random Opponent with neither Poison nor Confusion Status
                Use Bio Gas on Target
             } Else {
                TempVar:PileBanger = 1
             }
             Count = 0
          } Else {
             If ((Helletic Hojo's MP >= 18)
                   AND (At Least One Opponent doesn't have Confusion Status)
                   AND (At Least One Opponent doesn't have Reflect Status)) Then
             {
                Choose Random Opponent with neither Reflect nor Confusion Status
                Use Confu on Target
             } Else {
                TempVar:PileBanger = 1
             }
             Count = 0
          }
       } Else If (Helletic Hojo's IdleAnim == Right Arm Dead) Then {
          If (Count == 0) Then
          {
             If ((Helletic Hojo's MP >= 8)
                   AND (At Least One Opponent doesn't have Reflect Status)
                   AND (At Least One Opponent doesn't have Confusion Status)
                   AND (At Least One Opponent doesn't have Sleep Status)) Then
             {
                Choose Random Opponent with neither Reflect nor Confusion
                  nor Sleep Status
                Use Sleepel on Target
             }
             Count = 1
          } Else {
             If ((Right Arm has Death Status) AND (1/2 Chance)) Then
             {
                Choose Self
                Use <Right Arm Revive> on Target
                Remove Death Status from Right Arm
                Activate Right Arm
                Set Right Arm's HP to Right Arm's Max HP
                TempVar:HHGroup's IdleAnim = Both Arms Alive
             }
             Count = 0
          }
       } Else {
          If (Count == 0 or 1) Then
          {
             TempVar:PileBanger = 1
             If (1/2 Chance) Then
             {
                TempVar:PileBanger = 2
             }
             Count = Count + 1
          } Else {
             If ((Helletic Hojo's MP >= 24)
                   AND (At Least One Opponent doesn't have Reflect Status)
                   AND (At Least One Opponent doesn't have Silence Status)) Then
             {
                Choose Random Opponent with neither Reflect nor Silence Status
                Use Silence on Target
             } Else {
                TempVar:PileBanger = 1
             }
             Count = 0
          }
       }
       While (TempVar:PileBanger > 0)
       {
          If ((At Least One Opponent doesn't have Confusion Status)
                AND (At Least One Opponent doesn't have Sleep Status)) Then
          {
             Choose Random Opponent with neither Confusion nor Sleep Status
          } Else {
             Choose Random Opponent
          }
          Use <Pile Banger> on Target
          TempVar:PileBanger = TempVar:PileBanger - 1
       }
    }
    AI: Counter - General
    {
       If (Helletic Hojo's IdleAnim == Both Arms Alive) Then
       {
          TempVar:HHGroup's HurtAnim = Flinch (Both Arms Alive)
       } Else If (Helletic Hojo's IdleAnim == Right Arm Dead) Then {
          TempVar:HHGroup's HurtAnim = Flinch (Right Arm Dead)
       } Else {
          TempVar:HHGroup's HurtAnim = Flinch (Left Arm Dead)
       }
    }
    AI: Counter - Death
    {
       Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from
         Helletic Hojo
       Turn on Death Handling for TempVar:HHGroup
       Choose Self
       Use <Vanish> on Target
       Choose Self
       Use <Transform> on Target
       Remove TempVar:HHGroup
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Right Arm
     Lvl: 55         EXP: 0             Win:      -
      HP: 5000        AP: 0           Steal:      -
      MP: 300        Gil: 0           Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 150        Def: 120         Df%: 1           Dex: 95
     MAt: 80         MDf: 130                          Lck: 0
     ---
    Immune: Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog, Small,
            Slow-numb, Petrify, Death-sentence, Manipulate, Peerless, Paralysed,
            Seizure
    
    Although Right Arm is not immune to Berserk, it does not have a designated
    Berserk Attack.  As such, it will try to use a non-existant attack, which
    happens to cost more MP than it will ever have.  Because of this, it will
    continually print the message "Right Arm's skill power is used up."
    
    Does not attack; Helletic Hojo controls this as a separate attack.
     ---
    Animations:
      <Appear>
      <Transform>
        Creates Lifeform-Hojo N
        Notes: Never used
     ---
    AI: Setup
    {
       Turn off Death Handling for Right Arm
       TempVar:HHGroup = Helletic Hojo, Right Arm and Left Arm with same
                           Formation ID as Right Arm
    }
    AI: Counter - Death
    {
       Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from
         Right Arm
       If (Right Arm's IdleAnim == Both Arms Alive) Then
       {
          Choose Self
          Use <> on Target
          TempVar:HHGroup's IdleAnim = Right Arm Dead
       } Else {
          If ((Helletic Hojo doesn't have Death Status)
                AND (Left Arm has Death Status)) Then
          {
             Choose Self
             Use <Appear> on Target
             Choose Self
             Use <Transform> on Target
             Remove TempVar:HHGroup
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Left Arm
     Lvl: 55         EXP: 0             Win:      -
      HP: 24000       AP: 0           Steal:      -
      MP: 400        Gil: 0           Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 46         Def: 150         Df%: 1           Dex: 90
     MAt: 100        MDf: 150                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
    
    Does not attack
     ---
    Animations:
      <Appear>
      <Transform>
     ---
    AI: Setup
    {
       Turn off Death Handling for Left Arm
       TempVar:HHGroup = Helletic Hojo, Right Arm and Left Arm with same
                           Formation ID as Left Arm
    }
    AI: Counter - Death
    {
       Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from
         Left Arm
       If (Left Arm's IdleAnim == Both Arms Alive) Then
       {
          Choose Self
          Use <> on Target
          TempVar:HHGroup's IdleAnim = Left Arm Dead
       } Else {
          If ((Helletic Hojo doesn't have Death Status)
                AND (Right Arm has Death Status)) Then
          {
             Choose Self
             Use <Appear> on Target
             Choose Self
             Use <Transform> on Target
             Remove TempVar:HHGroup
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Lifeform-Hojo N
     Lvl: 58         EXP: 25000         Win: 100% Power Source
      HP: 30000       AP: 2500        Steal:      -
      MP: 100        Gil: 6000        Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 100        Def: 120         Df%: 5           Dex: 100
     MAt: 90         MDf: 180                          Lck: 6
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
            Slow-numb, Petrify, Death-sentence, Manipulate, Berserk, Peerless,
            Paralysed, Seizure
    
    'Lifeform-Hojo NA' appears as the name due to FF7's multitarget code.
    'Lifeform-Hojo NB' and 'Lifeform-Hojo NC' overwrite the enemy templates where
    Right Arm and Left Arm's in-battle data were stored, but they are only used
    in this battle as invisible, untargetable enemies in order to fully erase the
    Right Arm and Left Arm enemies (to prevent FF7 from trying to access
    templates that no longer exist).  Because of this, FF7 believes there's
    multiple enemies of the same type in this battle, and hence appends the A to
    Lifeform-Hojo N's name
     ---
    Attacks:
      <Absorb>
        Magical Attack
        Formula: Magical
        Pwr: 5/8x Base     (555)
        MAt%: 255
        Cost: 2 MP
        Tar: 1 Op
        Elm: Non-Element
        Notes: (Used Blood Fang/Dragon byte, but doesn't Drain HP....)
      Combo
        Physical Attack
        Formula: Physical
        Pwr: 5/16x Base    (257.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Notes: All Combos are used in succession in the order listed against
                 the same target unless target dies midway
      <Combo>
        Physical Attack
        Formula: Physical
        Pwr: 3/4x Base     (618)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: [ 80] Inflict 'Poison'
        Notes: 2nd Hit Version - Only used after above listed Combo
      <Combo>
        Physical Attack
        Formula: Physical
        Pwr: 7/16x Base    (360.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: [ 80] Inflict 'Darkness'
        Notes: 3rd Hit Version - Only used after above listed Combo
      <Combo>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (824)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: [ 80] Inflict 'Sleep'
        Notes: 4th Hit Version - Only used after above listed Combo
      Slow
        Magical Change Status
        Auto Hit
        Cost: 20 MP
        Tar: All Op/1 Op
        Elm: Non-Element
        Attr: [100] Inflict 'Slow'
              Reflectable
      Silence
        Magical Change Status
        MAt%: 100
        Cost: 24 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 60] Inflict 'Silence'
              Reflectable
        Notes: Only used as 100% C/A against magical abilities
     ---
    AI: Setup
    {
       Choose Lifeform-Hojo NB and Lifeform-Hojo NC
       Inflict Death Status on Target
       Target's [402D] = 1
       Target's HP = 0
       Remove Target
       SelectTar = Choose Random Opponent
       SpclChance = 4
       1/3 Chance: Count = 0
       1/3 Chance: Count = 2
       1/3 Chance: Count = 3
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          If (Count == 0) Then
          {
             If (At Least One Opponent has Slow Status) Then
             {
                SelectTar = Choose Random Opponent with Slow Status
             } Else {
                SelectTar = Choose Random Opponent
             }
          }
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             SelectTar = Choose Random Opponent
             Choose SelectTar
          }
          Use Combo (1st Hit Version) on Target
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             SelectTar = Choose Random Opponent
             Choose SelectTar
          }
          Use <Combo> (2nd Hit Version) on Target
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             SelectTar = Choose Random Opponent
             Choose SelectTar
          }
          Use <Combo> (3rd Hit Version) on Target
          If (SelectTar doesn't have Death Status) Then
          {
             Choose SelectTar
          } Else {
             SelectTar = Choose Random Opponent
             Choose SelectTar
          }
          Use <Combo> (4th Hit Version) on Target
          1/5 Chance: Count = 0
          2/5 Chance: Count = 2
          2/5 Chance: Count = 3
       } Else If (Count == 2) Then {
          If (At Least One Opponent doesn't have Slow Status) Then
          {
             If (Lifeform-Hojo N's MP >= 20) Then
             {
                Choose All Opponents without Slow Status
                Use Slow on Target
                Count = 0
             } Else {
                Count = 3
             }
          } Else {
             Count = 0
          }      
       } Else {
          If (Lifeform-Hojo N's HP < Lifeform-Hojo N's Max HP) Then
          {
             Choose Random Opponent with Highest HP
             Use <Absorb> on Target
          } Else If (Lifeform-Hojo N's MP < Lifeform-Hojo N's Max MP) Then {
             Choose Random Opponent with Highest MP
             Use <Absorb> on Target
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If ((Lifeform-Hojo N's HP <= 25% of Lifeform-Hojo N's Max HP)
             AND (SpclChance == 2)) Then
       {
          SelectTar = Lifeform-Hojo N's Last Attacker (General)
          Count = 1
          SpclChance = 1
       } Else If ((Lifeform-Hojo N's HP <= 50% of Lifeform-Hojo N's Max HP)
                    AND (SpclChance == 3)) Then {
          SelectTar = Lifeform-Hojo N's Last Attacker (General)
          Count = 1
          SpclChance = 2
       } Else If ((Lifeform-Hojo N's HP <= 75% of Lifeform-Hojo N's Max HP)
                    AND (SpclChance == 4)) Then {
          SelectTar = Lifeform-Hojo N's Last Attacker (General)
          Count = 1
          SpclChance = 3
       } Else {
          SpclChance = 4
       }
    }
    AI: Counter - Magical
    {
       Choose Lifeform-Hojo N's Last Attacker (Magical)
       If ((Lifeform-Hojo N's MP >= 24)
             AND (Target doesn't have Silence Status)) Then
       {
          Use Silence on Target
       }
    }
    
    
    
    
    =============================================================================
    5.32 The Optional Weapons
    -------------------------
    
    5.32.1 Ruby Weapon
    ------ -----------
    Name: Ruby Weapon
     Lvl: 59         EXP: 45000         Win: 100% Desert Rose
      HP: 800000      AP: 50000       Steal:      -
      MP: 2560       Gil: 30000       Morph:      -
     ---
    Void:   Gravity, Water
     ---
     Att: 100        Def: 480         Df%: 100         Dex: 253
     MAt: 200        MDf: 500                          Lck: 10
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
            Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Peerless, Seizure
    
    Note: Ruby Weapon also Absorbs Fire, Ice, Lightning, Earth and Hidden, but
    these are not part of the base template; they are set up only as part of its
    AI Script.  In addition, Ruby Weapon is immune to all attacks until the
    Tentacles have been revived for the first time
    
    Despite how the battle looks when it starts, it is *not* a normal battle.
    You have been Ambushed (despite the lack of Ambush message), so your Time
    Bars start empty.  In addition, your entire party have their *back* to Ruby
    Weapon, despite it seeming like you're facing him.  The first occurrence of
    Big Swing will thus deal Back Attack damage to your party unless you attack
    him first.  As stated earlier in this document, attempting to run away to
    change your facing will not correct this Back Attack problem
     ---
    Attacks:
      <Big Claw>
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 5 / 8]
        MAt%: 200
        Tar: 1 Op
        Elm: Non-Element
        Notes: Only used when Ruby's Tentacles are not present
      Big Swing
        Physical Attack
        Formula: Physical
        Pwr: 6 1/4x Base   (5225)
        PAt%: 200
        Tar: All Op
        Elm: Hit
        Attr: [ 40] Inflict 'Paralysed'
        Notes: Only used when Ruby's Tentacles are not present
               Status infliction done via Big Swing is considered to be No Split,
                 even though the damage itself is split
      Comet2
        Magical Attack
        Formula: Magical
        Pwr: 1 7/8x Base   (2913.75)
        MAt%: 100
        Cost: 110 MP
        Tar: 4 Op
        Elm: Non-Element
        Notes: Only used when Ruby's Tentacles are not present
      Whirlsand
        Remove Target from Battle
        Auto Hit
        Tar: 1 Op
        Notes: Target is counted as Dead
      Ruby Flame
        Magical Attack
        Formula: Magical
        Pwr: 3 1/2x Base   (5439)
        MAt%: 255
        Tar: 1 Op
        Elm: Fire
      Ultima
        Magical Attack
        Formula: Magical
        Pwr: 6 9/16x Base  (10198.125)
        MAt%: 100
        Cost: 130 MP
        Tar: All Op (NS)
        Elm: Non-Element
      Ruby Ray
        Magical Attack
        Formula: Magical
        Pwr: 3x Base       (4662)
        MAt%: 255
        Tar: 1 Op
        Elm: Shout
        Attr: [100] Inflict 'Confusion'
      <Right Revenge>
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 15 / 32]
        MAt%: 255
        Tar: 1 Op
        Elm: Punch
        Attr: [ 84] Inflict 'Frog', 'Small'
        Notes: Animates Ruby's Tentacle A
      <Right Thrust>
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 15 / 16]
        MAt%: 255
        Tar: 1 Op
        Elm: Punch
        Attr: [ 84] Inflict 'Frog', 'Small'
        Notes: Animates Ruby's Tentacle A
      Shadow Flare
        Magical Attack
        Formula: Magical
        Pwr: 7 13/16x Base (12140.625)
        MAt%: 100
        Cost: 100 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: Reflectable
      <Left Revenge>
        Magical MP Attack
        Formula: HP%
        Pwr: [Target's MP * 15 / 32]
        MAt%: 255
        Tar: 1 Op
        Elm: Punch
        Attr: [ 84] Inflict 'Poison', 'Slow-numb'
        Notes: Animates Ruby's Tentacle B
      <Left Thrust>
        Magical MP Attack
        Formula: HP%
        Pwr: [Target's MP * 25 / 32]
        MAt%: 255
        Tar: 1 Op
        Elm: Punch
        Attr: [ 84] Inflict 'Poison', 'Slow-numb'
        Notes: Animates Ruby's Tentacle B
    
    Animations:
      <Vanish>
        Ruby's Death Animation
     ---
    AI: Setup
    {
       TempVar:DfltIdle = Ruby Weapon's IdleAnim
       TempVar:DfltHurt = Ruby Weapon's HurtAnim
       Remove Ruby's Tentacles
       Turn off Death Handling for all of Ruby's Tentacles
       Ruby Weapon's Additional Absorbs = Fire, Ice, Lightning, Earth, Hidden
       Ruby Weapon's Physical Immunity = On
       Ruby Weapon's Magical Immunity  = On
    }
    AI: Main
    {
       If (Count < 250) Then
       {
          Count = Count + 1
       }
       TempVar:TurnTaken = 0
       If (Stage == 1) Then
       {
          If (At Least One of Ruby's Tentacles has Death Status) Then
          {
             Choose Self
             Use <> on Target
             Stage = 0
             Ruby Weapon's IdleAnim = TempVar:DfltIdle
             Ruby Weapon's HurtAnim = TempVar:DfltHurt
             Remove Ruby's Tentacles
             Remove Sleep/Poison/Silence/Haste/Slow/Regen/Barrier/MBarrier/
                      Death-sentence/Manipulate/Berserk Statuses from
                      Ruby's Tentacles
             Ruby Weapon's Physical Immunity = Off
             Ruby Weapon's Magical Immunity  = Off
             TempVar:TurnTaken = 1
          }
          If ((Count > 32) AND (TempVar:TurnTaken == 0)) Then
          {
             If (Number of Targetable Opponents > 1) Then
             {
                Choose Random Opponent
                Use Whirlsand on Target
                TempVar:TurnTaken = 1
             } Else {
                Choose Random Opponent
                2/12 Chance: Use Ruby Flame on Target
                2/12 Chance: Use Ruby Ray on Target
                2/12 Chance: Use Shadow Flare on Target
                2/12 Chance: Use Ultima on Target
                1/12 Chance: Use <Right Revenge> on Target
                1/12 Chance: Use <Right Thrust> on Target
                1/12 Chance: Use <Left Revenge> on Target
                1/12 Chance: Use <Left Thrust> on Target
             }
          } Else If ((Count > 25) AND (TempVar:TurnTaken == 0)) Then {
             If (Number of Targetable Opponents > 2) Then
             {
                Choose Random Opponent
                Use Whirlsand on Target
                TempVar:TurnTaken = 1
             } Else {
                Choose Random Opponent
                2/12 Chance: Use Ruby Flame on Target
                2/12 Chance: Use Ruby Ray on Target
                2/12 Chance: Use Shadow Flare on Target
                2/12 Chance: Use Ultima on Target
                1/12 Chance: Use <Right Thrust> on Target
                1/12 Chance: Use <Right Revenge> on Target
                1/12 Chance: Use <Left Thrust> on Target
                1/12 Chance: Use <Left Revenge> on Target
             }
          } Else If ((Count > 10) AND (TempVar:TurnTaken == 0)) Then {
             TempVar:TurnTaken = 0
             Choose Random Opponent
             1/6 Chance: Use Ruby Flame on Target
             1/6 Chance: Use Ruby Ray on Target
             1/6 Chance: Use Shadow Flare on Target
             1/6 Chance: Use Ultima on Target
             1/6 Chance: Use <Right Revenge> on Target
             1/6 Chance: Use <Left Revenge> on Target
          } Else If (TempVar:TurnTaken == 0) Then {
             Choose Random Opponent
             1/4 Chance: Use Ruby Flame on Target
             1/4 Chance: Use <Left Revenge> on Target
             1/4 Chance: Use <Right Revenge> on Target
             1/4 Chance: Use Ruby Ray on Target
          }
       } Else {
          If (Count > 15) Then
          {
             1/5 Chance:
             {
                Choose Self
                Use <> (Dig Tentacles) on Target
                Stage = 1
                Ruby Weapon's IdleAnim = Dug-in Tentacles
                Ruby Weapon's HurtAnim = Flinch (Dug-in Tentacles)
                Ruby Weapon's Physical Immunity = Off
                Ruby Weapon's Magical Immunity  = Off
                Remove Death Status from Ruby's Tentacles
                Turn off Death Handling for all of Ruby's Tentacles
                Set Ruby's Tentacles' HP to Ruby's Tentacles' Max HP
                Activate Ruby's Tentacles
             }
             1/5 Chance:
             {
                Choose All Opponents
                Use Big Swing on Target
             }
             1/5 Chance:
             {
                Choose Random Opponent
                Use <Big Claw> on Target
             }
             2/5 Chance:
             {
                Choose All Opponents
                Use Comet2 on Target
             }
          } Else If (Count > 6) Then {
             1/3 Chance:
             {
                Choose Random Opponent
                Use <Big Claw> on Target
             }
             1/3 Chance:
             {
                Choose All Opponents
                Use Big Swing on Target
             }
             1/3 Chance:
             {
                Choose All Opponents
                Use Comet2 on Target
             }
          } Else {
             If (Number of Targetable Opponents >= 2) Then
             {
                TempVar:Sequence = (Count MOD 3)
                If (TempVar:Sequence == 1) Then
                {
                   Choose Random Opponent
                   Use <Big Claw> on Target
                } Else If (TempVar:Sequence == 0) Then {
                   Choose Random Opponent
                   Use Whirlsand on Target
                } Else {
                   Choose All Opponents
                   Use Big Swing on Target
                }
             } Else If (Number of Targetable Opponents <= 1) Then {
                Choose Self
                Use <> on Target
                Stage = 1
                Ruby Weapon's IdleAnim = Dug-in Tentacles
                Ruby Weapon's HurtAnim = Flinch (Dug-in Tentacles)
                Ruby Weapon's Physical Immunity = Off
                Ruby Weapon's Magical Immunity  = Off
                Remove Death Status from Ruby's Tentacles
                Turn off Death Handling for all of Ruby's Tentacles
                Set Ruby's Tentacles' HP to Ruby's Tentacles' Max HP
                Activate Ruby's Tentacles
             } Else {
                1/3 Chance:
                {
                   Choose Random Opponent
                   Use <Big Claw> on Target
                }
                2/3 Chance:
                {
                   Choose All Opponents
                   Use Big Swing on Target
                }
             }
          }
       }
    }
    AI: Counter - General
    {
       If ((Number of Targetable Opponents > 1) AND (Stage == 0)) Then
       {
          Choose Random Opponent
          Use Whirlsand on Target
       } Else If (Stage == 1) Then {
          Choose Ruby Weapon's Last Attacker (General)
          If ((Last Command was Summon or W-Summon)
                AND (Last Attack was Knights of Round)) Then
          {
             Use Ultima on Target
          } Else {
             Choose Random Opponent
             1/2 Chance: Use <Right Thrust> on Target
             1/2 Chance: Use <Left Thrust> on Target
          }
       }
    }
    AI: Counter - Death
    {
       Choose Self
       Use <Vanish> on Target
       Remove All Enemies
       GlobalVar:RubyDefeated = 1
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Ruby's Tentacle
     Lvl: 37         EXP: 0             Win:      -
      HP: 40000       AP: 0           Steal:      -
      MP: 1000       Gil: 0           Morph:      -
     ---
    Void:   Gravity, Water
     ---
     Att: 100        Def: 100         Df%: 100         Dex: 253
     MAt: 150        MDf: 100                          Lck: 10
     ---
    Immune: Death, Sleep, Confusion, Silence, Stop, Frog, Small, Slow-numb,
            Petrify, Death-sentence, Manipulate, Berserk, Peerless, Seizure
    
    Does not attack; Ruby Weapon controls this as a separate attack.
     ---
    No Attacks
     ---
    No AI Script
    
    
    
    
    -----------------------------------------------------------------------------
    5.32.2 Emerald Weapon
    ------ --------------
    Name: Emerald Weapon
     Lvl: 99         EXP: 50000         Win: 100% Earth Harp
      HP: 1000000     AP: 50000       Steal:      -
      MP: 100        Gil: 50000       Morph:      -
     ---
    Weak:   Lightning
    Half:   Gravity
    Void:   Earth
    Asrb:   Ice, Water
     ---
     Att: 180        Def: 180         Df%: 1           Dex: 230
     MAt: 180        MDf: 180                          Lck: 1
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
            Slow-numb, Petrify, Regen, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
    
    Accompanied by 4x Eye (2 of Type A, 2 of Type B) and invisible/untargetable
    Leg.
    
