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[Script generated by: Final Fantasy 3us Multi Editor, Coded by Lord J]

[FF3usME version: 6.7.0]


[File version: 1.00]
[Section: Monster Battle Scripts]
[script #0]
F0 EE EE EF
FF
FF

;
;
;
;

orig idx=0, "Empresario", nb. bytes=6


Rand. spell: Battle or Battle or Special
End first wave of attack
End

[script #1]
EE
FF
FC 05 00 00
F0 EF FE FE
FF

;
;
;
;
;
;

orig idx=1, "Soldado", nb. bytes=11


Battle
End first wave of attack
If monster has been attacked
Rand. spell: Special or Nothing or Nothing
End

[script #2]
EE
FF
FC 05 00 00
F0 EF EF FE
FF

;
;
;
;
;
;

orig idx=2, "Verdugo", nb. bytes=11


Battle
End first wave of attack
If monster has been attacked
Rand. spell: Special or Special or Nothing
End

[script #3]
; orig idx=3, "NINJA", nb. bytes=31
F0 51 52 EE
; Rand. spell: Sueg Agua or Skean Rayo or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 51 EE 53
; Rand. spell: Sueg Agua or Battle or Limi Torm
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 52 53
; Rand. spell: Battle or Skean Rayo or Limi Torm
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F1 36
; Targeting: self
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End
[script #4]
; orig idx=4, "KIRBY", nb. bytes=11
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #5]
F0 EF EF FE
F0 EF FE FE
F0 EF FE FE
FF
FC 12 00 00
FE
FC 01 02 02
arget attacker
F0 08 FE FE
FE

;
;
;
;
;
;
;
;

orig idx=5, "BATMAN", nb. bytes=36


Rand. spell: Special or Special or Nothing
Rand. spell: Special or Nothing or Nothing
Rand. spell: Special or Nothing or Nothing
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked by cmd: Protsta or Protsta, will t

; Rand. spell: <MB>Bio or Nothing or Nothing


; End If and reset targeting

FC 05 00 00
F0 EE FE FE
FF

; If monster has been attacked


; Rand. spell: Battle or Nothing or Nothing
; End

[script #6]
; orig idx=6, "ASH", nb. bytes=11
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 00 05 05
; Rand. spell: <MB>Piedra or <MB>Misil or <MB>Misil
FF
; End first wave of attack
FF
; End
[script #7]
; orig idx=7, "KIRBY", nb. bytes=42
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 65 EE FE
; Rand. spell: CorteVient or Battle or Nothing
F0 65 EE FE
; Rand. spell: CorteVient or Battle or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
EF
; Special
FF
; End
[script #8]
; orig idx=8, "Pez muerto", nb. bytes=11
F0 04 FE FE
; Rand. spell: <MB>Drena or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF 04 FE
; Rand. spell: Special or <MB>Drena or Nothing
FF
; End first wave of attack
FF
; End
[script #9]
; orig idx=9, "NYAN CAT", nb. bytes=24
F0 EF 1B FE
; Rand. spell: Special or <MG>Mudo or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 06 07 FE
; Rand. spell: <MB>Hielo2 or <MB>Piedr2 or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 2E FE FE
; Rand. spell: <MW>Cura 2 or Nothing or Nothing
FF
; End
[script #10] ; orig idx=10, "SPIDERMAN", nb. bytes=20
FC 13 01 01
; If 1 monster(s) or less remain
F0 EE 0B 0B
; Rand. spell: Battle or <MB>Piedr3 or <MB>Piedr3
FE
; End If and reset targeting
F0 EE EF FE
; Rand. spell: Battle or Special or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE BE BE
; Rand. spell: Battle or Flash Rain or Flash Rain

FF
FF

; End first wave of attack


; End

[script #11] ; orig idx=11, "SOLIDSNAKE", nb. bytes=11


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #12]
F0 EE EE EF
FF
FC 12 00 00
FE
FC 13 01 01
FC 05 00 00
F0 94 95 96
FF

;
;
;
;
;
;
;
;
;

orig idx=12, "YOSHI", nb. bytes=23


Rand. spell: Battle or Battle or Special
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If 1 monster(s) or less remain
If monster has been attacked
Rand. spell: N.5 Perd. or N.4 Flama or N.3 Confus
End

[script #13] ; orig idx=13, "EMPERADOR", nb. bytes=36


F0 8B 8C 8E
; Rand. spell: Condenar or Ruleta or RastroAgua
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 92 93 94
; Rand. spell: Venganza or PerlaVnt<$5A> or N.5 Perd.
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 95 96 97
; Rand. spell: N.4 Flama or N.3 Confus or Reflejo???
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 98 99 CD
; Rand. spell: N? Perla or Mina or Launcher
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 9B 9C A3
; Rand. spell: Dischord or Boca or CancDuende
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 8F 90 A2
; Rand. spell: Atq. Aereo or Blow Fish or Kamikaze
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 9E 9F A0
; Rand. spell: Rippler or Piedra or Quasar
FF
; End first wave of attack
FF
; End

then conti
then conti
then conti
then conti
then conti
then conti

[script #14] ; orig idx=14, "Cigarro", nb. bytes=13


F1 44
; Targeting: random ally
F0 A5 EE EF
; Rand. spell: Humareda or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE A5 EF
; Rand. spell: Battle or Humareda or Special
FF
; End first wave of attack
FF
; End
[script #15] ; orig idx=15, "Fantasma", nb. bytes=17
FC 13 01 01
; If 1 monster(s) or less remain
F0 EE EE 55
; Rand. spell: Battle or Battle or MuertoMuer
FE
; End If and reset targeting
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)

F0 A2 EE FE
FF
FF

; Rand. spell: Kamikaze or Battle or Nothing


; End first wave of attack
; End

[script #16] ; orig idx=16, "PEDOBEAR", nb. bytes=16


F0 EE EF FE
; Rand. spell: Battle or Special or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE A6
; Rand. spell: Battle or Battle or ChokeSmoke
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #17]
FC 13 01 01
EF
F0 EE EE FE
FE
EE
FF
FF

;
;
;
;
;
;
;
;

orig idx=17, "COMAN.ROJO", nb. bytes=13


If 1 monster(s) or less remain
Special
Rand. spell: Battle or Battle or Nothing
End If and reset targeting
Battle
End first wave of attack
End

[script #18]
F0 EE EE FE
FF
FF

;
;
;
;

orig idx=18, "Tv vieja", nb. bytes=6


Rand. spell: Battle or Battle or Nothing
End first wave of attack
End

[script #19] ; orig idx=19, "Sonic", nb. bytes=10


1F
; <MG>Rapido
EF
; Special
21
; <MG>Furia
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EF FE
; Rand. spell: Battle or Special or Nothing
FF
; End first wave of attack
FF
; End
[script #20] ; orig idx=20, "ARB.OTO<$D0>O", nb. bytes=23
F4 05 05 FE
; Rand. cmd.: Robar or Robar or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 36
; Targeting: self
C2
; Escape
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F4 05 FE FE
; Rand. cmd.: Robar or Nothing or Nothing
FF
; End
[script #21] ; orig idx=21, "PETER PAN", nb. bytes=19
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker

F0 B8 FE FE
FF

; Rand. spell: Mega Volt or Nothing or Nothing


; End

[script #22] ; orig idx=22, "Steroidite", nb. bytes=26


F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 B9 BA CF
; Rand. spell: Giga Volt or Blizzard or Cold Dust
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 B9