    All Eyes start off Dead
     ---
    Attacks:
      <Foot Stamp>
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Base   (8677.5)
        PAt%: 255
        Tar: All Op
        Elm: Non-Element
        Notes: Only used when all Eyes are dead
      Emerald Shoot
        Magical Attack
        Formula: Magical
        Pwr: 5 11/16x Base (9520.875)
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Cure 'Barrier', 'MBarrier', 'Shield', 'Death Force',
                         'Resist'
        Notes: Only used when all Eyes are dead
      Emerald Beam
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 21 / 32]
        MAt%: 255
        Tar: All Op (NS)
        Elm: Non-Element
        Attr: 100%  Cure 'Regen'
        Notes: Only used while at least one Eye is alive
      Revenge Stamp
        Physical Attack
        Formula: Physical
        Pwr: 1 3/16x Base  (5495.75)
        PAt%: 255
        Tar: All Op
        Elm: Non-Element
        Attr: 100%  Cure 'Haste'
        Notes: Only used as C/A when at least one Eye is alive
               Status removal done via Revenge Stamp is considered to be No
                 Split, even though the damage itself is split
      Aire Tam Storm
        Physical Absorb
        Formula: Custom
        Pwr: 1111 * No. of Materia Equipped by Target
        PAt%: 255
        Tar: All Op (NS)
        Elm: Non-Element
        Attr: 100%  Cure 'Haste', 'Slow', 'Stop', 'Regen', 'Barrier', 'MBarrier',
                         'Reflect', 'Shield', 'Death Force', 'Resist'
        Notes: Only used when at least one Eye is alive, or as a C/A under
                 certain conditions
      Emerald Beam
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 5 / 8]
        MAt%: 255
        Tar: All Op (NS)
        Elm: Non-Element
        Attr: 100%  Cure 'Regen'
        Notes: This version is never used
    
    Animations:
      <Vanish>
        Emerald's Death Animation
     ---
    AI: Setup
    {
       BattleVar:EyesLeft = 0
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          Choose Random Opponent
          Use Emerald Shoot on Target
          If (2/3 Chance) Then
          {
             Count = Count + 1
          }
          If (TempVar:Angry != 0) Then
          {
             Count = 3
          }
       } Else If (Count == 1) Then {
          Choose All Opponents
          Use <Foot Stamp> on Target
          If (4/5 Chance) Then
          {
             Count = Count + 1
          }
          If (TempVar:Angry != 0) Then
          {
             Count = 2
          }
          If (Emerald Weapon's HP <= 50% of Emerald Weapon's Max HP) Then
          {
             Count = 2
          }
       } Else If (Count == 2) Then {
          Choose Random Opponent
          Use Emerald Shoot on Target
          Count = Count + 1
       } Else If (Count == 3) Then {
          Choose Self
          Use <> (Revive Eyes) on Target
          Emerald Weapon's IdleAnim = Open Eyes
          Emerald Weapon's HurtAnim = Flinch (Open Eyes)
          Leg's IdleAnim = Leg: Open Eyes
          Leg's HurtAnim = Leg: Flinch (Open Eyes)
          Stage = 1
          Choose All Opponents
          Use Emerald Beam on Target
          Count = Count + 1
          If (TempVar:Angry != 0) Then
          {
             Count = 6
          }
          BattleVar:EyesLeft = 4
          Activate each Eye
          Set each Eye's HP to Eye's Max HP
       } Else If (Count == 4) Then {
          Count = Count + 1
          If (TempVar:Angry != 0) Then {
             Count = 6
          }
          If (BattleVar:EyesLeft == 0) Then {
             Choose Self
             Use <> on Target
             Count = 0
             Emerald Weapon's IdleAnim = Closed Eyes
             Emerald Weapon's HurtAnim = Flinch (Closed Eyes)
             Leg's IdleAnim = Leg: Closed Eyes
             Leg's HurtAnim = Leg: Flinch (Closed Eyes)
             Stage = 0
          }
       } Else If (Count == 5) Then {
          Choose All Opponents
          Use Emerald Beam on Target
          Count = Count + 1
          If (BattleVar:EyesLeft == 0) Then {
             Choose Self
             Use <> on Target
             Count = 0
             Emerald Weapon's IdleAnim = Closed Eyes
             Emerald Weapon's HurtAnim = Flinch (Closed Eyes)
             Leg's IdleAnim = Leg: Closed Eyes
             Leg's HurtAnim = Leg: Flinch (Closed Eyes)
             Stage = 0
          }
       } Else {
          Count = 5
          If (BattleVar:EyesLeft != 0) Then {
             Choose All Opponents
             Use Aire Tam Storm on Target
             If (Emerald Weapon's HP > 50% of Emerald Weapon's Max HP) Then
             {
                TempVar:Angry = 0
             }
          } Else {
             Choose Self
             Use <> on Target
             Count = 0
             Emerald Weapon's IdleAnim = Closed Eyes
             Emerald Weapon's HurtAnim = Flinch (Closed Eyes)
             Leg's IdleAnim = Leg: Closed Eyes
             Leg's HurtAnim = Leg: Flinch (Closed Eyes)
             Stage = 0
          }
       }
    }
    AI: Counter - General
    {
       If ((Last Command wasn't Limit) AND (Stage == 1)
             AND (BattleVar:EyesLeft > 0)) Then
       {
          If (Last Attack was Bahamut, Neo Bahamut or Bahamut ZERO) Then
          {
             TempVar:Angry = 0
          } Else {
             Choose All Opponents
             Use Revenge Stamp on Target
             TempVar:RvStamp = TempVar:RvStamp + 1
          }
       }
       If (TempVar:RvStamp >= 10) {
          TempVar:Angry = 1
       }
       If (Last Attack was Knights of Round) Then
       {
          TempVar:Angry = 1
          If ((Emerald Weapon's HP <= 50% of Emerald Weapon's Max HP)
                AND (Stage == 1))
          {
             Choose All Opponents
             Use Aire Tam Storm on Target
          }
       }
    }
    AI: Counter - Death
    {
       Choose Self
       Use <Vanish> on Target
       Remove all Eyes
       GlobalVar:EmeraldDefeated = 1
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Eye
     Lvl: 50         EXP: 0             Win:      -         
      HP: 25000       AP: 0           Steal:      -
      MP: 100        Gil: 0           Morph:      -
     ---
    Weak:   Fire
    Void:   Earth
    Asrb:   Ice, Water
     ---
     Att: 50         Def: 2           Df%: 1           Dex: 254
     MAt: 50         MDf: 2                            Lck: 1
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small,
            Slow-numb, Petrify, Regen, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
    
    Both types of Eye use this template.  Type A will only use the HP attack,
    while Type B will only use the MP attack.
    
    The default Dex stat above is unused
    Type A's Dex is set to 150 at the start of battle
    Type B's Dex is set to 250 at the start of battle
    
    They begin battle dead, and can only be revived by Emerald Weapon
     ---
    Attacks:
      Emerald Laser
        Magical Attack
        Formula: Magical
        Pwr: 6 15/16x Base (4162.5)
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Notes: Type A Version
      Emerald Laser
        Magical MP Attack
        Formula: Magical
        Pwr: 1 3/16x Base  (712.5)
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Notes: Type B Version
    
    Animations:
      <Vanish>
        Removes Eye (Two Versions: one for Type A, one for Type B)
        Notes: C/A when HP = 0
     ---
    AI: Setup
    {
       If (Self is Eye A) Then
       {
          Eye's [4278] = 10
          Eye's Dex = 150
       } Else If (Self is Eye B) Then {
          Eye's [4278] = 8
          Eye's Dex = 250
       } Else If (Self is Eye C) Then {
          Eye's [4278] = 21
          Eye's Dex = 250
       } Else {
          Eye's [4278] = 23
          Eye's Dex = 150
       }   
    }
    AI: Main
    {
       Choose Random Opponent
       If (Self is Eye A) Then
       {
          Use Emerald Laser (Type A Version) on Target
       } Else If (Self is Eye B) Then {
          Use Emerald Laser (Type B Version) on Target
       } Else If (Self is Eye C) Then {
          Use Emerald Laser (Type B Version) on Target
       } Else {
          Use Emerald Laser (Type A Version) on Target
       }   
    }
    AI: Counter - Death
    {
       BattleVar:EyesLeft = BattleVar:EyesLeft - 1
       Choose Self
       If (Self is Eye A) Then
       {
          Use <Vanish> (Type A Version) on Target
       } Else If (Self is Eye B) Then {
          Use <Vanish> (Type B Version) on Target
       } Else If (Self is Eye C) Then {
          Use <Vanish> (Type B Version) on Target
       } Else {
          Use <Vanish> (Type A Version) on Target
       }   
    }
    
    
    
    
    =============================================================================
    5.33 The Northern Crater
    ------------------------
    Name: Gargoyle
     Lvl: 43         EXP: 800           Win: [ 8] Remedy
      HP: 2000        AP: 80          Steal:      -
      MP: 200        Gil: 2500        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 120        Def: 140         Df%: 1           Dex: 90
     MAt: 64         MDf: 120                          Lck: 0
     ---
    Immune: Poison, Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
            Manipulate, Berserk
    
    This is Type A: the Gargoyle you meet first in battle.
    
    BUG: Gargoyle's script suggests that it can be removed by using a Soft on it.
    However, Soft's effect will never trigger the Counter - General script,
    meaning that this never works.  Also note that the script was only meant to
    catch use of the Item command; W-Item Soft would never have worked
     ---
    Attacks:
      <Rock Finger>
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (642)
        MAt%: 100
        Cost: 10 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Slow-numb'
        Notes: 100% general C/A while in this form, then changes to Type B
               Will not counter the Attack command
    
    Animations:
      <Vanish>
     ---
    AI: Setup
    {
       Gargoyle's Physical Immunity = On
       Gargoyle's Magical Immunity  = On
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          Count = Count + 1
       } Else {
          Choose Self
          Use <> on Target
          Activate Gargoyle <Type B>
          Choose Self
          Use <Vanish> on Target
          Remove Self
       }
    }
    AI: Counter - General
    {
       If ((Last Command was Item) AND (Last Sub-Command == 0x09 (Soft))) Then
       {
          Choose Self
          Use <Vanish> on Target
          Remove Self
          Remove Gargoyle <Type B>
       } Else If (Last Command wasn't Attack) Then {
          Choose Gargoyle's Last Attacker (General)
          Use <Rock Finger> on Target
          Activate Gargoyle <Type B>
          Remove Self
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Gargoyle
     Lvl: 43         EXP: 800           Win: [ 8] X-Potion
      HP: 2000        AP: 80          Steal: [32] X-Potion
      MP: 200        Gil: 2500        Morph:      -
     ---
    No Elemental Properties
     ---  
     Att: 120        Def: 140         Df%: 1           Dex: 90
     MAt: 64         MDf: 120                          Lck: 0
     ---
    Immune: Confusion, Frog, Small, Slow-numb, Petrify, Death-sentence,
            Manipulate, Berserk
    
    This is Type B: the Gargoyle Type A will change into as its first turn.
     ---
    Attacks:
      <Kick>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (925)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Notes: Will sometimes use Kick twice in a single combo
      <Rock Finger>
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (642)
        MAt%: 100
        Cost: 10 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Slow-numb'
        Notes: Never used by this Type
      L4 Death
        Magical Change Status
        Auto Hit
        Cost: 20 MP
        Tar: All Op/1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Death'
        Notes: Miss if Target's Lvl not multiple of 4
               Final Attack
     ---
    AI: Main
    {
       If (At Least One Opponent doesn't have Petrify)
       {
          Choose Random Opponent without Petrify Status
          Use <Kick> on Target
          If (1/2 Chance) Then
          {
             Choose Random Opponent without Petrify Status
             Use <Kick> on Target
          }
       }
    }
    AI: Counter - Death
    {
       If (1/3 Chance) Then
       {
          If ((At Least One Opponent doesn't have Petrify Status)
                AND (Gargoyle's MP >= 20))
          {
             Choose All Opponents without Petrify Status
             Use L4 Death on Target
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Dark Dragon
     Lvl: 57         EXP: 5000          Win: [ 8] Elixir
      HP: 14000       AP: 350         Steal: [ 8] Dragon Armlet
      MP: 600        Gil: 2500        Morph:      Vaccine
     ---
    Void:   Lightning
     ---
     Att: 150        Def: 120         Df%: 5           Dex: 100
     MAt: 90         MDf: 240                          Lck: 3
     ---
    Immune: Death, Frog, Small, Slow-numb, Petrify, Berserk, Darkness
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1752)
        PAt%: 130
        Tar: 1 Op
        Elm: Punch
        Notes: Will sometimes use Claw twice in a single combo
      <Tail Attack>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (2190)
        PAt%:  90
        Tar: 1 Op
        Elm: Hit
        Notes: Will sometimes use Tail Attack twice in a single combo
      Dark Dragon Breath
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (1102.5)
        MAt%: 100
        Cost: 20 MP
        Tar: All Op/1 Op
        Elm: Shoot
        Attr: [ 80] Inflict 'Darkness'
      Ultima
        Magical Attack
        Formula: Magical
        Pwr: 6 9/16x Base  (5788.125)
        MAt%: 100
        Cost: 130 MP
        Tar: All Op (NS)
        Elm: Non-Element
        Notes: Only used as a C/A against Magical attacks once per battle
      Dragon Force
        Increase Base Defensive Power
        MAt%: 255
        Cost: 19 MP
        Tar: 1 Al
        Attr: Manip.
        Notes: Each Dragon Force adds 50% to: Def Mod, MDf Mod
               These Modifiers cannot exceed 100%
               After 1 Dragon Force,  Dark Dragon will have Def: 180, MDf: 360
               After 2 Dragon Forces, Dark Dragon will have Def: 240, MDf: 480
      Laser
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP / 2]
        MAt%: 100
        Cost: 16 MP
        Tar: 1 Op
        Elm: Gravity
        Attr: Reflectable
              Manip.
        Notes: Dark Dragon will never use this normally
     ---
    AI: Setup
    {
       Count = Rnd(0..3)
       SpclChance = 5
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          Choose Random Opponent
          Use <Tail Attack> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Tail Attack> on Target
          }
          Count = 1
       } Else If (Count == 1) Then {
          Choose Random Opponent
          Use <Claw> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Claw> on Target
          }
          Count = 2
       } Else If (Count == 2) Then {
          If ((Dark Dragon's MP >= 19) AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose Self
             Use Dragon Force on Target
          } Else {
             Choose Random Opponent
             Use <Claw> on Target
             If (Rnd(1..SpclChance) == 1) Then
             {
                Choose Random Opponent
                Use <Claw> on Target
             }
          }
          Count = 3
       } Else {
          If ((Dark Dragon's MP >= 20) AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose All Opponents
             Use Dark Dragon Breath on Target
          } Else {
             Choose Random Opponent
             Use <Tail Attack> on Target
             If (Rnd(1..SpclChance) == 1) Then
             {
                Choose Random Opponent
                Use <Tail Attack> on Target
             }
          }
          Count = Rnd(0..1)
       }
    }
    AI: Counter - General
    {
       If (Dark Dragon's HP <= 25% of Dark Dragon's Max HP) Then
       {
          SpclChance = 2
       } Else If (Dark Dragon's HP <= 50% of Dark Dragon's Max HP) Then {
          SpclChance = 3
       } Else If (Dark Dragon's HP <= 75% of Dark Dragon's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 5
       }
    }
    AI: Counter - Magical
    {
       If ((Dark Dragon's MP >= 130) AND (Rnd(1..SpclChance) == 1)
             AND (TempVar:Ultima == 0)) Then
       {
          Choose All Opponents
          Use Ultima on Target
          TempVar:Ultima = 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Scissors
     Lvl: 33         EXP: 1000          Win: [ 8] X-Potion
      HP: 2900        AP: 90          Steal: [32] Ether
      MP: 88         Gil: 1400        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 72         Def: 58          Df%: 1           Dex: 70
     MAt: 65         MDf: 80                           Lck: 0
     ---
    Immune: Sleep, Confusion, Haste, Slow, Stop, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Paralysed, Seizure
     ---
    Attacks:
      Cross Scissor
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (294)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
      Scissor Kick
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (294)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
      Scissor Attack
        Physical Attack
        Formula: Physical
        Pwr: 1/16x Base    (18.375)
        PAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Death'
        Notes: Used as C/A when at 50% or less HP
               Will split into Scissors(Upper) and Scissors(Lower) after
     ---
    AI: Setup
    {
       TempVar:ScissorGroup = Scissors(Upper) and Scissors(Lower) with same
                                Formation ID as Scissors
    }
    AI: Main
    {
       Choose Random Opponent
       1/2 Chance: Use Cross Scissor on Target
       1/2 Chance: Use Scissor Kick on Target
    }
    AI: Counter - General
    {
       If (Scissors' HP <= 50% of Scissors' Max HP) Then
       {
          Choose Scissors' Last Attacker (General)
          Use Scissor Attack on Target
          Choose Self
          Use <> on Target
          Remove Self
          Activate TempVar:ScissorGroup
          Set Scissors' HP to Scissors' Max HP
          Set Scissors' MP to Scissors' Max MP
          Copy Scissors' Stats to TempVar:ScissorGroup
          Remove Self
       }
    }
    AI: Counter - Death
    {
       Remove TempVar:ScissorGroup
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Scissors(Upper)
     Lvl: 33         EXP: 1200          Win: [ 8] X-Potion
      HP: 2900        AP: 90          Steal: [32] Ether
      MP: 88         Gil: 1400        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 72         Def: 58          Df%: 1           Dex: 60
     MAt: 65         MDf: 80                           Lck: 0
     ---
    Immune: Sleep, Confusion, Haste, Slow, Stop, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Paralysed, Seizure
     ---
    Attacks:
      Cross Scissor
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (294)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
      Bloody Nail
        Physical Absorb
        Formula: Physical
        Pwr: 1x Base       (294)
        PAt%: 255
        Tar: 1 Op
        Elm: Non-Element
      Scissor Tornado
        Removes Target From Battle
        Auto Hit
        Tar: 1 Op
        Notes: Target is counted as having Run Away
     ---
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          If (At Least One Opponent doesn't have Confusion Status) Then
          {
             Choose Random Opponent without Confusion Status
             Use Cross Scissor on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          If (At Least One Opponent doesn't have Confusion Status) Then
          {
             If (Scissors(Upper)'s HP < Scissors(Upper)'s Max HP) Then
             {
                Choose Random Opponent without Confusion Status with Highest HP
                Use Bloody Nail on Target
             } Else {
                Choose Random Opponent without Confusion Status
                Use Cross Scissor on Target
             }
          }
          If (TempVar:Tornado == 0) Then
          {
             Count = 3
          } Else {
             Count = 0
          }
       } Else {
          If (At Least One Opponent doesn't have Confusion Status) Then
          {
             If ((TempVar:Tornado == 0) AND (1/3 Chance)) Then
             {
                Choose Random Opponent without Confusion Status with Highest HP
                Use Scissor Tornado on Target
                TempVar:Tornado = 1
             } Else {
                Choose Random Opponent without Confusion Status
                Use Cross Scissor on Target
             }
          }
          Count = 0
       }
    }
        
    
    
    -----------------------------------------------------------------------------
    Name: Scissors(Lower)
     Lvl: 33         EXP: 1200          Win: [ 8] X-Potion
      HP: 2900        AP: 90          Steal: [32] Ether
      MP: 88         Gil: 1400        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 72         Def: 58          Df%: 1           Dex: 60
     MAt: 65         MDf: 80                           Lck: 0
     ---
    Immune: Sleep, Confusion, Haste, Slow, Stop, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk, Peerless, Paralysed, Seizure
     ---
    Attacks:
      Scissor Kick
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (294)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
      Confu
        Magical Change Status
        MAt%: 100
        Cost: 18 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 60] Inflict 'Confusion'
              Reflectable
      Cure3
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 2860   (3448)
        MAt%: 255
        Cost: 64 MP
        Tar: 1 Al/All Al
        Elm: Restorative
        Attr: Reflectable
     ---
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          If (At Least One Opponent doesn't have Confusion Status) Then
          {
             Choose Random Opponent without Confusion Status
             Use Scissor Kick on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          If (At Least One Opponent doesn't have Confusion Status) Then
          {
             If (Scissors(Lower)'s MP >= 18) Then
             {
                Choose Random Opponent without Confusion Status
                Use Confu on Target
             } Else {
                Choose Random Opponent without Confusion Status
                Use Scissor Kick on Target
             }
          }
          Count = 3
       } Else {
          If ((Scissors(Upper) doesn't have Death Status)
                AND (TempVar:MoveSet == 1)) Then
          {
             SelectTar = Scissors(Upper)
             TempVar:MoveSet = 0
          } Else {
             SelectTar = Self
             TempVar:MoveSet = 1
          }
          If ((SelectTar's HP <= [SelectTar's Max HP / 3])
                AND (Scissors(Lower)'s MP >= 64)) Then
          {
             Choose SelectTar
             Use Cure3 on Target
          } Else {
             If (At Least One Opponent doesn't have Confusion Status) Then
             {
                Choose Random Opponent without Confusion Status
                Use Scissor Kick on Target
             }
          }
          Count = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Parasite
     Lvl: 51         EXP: 1100          Win: [ 8] Remedy
      HP: 6000        AP: 100         Steal: [32] Remedy
      MP: 300        Gil: 1000        Morph:      Remedy
     ---
    Weak:   Wind, Holy
    Void:   Earth
     ---
     Att: 120        Def: 150         Df%: 1           Dex: 90
     MAt: 100        MDf: 140                          Lck: 0
     ---
    Immune: Frog
     ---
    Attacks:
      <Head Attack>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1075)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
      L5 Death
        Magical Change Status
        Auto Hit
        Cost: 22 MP
        Tar: All Op (NS)
        Elm: Non-Element
        Attr: 100%  Inflict 'Death'
              Manip.
        Notes: Miss if Target's Lvl not multiple of 5
               Parasite will never use this normally
      Magic Breath
        Magical Attack
        Formula: Magical
        Pwr: 4 13/16x Base (4360.125)
        MAt%: 100
        Cost: 75 MP
        Tar: All Op (NS)
        Elm: Fire/Ice/Lightning
        Attr: Manip.
        Notes: Parasite will never use this normally
      Para Tail
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1075)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: 100%  Inflict 'Sadness'
      Magic Extinguish
        Magical Change Status
        MAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Silence'
        Notes: Only used as 100% C/A against Magic Attack
     ---
    AI: Main
    {
       If (At Least One Opponent doesn't have Sadness Status) Then
       {
          Choose Random Opponent without Sadness Status
          Use Para Tail on Target
       } Else {
          Choose Random Opponent
          Use <Head Attack> on Target
       }
    }
    AI: Counter - Magical
    {
       Choose Parasite's Last Attacker (Magical)
       If (Target doesn't have Silence Status) Then
       {
          Use Magic Extinguish on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Pollensalta
     Lvl: 41         EXP: 1000          Win: [ 8] X-Potion
      HP: 4000        AP: 100         Steal: [32] Hyper
      MP: 220        Gil: 1000        Morph:      -
     ---
    Asrb:   Fire
     ---
     Att: 110        Def: 60          Df%: 1           Dex: 85
     MAt: 90         MDf: 136                          Lck: 0
     ---
    Immune: Confusion, Frog
     ---
    Attacks:
      Fire
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (393)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
        Notes: Pollensalta will never use this
      Fire3
        Magical Attack
        Formula: Magical
        Pwr: 4x Base       (3144)
        MAt%: 100
        Cost: 52 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
              Berserk Attack
              Manip.
      Fascination
        Magical Change Status
        MAt%:  90
        Cost: 5 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Confusion'
      Cold Breath
        Magical Attack
        Formula: Magical
        Pwr: 3/8x Base     (294.75)
        MAt%:  90
        Cost: 12 MP
        Tar: 1 Op
        Elm: Ice
      Angel Whisper
        Magical HP Restore
        Formula: Max HP%
        Pwr: [Target's Max HP]
        MAt%: 255
        Cost: 50 MP
        Tar: 1 Al
        Elm: Restorative
        Attr: 100%  Cure 'Death', 'Sleep', 'Poison', 'Confusion', 'Silence',
                         'Slow', 'Stop', 'Frog', 'Small', 'Slow-numb', 'Petrify',
                         'Berserk', 'Paralysed', 'Darkness'
              Manip.
     ---
    AI: Setup
    {
       Stage = 6
    }
    AI: Main
    {
       If (At Least One Opponent doesn't have Confusion) Then
       {
          Choose Random Opponent without Confusion Status
       } Else {
          Choose Random Opponent
       }
       Use Cold Breath on Target
    }
    AI: Counter - General
    {
       If ((Pollensalta's HP <= 20% of Pollensalta's Max HP)
             AND (Stage == 3)) Then
       {
          If (Pollensalta's MP >= 50) Then
          {
             Choose Self
             Use Angel Whisper on Target
          }
          Choose Pollensalta's Last Attacker (General)
          If (Pollensalta's MP >= 52) Then
          {
             Use Fire3 on Target
          }
          Stage = 2
       } Else If ((Pollensalta's HP <= 40% of Pollensalta's Max HP)
             AND (Stage == 4)) Then {
          If (Pollensalta's MP >= 50) Then
          {
             Choose Self
             Use Angel Whisper on Target
          }
          Stage = 3
       } Else If ((Pollensalta's HP <= 60% of Pollensalta's Max HP)
             AND (Stage == 5)) Then {
          Choose Pollensalta's Last Attacker (General)
          If (Pollensalta's MP >= 52) Then
          {
             Use Fire3 on Target
          }
          Stage = 4
       } Else If ((Pollensalta's HP <= 80% of Pollensalta's Max HP)
             AND (Stage == 6)) Then {
          Choose Pollensalta's Last Attacker (General)
          If (Target doesn't have Confusion Status) Then
          {
             Use Fascination on Target
          }
          Stage = 5
       } Else {
          Choose Pollensalta's Last Attacker (General)
          If (Target doesn't have Confusion Status) Then
          {
             Use Fascination on Target
          }
          Stage = 6
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Master Tonberry
     Lvl: 77         EXP: 6000          Win: [ 8] Megalixir
      HP: 44444       AP: 200         Steal: [32] Elixir
      MP: 100        Gil: 6800        Morph:      Ribbon
     ---
    Asrb:   Gravity
     ---
     Att: 150        Def: 136         Df%: 1           Dex: 70
     MAt: 130        MDf: 150                          Lck: 0
     ---
    Immune: Death, Sleep, Confusion, Silence, Frog, Small, Slow-numb, Petrify,
            Death-sentence, Manipulate, Berserk
     ---
    Attacks:
      Everyone's Grudge
        Physical Attack
        Formula: Custom
        Pwr: (Number of Enemy's Killed by Target) * 10
        PAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Attr: Can't Cover
        Notes: Only used as C/A against 2nd attack since Master Tonberry's last
                 turn
      Knife
        Magical Change Status
        MAt%: 255
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Death'
    
    Animations:
      <Move>
      <Move Right>
      <Move Left>
     ---
    AI: Setup
    {
       TempVar:LRPos = 1
    }
    AI: Main
    {
       TempVar:DontMove = 0
       TempVar:HitCounter = 0
       TempVar:RightTarget  = 1st Opponent
       TempVar:MiddleTarget = 2nd Opponent
       TempVar:LeftTarget   = 3rd Opponent
       If (TempVar:LRPos == 0) Then
       {
          If (TempVar:Distance == 0) Then
          {
             Nothing
          } Else If (TempVar:Distance == 1 or 2) Then {
             Choose Self
             If (3/8 Chance) Then
             {
                Use <Move Left> on Target
                TempVar:LRPos = TempVar:LRPos + 1
             }
          } Else {
             If ((TempVar:RightTarget doesn't have Death Status)
                   AND (1/2 Chance)) Then
             {
                Choose TempVar:RightTarget
                Use Knife on Target
                TempVar:Distance = 0
                TempVar:LRPos = 1
             } Else {
                Choose Self
                Use <Move Left> on Target
                TempVar:LRPos = TempVar:LRPos + 1
             }
             TempVar:DontMove = 1
          }
       } Else If (TempVar:LRPos == 1) Then {
          If (TempVar:Distance == 0) Then
          {
             Nothing
          } Else If (TempVar:Distance == 1) Then {
             Choose Self
             1/4 Chance:
             {
                Use <Move Right> on Target
                TempVar:LRPos = TempVar:LRPos - 1
                TempVar:DontMove = 1
             }
             1/4 Chance:
             {
                Use <Move Left> on Target
                TempVar:LRPos = TempVar:LRPos + 1
                TempVar:DontMove = 1
             }
             1/2 Chance: Nothing
          } Else If (TempVar:Distance == 2) Then {
             Choose Self
             3/8 Chance:
             {
                Use <Move Right> on Target
                TempVar:LRPos = TempVar:LRPos - 1
                TempVar:DontMove = 1
             }
             3/8 Chance:
             {
                Use <Move Left> on Target
                TempVar:LRPos = TempVar:LRPos + 1
                TempVar:DontMove = 1
             }
             1/4 Chance: Nothing
          } Else {
             If (TempVar:MiddleTarget doesn't have Death Status)
                AND (1/2 Chance) Then
             {
                Choose TempVar:MiddleTarget
                Use Knife on Target
                TempVar:Distance = 0
                TempVar:LRPos = 1
             } Else {
                Choose Self
                If (1/2 Chance) Then
                {
                   Use <Move Right> on Target
                   TempVar:LRPos = TempVar:LRPos - 1
                } Else {
                   Use <Move Left> on Target
                   TempVar:LRPos = TempVar:LRPos + 1
                }
             }
             TempVar:DontMove = 1
          }
       } Else {
          If (TempVar:Distance == 0) Then
          {
             Nothing
          } Else If (TempVar:Distance == 1 or 2) Then {
             Choose Self
             If (3/8 Chance) Then
             {
                Use <Move Right> on Target
                TempVar:LRPos = TempVar:LRPos - 1
                TempVar:DontMove = 1
             }
          } Else {
             If ((TempVar:LeftTarget doesn't have Death Status)
                   AND (1/2 Chance)) Then
             {
                Choose TempVar:LeftTarget
                Use Knife on Target
                TempVar:Distance = 0
                TempVar:LRPos = 1
             } Else {
                Choose Self
                Use <Move Right> on Target
                TempVar:LRPos = TempVar:LRPos - 1
             }
             TempVar:DontMove = 1
          }
       }
       If (TempVar:DontMove == 0) Then
       {
          Use <Move> on Target
          TempVar:Distance = TempVar:Distance + 1
       }
    }
    AI: Counter - General
    {
       TempVar:HitCounter = TempVar:HitCounter + 1
       If (TempVar:HitCounter == 2) Then
       {
          TempVar:HitCounter = 0
          Choose Tonberry's Last Attacker (General)
          Use Everyone's Grudge on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: King Behemoth
     Lvl: 60         EXP: 2000          Win: [32] X-Potion
      HP: 18000       AP: 250         Steal: [32] Phoenix Down
      MP: 560        Gil: 950         Morph:      -
     ---
    Half:   Gravity
     ---
     Att: 150        Def: 140         Df%: 1           Dex: 90
     MAt: 65         MDf: 256                          Lck: 0
     ---
    No Special Attributes
     ---
    Attacks:
      <Behemoth Horn>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/8x Base   (2065.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Punch
        Attr: Berserk Attack
              Manip.
      Flare
        Magical Attack
        Formula: Magical
        Pwr: 7 3/16x Base  (5390.625)
        MAt%: 100
        Cost: 100 MP
        Tar: 1 Op
        Elm: Fire
        Attr: Reflectable
              Manip.
        Notes: King Behemoth will never use this normally
      King Teel
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1836)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
      Bite
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1836)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
      Comet2
        Magical Attack
        Formula: Magical
        Pwr: 1 7/8x Base   (1406.25)
        MAt%: 100
        Cost: 110 MP
        Tar: 4 Op
        Elm: Non-Element
        Notes: Only used as 100% C/A against magical abilities
     ---
    AI: Setup
    {
       SpclChance = 6
    }
    AI: Main
    {
       1/3 Chance: TempVar:ChosenAtt = <Behemoth Horn>
       1/3 Chance: TempVar:ChosenAtt = King Teel
       1/3 Chance: TempVar:ChosenAtt = Bite
       Choose Random Opponent
       Use TempVar:ChosenAtt on Target
       If (Rnd(1..SpclChance) == 1) Then
       {
          Choose Random Opponent
          Use TempVar:ChosenAtt on Target
       }
    }
    AI: Counter - General
    {
       If (King Behemoth's HP <= 25% of King Behemoth's Max HP) Then
       {
          SpclChance = 2
       } Else If (King Behemoth's HP <= 50% of King Behemoth's Max HP) Then {
          SpclChance = 3
       } Else If (King Behemoth's HP <= 75% of King Behemoth's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 6
       }
    }
    AI: Counter - Magical
    {
       If (King Behemoth's MP >= 110) Then
       {
          Choose All Opponents
          Use Comet2 on Target
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Allemagne
     Lvl: 48         EXP: 1300          Win: 100% Eye drop
      HP: 8000        AP: 100         Steal: [32] Eye drop
      MP: 200        Gil: 1360        Morph:      -
     ---
    Weak:   Wind
    Void:   Earth
     ---
     Att: 120        Def: 90          Df%: 1           Dex: 85
     MAt: 88         MDf: 96                           Lck: 0
     ---
    Immune: Stop, Frog, Paralysed
     ---
    Attacks:
      <Claw>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1020)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Claw twice in a single combo
      L4 Death
        Magical Change Status
        Auto Hit
        Cost: 20 MP
        Tar: All Op/1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Death'
              Manip.
        Notes: Miss if Target's Lvl not multiple of 4
               Only used as random C/A against magical abilities, once per battle
      L3 Flare
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 5 / 4]
        Auto Hit
        Cost: 20 MP
        Tar: All Op/1 Op
        Elm: Fire
        Attr: Manip.
        Notes: Miss if Target's Lvl not multiple of 3
               Only used as random C/A against magical abilities, once per battle
      Teardrop
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1020)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Sadness'
              Can't Cover
        Notes: Only used as random C/A against physical abilities
      Big Breath
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (816)
        MAt%: 100
        Cost: 20 MP
        Tar: 1 Op/All Op
        Elm: Shoot
     ---
    AI: Setup
    {
       Count = Rnd(0..2)
       SpclChance = 5
    }
    AI: Main
    {
       If (Count < 2) Then
       {
          Choose Random Opponent
          Use <Claw> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use <Claw> on Target
          }
          Count = Count + 1
       } Else {
          If (Rnd(1..SpclChance) == 1) Then
          {
             Choose Random Opponent
             Use Big Breath on Target
          } Else {
             Choose Random Opponent
             Use <Claw> on Target
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Allemagne's HP <= 25% of Allemagne's Max HP) Then
       {
          SpclChance = 2
       } Else If (Allemagne's HP <= 50% of Allemagne's Max HP) Then {
          SpclChance = 3
       } Else If (Allemagne's HP <= 75% of Allemagne's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 5
       }
    }
    AI: Counter - Physical
    {
       If (Rnd(1..SpclChance) == 1) Then
       {
          Choose Allemagne's Last Attacker (Physical)
          Use Teardrop on Target
       }
    }
    AI: Counter - Magical
    {
       If ((Allemagne's MP >= 20) AND (Rnd(1..SpclChance) == 1)
             AND (TempVar:L3Flare == 0)) Then
       {
          Choose All Opponents
          Use L3 Flare on Target
          TempVar:L3Flare = 1
       } Else If ((Allemagne's MP >= 20) AND (Rnd(1..SpclChance) == 1)
                    AND (TempVar:L4Death == 0)) Then {
          Choose All Opponents
          Use L4 Death on Target
          TempVar:L4Death = 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Armored Golem
     Lvl: 41         EXP: 2500          Win: [ 8] Echo Screen
      HP: 10000       AP: 100         Steal: [32] Turbo Ether
      MP: 200        Gil: 2680        Morph:      Guard Source
     ---
    No Elemental Properties
     ---
     Att: 110        Def: 100         Df%: 1           Dex: 110
     MAt: 98         MDf: 120                          Lck: 0
     ---
    Immune: Sleep, Poison, Sadness, Fury, Confusion, Frog, Small, Death-sentence,
            Manipulate, Berserk, Paralysed, Darkness
    
    Transformation: 1st Form is default;
                    2nd Form has arms crossed;    Def: 400, MDf: 470
                    2nd Form cannot attack
    Transforms to 2nd Form if Defense Start is used
    Transforms to 1st Form after certain amount of time in 2nd Form
    
    Listed above are Armored Golem's default stats.  Immediately after its first
    turn, the stats will be reset to:
    
                 No Advance    1st Advance     2nd Advance     3rd Advance
        Att:         94            98             102             106
        Def:        132           124             116             108
        MAt:         74            80              86              92
        MDf:        160           150             140             130
    
    These stats only apply when in 1st Form.  Any Advance or Retreat made
    in 2nd Form will not change any stat from 400 Def, 470 MDf until Armored
    Golem returns to 1st Form
    
    Also note that if the Armored Golem is restored to *MORE* HP than he had last
    time he countered, it will count as a *COLOSSAL* amount of HP Difference; the
    script has no real concept of negative numbers.  This means that a drop of
    1000 HP or more or a gain of 1 HP or more from the last time the Armored
    Golem retreated is enough to make it retreat again.
     ---
    Attacks:
      Golem Punch
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (670)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Notes: Armored Golem will never use this
      Snap
        Physical Attack
        Formula: Physical
        Pwr: 2 1/2x Base   (1675)
        PAt%:  95
        Tar: All Op
        Elm: Shout
      Megaton Punch
        Physical Attack
        Formula: Physical
        Pwr: 1 7/8x Base   (1256.25)
        PAt%: 110
        Tar: 1 Op
        Elm: Hit
        Notes: Only used when Armored Golem has advanced three times
      Golem Laser
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (834)
        MAt%:  95
        Cost: 20 MP
        Tar: All Op (NS)
        Elm: Non-Element
    
    Animations:
      <Advance>
        Moves Armored Golem forward
      <Retreat>
        Moves Armored Golem backward
        Notes: Only as a C/A
      <Defense Start>
        Transforms to 2nd Form
        Notes: Used when Armored Golem's is below 50% HP
      <Defense Down>
        Transforms to 1st Form
        Notes: Only used when Armored Golem has advanced three times
     ---
    AI: Setup
    {
       TempVar:Row = 4
       TempVar:DfltAtt = Armored Golem's Att
       TempVar:DfltMAt = Armored Golem's MAt
       TempVar:DfltDef = Armored Golem's Def
       TempVar:DfltMDf = Armored Golem's MDf
       TempVar:LastHP  = Armored Golem's HP
    }
    AI: Main
    {
       TempVar:TurnTaken = 0
       If ((Armored Golem's HP < 50% of Armored Golem's Max HP)
             AND (Stage == 0) AND (TempVar:JustLeftDefense == 0)) Then
       {
          Choose Self
          Use <Defense Start> on Target
          Armored Golem's IdleAnim = Defense Mode
          Armored Golem's HurtAnim = Flinch (Defense Mode)
          Stage = 1
          TempVar:TurnTaken = 1
       }
       If ((TempVar:JustLeftDefense == 1) AND (TempVar:TurnTaken == 0)) Then
       {
          Choose All Opponents
          Use Golem Laser on Target
          TempVar:JustLeftDefense = 0
       } Else If (TempVar:TurnTaken == 0) Then {
          If (TempVar:Row == 1) Then
          {
             If (Stage == 0) Then
             {
                Choose Random Opponent
                Use Megaton Punch on Target
             } Else {
                Choose Self
                Use <Defense Down> on Target
                Armored Golem's IdleAnim = Normal Mode
                Armored Golem's HurtAnim = Flinch (Normal Mode)
                TempVar:JustLeftDefense = 1
                Stage = 0
             }
          } Else {
             If ((1/2 Chance) AND (Stage == 0)) Then
             {
                Choose All Opponents
                2/3 Chance: Use Snap on Target
                1/3 Chance: Use Golem Laser on Target
             } Else {
                If (TempVar:Row > 1) Then
                {
                   Choose Self
                   If (Stage == 1) Then
                   {
                      Use <Advance> (Defense Version) on Target
                   } Else {
                      Use <Advance> (Normal Version) on Target
                   }
                   TempVar:Row = TempVar:Row - 1
                }
             }
          }
       }
       If (Stage == 1) Then
       {
          Armored Golem's Def = 400
          Armored Golem's MDf = 470
       } Else {
          Armored Golem's Att = TempVar:DfltAtt - TempVar:Row * 4
          Armored Golem's MAt = TempVar:DfltMAt - TempVar:Row * 6
          Armored Golem's Def = TempVar:DfltDef + TempVar:Row * 8
          Armored Golem's MDf = TempVar:DfltMDf + TempVar:Row * 10
       }
    }
    AI: Counter - General
    {
       TempVar:TurnTaken = 0
       TempVar:DmgCounter = TempVar:DmgCounter +
                              (TempVar:LastHP - Armored Golem's HP)
       TempVar:LastHP = Armored Golem's HP
       If ((TempVar:DmgCounter > 1000) AND (TempVar:TurnTaken == 0)) Then
       {
          Choose Self
          If (TempVar:Row < 4) Then
          {
             If (Stage == 0) Then
             {
                Use <Retreat> (Normal Version) on Target
             } Else {
                Use <Retreat> (Defense Version) on Target
             }
             TempVar:Row = TempVar:Row + 1
          }
          TempVar:DmgCounter = 0
       }
       If (Stage == 1) Then
       {
          Armored Golem's Def = 400
          Armored Golem's MDf = 470
       } Else {
          Armored Golem's Att = TempVar:DfltAtt - TempVar:Row * 4
          Armored Golem's MAt = TempVar:DfltMAt - TempVar:Row * 6
          Armored Golem's Def = TempVar:DfltDef + TempVar:Row * 8
          Armored Golem's MDf = TempVar:DfltMDf + TempVar:Row * 10
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Death Dealer
     Lvl: 48         EXP: 1800          Win: [ 8] Kiss of Death, [ 8] X-Potion
      HP: 7000        AP: 200         Steal: [32] Turbo Ether
      MP: 400        Gil: 1200        Morph:      -
     ---
    Void:   Restorative
     ---
     Att: 120        Def: 140         Df%: 5           Dex: 90
     MAt: 120        MDf: 140                          Lck: 0
     ---
    Immune: Confusion, Stop, Frog, Small, Death-sentence, Paralysed
     ---
    Attacks:
      <Spin Turn>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1020)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Berserk Attack
              Manip.
        Notes: Will sometimes use Spin Turn twice in a single combo
      Fire
        Magical Attack
        Formula: Magical
        Pwr: 1/2x Base     (504)
        MAt%: 100
        Cost: 4 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
        Notes: Death Dealer will never use this
      Emperor
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 352    (1360)
        MAt%: 255
        Tar: 1 Al/All Al
        Elm: Restorative
        Notes: Because of Death Dealer's Immunity to Restorative element,
               Emperor will, of course, always heal 0 HP to it
      Hidden One
        Magical Change Status
        MAt%: 110
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Death'
      Star
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1020)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
        Notes: Will sometimes use Star twice in a single combo
      Sun
        Magical Change Status
        MAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Silence', 'Darkness'
      World
        Magical Change Status
        Auto Hit
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Inflict 'Stop'
      Roulette
        Magical Change Status
        MAt%: 255
        Cost: 6 MP
        Tar: Random [Area]
        Elm: Non-Element
        Attr: 100%  Inflict 'Death'
              Manip.
        Notes: Only used once per battle as a C/A when HP <= 25% of Max HP
     ---
    AI: Setup
    {
       1/5 Chance: Count = 3
       2/5 Chance: Count = 0
       2/5 Chance: Count = 1
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          If (At Least One Opponent doesn't have Stop Status) Then
          {
             Choose Random Opponent without Stop Status
          } Else {
             Choose Random Opponent
          }
          Use <Spin Turn> on Target
          If (1/2 Chance) Then
          {
             If (At Least One Opponent doesn't have Stop Status) Then
             {
                Choose Random Opponent without Stop Status
             } Else {
                Choose Random Opponent
             }
             Use <Spin Turn> on Target
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          If (Stage > 1) Then
          {
             Choose Self
             Use Emperor on Target
          } Else {
             If (At Least One Opponent doesn't have Stop Status) Then
             {
                Choose Random Opponent without Stop Status
             } Else {
                Choose Random Opponent
             }
             Use <Spin Turn> on Target
          }
          Count = 3
       } Else If (Count == 3) Then {
          If (At Least One Opponent doesn't have Stop Status) Then
          {
             Choose Random Opponent without Stop Status
          } Else {
             Choose Random Opponent
          }
          Use Star on Target
          If (1/2 Chance) Then
          {
             If (At Least One Opponent doesn't have Stop Status) Then
             {
                Choose Random Opponent without Stop Status
             } Else {
                Choose Random Opponent
             }
             Use Star on Target
          }
          If (Stage == 0) Then
          {
             Count = 0
          } Else If (Stage == 1) Then {
             1/2 Chance: Count = 7
             1/2 Chance: Count = 8
          } Else If (Stage == 2) Then {
             1/3 Chance: Count = 4
             1/3 Chance: Count = 7
             1/3 Chance: Count = 8
          } Else {
             Count = 4
          }         
       } Else If (Count == 4) Then {
          If (At Least One Opponent doesn't have Stop Status) Then
          {
             Choose Random Opponent without Stop Status
             Use World on Target
          } Else {
             Choose Random Opponent
             Use <Spin Turn> on Target
          }
          Count = 5
       } Else If (Count == 5) Then {
          Count = 6
       } Else If (Count == 6) Then {
          If (At Least One Opponent has Stop Status) Then
          {
             Choose Random Opponent with Stop Status
             Use Hidden One on Target
          } Else {
             Choose Random Opponent
             Use Star on Target
          }
          Count = 0
       } Else If (Count == 7) Then {
          If (At Least One Opponent doesn't have Darkness Status) Then
          {
             Choose Random Opponent without Darkness Status
             Use Sun on Target
          } Else {
             If (At Least One Opponent doesn't have Stop Status) Then
             {
                Choose Random Opponent without Stop Status
             } Else {
                Choose Random Opponent
             }
             Use <Spin Turn> on Target
          }
          Count = 0
       } Else {
          If (At Least One Opponent doesn't have Silence Status) Then
          {
             Choose Random Opponent without Silence Status
             Use Sun on Target
          } Else {
             If (At Least One Opponent doesn't have Stop Status) Then
             {
                Choose Random Opponent without Stop Status
             } Else {
                Choose Random Opponent
             }
             Use <Spin Turn> on Target
          }
          Count = 0
       }
    }
    AI: Counter - General
    {
       If (Death Dealer's HP <= 25% of Death Dealer's Max HP) Then
       {
          Stage = 3
          If (TempVar:Roulette == 0) Then
          {
             Choose Death Dealer's Last Attacker (General)
             Use Roulette on Target
             TempVar:Roulette = 1
          }
       } Else If (Death Dealer's HP <= 50% of Death Dealer's Max HP) Then {
          Stage = 2
       } Else If (Death Dealer's HP <= 75% of Death Dealer's Max HP) Then {
          Stage = 1
       } Else {
          Stage = 0
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Dragon Zombie
     Lvl: 54         EXP: 4000          Win: [ 8] Cauldron, [ 2] X-Potion
      HP: 13000       AP: 300         Steal: [32] Cauldron
      MP: 400        Gil: 2800        Morph:      Vaccine
     ---
    Weak:   Holy
    Asrb:   Restorative, 'Death' Status Abilities
     ---
     Att: 160        Def: 150         Df%: 1           Dex: 110
     MAt: 65         MDf: 200                          Lck: 0
     ---
    Immune: Confusion, Frog, Small, Manipulate, Berserk, Peerless, Seizure
     ---
    Attacks:
      <Poison Fang>
        Physical Attack
        Formula: Physical
        Pwr: 3x Base       (5340)
        PAt%:  90
        Tar: 1 Op
        Elm: Poison
        Attr: [100] Inflict 'Poison'
        Notes: Will sometimes use Poison Fang twice in a single combo
      Body Tail
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1780)
        PAt%: 100
        Tar: All Op/1 Op
        Elm: Shoot
      Abnormal Breath
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (714)
        MAt%: 100
        Cost: 20 MP
        Tar: 1 Op/All Op
        Elm: Shoot
        Attr: 100%  Inflict 'Poison'
      Bone
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1780)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Paralysed'
      Shadow Flare
        Magical Attack
        Formula: Magical
        Pwr: 7 13/16x Base (5578.125)
        MAt%: 100
        Cost: 100 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: Reflectable
      Pandora's Box
        Magical Piercing Attack
        Formula: Magical
        Pwr: 3 3/4x Base   (2677.5)
        MAt%: 100
        Cost: 110 MP
        Tar: All Op (NS)
        Elm: Non-Element
        Attr: Reflectable
        Notes: Used only as a Final Attack and only ONCE PER GAME
     ---
    AI: Setup
    {
       Count = Rnd(0..4)
       SpclChance = 5
    }
    AI: Main
    {
       If (Count == 0) Then
       {
          If (At Least One Opponent doesn't have Poison Status) Then
          {
             Choose Random Opponent without Poison Status
          } Else {
             Choose Random Opponent
          }
          Use <Poison Fang> on Target
          If ((At Least One Opponent doesn't have Poison Status)
                AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose Random Opponent without Poison Status
             Use <Poison Fang> on Target
          }
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 2
          } Else {
             Count = 1
          }
       } Else If (Count == 1) Then {
          Choose All Opponents
          Use Body Tail on Target
          Count = 3
       } Else If (Count == 2) Then {
          If ((At Least One Opponent doesn't have Paralysed Status)
                AND (Rnd(1..SpclChance) == 1)) Then
          {
             Choose Random Opponent without Paralysed Status
             Use Bone on Target
          } Else {
             Choose All Opponents
             Use Body Tail on Target
          }
          Count = 3
       } Else If (Count == 3) Then {
          If ((Dragon Zombie's MP >= 20)
                AND (At Least One Opponent doesn't have Poison Status)) Then
          {
             If (Rnd(1..SpclChance) == 1) Then
             {
                Choose All Opponents
                Use Abnormal Breath
             } Else {
                Choose Random Opponent without Poison Status
                Use <Poison Fang> on Target
                If ((At Least One Opponent doesn't have Poison Status)
                      AND (Rnd(1..SpclChance) == 1)) Then
                {
                   Choose Random Opponent without Poison Status
                   Use <Poison Fang> on Target
                }
             }
          }
          Count = 4
       } Else {
          If ((Dragon Zombie's MP >= 100) AND (Rnd(1..SpclChance) == 1)) Then
          {
             If (At Least One Opponent has Paralysed Status) Then
             {
                Choose Random Opponent with Paralysed Status
             } Else {
                Choose Random Opponent
             }
             Use Shadow Flare on Target
          } Else {
             Choose All Opponents
             Use Body Tail on Target
          }
          Count = Rnd(0..1)
       }
    }
    AI: Counter - General
    {
       If (Dragon Zombie's HP <= 25% of Dragon Zombie's Max HP) Then
       {
          SpclChance = 2
       } Else If (Dragon Zombie's HP <= 50% of Dragon Zombie's Max HP) Then {
          SpclChance = 3
       } Else If (Dragon Zombie's HP <= 75% of Dragon Zombie's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 5
       }
    }
    AI: Counter - Death
    {
       If (GlobalVar:PandorasBox == 0) Then
       {
          Choose All Opponents
          Use Pandora's Box on Target
          GlobalVar:PandorasBox = 1
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Mover
     Lvl: 59         EXP: 0             Win: 100% Turbo Ether
      HP: 3000        AP: 800         Steal: [32] Turbo Ether
      MP: 120        Gil: 30000       Morph:      Protect Ring
     ---
    Half:   Fire, Ice, Lightning, Earth
     ---
     Att: 100        Def: 150         Df%: 10          Dex: 200
     MAt: 98         MDf: 250                          Lck: 50
     ---
    Immune: Poison, Silence, Stop, Frog, Small, Death-sentence, Manipulate,
            Berserk, Paralysed
     ---
    Attacks:
      <Bodyblow>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (836)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
      <Triangle Attack>
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (836)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
    
    Animations:
      <Exchange>
     ---
    AI: Setup
    {
       TempVar:MoverGroup = All Movers in Battle
       If (Self is Mover A) Then
       {
          Mover's IdleAnim =  1st Mover
          Mover's HurtAnim =  Flinch (1st Mover)
          Mover's EvdeAnim =  Evade  (1st Mover)
       } Else If (Self is Mover B) Then {
          Mover's IdleAnim =  2nd Mover
          Mover's HurtAnim =  Flinch (2nd Mover)
          Mover's EvdeAnim =  Evade  (2nd Mover)
       } Else If (Self is Mover C) Then {
          Mover's IdleAnim =  3rd Mover
          Mover's HurtAnim =  Flinch (3rd Mover)
          Mover's EvdeAnim =  Evade  (3rd Mover)
       }
       Mover's CustomVar:TurnsTilTriangle = 5
       TempVar:TurnsTilBodyblow = Rnd(0..3)
    }
    AI: Main
    {
       If ((At Least One in TempVar:MoverGroup has Death Status)
             OR (Mover's CustomVar:TurnsTilTriangle > 0)) Then
       {
          If (TempVar:TurnsTilBodyblow == 0) Then
          {
             Choose Random Opponent
             If (Mover's IdleAnim == 1st Mover) Then
             {
                Use <Bodyblow> (1st Version) on Target
             } Else If (Mover's IdleAnim == 2nd Mover) Then {
                Use <Bodyblow> (2nd Version) on Target
             } Else If (Mover's IdleAnim == 3rd Mover) Then {
                Use <Bodyblow> (3rd Version) on Target
             }
             TempVar:TurnsTilBodyblow = 3
          } Else {
             TempVar:TurnsTilBodyblow = TempVar:TurnsTilBodyblow - 1
             If (Mover's CustomVar:TurnsTilTriangle > 0) Then
             {
                Mover's CustomVar:TurnsTilTriangle =
                                 Mover's CustomVar:TurnsTilTriangle - 1
             }
          }
       } Else {
          Choose Random Opponent
          If (Mover's IdleAnim == 1st Mover) Then
          {
             Use <Triangle Attack> (1st Version) on Target
          } Else If (Mover's IdleAnim == 2nd Mover) Then {
             Use <Triangle Attack> (2nd Version) on Target
          } Else If (Mover's IdleAnim == 3rd Mover) Then {
             Use <Triangle Attack> (3rd Version) on Target
          }
          TempVar:MoverGroup's CustomVar:TurnsTilTriangle = 5
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Magic Pot
     Lvl: 41         EXP: 8000          Win: 100% Turbo Ether
      HP: 4096        AP: 1000        Steal:      -
      MP: 128        Gil: 8500        Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 64         Def: 64          Df%: 8           Dex: 64
     MAt: 64         MDf: 64                           Lck: 16
     ---
    Immune: Confusion, Frog, Small, Manipulate, Berserk
    
    Magic Pot is immune to all attacks until an Elixir has been used on it
     ---
    Attacks:
      <Gimme>
        Physical Misc Ability
        Auto Hit
        Tar: 1 Op
        Attr: Steal Inventory
        Notes: Randomly picks item from party inventory and removes it
               Kill enemy to get it back
               Used only as C/A against attacks
      <(Report)>
        Physical Escape Battle
        Auto Hit
        Tar: Self
    
    Dummy Moves:
      Magic Pot "Gimme Elixir!"
     ---
    AI: Setup
    {
       Magic Pot's Physical Immunity = On
       Magic Pot's Magical Immunity  = On
    }
    AI: Main
    {
       If (TempVar:Elixir == 0) Then
       {
          Print Message [Magic Pot "Gimme Elixir!"]
       }
    }
    AI: Counter - General
    {
       If ((Last Command was Item or W-Item)
             AND (Last Sub-Command == 0x05 (Elixir))) Then
       {
          TempVar:Elixir = 1
          Magic Pot's Physical Immunity = Off
          Magic Pot's Magical Immunity  = Off
       } Else If (TempVar:Elixir == 0) Then {
          If (1/4 Chance) Then {
             Choose Magic Pot's Last Attacker (General)
             Use <Gimme> on Target
          } Else If (1/16 Chance) Then {
             Choose Self
             Use <(Report)> on Target
             Remove Self
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Christopher
     Lvl: 34         EXP: 1300          Win: [ 8] Phoenix Down
      HP: 6000        AP: 80          Steal: [ 8] Earth Drum
      MP: 200        Gil: 800         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 70         Def: 66          Df%: 5           Dex: 90
     MAt: 64         MDf: 150                          Lck: 5
     ---
    Immune: Confusion, Frog, Small, Manipulate, Berserk
     ---
    Attacks:
      <Flutilizer>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (365)
        PAt%: 100
        Tar: 1 Op
        Elm: Hit
        Notes: Will sometimes use Flutilizer twice in a single combo
      Cure2
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 770    (1358)
        MAt%: 255
        Cost: 24 MP
        Tar: 1 Al/All Al
        Elm: Restorative
        Attr: Reflectable
        Notes: Can target All Allies if Gighee's HP is below 2/3rds of Max HP
      Bolt3
        Magical Attack
        Formula: Magical
        Pwr: 4x Base       (2352)
        MAt%: 100
        Cost: 52 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
      Aspil
        Magical MP Absorb
        Formula: Magical
        Pwr: 1/8x Base     (73.5)
        MAt%: 255
        Cost: 1 MP
        Tar: 1 Op
        Elm: Non-Element
        Notes: Will use if Christopher didn't have enough MP for a spell he
                 wanted to cast
      Frog Song
        Magical Change Status
        MAt%: 100
        Cost: 5 MP
        Tar: 1 Op
        Elm: Non-Element
        Attr: 100%  Toggle 'Frog', 'Sleep'
              Reflectable
      High/Low Suit
        Magical Change Status
        MAt%: 100
        Cost: 10 MP
        Tar: 1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Sadness'
        Notes: Will use High/Low Suit (Sadness Version) twice in a single combo
               Can only use if Gighee is alive
      High/Low Suit
        Magical Change Status
        MAt%: 100
        Cost: 10 MP
        Tar: 1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Fury'
        Notes: BUG: Christopher will never use this due to a bug in his AI script
      Suffocation Song
        Physical Change Status
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Death'
        Notes: Can only use if Gighee is alive
               Only used if at least one Opponent has Sadness Status
      Stardust March
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (292)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: Can't Cover
        Notes: Can only use if Gighee is alive
     ---
    AI: Setup
    {
       Count = Rnd(0..6)
       SpclChance = 5
    }
    AI: Main
    {
       TempVar:Flutilizer = 0
       If (Count == 0) Then
       {
          TempVar:Flutilizer = 1
          Count = 1
       } Else If (Count == 1) Then {
          TempVar:Flutilizer = 1
          Count = Rnd(2..3)
       } Else If (Count == 2) Then {
          If ((At Least One Opponent doesn't have Frog Status)
                AND (Rnd(1..SpclChance) == 1)) Then
          {
             If (Christopher's MP >= 5) Then
             {
                Choose Random Opponent without Frog Status
                Use Frog Song on Target
             } Else {
                Choose Random Opponent with Highest MP
                Use Aspil on Target
             }
          } Else {
             TempVar:Flutilizer = 1
          }
          Count = 3
       } Else If (Count == 3) Then {
          If (SpclChance <= 3) Then
          {
             If (Christopher's MP >= 24) Then
             {
                Choose All Allies with (Ally's HP <= 2 * [Ally's Max HP / 3])
                Use Cure2 on Target
             } Else {
                Choose Random Opponent with Highest MP
                Use Aspil on Target
             }
          } Else {
             TempVar:Flutilizer = 1
          }
          Count = 4
       } Else If (Gighee doesn't have Death Status) Then {
          If (Count == 4) Then
          {
             If (At Least One Opponent has Fury Status) Then
             {
                If (Christopher's MP >= 10) Then
                {
                   SelectTar = Choose Random Opponent with Fury Status
                   Choose SelectTar
                   Use High/Low Suit (Sadness Version) on Target
                   If (SelectTar doesn't have Death Status) Then
                   {
                      Choose SelectTar
                      Use High/Low Suit (Sadness Version) on Target
                   }
                } Else {
                   TempVar:Flutilizer = 1
                }
             } Else {
                Choose Random Opponent with Highest MP
                Use Aspil on Target
             }
             Count = 5
          } Else If (Count == 5) Then {
             If (At Least One Opponent has Sadness Status) Then
             {
                If (Rnd(1..SpclChance) == 1) Then
                {
                   Choose Random Opponent with Sadness Status
                   Use Suffocation Song on Target
                } Else {
                   If (Christopher's MP >= 10) Then
                   {
                      Choose Random Opponent with Sadness Status
                      Use Suffocation Song on Target
                   } Else {
                      Choose Random Opponent with Highest MP
                      Use Aspil on Target
                   }
                }
             } Else {
                If (Christopher's MP >= 52) Then
                {
                   Choose Random Opponent
                   Use Bolt3 on Target
                } Else {
                   Choose Random Opponent with Highest MP
                   Use Aspil on Target
                }
             }
             Count = 6
          } Else {
             Choose Random Opponent
             Use Stardust March on Target
             Count = Rnd(0..1)
          }
       } Else {
          If (Count == 4 or 5) Then
          {
             TempVar:Flutilizer = 1
             Count = Count + 1
          } Else {
             If (Christopher's MP >= 52) Then
             {
                Choose Random Opponent
                Use Bolt3 on Target
             } Else {
                Choose Random Opponent with Highest MP
                Use Aspil on Target
             }
             Count = Rnd(0..1)
          }
       }
       If (TempVar:Flutilizer == 1) Then
       {
          If (At Least One Opponent has Frog Status) Then
          {
             Choose Random Opponent with Frog Status
          } Else {
             Choose Random Opponent
          }
          Use <Flutilizer> on Target
          If (Rnd(1..SpclChance) == 1) Then
          {
             If (At Least One Opponent has Frog Status) Then
             {
                Choose Random Opponent with Frog Status
             } Else {
                Choose Random Opponent
             }
             Use <Flutilizer> on Target
          }
       }
    }
    AI: Counter - General
    {
       If (Christopher's HP <= 25% of Christopher's Max HP) Then
       {
          SpclChance = 2
       } Else If (Christopher's HP <= 50% of Christopher's Max HP) Then {
          SpclChance = 3
       } Else If (Christopher's HP <= 75% of Christopher's Max HP) Then {
          SpclChance = 4
       } Else {
          SpclChance = 5
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Gighee
     Lvl: 34         EXP: 700           Win: [ 8] Ether
      HP: 5500        AP: 60          Steal: [ 8] Elixir
      MP: 100        Gil: 600         Morph:      -
     ---
    No Elemental Properties
     ---
     Att: 70         Def: 76          Df%: 12          Dex: 90
     MAt: 65         MDf: 190                          Lck: 3
     ---                
    Immune: Confusion, Frog, Small, Manipulate, Berserk
     ---
    Attacks:
      <Guitar Slap>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/2x Base   (438)
        PAt%: 100
        Tar: 1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Fury'
        Notes: Will sometimes use Guitar Slap twice in a single combo
      Petrif-Eye
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (594)
        MAt%: 100
        Cost: 10 MP
        Tar: 1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Petrify'
      Sun Diver
        Removes Target From Battle
        Auto Hit
        Tar: 1 Op
        Notes: Target is counted as having Run Away
      Voice of Ages
        Magical Attack
        Formula: Magical
        Pwr: 1x Base       (594)
        MAt%: 100
        Cost: 10 MP
        Tar: All Op/1 Op
        Elm: Shoot
        Attr: 100%  Inflict 'Silence'
        Notes: Only used as 100% C/A against magical abilities
     ---
    AI: Setup
    {
       Count = Rnd(0..2)
       SpclChance = 6
    }
    AI: Main
    {
       If (Count == 0 or 1) Then
       {
          If (At Least One Opponent doesn't have Petrify Status) Then
          {
             Choose Random Opponent without Petrify Status
             Use <Guitar Slap> on Target
             If (Rnd(1..SpclChance) == 1) Then
             {
                Choose Random Opponent without Petrify Status
                Use <Guitar Slap> on Target
             }
          }
          Count = Count + 1
       } Else If (Count == 2) Then {
          If ((At Least One Opponent doesn't have Petrify) Then
          {
             If (Rnd(1..SpclChance) == 1) Then
             {
                Choose Random Opponent without Petrify Status
                Use Petrif-Eye on Target
             } Else {
                Choose Random Opponent without Petrify Status
                Use <Guitar Slap> on Target
                If (Rnd(1..SpclChance) == 1) Then
                {
                   Choose Random Opponent without Petrify Status
                   Use <Guitar Slap> on Target
                }
             }
          } 
          If (Rnd(1..SpclChance) == 1) Then
          {
             Count = 3
          } Else {
             Count = Rnd(0..1)
          }
       } Else {
          If ((At Least One Opponent doesn't have Petrify) Then
          {
             If (Rnd(1..SpclChance) == 1) Then
             {
                Choose Random Opponent without Petrify Status
                Use Sun Diver on Target
             } Else {
                Choose Random Opponent without Petrify Status
                Use <Guitar Slap> on Target
                If (Rnd(1..SpclChance) == 1) Then
                {
                   Choose Random Opponent without Petrify Status
                   Use <Guitar Slap> on Target
                }
             }
          }
          Count = Rnd(0..1)
       }
    }
    AI: Counter - General
    {
       If (Gighee's HP <= 25% of Gighee's Max HP) Then
       {
          SpclChance = 3
       } Else If (Gighee's HP <= 50% of Gighee's Max HP) Then {
          SpclChance = 4
       } Else If (Gighee's HP <= 75% of Gighee's Max HP) Then {
          SpclChance = 5
       } Else {
          SpclChance = 6
       }
    }
    AI: Counter - Magical
    {
       If (SpclChance > 2) Then
       {
          If (At Least One Opponent doesn't have Silence Status) Then
          {
             Choose All Opponents
             Use Voice of Ages on Target
             SpclChance = 2
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Iron Man
     Lvl: 46         EXP: 10000         Win: [ 8] Phoenix Down
      HP: 20000       AP: 150         Steal: [ 8] Elixir
      MP: 100        Gil: 600         Morph:      Escort Guard
     ---
    Weak:   Water
    Half:   Fire, Ice, Earth
     ---
     Att: 180        Def: 240         Df%: 1           Dex: 200
     MAt: 160        MDf: 400                          Lck: 0
     ---
    Immune: Death, Confusion, Frog, Small, Slow-numb, Petrify, Manipulate,
            Berserk
     ---
    Attacks:
      <Heavy Sword>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (2482.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Notes: Will sometimes use Heavy Sword twice in a single combo
      Grand Sword
        Physical Attack
        Formula: Physical
        Pwr: 1x Base       (1986)
        PAt%: 100
        Tar: All Op/1 Op
        Elm: Shoot
        Notes: Will sometimes use Heavy Sword or Grand Sword after Grand Sword
                 in a combo
      Adrenaline
        Magical Change Status
        Auto Hit
        Tar: Self
        Elm: Non-Element
        Attr: 100%  Inflict 'Haste', 'Barrier'
              Ignore Status Immunity
        Notes: Only used as C/A when at 75% HP or lower
               Can only use four times per battle maximum
     ---
    AI: Setup
    {
       TempVar:AdrenalineUses = 4
    }
    AI: Main
    {
       If ((Iron Man has Haste Status) AND (Iron Man has Barrier Status)) Then
       {
          Choose All Opponents
          Use Grand Sword on Target
          If (1/4 Chance) Then
          {
             Choose All Opponents
             Use Grand Sword on Target
          }
       } Else {
          If (1/4 Chance) Then
          {
             Choose All Opponents
             Use Grand Sword on Target
          } Else {
             Choose Random Opponent
             Use <Heavy Sword> on Target
          }
          If (1/2 Chance) Then
          {
             Choose Random Opponent
             Use <Heavy Sword> on Target
          }
       }
    }
    AI: Counter - General
    {
       If ((Iron Man's HP <= 50% of Iron Man's Max HP)
             AND (TempVar:AdrenalineUses > 0)) Then
       {
          If ((Iron Man doesn't have Haste Status)
                OR (Iron Man doesn't have Barrier Status)) Then
          {
             Choose Self
             Use Adrenaline on Target
             TempVar:AdrenalineUses = TempVar:AdrenalineUses - 1
          }
       } Else If ((Iron Man's HP <= 75% of Iron Man's Max HP)
                    AND (TempVar:AdrenalineUses > 0)) Then {
          If ((Iron Man doesn't have Haste Status)
                OR (Iron Man doesn't have Barrier Status)) Then
          {
             Choose Self
             Use Adrenaline on Target
             TempVar:AdrenalineUses = TempVar:AdrenalineUses - 1
          }
       }
    }
    
    
    
    
    =============================================================================
    5.34 The Final Battles
    ----------------------
    
    5.34.1 Jenova*SYNTHESIS
    ------ ----------------
    Name: Jenova*SYNTHESIS
     Lvl: 61         EXP: 60000         Win:      -         
      HP: 60000       AP: 500         Steal:      -
      MP: 600        Gil: 0           Morph:      -
     ---
    Void:   Earth, Gravity
    Asrb:   Poison
     ---
     Att: 150        Def: 100         Df%: 1           Dex: 120
     MAt: 120        MDf: 180                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
            
    This is the template used by all three Jenova*SYNTHESIS parts.
    
    Jenova*SYNTHESISB has 10000 HP instead of 60000
    Jenova*SYNTHESISC has  8000 HP instead of 60000
    Only Jenova*SYNTHESISA has EXP value
    
    Note that only Jenova*SYNTHESISA takes turns.  B and C do nothing
    
    While Jenova*SYNTHESISB is dead, Jenova*SYNTHESISA's Def will drop to  80
    While Jenova*SYNTHESISC is dead, Jenova*SYNTHESISA's MDf will drop to 150
    These effects continue until the arms are revived
    
    Finally, note that the arms will be revived to 25% of their maximum HP,
    regardless of the abilities used at the time of revival
     ---
    Attacks:
      Absorb
        Magical Attack
        Formula: Magical
        Pwr: 1 1/4x Base   (1357.5)
        MAt%: 100
        Tar: 1 Op
        Elm: Non-Element
        Attr: [ 48] Inflict 'Sadness'
        Notes: (Used Blood Fang/Dragon byte, but doesn't Drain HP....)
               Only used while Jenova*SYNTHESISC is alive
      <Repeating Slap>
        Physical Attack
        Formula: Physical
        Pwr: 1 1/4x Base   (2325)
        PAt%:  95
        Tar: 1 Op
        Elm: Hit
        Attr: [ 48] Inflict 'Fury'
        Notes: Only used while Jenova*SYNTHESISB is alive
      Bio2
        Magical Attack
        Formula: Magical
        Pwr: 1 5/16x Base  (1425.375)
        MAt%: 100
        Cost: 36 MP
        Tar: All Op/1 Op
        Elm: Poison
        Attr: [ 48] Inflict 'Poison'
              Reflectable
        Notes: Only used while Jenova*SYNTHESISB and SYNTHESISC are alive
      Cure3
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 2860   (3946)
        MAt%: 255
        Cost: 64 MP
        Tar: All Al/1 Al
        Elm: Restorative
        Attr: Reflectable
        Notes: Only used while Jenova*SYNTHESISC is alive but SYNTHESISB is dead
      Stop
        Magical Change Status
        Auto Hit
        Cost: 34 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 60] Inflict 'Stop'
              Reflectable
        Notes: Only used while Jenova*SYNTHESISB is alive but SYNTHESISC is dead
      Ultima
        Magical Attack
        Formula: Magical
        Pwr: 6 9/16x Base  (7126.875)
        MAt%: 100
        Cost: 130 MP
        Tar: All Op (NS)
        Elm: Non-Element
        Notes: Only used at the end of Jenova*SYNTHESISA's countdown
      <Right Hand Revived>
        Magical HP Restore
        Formula: Max HP%
        Pwr: [Target's Max HP * 255 / 32]
        MAt%: 255
        Tar: 1 Al
        Elm: Restorative          
        Attr: Automatic miss if Target is not in 'Death' Status and target does
                not absorb Restorative
              100% chance of killing targets that absorb Restorative
              100%  Cure 'Death'
        Notes: Animation used never shows HP restored
      <Left Hand Revived>
        Magical HP Restore
        Formula: Max HP%
        Pwr: [Target's Max HP * 255 / 32]
        MAt%: 255
        Tar: 1 Al
        Elm: Restorative          
        Attr: Automatic miss if Target is not in 'Death' Status and target does
                not absorb Restorative
              100% chance of killing targets that absorb Restorative
              100%  Cure 'Death'
        Notes: Animation used never shows HP restored
     ---
    AI: Setup
    {
       TempVar:Ultima = 9
       GlobalVar:JenovaKoR = 0
       If (Self is Jenova*SYNTHESISA) Then
       {
          Turn on Death Handling for Jenova*SYNTHESISA
          Jenova*SYNTHESISA's [4278] = 3
          TempVar:AvgPLv     = Average Party Level
          TempVar:CharNum    = Number of Party Members
          TempVar:Cloud'sLv  = Cloud's Level
          TempVar:CharLv99   = No. of Characters at L99
          TempVar:Char<Lv45  = No. of Characters below L45
          TempVar:Char<Lv35  = No. of Charcaters below L35
       }   
       If (Self is Jenova*SYNTHESISB) Then
       {
          Jenova*SYNTHESISB's Max HP = 10000
          Jenova*SYNTHESISB's     HP = 10000
          Jenova*SYNTHESISB's [4278] = 16
          Jenova*SYNTHESISB's EXP Value = 0
          Jenova*SYNTHESISB's Gil Value = 0
       }
       If (Self is Jenova*SYNTHESISC) Then
       {
          Jenova*SYNTHESISC's Max HP =  8000
          Jenova*SYNTHESISC's     HP =  8000
          Jenova*SYNTHESISC's [4278] = 20
          Jenova*SYNTHESISC's EXP Value = 0
          Jenova*SYNTHESISC's Gil Value = 0
       }
    }
    AI: Main
    {
       If (Self is Jenova*SYNTHESISA) Then
       {
          If (TempVar:Ultima < 6) Then
          {
             If (TempVar:Ultima == 0) Then
             {
                Choose All Opponents
                Use Ultima on Target
                If (TempVar:Cloud'sLv > 60) Then
                {
                   GlobalVar:BizarroParty = 3
                } Else {
                   GlobalVar:BizarroParty = 2
                }
                If ((Count < 6) OR (TempVar:Char<Lv45 == 0)) Then
                {
                   GlobalVar:BizarroParty = 3
                }
                If ((TempVar:Char<Lv45 > 0) OR (TempVar:CharNum < 8)
                      OR (TempVar:AvgPLv < 68)) Then
                {
                   GlobalVar:BizarroParty = 2
                }
                If ((Count > 12) OR (TempVar:AvgPLv < 54)
                      OR (TempVar:Char<Lv35 > 0)) Then
                {
                   GlobalVar:BizarroParty = 1
                }
                GlobalVar:BzHeadDeaths = 0
                GlobalVar:BzDead-MainHead = 0
                GlobalVar:BzDead-MainCore = 0
                GlobalVar:BzDead-MainRMgc = 0
                GlobalVar:BzDead-MainLMgc = 0
                GlobalVar:BzDead-MainRShl = 0
                GlobalVar:BzDead-MainRArm = 0
                GlobalVar:BzDead-Sub1Core = 0
                GlobalVar:BzDead-Sub1LArm = 0
                GlobalVar:BzDead-Sub1LShl = 0
                GlobalVar:BzDead-Sub1RArm = 0
                GlobalVar:BzDead-Sub2Core = 0
                GlobalVar:BzDead-Sub2LArm = 0
                GlobalVar:BizarroMainStart = 0
                GlobalVar:BizarroSub1Start = 0
                GlobalVar:BizarroSub2Start = 0
                GlobalVar:CharLv99 = TempVar:CharLv99
                Remove All Enemies
             } Else If (TempVar:Ultima == 1) Then {
                Print Message [1]
             } Else If (TempVar:Ultima == 2) Then {
                Print Message [2]
             } Else If (TempVar:Ultima == 3) Then {
                Print Message [3]
             } Else If (TempVar:Ultima == 4) Then {
                Print Message [4]
             } Else If (TempVar:Ultima == 5) Then {
                Print Message [5]
             }
             TempVar:Ultima = TempVar:Ultima - 1
          } Else {
             If (Count < 250) Then {
                Count = Count + 1
             } Else {
                Count = Count - 9
             }
             Choose Random Opponent
             TempVar:Sequence = (Count MOD 5)
             If (TempVar:Sequence == 1 or 3) Then
             {
                If (Jenova*SYNTHESISB doesn't have Death Status) Then
                {
                   If (Jenova*SYNTHESISC doesn't have Death Status) Then
                   {
                      Use <Repeating Slap> (C Alive Version) on Target
                   } Else {
                      Use <Repeating Slap> (C Dead Version) on Target
                   }
                } Else {
                   Jenova*SYNTHESISA's Def = 80
                }
             } Else If (TempVar:Sequence == 2 or 4) Then {
                If (Jenova*SYNTHESISC doesn't have Death Status) Then
                {
                   If (Jenova*SYNTHESISB doesn't have Death Status) Then
                   {
                      Use Absorb (B Alive Version) on Target
                   } Else {
                      Use Absorb (B Dead Version) on Target
                   }
                } Else {
                   Jenova*SYNTHESISA's MDf = 150
                }
             } Else {
                If ((Jenova*SYNTHESISC has Death Status)
                      AND (Jenova*SYNTHESISB has Death Status)) Then
                {
                   Choose Self
                   Use <Right Hand Revived> on Target
                   Remove all Statuses from Jenova*SYNTHESISC
                   Jenova*SYNTHESISC's HP = [Jenova*SYNTHESISC's Max HP / 4]
                   All Allies' IdleAnim = Left Arm Dead
                   Use <Left Hand Revived> on Target
                   Remove all Statuses from Jenova*SYNTHESISB
                   Jenova*SYNTHESISB's HP = [Jenova*SYNTHESISB's Max HP / 4]
                   All Allies' IdleAnim = Normal
                   All Allies' HurtAnim = Flinch (Normal)
                   Jenova*SYNTHESISA's Def = 100
                   Jenova*SYNTHESISA's MDf = 180               
                } Else If ((Jenova*SYNTHESISC has Death Status)
                      AND (Jenova*SYNTHESISB doesn't have Death Status)) Then {
                   Choose Random Opponent
                   If (Jenova*SYNTHESISA's MP >= 34) Then
                   {
                      Use Stop on Target
                   }
                } Else If ((Jenova*SYNTHESISC doesn't have Death Status)
                      AND (Jenova*SYNTHESISB has Death Status)) Then {
                   Choose All Allies
                   If (Jenova*SYNTHESISA's MP >= 64) Then
                   {
                      Use Cure3 on Target
                   }
                } Else {
                   Choose All Opponents
                   If (Jenova*SYNTHESISA's MP >= 36) Then
                   {
                      Use Bio2 on Target
                   }
                }
             }
          }
       }
    }
    AI: Counter - General
    {
       If (Self is Jenova*SYNTHESISA) Then
       {
          If ((Jenova*SYNTHESISA's HP < 15000) AND (TempVar:Ultima > 5)) Then
          {
             TempVar:Ultima = 5
          }
          If ((Last Command was Summon or W-Summon)
                AND (Last Attack was Knights of Round)) Then
          {
             GlobalVar:JenovaKoR = 1
          }
       }
    }
    AI: Counter - Death
    {
       If (Self is Jenova*SYNTHESISA) Then
       {
          If ((Last Command was Summon or W-Summon)
                AND (Last Attack was Knights of Round)) Then
          {
             GlobalVar:JenovaKoR = 1
          }
          Remove All Enemies
          If (TempVar:Cloud'sLv > 60) Then
          {
             GlobalVar:BizarroParty = 3
          } Else {
             GlobalVar:BizarroParty = 2
          }
          If ((Count < 6) OR (TempVar:Char<Lv45 == 0)) Then
          {
             GlobalVar:BizarroParty = 3
          }
          If ((TempVar:Char<Lv45 > 0) OR (TempVar:CharNum < 8)
                OR (TempVar:AvgPLv < 68)) Then
          {
             GlobalVar:BizarroParty = 2
          }
          If ((Count > 12) OR (TempVar:AvgPLv < 54)
                OR (TempVar:Char<Lv35 > 0)) Then
          {
             GlobalVar:BizarroParty = 1
          }
          GlobalVar:BzHeadDeaths = 0
          GlobalVar:BzDead-MainHead = 0
          GlobalVar:BzDead-MainCore = 0
          GlobalVar:BzDead-MainRMgc = 0
          GlobalVar:BzDead-MainLMgc = 0
          GlobalVar:BzDead-MainRShl = 0
          GlobalVar:BzDead-MainRArm = 0
          GlobalVar:BzDead-Sub1Core = 0
          GlobalVar:BzDead-Sub1LArm = 0
          GlobalVar:BzDead-Sub1LShl = 0
          GlobalVar:BzDead-Sub1RArm = 0
          GlobalVar:BzDead-Sub2Core = 0
          GlobalVar:BzDead-Sub2LArm = 0
          GlobalVar:BizarroMainStart = 0
          GlobalVar:BizarroSub1Start = 0
          GlobalVar:BizarroSub2Start = 0
          GlobalVar:CharLv99 = TempVar:CharLv99
       } Else If (Jenova*SYNTHESISA does not have Death Status) Then {
          Choose Jenova*SYNTHESISA
          If (Self is Jenova*SYNTHESISB) Then
          {
             Target's Def = 80
          } Else {
             Target's MDf = 150
          }
          If (Jenova*SYNTHESISC doesn't have Death Status) Then
          {
             If (Jenova*SYNTHESISB has Death Status) Then
             {
                All Allies' IdleAnim = Left Arm Dead
                All Allies' HurtAnim = Flinch (Left Arm Dead)
             }
          } Else If (Jenova*SYNTHESISB has Death Status) Then {
             All Allies' IdleAnim = Both Arms Dead
             All Allies' HurtAnim = Flinch (Both Arms Dead)
          } Else {
             All Allies' IdleAnim = Right Arm Dead
             All Allies' HurtAnim = Flinch (Right Arm Dead)
          }
       }
    }
    
    
    
    
    -----------------------------------------------------------------------------
    5.34.2 Bizarro*Sephiroth
    ------ -----------------
    There are no less than six versions of Bizarro*Sephiroth: fighting with
    one party, fighting with two parties (one version for each party), and
    fighting with three parties (one version for each party).  Add this to the
    huge AI, and this makes Bizarro*Sephiroth the largest boss section in this
    document, and deserving of his own explanation.
    
    
    ============================================================================
    ====                         O N E   P A R T Y                          ====
    ============================================================================
    
    You will face the single party version if any one of the following are true:
    
       1. Jenova*SYNTHESIS achieved 13 or more turns before the countdown for
          Ultima started.  Note that this still counts turns where Jenova
          couldn't do anything due to an Arm being dead.  Also note that the
          very first turn Jenova begins the countdown on does not count.
    
       2. Your lowest levelled party member is L34 or less.  A character in this
          level range automatically earns you the single party version of
          Bizarro*Sephiroth.
    
       3. The average party level is 53 or less.  Aeris is not included in
          this count, and if you have skipped Yuffie or Vincent, then whoever
          you've skipped will not be included either.  The average is the sum
          of your party's levels divided by the number of party members,
          rounded down.
    
    
    This version of Bizarro*Sephiroth is the easiest and least complex of the
    lot.  The idea is simply to defeat the Main Body (Bizarro*Sephiroth A).
    Complicating this is the Core (Bizarro*Sephiroth C) which heals the Main Body
    every turn.  At the start of battle, the Core is immune to any attack.
    However, defeating Right Magic (Bizarro*Sephiroth D) and Left Magic
    (Bizarro*Sephiroth E) makes the Core vulnerable to attack, allowing you to
    shut down this healing factor.
    
    
    When the battle begins, an extra script will set Battle Variable [2160] to
    [2160] OR 0x20.  The effect of this is currently unknown.
    
      Now, here's Bizarro's details:
    
    
    
    -----------------------------------------------------------------------------
    Name: Bizarro*Sephiroth
     Lvl: 61         EXP: 0             Win:      -         
      HP: 60000       AP: 0           Steal:      -
      MP: 400        Gil: 0           Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 210        Def: 200         Df%: 1           Dex: 100
     MAt: 144        MDf: 200                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
            
    This is the single party version of Bizarro*Sephiroth
    
    This template is used by all five Bizarro*Sephiroth parts.  The parts will
    differ as such:
    
    Main Body's Max HP = 40000 +  5000 * No. of Characters at L99
                       + 60000 if Knights of Round was used on Jenova*SYNTHESIS
    Head's Max HP      =  2000 +   250 * No. of Characters at L99
    Core's Max HP      = 10000 +  1250 * No. of Characters at L99
    Right Mgc's Max HP =  4000 +   500 * No. of Characters at L99
    Left Mgc's Max HP  =  4000 +   500 * No. of Characters at L99
    
    Note that Aeris does not count with regards to characters at L99.
    
    Right Magic will absorb Ice and Lightning Elements
    Left Magic will absorb Fire and Earth Elements
    Core is immune to all attacks until both Right Magic and Left Magic are dead
      The immunity will return if Right and Left Magic are revived
     ---
    Attacks:
      <Sephiroth Shock>
        Physical Attack
        Formula: Physical
        Pwr: 5/8x Base     (2131.25)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Can't Cover
        Notes: Also used if the planned attack for this turn fails due to the
                 conditions for using it not being met
      Aurora Fence
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 22     (1252)
        MAt%: 100
        Tar: All Op
        Elm: Restorative
        Attr: Automatic miss if Target is not in 'Death' Status
              100%  Cure 'Death', 'Sleep', 'Poison', 'Sadness', 'Fury',
                         'Confusion', 'Haste', 'Slow', 'Frog', 'Small',
                         'Slow-numb', 'Petrify', 'Regen', 'Barrier', 'MBarrier',
                         'Reflect', 'Shield', 'Berserk', 'Peerless',
                         'Death Force', 'Resist'
        Notes: When used, will also remove Sleep/Poison/Sadness/Fury/Confusion/
                 Silence/Haste/Slow/Stop/Frog/Small/Slow-numb/Petrify/Regen/
                 Barrier/MBarrier/Reflect/Shield/Death-sentence/Berserk/
                 Peerless/Paralysed/Seizure Statuses from ALL party members
               Only used when Head is dead
               Status removal done via Aurora Fence is considered to be No Split,
                 even though the healing itself is split
      Bolt3
        Magical Attack
        Formula: Magical
        Pwr: 4x Base       (4920)
        MAt%: 100
        Cost: 52 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
        Notes: Only used when Right Magic is alive
      Quake3
        Magical Attack
        Formula: Magical
        Pwr: 4 3/8x Base   (5381.25)
        MAt%: 100
        Cost: 68 MP
        Tar: 1 Op/All Op
        Elm: Earth
        Attr: Reflectable
        Notes: Only used when Left Magic is alive
      Stigma
        Magical Attack
        Formula: Magical
        Pwr: 1 3/4x Base   (2152.5)
        MAt%: 100
        Tar: All Op (NS)
        Elm: Shout
        Attr: 100%  Inflict 'Poison', 'Slow'
        Notes: Only used when Head is alive and Core is alive
      Heartless Angel
        Physical Attack
        Formula: Custom
        Pwr: Target's HP - 1
        PAt%: 255
        Tar: All Op (NS)
        Elm: Non-Element
        Notes: Only used when Head is alive and Core is dead
      Ice3
        Magical Attack
        Formula: Magical
        Pwr: 4x Base       (4920)
        MAt%: 100
        Cost: 52 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
        Notes: Only used when Right Magic is alive
      Fire3
        Magical Attack
        Formula: Magical
        Pwr: 4x Base       (4920)
        MAt%: 100
        Cost: 52 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
        Notes: Only used when Left Magic is alive
      Bizzarro Enegy
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 5610   (6840)
        MAt%: 255
        Tar: 1 Al/All Al
        Elm: Restorative
        Notes: While Core is alive, it uses this to heal Main Body every turn
               It will also be used when Left and Right Magic are revived
      Stigma
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (1845)
        MAt%: 100
        Tar: All Op (NS)
        Elm: Shout
        Attr: 100%  Inflict 'Poison', 'Slow'
        Notes: Bizarro*Sephiroth will never use this version
    
    Animations:
      <Vanish>
      <Vanish>
     ---
    AI: Setup
    {
       TempVar:MainBody = Bizarro*Sephiroth A
       TempVar:Head     = Bizarro*Sephiroth B
       TempVar:Core     = Bizarro*Sephiroth C
       TempVar:RightMgc = Bizarro*Sephiroth D
       TempVar:LeftMgc  = Bizarro*Sephiroth E
       Turn off Death Handling for Bizarro*Sephiroth
       If (Self is TempVar:MainBody) Then
       {
          TempVar:CharLv99 = GlobalVar:CharLv99
          If (GlobalVar:JenovaKoR == 1) Then
          {
             TempVar:JenovaBonus = 60000
          } Else {
             TempVar:JenovaBonus = 0
          }
          TempVar:MainBody's Max HP  = 40000 + TempVar:CharLv99 * 5000
                                        + TempVar:JenovaBonus
          TempVar:Head's Max HP      = 4000 - ((8 - TempVar:CharLv99) * 250)
          TempVar:Core's Max HP      = 10000 + TempVar:CharLv99 * 1250
          TempVar:RightMgc's Max HP  = 4000 + TempVar:CharLv99 * 500
          TempVar:LeftMgc's Max HP   = 4000 + TempVar:CharLv99 * 500
          If (GlobalVar:BizarroMainStart == 0) Then
          {
             TempVar:MainBody's HP = TempVar:MainBody's Max HP
             TempVar:Head's HP     = TempVar:Head's Max HP
             TempVar:Core's HP     = TempVar:Core's Max HP
             TempVar:RightMgc's HP = TempVar:RightMgc's Max HP
             TempVar:LeftMgc's HP  = TempVar:LeftMgc's Max HP
             GlobalVar:BizarroMainStart = 1
             GlobalVar:MainCount = 0
             GlobalVar:Sub1Count = 0
             GlobalVar:Sub2Count = 0
             GlobalVar:MainCoreTurns = 0
             GlobalVar:Sub1CoreTurns = 0
             GlobalVar:Sub2CoreTurns = 0
             GlobalVar:BzHeadDeaths = 0
             GlobalVar:BzDead-MainHead = 0
             GlobalVar:BzDead-MainCore = 0
             GlobalVar:BzDead-MainRMgc = 0
             GlobalVar:BzDead-MainLMgc = 0
             GlobalVar:BzDead-MainRShl = 0
             GlobalVar:BzDead-MainRArm = 0
             GlobalVar:BzDead-Sub1Core = 0
             GlobalVar:BzDead-Sub1LArm = 0
             GlobalVar:BzDead-Sub1LShl = 0
             GlobalVar:BzDead-Sub1RArm = 0
             GlobalVar:BzDead-Sub2Core = 0
             GlobalVar:BzDead-Sub2LArm = 0
             Print Message [Think about the sequence of the 5 targets]
             Print Message [ and beat them!]
          }
          TempVar:MainBody's HP = TempVar:MainBody's Max HP
       } Else If (Self is TempVar:Head) Then {
          TempVar:Head's [4278] = 20
       } Else If (Self is TempVar:Core) Then {
          TempVar:Core's [4278] = 7
          TempVar:Core's Physical Immunity = On
          TempVar:Core's Magical Immunity  = On
          GlobalVar:MainCoreTurns = 0
       } Else If (Self is TempVar:RightMgc) Then {
          TempVar:RightMgc's [4278] = 29
          TempVar:RightMgc's Additional Absorbs = Ice, Lightning
       } Else If (Self is TempVar:LeftMgc) Then {
          TempVar:LeftMgc's [4278] = 25
          TempVar:LeftMgc's Additional Absorbs = Earth, Fire
       } Else {
          Remove Self
       }
       GlobalVar:ChangeParty = 0
    }
    AI: Main
    {
       If (Self is TempVar:MainBody) Then
       {
          TempVar:MainBody's MP = TempVar:MainBody's Max MP
          TempVar:CoreTurns = GlobalVar:MainCoreTurns
          If (TempVar:CoreTurns > 0) Then
          {
             TempVar:CoreTurns = TempVar:CoreTurns + 1
             GlobalVar:MainCoreTurns = TempVar:CoreTurns
          }
          TempVar:TurnTaken = 0
          If (TempVar:Head has Death Status) Then
          {
             If ((TempVar:MainBody's CustomVar:HRvvTurns == 0) Then
             {
                Remove Death Status from TempVar:Head
                Activate TempVar:Head
                TempVar:Head's HP = TempVar:Head's Max HP
                Print Message [Head Portion (B) Revived]
                Choose Self
                Use <> on Target
                All Allies' IdleAnim = Normal
                All Allies' HurtAnim = Flinch (Normal)
                TempVar:TurnTaken = 1
             } Else {
                TempVar:MainBody's CustomVar:HRvvTurns =
                                      TempVar:MainBody's CustomVar:HRvvTurns - 1
             }
          }
          Count = Count + 1
          If (Count == 1) Then
          {
             If ((TempVar:Core doesn't have Death Status)
                    AND (TempVar:RightMgc has Death Status)
                    AND (TempVar:LeftMgc has Death Status)
                    AND (TempVar:CoreTurns > 8)) Then
             {
                Choose TempVar:RightMgc and TempVar:LeftMgc
                Remove Death Status from Target
                Activate Target
                Use Bizzarro Enegy on Target
                TempVar:Core's Physical Immunity = On
                TempVar:Core's Magical Immunity  = On
                Print Message [Left&Right-Magic (D&E) Revived]
                If (TempVar:Head doesn't have Death Status) Then
                {
                   All Allies' IdleAnim = Normal
                   All Allies' HurtAnim = Flinch (Normal)
                } Else {
                   All Allies' IdleAnim = Head KOed
                   All Allies' HurtAnim = Flinch (Head KOed)
                }
                GlobalVar:MainCoreTurns = 0
                TempVar:TurnTaken = 1
             } Else {
                If (TempVar:Head has Death Status) Then
                {
                   Choose All Opponents (incl. Dead)
                   Use Aurora Fence on Target
                   Remove Sleep/Poison/Sadness/Fury/Confusion/Silence/Haste/Slow/
                          Stop/Frog/Small/Slow-numb/Petrify/Regen/Barrier
                          MBarrier/Reflect/Shield/Death-sentence/Manipulate/
                          Berserk/Peerless/Paralysed/Seizure Statuses from Target
                   Remove Haste/Slow/Seizure Statuses from Self
                   TempVar:TurnTaken = 1
                }
             }
          } Else If (Count == 2) Then {
             If (TempVar:RightMgc doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Bolt3 on Target
                TempVar:TurnTaken = 1
             }
          } Else If (Count == 3) Then {
             If (TempVar:LeftMgc doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Quake3 on Target
                TempVar:TurnTaken = 1
             }
          } Else If (Count == 4) Then {
             If (TempVar:Head doesn't have Death Status) Then
             {
                If ((TempVar:Core doesn't have Death Status)
                {
                   Choose All Opponents
                   If (TempVar:MainBody's IdleAnim == Normal) Then
                   {
                      Use Stigma (Normal Version) on Target
                   } Else {
                      Use Stigma (Head KOed Version) on Target
                   }
                } Else {
                   Choose All Opponents
                   Use Heartless Angel on Target
                }
                TempVar:TurnTaken = 1
             }
          } Else If (Count == 5 or 6) Then {
             TempVar:TurnTaken = 1
          } Else If (Count == 7) Then {
             If (TempVar:RightMgc doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Ice3 on Target
                TempVar:TurnTaken = 1
             }
          } Else {
             Count = 0
             If (TempVar:LeftMgc doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Fire3 on Target
                TempVar:TurnTaken = 1
             }
          }
          If (TempVar:TurnTaken == 0) Then
          {
             Choose Random Opponent
             If (TempVar:MainBody's IdleAnim == Normal) Then
             {
                Use <Sephiroth Shock> (Normal Version) on Target
             } Else {
                Use <Sephiroth Shock> (Head KOed Version) on Target
             }
             TempVar:TurnTaken = 1
          }
       } Else If (Self is TempVar:Core) Then {
          Choose TempVar:MainBody
          Use Bizzarro Enegy on Target
          TempVar:Core's MP = TempVar:Core's Max MP
       }
    }
    AI: Counter - Death
    {
       GlobalVar:ChangeParty = 0
       Choose Self
       If (Self is TempVar:MainBody) Then
       {
          Use <Vanish> on Target
          Remove All Allies
       } Else If (TempVar:MainBody doesn't have Death Status) Then {
          Use <Vanish> on Target
       }
       If (Self is TempVar:MainBody) Then
       {
          GlobalVar:ChangeParty = 0
          Remove All Allies
       } Else If (Self is TempVar:Head) Then {
          If (TempVar:MainBody doesn't have Death Status) Then
          {
             Choose Self
             Use <> on Target
             Print Message [Head Portion (B) Dead]
             TempVar:MainBody's IdleAnim = Head KOed
             TempVar:MainBody's HurtAnim = Flinch (Head KOed)
             TempVar:MainBody's CustomVar:HRvvTurns = Rnd(1..3)
             If (GlobalVar:BzHeadDeaths < 249) Then
             {
                GlobalVar:BzHeadDeaths = GlobalVar:BzHeadDeaths + 1
             }
          }
       } Else If (Self is TempVar:Core) Then {
          GlobalVar:MainCoreTurns = 0
          Print Message [Core (C) Dead]
       } Else If (Self is TempVar:RightMgc) Then {
          If (TempVar:MainBody doesn't have Death Status) Then
          {
             Print Message [Right Magic (D) Dead]
             If (TempVar:LeftMgc has Death Status) Then
             {
                TempVar:Core's Physical Immunity = Off
                TempVar:Core's Magical Immunity  = Off
                GlobalVar:MainCoreTurns = 1
                Print Message [Core (C) Defense Down]
             }
          }
       } Else If (Self is TempVar:LeftMgc) Then {
          If (TempVar:MainBody doesn't have Death Status) Then
          {
             Print Message [Left Magic (E) Dead]
             If (TempVar:RightMgc has Death Status) Then
             {
                TempVar:Core's Physical Immunity = Off
                TempVar:Core's Magical Immunity  = Off
                GlobalVar:MainCoreTurns = 1
                Print Message [Core (C) Defense Down]
             }
          }
       }
    }
    
    
    
    
    ============================================================================
    ====                       T W O   P A R T I E S                        ====
    ============================================================================
    
    You will face the two party version if you do not qualify for the single
    party version, but one of the following is true:
    
       1. You are missing either Vincent or Yuffie or both.
    
       2. Your lowest levelled party member is between L35 and L44 inclusive.
    
       3. The average party level is between 54 and 67 inclusive.
    
    
    This is a slightly more complex battle.  Cloud's party will face the Right
    Side of Bizarro, while your other party must face the Left.  The battle
    begins with Cloud.  The objective, again, is to defeat the Main Body
    (Bizarro*Sephiroth Main:A).  However, the Right Core (Bizarro*Sephiroth
    Main:C) is still healing it every turn.  To complicate matters, defeating
    Right Magic (Bizarro*Sephiroth Main:D and Main:E) is no longer enough to make
    the Core vulnerable.  It is necessary to defeat a part of Bizarro*Sephiroth
    and *then* switch parties to Bizarro's Left Side.
    
    There, the Left Core (Bizarro*Sephiroth Sub:C) is accessible.  While still
    immune to attacks, it becomes vulnerable when Left Magic (Bizarro*Sephiroth
    Sub:D and Sub:E) is destroyed.  Once the immunity is gone, Left Core may be
    destroyed.  Once both Left Core and Right Magic are dead, Right Core in front
    of Cloud's party finally becomes vulnerable.  Switching back to Cloud's party
    and defeating it finally removes Bizarro's method of healing.
    
    Alternatively, it is possible to simply overpower Bizarro by dealing more
    damage than he can heal, which is often considered a much much simpler
    method.
    
    Note that when you switch parties, the HP values of all Bizarro*Sephiroth
    parts are saved.  When you return to that battle, it is identical to starting
    a new battle (all statuses are reset, for example), except that the HP of the
    parts are set to their saved value.  Also note that any damage done to a part
    in one battle does *NOT* carry over to the other battle; the AI script only
    shares Death status, not HP.  Thus, the HP for Bizarro*Sephiroth's head can
    be different between two different parties, for example.
    
    
    When the battle begins, an extra script in both battles will set Battle
    Variable [2160] to [2160] OR 0x24.  The effect of this is currently unknown.
    In addition, in the Right Side battle, [2180] will be set to 0, and in the
    Left Side battle, [2180] will be set to 1.
    
      On to the stats:
    
    
    
    -----------------------------------------------------------------------------
    Name: Bizarro*Sephiroth
     Lvl: 61         EXP: 0             Win:      -         
      HP: 60000       AP: 0           Steal:      -
      MP: 400        Gil: 0           Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 210        Def: 210         Df%: 1           Dex: 120
     MAt: 144        MDf: 210                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
            
    This is the Right Hand Side (Main Battle) in the Two Party scenario
    
    This template is used by all five Bizarro*Sephiroth parts.  The parts will
    differ as such:
    
    Main Body's Max HP = 40000 +  5000 * No. of Characters at L99
                       + 60000 if Knights of Round was used on Jenova*SYNTHESIS
    Head's Max HP      =  2000 +   250 * No. of Characters at L99
    Core's Max HP      = 14000 +  1750 * No. of Characters at L99
    Right Shl's Max HP =  6000 +   750 * No. of Characters at L99
    Right Arm's Max HP =  4000 +   500 * No. of Characters at L99
    
    Note that Aeris does not count with regards to characters at L99.
    
    Head shares Death status with the Head in Sub Battle 1
    Right Shoulder and Right Arm will absorb Ice and Lightning Elements
    Core is immune to all attacks until Right Shoulder and Right Arm are dead,
      *AND* the Core of the 1st Sub Battle is also dead.  The immunity will
      return if Right Shouler/Arm are revived
    
    BUG: Due to a flaw in the AI Script, Bizarro will only successfully record
    which parts on this side are dead if Bizarro*Sephiroth E is dead.  If
    Right Magic (E) is alive, the death of any other parts on this side of
    Bizarro will not be recorded when you change parties
     ---
    Attacks:
      <Sephiroth Shock>
        Physical Attack
        Formula: Physical
        Pwr: 5/8x Base     (2131.25)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Can't Cover
        Notes: Also used if the planned attack for this turn fails due to the
                 conditions for using it not being met
      Aurora Fence
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 22     (1252)
        MAt%: 100
        Tar: All Op
        Elm: Restorative
        Attr: Automatic miss if Target is not in 'Death' Status
              100%  Cure 'Death', 'Sleep', 'Poison', 'Sadness', 'Fury',
                         'Confusion', 'Haste', 'Slow', 'Frog', 'Small',
                         'Slow-numb', 'Petrify', 'Regen', 'Barrier', 'MBarrier',
                         'Reflect', 'Shield', 'Berserk', 'Peerless',
                         'Death Force', 'Resist'
        Notes: When used, will also remove Sleep/Poison/Sadness/Fury/Confusion/
                 Silence/Haste/Slow/Stop/Frog/Small/Slow-numb/Petrify/Regen/
                 Barrier/MBarrier/Reflect/Shield/Death-sentence/Berserk/
                 Peerless/Paralysed/Seizure Statuses from ALL party members
               Only used when Head is dead
               Status removal done via Aurora Fence is considered to be No Split,
                 even though the healing itself is split
      Bolt3
        Magical Attack
        Formula: Magical
        Pwr: 4x Base       (4920)
        MAt%: 100
        Cost: 52 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
        Notes: Only used when Right Shoulder is alive
      Slow
        Magical Change Status
        Auto Hit
        Cost: 20 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [100] Inflict 'Slow'
              Reflectable
        Notes: Only used when Right Arm is alive
      Stigma
        Magical Attack
        Formula: Magical
        Pwr: 1 3/4x Base   (2152.5)
        MAt%: 100
        Tar: All Op (NS)
        Elm: Shout
        Attr: 100%  Inflict 'Poison', 'Slow'
        Notes: Only used when Head is alive and Core is alive
      Heartless Angel
        Physical Attack
        Formula: Custom
        Pwr: Target's HP - 1
        PAt%: 255
        Tar: All Op (NS)
        Elm: Non-Element
        Notes: Only used when Head is alive and Core is dead
      Sleepel
        Magical Change Status
        MAt%: 100
        Cost: 8 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 72] Inflict 'Sleep'
              Reflectable
        Notes: Only used when Right Arm is alive
      Ice3
        Magical Attack
        Formula: Magical
        Pwr: 4x Base       (4920)
        MAt%: 100
        Cost: 52 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
        Notes: Only used when Right Shoulder is alive
      Bizzarro Enegy
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 5610   (6840)
        MAt%: 255
        Tar: 1 Al/All Al
        Elm: Restorative
        Notes: While Core is alive, it uses this to heal Main Body every turn
               It will also be used when Right Shoulder and Arm are revived
      Stigma
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (1845)
        MAt%: 100
        Tar: All Op (NS)
        Elm: Shout
        Attr: 100%  Inflict 'Poison', 'Slow'
        Notes: Bizarro*Sephiroth will never use this version
    
    Animations:
      <Vanish>
      <Vanish>
     ---
    AI: Setup
    {
       TempVar:MainBody  = Bizarro*Sephiroth A
       TempVar:Head      = Bizarro*Sephiroth B
       TempVar:Core      = Bizarro*Sephiroth C
       TempVar:RightShld = Bizarro*Sephiroth D
       TempVar:RightArm  = Bizarro*Sephiroth E
       Turn off Death Handling for Bizarro*Sephiroth
       If (Self is TempVar:MainBody) Then
       {
          TempVar:CharLv99 = GlobalVar:CharLv99
          If (GlobalVar:JenovaKoR == 1) Then
          {
             TempVar:JenovaBonus = 60000
          } Else {
             TempVar:JenovaBonus = 0
          }
          TempVar:MainBody's Max HP  = 40000 + TempVar:CharLv99 * 5000
                                         + TempVar:JenovaBonus
          TempVar:Head's Max HP      = 4000 - ((8 - TempVar:CharLv99) * 250)
          TempVar:Core's Max HP      = 14000 + TempVar:CharLv99 * 1750
          TempVar:RightShld's Max HP = 6000 + TempVar:CharLv99 * 750
          TempVar:RightArm's Max HP  = 4000 + TempVar:CharLv99 * 500
          If (GlobalVar:BizarroMainStart == 0) Then
          {
             TempVar:MainBody's HP  = TempVar:MainBody's Max HP
             TempVar:Head's HP      = TempVar:Head's Max HP
             TempVar:Core's HP      = TempVar:Core's Max HP
             TempVar:RightShld's HP = TempVar:RightShld's Max HP
             TempVar:RightArm's HP  = TempVar:RightArm's Max HP
             GlobalVar:BizarroMainStart = 1
             GlobalVar:MainCount = 0
             GlobalVar:Sub1Count = 0
             GlobalVar:Sub2Count = 0
             GlobalVar:MainCoreTurns = 0
             GlobalVar:Sub1CoreTurns = 0
             GlobalVar:Sub2CoreTurns = 0
             GlobalVar:BzHeadDeaths = 0
             GlobalVar:BzDead-MainHead = 0
             GlobalVar:BzDead-MainCore = 0
             GlobalVar:BzDead-MainRMgc = 0
             GlobalVar:BzDead-MainLMgc = 0
             GlobalVar:BzDead-MainRShl = 0
             GlobalVar:BzDead-MainRArm = 0
             GlobalVar:BzDead-Sub1Core = 0
             GlobalVar:BzDead-Sub1LArm = 0
             GlobalVar:BzDead-Sub1LShl = 0
             GlobalVar:BzDead-Sub1RArm = 0
             GlobalVar:BzDead-Sub2Core = 0
             GlobalVar:BzDead-Sub2LArm = 0
             Print Message [Think about the sequence of the 5 targets]
             Print Message [ and beat them!]
          }
          Count = GlobalVar:MainCount
          Print Message [If a part dies, change to a different party.]
       } Else If (Self is TempVar:Head) Then {
          TempVar:Head's [4278] = 20
          If (GlobalVar:BzDead-MainHead == 1) Then
          {
             Inflict Death on TempVar:Head
             Remove TempVar:Head
             All Allies' IdleAnim = Head KOed
             All Allies' HurtAnim = Flinch (Head KOed)
          }
       } Else If (Self is TempVar:Core) Then {
          TempVar:Core's [4278] = 7
          TempVar:Core's Physical Immunity = On
          TempVar:Core's Magical Immunity  = On
          If ((GlobalVar:BzDead-Sub1Core == 1)
                AND (GlobalVar:BzDead-MainRArm == 1)
                AND (GlobalVar:BzDead-MainRShl == 1)) Then
          {
             TempVar:Core's Physical Immunity = Off
             TempVar:Core's Magical Immunity  = Off
          }
          If (GlobalVar:BzDead-MainCore == 1) Then
          {
             Inflict Death on TempVar:Core
             Remove TempVar:Core
          }
          GlobalVar:MainCoreTurns = 0
       } Else If (Self is TempVar:RightShld) Then {
          TempVar:RightShld's [4278] = 29
          If (GlobalVar:BzDead-MainRShl == 1) Then
          {
             Inflict Death on TempVar:RightShld
             Remove TempVar:RightShld
          }
          TempVar:RightShld's Additional Absorbs = Ice, Lightning
       } Else If (Self is TempVar:RightArm) Then {
          TempVar:RightArm's [4278] = 30
          If (GlobalVar:BzDead-MainRArm == 1) Then
          {
             Inflict Death on TempVar:RightArm
             Remove TempVar:RightArm
          }
          TempVar:RightArm's Additional Absorbs = Ice, Lightning
       } Else {
          Remove Self
       }
       GlobalVar:ChangeParty = 0
    }
    AI: Main
    {
       If (Bizarro*Sephiroth A to E all have Death Status) Then
       {
          Remove All Allies
          GlobalVar:ChangeParty = 0
       }
       If (Self is TempVar:MainBody) Then
       {
          TempVar:MainBody's MP = TempVar:MainBody's Max MP
          TempVar:CoreTurns = GlobalVar:MainCoreTurns
          If (TempVar:CoreTurns > 0) Then
          {
             TempVar:CoreTurns = TempVar:CoreTurns + 1
             GlobalVar:MainCoreTurns = TempVar:CoreTurns
          }
          TempVar:TurnTaken = 0
          If (TempVar:Head has Death Status) Then
          {
             If ((TempVar:MainBody's CustomVar:HRvvTurns == 0) Then
             {
                Remove Death Status from TempVar:Head
                Activate TempVar:Head
                TempVar:Head's HP = TempVar:Head's Max HP
                Print Message [Head Portion (B) Revived]
                GlobalVar:BzDead-MainHead = 0
                Choose Self
                Use <> on Target
                All Allies' IdleAnim = Normal
                All Allies' HurtAnim = Flinch (Normal)
                TempVar:TurnTaken = 1
             } Else {
                TempVar:MainBody's CustomVar:HRvvTurns =
                                      TempVar:MainBody's CustomVar:HRvvTurns - 1
             }
          }
          GlobalVar:MainCount = GlobalVar:MainCount + 1
          Count = GlobalVar:MainCount
          If (Count == 1) Then
          {
             If ((TempVar:Core doesn't have Death Status)
                    AND (TempVar:RightShld has Death Status)
                    AND (TempVar:RightArm has Death Status)
                    AND (TempVar:CoreTurns > 8)) Then
             {
                Choose TempVar:RightShld and TempVar:RightArm
                Remove Death Status from Target
                Activate Target
                Use Bizzarro Enegy on Target
                TempVar:Core's Physical Immunity = On
                TempVar:Core's Magical Immunity  = On
                Print Message [Right Magic (D&E) Revived]
                GlobalVar:BzDead-MainRArm = 0
                GlobalVar:BzDead-MainRShl = 0
                TempVar:CoreTurns = 0
                If (TempVar:Head doesn't have Death Status) Then
                {
                   All Allies' IdleAnim = Normal
                   All Allies' HurtAnim = Flinch (Normal)
                } Else {
                   All Allies' IdleAnim = Head KOed
                   All Allies' HurtAnim = Flinch (Head KOed)
                }
                GlobalVar:MainCoreTurns = 0
                TempVar:TurnTaken = 1
             } Else {
                If (TempVar:Head has Death Status) Then
                {
                   Choose All Opponents (incl. Dead)
                   Use Aurora Fence on Target
                   Remove Sleep/Poison/Sadness/Fury/Confusion/Silence/Haste/Slow/
                          Stop/Frog/Small/Slow-numb/Petrify/Regen/Barrier
                          MBarrier/Reflect/Shield/Death-sentence/Manipulate/
                          Berserk/Peerless/Paralysed/Seizure Statuses from Target
                   Remove Haste/Slow/Seizure Statuses from Self
                   TempVar:TurnTaken = 1
                }
             }
          } Else If (Count == 2) Then {
             If (TempVar:RightShld doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Bolt3 on Target
                TempVar:TurnTaken = 1
             }
          } Else If (Count == 3) Then {
             If (TempVar:RightArm doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Slow on Target
                TempVar:TurnTaken = 1
             }
          } Else If (Count == 4) Then {
             If (TempVar:Head doesn't have Death Status) Then
             {
                If ((TempVar:Core doesn't have Death Status)
                {
                   Choose All Opponents
                   If (TempVar:MainBody's IdleAnim == Normal) Then
                   {
                      Use Stigma (Normal Version) on Target
                   } Else {
                      Use Stigma (Head KOed Version) on Target
                   }
                } Else {
                   Choose All Opponents
                   Use Heartless Angel on Target
                }
                TempVar:TurnTaken = 1
             }
          } Else If (Count == 5 or 6) Then {
             TempVar:TurnTaken = 1
          } Else If (Count == 7) Then {
             If (TempVar:RightArm doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Sleepel on Target
                TempVar:TurnTaken = 1
             }
          } Else {
             Count = 0
             If (TempVar:RightShld doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Ice3 on Target
                TempVar:TurnTaken = 1
             }
          }
          If (TempVar:TurnTaken == 0) Then
          {
             Choose Random Opponent
             If (TempVar:MainBody's IdleAnim == Normal) Then
             {
                Use <Sephiroth Shock> (Normal Version) on Target
             } Else {
                Use <Sephiroth Shock> (Head KOed Version) on Target
             }
             TempVar:TurnTaken = 1
          }
       } Else If (Self is TempVar:Core) Then {
          Choose TempVar:MainBody
          Use Bizzarro Enegy on Target
          TempVar:Core's MP = TempVar:Core's Max MP
       }
    }
    AI: Counter - Death
    {
       If (TempVar:Head has Death Status) Then
       {
          GlobalVar:BzDead-MainHead = 1
       } Else {
          GlobalVar:BzDead-MainHead = 0
       }
       If (TempVar:Core has Death Status) Then
       {
          GlobalVar:BzDead-MainCore = 1
       } Else {
          GlobalVar:BzDead-MainCore = 0
       }
       If (TempVar:RightShld has Death Status) Then
       {
          GlobalVar:BzDead-MainRShl = 1
       } Else {
          GlobalVar:BzDead-MainRShl = 0
       }
       If (TempVar:RightArm has Death Status) Then
       {
          GlobalVar:BzDead-MainRArm = 1
       } Else {
          GlobalVar:BzDead-Sub1Core = 0
          GlobalVar:BzDead-MainRShl = 0
          GlobalVar:BzDead-MainCore = 0
          GlobalVar:BzDead-MainHead = 0
       }
       Choose Self
       If (Self is TempVar:MainBody) Then
       {
          Use <Vanish> on Target
          Remove All Allies
          GlobalVar:ChangeParty = 0
       } Else If (TempVar:MainBody doesn't have Death Status) Then {
          Use <Vanish> on Target
       }
       If (Self is TempVar:MainBody) Then
       {
          GlobalVar:ChangeParty = 0
          Remove All Allies
       } Else If (Self is TempVar:Head) Then {
          If (TempVar:MainBody doesn't have Death Status) Then
          {
             Choose Self
             Use <> on Target
             Print Message [Head Portion (B) Dead]
             TempVar:MainBody's IdleAnim = Head KOed
             TempVar:MainBody's HurtAnim = Flinch (Head KOed)
             TempVar:MainBody's CustomVar:HRvvTurns = Rnd(1..3)
             If (GlobalVar:BzHeadDeaths < 249) Then
             {
                GlobalVar:BzHeadDeaths = GlobalVar:BzHeadDeaths + 1
             }
             GlobalVar:ChangeParty = 3
          } Else {
             GlobalVar:ChangeParty = 0
          }
       } Else If (Self is TempVar:Core) Then {
          If (TempVar:MainBody doesn't have Death Status) Then
          {
             GlobalVar:MainCoreTurns = 0
             Print Message [Right Core (C) Dead]
             GlobalVar:ChangeParty = 3
          } Else {
             GlobalVar:ChangeParty = 0
          }
       } Else If (Self is TempVar:RightShld) Then {
          If (TempVar:MainBody doesn't have Death Status) Then
          {
             Print Message [Right Magic (D) Dead]
             If ((TempVar:RightArm has Death Status)
                   AND (GlobalVar:BzDead-Sub1Core == 1)) Then
             {
                TempVar:Core's Physical Immunity = Off
                TempVar:Core's Magical Immunity  = Off
                GlobalVar:MainCoreTurns = 1
                Print Message [Right Core (C) Defense Down]
             }
             GlobalVar:ChangeParty = 3
          } Else {
             GlobalVar:ChangeParty = 0
          }
       } Else If (Self is TempVar:RightArm) Then {
          If (TempVar:MainBody doesn't have Death Status) Then
          {
             Print Message [Right Magic (E) Dead]
             If ((TempVar:RightShld has Death Status)
                   AND (GlobalVar:BzDead-Sub1Core)) Then
             {
                TempVar:Core's Physical Immunity = Off
                TempVar:Core's Magical Immunity  = Off
                GlobalVar:MainCoreTurns = 1
                Print Message [Right Core (C) Defense Down]
             }
             GlobalVar:ChangeParty = 3
          } Else {
             GlobalVar:ChangeParty = 0
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Bizarro*Sephiroth
     Lvl: 61         EXP: 0             Win:      -
      HP: 60000       AP: 0           Steal:      -
      MP: 400        Gil: 0           Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 190        Def: 200         Df%: 1           Dex: 110
     MAt: 128        MDf: 190                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
            
    This is the Left Hand Side (Sub Battle 1) in the Two Party scenario
    
    This template is used by all five Bizarro*Sephiroth parts.  The parts will
    differ as such:
    
    Main Body's Max HP = 35000 +  5000 * No. of Characters at L99
    Head's Max HP      =  2000 +   250 * No. of Characters at L99
    Core's Max HP      = 12000 +  1500 * No. of Characters at L99
    Left Shl's Max HP  =  6000 +   750 * No. of Characters at L99
    Left Arm's Max HP  =  4000 +   500 * No. of Characters at L99
    
    Note that Aeris does not count with regards to characters at L99.
    
    Main Body is untargetable on this side of the battle
    Head shares Death status with the Head in the Main Battle
    Left Shoulder and Left Arm will absorb Fire and Gravity Elements
    Core is immune to all attacks until both Left Shoulder and Left Arm are dead
      The immunity will return if both parts of Left Magic are revived
    If Core is destroyed and Right Shoulder and Right Arm in the Main Battle
      are dead, the Core in the Main Battle will lose its immunity
    
    BUG: Due to flaws in the AI script, most of Bizarro's planned attack sequence
    will not activate.  You will most likely only see Demi3 and <Sephiroth Shock>
    used against you until you lower the Core's defenses.  The reason for this is
    that Bizarro mistakenly uses the Turn Counter for Left Core's Defenses
    rather than the correct Turn Counter for his attack sequence
    
    BUG: It's also possible that Left Shoulder/Arm were meant to be given Fire
    and Earth Absorb rather than Fire and Gravity Absorb, when comparing to the
    Single and Three Party battles
     ---
    Attacks:
      <Sephiroth Shock>
        Physical Attack
        Formula: Physical
        Pwr: 5/8x Base     (1702.5)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Can't Cover
        Notes: Also used if the planned attack for this turn fails due to the
                 conditions for using it not being met
      Aurora Fence
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 22     (1156)
        MAt%: 100
        Tar: All Op
        Elm: Restorative
        Attr: Automatic miss if Target is not in 'Death' Status
              100%  Cure 'Death', 'Sleep', 'Poison', 'Sadness', 'Fury',
                         'Confusion', 'Haste', 'Slow', 'Frog', 'Small',
                         'Slow-numb', 'Petrify', 'Regen', 'Barrier', 'MBarrier',
                         'Reflect', 'Shield', 'Berserk', 'Peerless',
                         'Death Force', 'Resist'
        Notes: When used, will also remove Sleep/Poison/Sadness/Fury/Confusion/
                 Silence/Haste/Slow/Stop/Frog/Small/Slow-numb/Petrify/Regen/
                 Barrier/MBarrier/Reflect/Shield/Death-sentence/Berserk/
                 Peerless/Paralysed/Seizure Statuses from ALL party members
               Only used when Head is dead
               Status removal done via Aurora Fence is considered to be No Split,
                 even though the healing itself is split
      Fire3
        Magical Attack
        Formula: Magical
        Pwr: 4x Base       (4536)
        MAt%: 100
        Cost: 52 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
        Notes: Only used when Left Shoulder is alive
               BUG: Due to flaws, this will likely never be used
      Stop
        Magical Change Status
        Auto Hit
        Cost: 34 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 60] Inflict 'Stop'
              Reflectable
        Notes: Only used when Left Arm is alive
               BUG: Due to flaws, this will likely never be used
      Stigma
        Magical Attack
        Formula: Magical
        Pwr: 1 3/4x Base   (1984.5)
        MAt%: 100
        Tar: All Op (NS)
        Elm: Shout
        Attr: 100%  Inflict 'Poison', 'Slow'
        Notes: Only used when Head is alive and Core is alive
      Heartless Angel
        Physical Attack
        Formula: Custom
        Pwr: Target's HP - 1
        PAt%: 255
        Tar: All Op (NS)
        Elm: Non-Element
        Notes: Only used when Head is alive and Core is dead
      Quake3
        Magical Attack
        Formula: Magical
        Pwr: 4 3/8x Base   (4961.25)
        MAt%: 100
        Cost: 68 MP
        Tar: 1 Op/All Op
        Elm: Earth
        Attr: Reflectable
        Notes: Only used when Left Shoulder is alive
               BUG: Due to flaws, this will likely never be used
      Demi3
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 3 / 4]
        MAt%:  75
        Cost: 48 MP
        Tar: 1 Op/All Op (NS)
        Elm: Gravity
        Notes: Only used when Left Arm is alive
      Bizzarro Enegy
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 5610   (6744)
        MAt%: 255
        Tar: 1 Al/All Al
        Elm: Restorative
        Notes: Only used when Core is alive and Left Shoulder/Arm are being
                 revived
      Stigma
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (1701)
        MAt%: 100
        Tar: All Op (NS)
        Elm: Shout
        Attr: 100%  Inflict 'Poison', 'Slow'
        Notes: Bizarro*Sephiroth will never use this version
    
    Animations:
      <Vanish>
      <Vanish>
     ---
    AI: Setup
    {
       TempVar:MainBody = Bizarro*Sephiroth A
       TempVar:Head     = Bizarro*Sephiroth B
       TempVar:Core     = Bizarro*Sephiroth C
       TempVar:LeftShld = Bizarro*Sephiroth D
       TempVar:LeftArm  = Bizarro*Sephiroth E
       Turn off Death Handling for Bizarro*Sephiroth
       If (Self is TempVar:MainBody) Then
       {
          TempVar:CharLv99 = GlobalVar:CharLv99
          TempVar:MainBody's Max HP  = 35000 + TempVar:CharLv99 * 5000
          TempVar:Head's Max HP      = 4000 - ((8 - TempVar:CharLv99) * 250)
          TempVar:Core's Max HP      = 12000 + TempVar:CharLv99 * 1500
          TempVar:LeftShld's Max HP  = 6000 + TempVar:CharLv99 * 750
          TempVar:LeftArm's Max HP   = 4000 + TempVar:CharLv99 * 500
          If (GlobalVar:BizarroSub1Start == 0) Then
          {
             TempVar:MainBody's HP = TempVar:MainBody's Max HP
             TempVar:Head's HP     = TempVar:Head's Max HP
             TempVar:Core's HP     = TempVar:Core's Max HP
             TempVar:LeftShld's HP = TempVar:LeftShld's Max HP
             TempVar:LeftArm's HP  = TempVar:LeftArm's Max HP
             GlobalVar:BizarroSub1Start = 1
             GlobalVar:Sub1CoreTurns = 0
          }
          Count = GlobalVar:Sub1Count
          Make TempVar:MainBody Untargetable
          Print Message [If a part dies, change to a different party.]
       } Else If (Self is TempVar:Head) Then {
          TempVar:Head's [4278] = 20
          If (GlobalVar:BzDead-MainHead == 1) Then
          {
             Inflict Death on TempVar:Head
             Remove TempVar:Head
             All Allies' IdleAnim = Head KOed
             All Allies' HurtAnim = Flinch (Head KOed)
          }
       } Else If (Self is TempVar:Core) Then {
          TempVar:Core's [4278] = 7
          TempVar:Core's Physical Immunity = On
          TempVar:Core's Magical Immunity  = On
          If ((GlobalVar:BzDead-Sub1LArm == 1)
                AND (GlobalVar:BzDead-Sub1LShl == 1)) Then
          {
             TempVar:Core's Physical Immunity = Off
             TempVar:Core's Magical Immunity  = Off
          }
          If (:GlobalVar:BzDead-Sub1Core == 1) Then
          {
             Inflict Death on TempVar:Core
             Remove TempVar:Core
          }
       } Else If (Self is TempVar:LeftShld) Then {
          TempVar:LeftShld's [4278] = 25
          If (GlobalVar:BzDead-Sub1LShl == 1) Then
          {
             Inflict Death on TempVar:LeftShld
             Remove TempVar:LeftShld
          }
          TempVar:LeftShld's Additional Absorbs = Fire, Gravity
       } Else If (Self is TempVar:LeftArm) Then {
          TempVar:LeftArm's [4278] = 26
          If (GlobalVar:BzDead-Sub1LArm == 1) Then
          {
             Inflict Death on TempVar:LeftArm
             Remove TempVar:LeftArm
          }
          TempVar:LeftArm's Additional Absorbs = Fire, Gravity
       } Else {
          Remove Self
       }
       GlobalVar:ChangeParty = 0
    }
    AI: Main
    {
       If (Bizarro*Sephiroth A to E all have Death Status) Then
       {
          Remove All Allies
          GlobalVar:ChangeParty = 0
       }
       If (Self is TempVar:MainBody) Then
       {
          TempVar:MainBody's MP = TempVar:MainBody's Max MP
          TempVar:CoreTurns = GlobalVar:Sub1CoreTurns
          If (TempVar:CoreTurns > 0) Then
          {
             TempVar:CoreTurns = TempVar:CoreTurns + 1
             GlobalVar:Sub1CoreTurns = TempVar:CoreTurns
          }
          Count = GlobalVar:Sub1CoreTurns
          TempVar:TurnTaken = 0
          If (TempVar:Head has Death Status) Then
          {
             If ((TempVar:MainBody's CustomVar:HRvvTurns == 0) Then
             {
                Remove Death Status from TempVar:Head
                Activate TempVar:Head
                TempVar:Head's HP = TempVar:Head's Max HP
                Print Message [Head Portion (B) Revived]
                GlobalVar:BzDead-MainHead = 0
                Choose Self
                Use <> on Target
                All Allies' IdleAnim = Normal
                All Allies' HurtAnim = Flinch (Normal)
                TempVar:TurnTaken = 1
             } Else {
                TempVar:MainBody's CustomVar:HRvvTurns =
                                      TempVar:MainBody's CustomVar:HRvvTurns - 1
             }
          }
          GlobalVar:Sub1Count = GlobalVar:Sub1Count + 1
          If (Count == 1) Then
          {
             If ((TempVar:Core doesn't have Death Status)
                    AND (TempVar:LeftShld has Death Status)
                    AND (TempVar:LeftMgc has Death Status)
                    AND (TempVar:CoreTurns > 8)) Then
             {
                Choose TempVar:LeftShld and TempVar:LeftArm
                Remove Death Status from Target
                Activate Target
                Use Bizzarro Enegy on Target
                TempVar:Core's Physical Immunity = On
                TempVar:Core's Magical Immunity  = On
                Print Message [Left Magic (D&E) Revived]
                GlobalVar:BzDead-Sub1LArm = 0
                GlobalVar:BzDead-Sub1LShl = 0
                If (TempVar:Head doesn't have Death Status) Then
                {
                   All Allies' IdleAnim = Normal
                   All Allies' HurtAnim = Flinch (Normal)
                } Else {
                   All Allies' IdleAnim = Head KOed
                   All Allies' HurtAnim = Flinch (Head KOed)
                }
                GlobalVar:Sub1CoreTurns = 0
                TempVar:TurnTaken = 1
             } Else {
                If (TempVar:Head has Death Status) Then
                {
                   Choose All Opponents (incl. Dead)
                   Use Aurora Fence on Target
                   Remove Sleep/Poison/Sadness/Fury/Confusion/Silence/Haste/Slow/
                          Stop/Frog/Small/Slow-numb/Petrify/Regen/Barrier/
                          MBarrier/Reflect/Shield/Death-sentence/Berserk/
                          Peerless/Paralysed/Seizure Statuses from Target
                   Remove Haste/Slow/Seizure Statuses from Self
                   TempVar:TurnTaken = 1
                }
             }
          } Else If (Count == 2) Then {
             If (TempVar:LeftShld doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Fire3 on Target
                TempVar:TurnTaken = 1
             }
          } Else If (Count == 3) Then {
             If (TempVar:LeftArm doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Stop on Target
                TempVar:TurnTaken = 1
             }
          } Else If (Count == 4) Then {
             If (TempVar:Head doesn't have Death Status) Then
             {
                If ((TempVar:Core doesn't have Death Status)
                {
                   Choose All Opponents
                   If (TempVar:MainBody's IdleAnim == Normal) Then
                   {
                      Use Stigma (Normal Version) on Target
                   } Else {
                      Use Stigma (Head KOed Version) on Target
                   }
                } Else {
                   Choose All Opponents
                   Use Heartless Angel on Target
                }
                TempVar:TurnTaken = 1
             }
          } Else If (Count == 5 or 6) Then {
             TempVar:TurnTaken = 1
          } Else If (Count == 7) Then {
             If (TempVar:LeftShld doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Quake3 on Target
                TempVar:TurnTaken = 1
             }
          } Else {
             Count = 0
             GlobalVar:Sub1Count = 0
             If (TempVar:LeftArm doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Demi3 on Target
                TempVar:TurnTaken = 1
             }
          }
          If (TempVar:TurnTaken == 0) Then
          {
             Choose Random Opponent
             If (TempVar:MainBody's IdleAnim == Normal) Then
             {
                Use <Sephiroth Shock> (Normal Version) on Target
             } Else {
                Use <Sephiroth Shock> (Head KOed Version) on Target
             }
             TempVar:TurnTaken = 1
          }
       }
    }
    AI: Counter - Death
    {
       If (TempVar:Head has Death Status) Then
       {
          GlobalVar:BzDead-MainHead = 1
       } Else {
          GlobalVar:BzDead-MainHead = 0
       }
       If (TempVar:Core has Death Status) Then
       {
          GlobalVar:BzDead-Sub1Core = 1
       } Else {
          GlobalVar:BzDead-Sub1Core = 0
       }
       If (TempVar:LeftShld has Death Status) Then
       {
          GlobalVar:BzDead-Sub1LShl = 1
       } Else {
          GlobalVar:BzDead-Sub1LShl = 0
       }
       If (TempVar:LeftArm has Death Status) Then
       {
          GlobalVar:BzDead-Sub1LArm = 1
       } Else {
          GlobalVar:BzDead-Sub1LArm = 0
       }
       Choose Self
       Use <Vanish> on Target
       If (Self is TempVar:Head) Then
       {
          If (TempVar:MainBody doesn't have Death Status) Then
          {
             Choose Self
             Use <> on Target
             Print Message [Head Portion (B) Dead]
             All Allies' IdleAnim = Head KOed
             All Allies' HurtAnim = Flinch (Head KOed)
             TempVar:MainBody's CustomVar:HRvvTurns = Rnd(1..3)
             If (GlobalVar:BzHeadDeaths < 249) Then
             {
                GlobalVar:BzHeadDeaths = GlobalVar:BzHeadDeaths + 1
             }
             GlobalVar:ChangeParty = 2
          } Else {
             GlobalVar:ChangeParty = 0
          }
       } Else If (Self is TempVar:Core) Then {
          If (TempVar:MainBody doesn't have Death Status) Then
          {
             Print Message [Left Core (C) Dead]
             If ((GlobalVar:BzDead-MainRArm == 1)
                   AND (GlobalVar:BzDead-MainRShl == 1)) Then
             {
                Print Message [Core (C) Defense Down]
                Print Message [ in front of (Cloud)'s party.]
             }
             GlobalVar:ChangeParty = 2
          } Else {
             GlobalVar:ChangeParty = 0
          }
       } Else If (Self is TempVar:LeftShld) Then {
          If (TempVar:MainBody doesn't have Death Status) Then
          {
             Print Message [Left Magic (D) Dead]
             If (TempVar:LeftArm has Death Status) Then
             {
                TempVar:Core's Physical Immunity = Off
                TempVar:Core's Magical Immunity  = Off
                GlobalVar:Sub1CoreTurns = 1
                Print Message [Left Core (C) Defense Down]
             }
             GlobalVar:ChangeParty = 2
          } Else {
             GlobalVar:ChangeParty = 0
          }
       } Else If (Self is TempVar:LeftArm) Then {
          If (TempVar:MainBody doesn't have Death Status) Then
          {
             Print Message [Left Magic (E) Dead]
             If (TempVar:LeftShld has Death Status) Then
             {
                TempVar:Core's Physical Immunity = Off
                TempVar:Core's Magical Immunity  = Off
                GlobalVar:Sub1CoreTurns = 1
                Print Message [Left Core (C) Defense Down]
             }
             GlobalVar:ChangeParty = 2
          } Else {
             GlobalVar:ChangeParty = 0
          }
       }
    }
    
    
    
    ============================================================================
    ====                     T H R E E   P A R T I E S                      ====
    ============================================================================
    
    Finally, you will get the three party version if you fail to qualify for
    the previous two versions.  To be precise, this means that all of the
    following is true:
    
       1. Both Vincent and Yuffie have been recruited into your party.
    
       2. Jenova*SYNTHESIS only achieved 12 turns or less before she began her
          Ultima countdown.
    
       3. The lowest level character in your party is L45 or greater.
    
       4. The average level of the party is 68 or greater.
    
    
    This is it.  This time, Cloud's party stands dead center, the 2nd party
    gets the Right Side of Bizarro and the final party gets the Left Side of
    Bizarro.  Defeat of the Main Body (Bizarro*Sephiroth Main:A) again is the
    primary goal.  However, you now have three Cores (Main:C, Sub1:C and Sub2:C)
    to deal with.  Only the center Core heals the Main Body, but it will only
    become vulnerable if the two Sub Cores have been destroyed.
    
    Thus the Left and Right parties must destroy Left and Right Magic
    respectively to make the Sub Cores vulnerable, then, in turn, destroy these.
    Once this is accomplished, you may destroy the Main Core at your leisure.
    The Main Core *cannot* revive either of the Sub Cores, so once the Sub Cores
    have been destroyed, there is no chance of the Main Core's immunity
    returning.
    
    Once again, you may decide that this is not worth it, and simply wish to
    outdamage the amount the Core will heal.
    
    Note that when you switch parties, the HP values of all Bizarro*Sephiroth
    parts are saved.  When you return to that battle, it is identical to starting
    a new battle (all statuses are reset, for example), except that the HP of the
    parts are set to their saved value.  Also note that any damage done to a part
    in one battle does *NOT* carry over to the other battle; the AI script only
    shares Death status, not HP.  Thus, the HP for Bizarro*Sephiroth's head can
    be different between two different parties, for example.
    
    
    When the battle begins, an extra script in both battles will set Battle
    Variable [2160] to [2160] OR 0x24.  The effect of this is currently unknown.
    Also, the Center battle will have [2180] set to 0, the Right Side battle
    will have [2180] set to 1, and the Left Side Battle will have [2180] set
    to 2.
    
      And now, the details:
    
    
    
    -----------------------------------------------------------------------------
    Name: Bizarro*Sephiroth
     Lvl: 61         EXP: 0             Win:      -         
      HP: 60000       AP: 0           Steal:      -
      MP: 400        Gil: 0           Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 210        Def: 220         Df%: 1           Dex: 140
     MAt: 144        MDf: 210                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
            
    This is the Center (Main Battle) in the Three Party scenario
    
    This template is used by all five Bizarro*Sephiroth parts.  The parts will
    differ as such:
    
    Main Body's Max HP = 40000 +  5000 * No. of Characters at L99
                       + 60000 if Knights of Round was used on Jenova*SYNTHESIS
    Head's Max HP      =  2000 +   250 * No. of Characters at L99
    Core's Max HP      = 16000 +  2000 * No. of Characters at L99
    Right Mgc's Max HP =  8000 +  1000 * No. of Characters at L99
    Left Mgc's Max HP  =  8000 +  1000 * No. of Characters at L99
    
    Note that Aeris does not count with regards to characters at L99.
    
    Head shares Death status with the Heads in all Three Party battles
    Right Magic shares Death Status with Right Shoulder in Sub Battle 1
    Left Magic shares Death Status with Left Shoulder in Sub Battle 2
    Right Magic and Left Magic will absorb Ice and Lightning Elements
    Core is immune to all attacks until both Right Core in Sub Battle 1 and Left
      Core in Sub Battle 2 are dead.  This immunity will never return
    
    BUG: Left Magic is mistakenly given Ice and Lightning Absorb, when from
    previous battles and the attacks attributed to it, it should really have
    Fire and Earth Absorb
     ---
    Attacks:
      <Sephiroth Shock>
        Physical Attack
        Formula: Physical
        Pwr: 5/8x Base     (2131.25)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Can't Cover
        Notes: Also used if the planned attack for this turn fails due to the
                 conditions for using it not being met
      Aurora Fence
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 22     (1252)
        MAt%: 100
        Tar: All Op
        Elm: Restorative
        Attr: Automatic miss if Target is not in 'Death' Status
              100%  Cure 'Death', 'Sleep', 'Poison', 'Sadness', 'Fury',
                         'Confusion', 'Haste', 'Slow', 'Frog', 'Small',
                         'Slow-numb', 'Petrify', 'Regen', 'Barrier', 'MBarrier',
                         'Reflect', 'Shield', 'Berserk', 'Peerless',
                         'Death Force', 'Resist'
        Notes: When used, will also remove Sleep/Poison/Sadness/Fury/Confusion/
                 Silence/Haste/Slow/Stop/Frog/Small/Slow-numb/Petrify/Regen/
                 Barrier/MBarrier/Reflect/Shield/Death-sentence/Berserk/
                 Peerless/Paralysed/Seizure Statuses from ALL party members
               Only used when Head is dead
               Status removal done via Aurora Fence is considered to be No Split,
                 even though the healing itself is split
      Bolt3
        Magical Attack
        Formula: Magical
        Pwr: 4x Base       (4920)
        MAt%: 100
        Cost: 52 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
        Notes: Only used when Right Magic is alive
      Quake3
        Magical Attack
        Formula: Magical
        Pwr: 4 3/8x Base   (5381.25)
        MAt%: 100
        Cost: 68 MP
        Tar: 1 Op/All Op
        Elm: Earth
        Attr: Reflectable
        Notes: Only used when Left Magic is alive
      Stigma
        Magical Attack
        Formula: Magical
        Pwr: 1 3/4x Base   (2152.5)
        MAt%: 100
        Tar: All Op (NS)
        Elm: Shout
        Attr: 100%  Inflict 'Poison', 'Slow'
        Notes: Only used when Head is alive and Core is alive
      Heartless Angel
        Physical Attack
        Formula: Custom
        Pwr: Target's HP - 1
        PAt%: 255
        Tar: All Op (NS)
        Elm: Non-Element
        Notes: Only used when Head is alive and Core is dead
      Ice3
        Magical Attack
        Formula: Magical
        Pwr: 4x Base       (4920)
        MAt%: 100
        Cost: 52 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
        Notes: Only used when Right Magic is alive
      Fire3
        Magical Attack
        Formula: Magical
        Pwr: 4x Base       (4920)
        MAt%: 100
        Cost: 52 MP
        Tar: 1 Op/All Op
        Elm: Fire
        Attr: Reflectable
        Notes: Only used when Left Magic is alive
      Demi3
        Magical Attack
        Formula: HP%
        Pwr: [Target's HP * 3 / 4]
        MAt%:  75
        Cost: 48 MP
        Tar: 1 Op/All Op (NS)
        Elm: Gravity
        Notes: Only used as C/A when Head dies
      Bizzarro Enegy
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 5610   (6840)
        MAt%: 255
        Tar: 1 Al/All Al
        Elm: Restorative
        Notes: While Core is alive, it uses this to heal Main Body every turn
      Stigma
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (1845)
        MAt%: 100
        Tar: All Op (NS)
        Elm: Shout
        Attr: 100%  Inflict 'Poison', 'Slow'
        Notes: Bizarro*Sephiroth will never use this version
    
    Animations:
      <Vanish>
      <Vanish>
     ---
    AI: Setup
    {
       TempVar:MainBody  = Bizarro*Sephiroth A
       TempVar:Head      = Bizarro*Sephiroth B
       TempVar:Core      = Bizarro*Sephiroth C
       TempVar:RightMgc  = Bizarro*Sephiroth D
       TempVar:LeftMgc   = Bizarro*Sephiroth E
       Turn off Death Handling for Bizarro*Sephiroth
       If (Self is TempVar:MainBody) Then
       {
          TempVar:CharLv99 = GlobalVar:CharLv99
          If (GlobalVar:JenovaKoR == 1) Then
          {
             TempVar:JenovaBonus = 60000
          } Else {
             TempVar:JenovaBonus = 0
          }
          TempVar:MainBody's Max HP  = 40000 + TempVar:CharLv99 * 5000
                                         + TempVar:JenovaBonus
          TempVar:Head's Max HP      = 4000 - ((8 - TempVar:CharLv99) * 250)
          TempVar:Core's Max HP      = 16000 + TempVar:CharLv99 * 2000
          TempVar:RightMgc's Max HP  = 8000 + TempVar:CharLv99 * 1000
          TempVar:LeftMgc's Max HP   = 8000 + TempVar:CharLv99 * 1000
          If (GlobalVar:BizarroMainStart == 0) Then
          {
             TempVar:MainBody's HP  = TempVar:MainBody's Max HP
             TempVar:Head's HP      = TempVar:Head's Max HP
             TempVar:Core's HP      = TempVar:Core's Max HP
             TempVar:RightMgc's HP  = TempVar:RightMgc's Max HP
             TempVar:LeftMgc's HP   = TempVar:LeftMgc's Max HP
             GlobalVar:BizarroMainStart = 1
             GlobalVar:MainCount = 0
             GlobalVar:Sub1Count = 0
             GlobalVar:Sub2Count = 0
             GlobalVar:MainCoreTurns = 0
             GlobalVar:Sub1CoreTurns = 0
             GlobalVar:Sub2CoreTurns = 0
             GlobalVar:BzHeadDeaths = 0
             GlobalVar:BzDead-MainHead = 0
             GlobalVar:BzDead-MainCore = 0
             GlobalVar:BzDead-MainRMgc = 0
             GlobalVar:BzDead-MainLMgc = 0
             GlobalVar:BzDead-MainRShl = 0
             GlobalVar:BzDead-MainRArm = 0
             GlobalVar:BzDead-Sub1Core = 0
             GlobalVar:BzDead-Sub1LArm = 0
             GlobalVar:BzDead-Sub1LShl = 0
             GlobalVar:BzDead-Sub1RArm = 0
             GlobalVar:BzDead-Sub2Core = 0
             GlobalVar:BzDead-Sub2LArm = 0
             Print Message [Think about the sequence of the 5 targets]
             Print Message [ and beat them!]
          }
          Print Message [If a part dies, change to a different party.]
          Count = GlobalVar:MainCount
       } Else If (Self is TempVar:Head) Then {
          TempVar:Head's [4278] = 20
          If (GlobalVar:BzDead-MainHead == 1) Then
          {
             Inflict Death on TempVar:Head
             Remove TempVar:Head
             All Allies' IdleAnim = Head KOed
             All Allies' HurtAnim = Flinch (Head KOed)
          }
       } Else If (Self is TempVar:Core) Then {
          TempVar:Core's [4278] = 7
          TempVar:Core's Physical Immunity = On
          TempVar:Core's Magical Immunity  = On
          If ((GlobalVar:BzDead-Sub2Core == 1)
                AND (GlobalVar:BzDead-Sub1Core == 1)
                AND (GlobalVar:BzDead-MainLMgc == 1)
                AND (GlobalVar:BzDead-MainRMgc == 1)) Then
          {
             TempVar:Core's Physical Immunity = Off
             TempVar:Core's Magical Immunity  = Off
          }
          If (GlobalVar:BzDead-MainCore == 1) Then
          {
             Inflict Death on TempVar:Core
             Remove TempVar:Core
          }
          GlobalVar:MainCoreTurns = 0
       } Else If (Self is TempVar:RightMgc) Then {
          TempVar:RightMgc's [4278] = 29
          If (GlobalVar:BzDead-MainRMgc == 1) Then
          {
             Inflict Death on TempVar:RightMgc
             Remove TempVar:RightMgc
          }
          TempVar:RightMgc's Additional Absorbs = Ice, Lightning
       } Else If (Self is TempVar:LeftMgc) Then {
          TempVar:LeftMgc's [4278] = 25
          If (GlobalVar:BzDead-MainLMgc == 1) Then
          {
             Inflict Death on TempVar:LeftMgc
             Remove TempVar:LeftMgc
          }
          TempVar:LeftMgc's Additional Absorbs = Ice, Lightning
       } Else {
          Remove Self
       }
       GlobalVar:ChangeParty = 0
    }
    AI: Main
    {
       If (Bizarro*Sephiroth A to E all have Death Status) Then
       {
          Remove All Allies
          GlobalVar:ChangeParty = 0
       }
       If (Self is TempVar:MainBody) Then
       {
          TempVar:MainBody's MP = TempVar:MainBody's Max MP
          TempVar:CoreTurns = GlobalVar:MainCoreTurns
          If (TempVar:CoreTurns > 0) Then
          {
             TempVar:CoreTurns = TempVar:CoreTurns + 1
             GlobalVar:MainCoreTurns = TempVar:CoreTurns
          }
          TempVar:TurnTaken = 0
          If (TempVar:Head has Death Status) Then
          {
             If ((TempVar:MainBody's CustomVar:HRvvTurns == 0) Then
             {
                Remove Death Status from TempVar:Head
                Activate TempVar:Head
                TempVar:Head's HP = TempVar:Head's Max HP
                Print Message [Head Portion (B) Revived]
                GlobalVar:BzDead-MainHead = 0
                Choose Self
                Use <> on Target
                All Allies' IdleAnim = Normal
                All Allies' HurtAnim = Flinch (Normal)
                TempVar:TurnTaken = 1
             } Else {
                TempVar:MainBody's CustomVar:HRvvTurns =
                                      TempVar:MainBody's CustomVar:HRvvTurns - 1
             }
          }
          GlobalVar:MainCount = GlobalVar:MainCount + 1
          Count = GlobalVar:MainCount
          If (Count == 1) Then
          {
             If ((TempVar:Core doesn't have Death Status)
                    AND (TempVar:RightMgc has Death Status)
                    AND (TempVar:LeftMgc has Death Status)
                    AND (TempVar:CoreTurns > 8)) Then
             {
                Choose TempVar:RightMgc and TempVar:LeftMgc
                Remove Death Status from Target
                Activate Target
                Use Bizzarro Enegy on Target
                TempVar:Core's Physical Immunity = On
                TempVar:Core's Magical Immunity  = On
                Print Message [Left&Right Magic (D&E) Revived]
                GlobalVar:BzDead-MainLMgc = 0
                GlobalVar:BzDead-MainRMgc = 0
                If (TempVar:Head doesn't have Death Status) Then
                {
                   All Allies' IdleAnim = Normal
                   All Allies' HurtAnim = Flinch (Normal)
                } Else {
                   All Allies' IdleAnim = Head KOed
                   All Allies' HurtAnim = Flinch (Head KOed)
                }
                GlobalVar:MainCoreTurns = 0
                TempVar:TurnTaken = 1
             } Else {
                If (TempVar:Head has Death Status) Then
                {
                   Choose All Opponents (incl. Dead)
                   Use Aurora Fence on Target
                   Remove Sleep/Poison/Sadness/Fury/Confusion/Silence/Haste/Slow/
                          Stop/Frog/Small/Slow-numb/Petrify/Regen/Barrier
                          MBarrier/Reflect/Shield/Death-sentence/Manipulate/
                          Berserk/Peerless/Paralysed/Seizure Statuses from Target
                   Remove Haste/Slow/Seizure Statuses from Self
                   TempVar:TurnTaken = 1
                }
             }
    
          } Else If (Count == 2) Then {
             If (TempVar:RightMgc doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Bolt3 on Target
                TempVar:TurnTaken = 1
             }
          } Else If (Count == 3) Then {
             If (TempVar:LeftMgc doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Quake3 on Target
                TempVar:TurnTaken = 1
             }
          } Else If (Count == 4) Then {
             If (TempVar:Head doesn't have Death Status) Then
             {
                If ((TempVar:Core doesn't have Death Status)
                {
                   Choose All Opponents
                   If (TempVar:MainBody's IdleAnim == Normal) Then
                   {
                      Use Stigma (Normal Version) on Target
                   } Else {
                      Use Stigma (Head KOed Version) on Target
                   }
                } Else {
                   Choose All Opponents
                   Use Heartless Angel on Target
                }
                TempVar:TurnTaken = 1
             }
          } Else If (Count == 5 or 6) Then {
             TempVar:TurnTaken = 1
          } Else If (Count == 7) Then {
             If (TempVar:RightMgc doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Ice3 on Target
                TempVar:TurnTaken = 1
             }
          } Else {
             Count = 0
             GlobalVar:MainCount = 0
             If (TempVar:LeftMgc doesn't have Death Status) Then
             {
                Choose Random Opponent
                Use Fire3 on Target
                TempVar:TurnTaken = 1
             }
          }
          If (TempVar:TurnTaken == 0) Then
          {
             Choose Random Opponent
             If (TempVar:MainBody's IdleAnim == Normal) Then
             {
                Use <Sephiroth Shock> (Normal Version) on Target
             } Else {
                Use <Sephiroth Shock> (Head KOed Version) on Target
             }
             TempVar:TurnTaken = 1
          }
       } Else If (Self is TempVar:Core) Then {
          Choose TempVar:MainBody
          Use Bizzarro Enegy on Target
          TempVar:Core's MP = TempVar:Core's Max MP
       }
    }
    AI: Counter - Death
    {
       If (TempVar:Head has Death Status) Then
       {
          GlobalVar:BzDead-MainHead = 1
       } Else {
          GlobalVar:BzDead-MainHead = 0
       }
       If (TempVar:Core has Death Status) Then
       {
          GlobalVar:BzDead-MainCore = 1
       } Else {
          GlobalVar:BzDead-MainCore = 0
       }
       If (TempVar:RightMgc has Death Status) Then
       {
          GlobalVar:BzDead-MainRMgc = 1
       } Else {
          GlobalVar:BzDead-MainRMgc = 0
       }
       If (TempVar:LeftMgc has Death Status) Then
       {
          GlobalVar:BzDead-MainLMgc = 1
       } Else {
          GlobalVar:BzDead-MainLMgc = 0
       }
       Choose Self
       If (Self is TempVar:MainBody) Then
       {
          Use <Vanish> on Target
          Remove All Allies
          GlobalVar:ChangeParty = 0
       } Else If (TempVar:MainBody doesn't have Death Status) Then {
          Use <Vanish> on Target
       }
       If (Self is TempVar:MainBody) Then
       {
          GlobalVar:ChangeParty = 0
          Remove All Allies
       } Else If (Self is TempVar:Head) Then {
          If (TempVar:MainBody doesn't have Death Status) Then
          {
             Choose TempVar:Head's Last Attacker (General)
             Use Demi3 on Target
             Print Message [Head Portion (B) Dead]
             Chose Self
             Use <> on Target
             TempVar:MainBody's IdleAnim = Head KOed
             TempVar:MainBody's HurtAnim = Flinch (Head KOed)
             TempVar:MainBody's CustomVar:HRvvTurns = Rnd(1..3)
             If (GlobalVar:BzHeadDeaths < 249) Then
             {
                GlobalVar:BzHeadDeaths = GlobalVar:BzHeadDeaths + 1
             }
             GlobalVar:ChangeParty = 5
          } Else {
             GlobalVar:ChangeParty = 0
          }
       } Else If (Self is TempVar:Core) Then {
          If (TempVar:MainBody doesn't have Death Status) Then
          {
             Print Message [Core (C) Dead]
             GlobalVar:MainCoreTurns = 0
             GlobalVar:ChangeParty = 6
          } Else {
             GlobalVar:ChangeParty = 0
          }
       } Else If (Self is TempVar:RightMgc) Then {
          If (TempVar:MainBody doesn't have Death Status) Then
          {
             Print Message [Right Magic (D) Dead]
             GlobalVar:ChangeParty = 5
          } Else {
             GlobalVar:ChangeParty = 0
          }
       } Else If (Self is TempVar:LeftMgc) Then {
          If (TempVar:MainBody doesn't have Death Status) Then
          {
             Print Message [Left Magic (E) Dead]
             GlobalVar:ChangeParty = 6
          } Else {
             GlobalVar:ChangeParty = 0
          }
       }
    }
    
    
    
    -----------------------------------------------------------------------------
    Name: Bizarro*Sephiroth
     Lvl: 61         EXP: 0             Win:      -
      HP: 60000       AP: 0           Steal:      -
      MP: 400        Gil: 0           Morph:      -
     ---
    Void:   Gravity
     ---
     Att: 200        Def: 210         Df%: 1           Dex: 120
     MAt: 136        MDf: 200                          Lck: 0
     ---
    Immune: Death, Sleep, Poison, Confusion, Silence, Haste, Slow, Stop, Frog,
            Small, Slow-numb, Petrify, Death-sentence, Manipulate, Berserk,
            Peerless, Paralysed, Seizure
            
    This is the Right Hand Side (Sub Battle 1) in the Three Party scenario
    
    This template is used by all five Bizarro*Sephiroth parts.  The parts will
    differ as such:
    
    Main Body's Max HP = 35000 +  4000 * No. of Characters at L99
    Head's Max HP      =  2000 +   250 * No. of Characters at L99
    Core's Max HP      = 12000 +  1500 * No. of Characters at L99
    Right Shl's Max HP =  8000 +  1000 * No. of Characters at L99
    Right Arm's Max HP =  6000 +   750 * No. of Characters at L99
    
    Note that Aeris does not count with regards to characters at L99.
    
    Main Body is untargetable on this side of the battle
    Head shares Death status with the Heads in all Three Party battles
    Right Shoulder shares Death status with Right Magic in the Main battle
    Right Shoulder and Right Arm will absorb Ice and Lightning Elements
    Core is immune to all attacks until both Right Shoulder and Right Arm are
      dead.  The immunity will return if both parts of Right Magic are revived
    If Core is destroyed and Left Core in Sub Battle 2 is dead, then the Core in
      the Main Battle will lose its immunity
    
    BUG: Both Three Party Sub Battles will use Heartless Angel instead of Stigma
    *IF* the Main Core is still alive.  They will only use Stigma if the Main
    Core has been destroyed.  This is clearly at odds with how the previous
    battles were set up, and should likely be classed as a bug.  Note that Stigma
    is used correctly in the Three Party Main Battle
     ---
    Attacks:
      <Sephiroth Shock>
        Physical Attack
        Formula: Physical
        Pwr: 5/8x Base     (2030)
        PAt%: 100
        Tar: 1 Op
        Elm: Cut
        Attr: Can't Cover
        Notes: Also used if the planned attack for this turn fails due to the
                 conditions for using it not being met
      Aurora Fence
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 22     (1204)
        MAt%: 100
        Tar: All Op
        Elm: Restorative
        Attr: Automatic miss if Target is not in 'Death' Status
              100%  Cure 'Death', 'Sleep', 'Poison', 'Sadness', 'Fury',
                         'Confusion', 'Haste', 'Slow', 'Frog', 'Small',
                         'Slow-numb', 'Petrify', 'Regen', 'Barrier', 'MBarrier',
                         'Reflect', 'Shield', 'Berserk', 'Peerless',
                         'Death Force', 'Resist'
        Notes: When used, will also remove Sleep/Poison/Sadness/Fury/Confusion/
                 Silence/Haste/Slow/Stop/Frog/Small/Slow-numb/Petrify/Regen/
                 Barrier/MBarrier/Reflect/Shield/Death-sentence/Berserk/
                 Peerless/Paralysed/Seizure Statuses from ALL party members
               Only used when Head is dead
               Status removal done via Aurora Fence is considered to be No Split,
                 even though the healing itself is split
      Bolt3
        Magical Attack
        Formula: Magical
        Pwr: 4x Base       (4728)
        MAt%: 100
        Cost: 52 MP
        Tar: 1 Op/All Op
        Elm: Lightning
        Attr: Reflectable
        Notes: Only used when Right Shoulder is alive
      Slow
        Magical Change Status
        Auto Hit
        Cost: 20 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [100] Inflict 'Slow'
              Reflectable
        Notes: Only used when Right Arm is alive
      Heartless Angel
        Physical Attack
        Formula: Custom
        Pwr: Target's HP - 1
        PAt%: 255
        Tar: All Op (NS)
        Elm: Non-Element
        Notes: Only used when Head is alive and Core in Main Battle is alive
      Stigma
        Magical Attack
        Formula: Magical
        Pwr: 1 3/4x Base   (2068.5)
        MAt%: 100
        Tar: All Op (NS)
        Elm: Shout
        Attr: 100%  Inflict 'Poison', 'Slow'
        Notes: Only used when Head is alive and Core in Main Battle is dead
      Sleepel
        Magical Change Status
        MAt%: 100
        Cost: 8 MP
        Tar: 1 Op/All Op
        Elm: Non-Element
        Attr: [ 72] Inflict 'Sleep'
              Reflectable
        Notes: Only used when Right Arm is alive
      Ice3
        Magical Attack
        Formula: Magical
        Pwr: 4x Base       (4728)
        MAt%: 100
        Cost: 52 MP
        Tar: 1 Op/All Op
        Elm: Ice
        Attr: Reflectable
        Notes: Only used when Right Shoulder is alive
      Bizzarro Enegy
        Magical HP Restore
        Formula: Cure
        Pwr: Base + 5610   (6792)
        MAt%: 255
        Tar: 1 Al/All Al
        Elm: Restorative
        Notes: Only used when Core is alive and Right Shoulder/Arm are being
                 revived
      Stigma
        Magical Attack
        Formula: Magical
        Pwr: 1 1/2x Base   (1773)
        MAt%: 100
        Tar: All Op (NS)
        Elm: Shout
        Attr: 100%  Inflict 'Poison', 'Slow'
        Notes: Bizarro*Sephiroth will never use this version
    
    Animations:
      <Vanish>
      <Vanish>
     ---
    AI: Setup
    {
       TempVar:MainBody  = Bizarro*Sephiroth A
       TempVar:Head      = Bizarro*Sephiroth B
       TempVar:Core      = Bizarro*Sephiroth C
       TempVar:RightShld = Bizarro*Sephiroth D
       TempVar:RightArm  = Bizarro*Sephiroth E
       Turn off Death Handling for Bizarro*Sephiroth
       If (Self is TempVar:MainBody) Then
       {
          TempVar:CharLv99 = GlobalVar:CharLv99
          TempVar:MainBody's Max HP  = 35000 + TempVar:CharLv99 * 4000
          TempVar:Head's Max HP      = 4000 - ((8 - TempVar:CharLv99) * 250)
          TempVar:Core's Max HP      = 12000 + TempVar:CharLv99 * 1500
          TempVar:RightShld's Max HP = 8000 + TempVar:CharLv99 * 1000
          TempVar:RightArm's Max HP  = 6000 + TempVar:CharLv99 * 750
          If (GlobalVar:BizarroSub1Start == 0) Then
          {
             TempVar:MainBody's HP  = TempVar:MainBody's Max HP
             TempVar:Head's HP      = TempVar:Head's Max HP
             TempVar:Core's HP      = TempVar:Core's Max HP
             TempVar:RightShld's HP = TempVar:RightShld's Max HP
             TempVar:RightArm's HP  = TempVar:RightArm's Max HP
             GlobalVar:BizarroSub1Start = 1
          }
          Print Message [If a part dies, change to a different party.]
          Count = GlobalVar:Sub1Count
          Make TempVar:MainBody Untargetable
       } Else If (Self is TempVar:Head) Then {
          TempVar:Head's [4278] = 20
          If (GlobalVar:BzDead-MainHead == 1) Then
          {
             Inflict Death on TempVar:Head
             Remove TempVar:Head
             All Allies' IdleAnim = Head KOed
             All Allies' HurtAnim = Flinch (Head KOed)
          }
       } Else If (Self is TempVar:Core) Then {
          TempVar:Core's [4278] = 5
          TempVar:Core's Physical Immunity = On
          TempVar:Core's Magical Immunity  = On
          If ((GlobalVar:BzDead-MainRMgc == 1)
                AND (GlobalVar:BzDead-Sub1RArm == 1)) Then
          {
             TempVar:Core's Physical Immunity = Off
             TempVar:Core's Magical Immunity  = Off
          }
          If (GlobalVar:BzDead-Sub1Core == 1) Then
          {
             Inflict Death on TempVar:Core
             Remove TempVar:Core
          }
       } Else If (Self is TempVar:RightShld) Then {
          TempVar:RightShld's [4278] = 29
          TempVar:RightShld's Additional Absorbs = Ice, Lightning
          If (GlobalVar:BzDead-MainRMgc == 1) Then
          {
             Inflict Death on TempVar:RightShld
             Remove TempVar:RightShld
          }
       } Else If (Self is TempVar:RightArm) Then {
          TempVar:RightArm's [4278] = 30
          TempVar:RightArm's Additional Absorbs = Ice, Lightning
          If (GlobalVar:BzDead-Sub1RArm == 1) Then
          {
             Inflict Death on TempVar:RightArm
             Remove TempVar:RightArm
          }
       } Else {
          Remove Self
       }
       GlobalVar:ChangeParty = 0
    }
    AI: Main
    {
       If (Bizarro*Sephiroth A to E all have Death Status) Then
       {
          Remove All Allies
          GlobalVar:ChangeParty = 0
       }
       If (Self is TempVar:MainBody) Then
       {
          TempVar:MainBody's MP = TempVar:MainBody's Max MP
          TempVar:CoreTurns = GlobalVar:Sub1CoreTurns
          If (TempVar:CoreTurns > 0) Then
          {
             TempVar:CoreTurns = TempVar:CoreTurns + 1
             GlobalVar:Sub1C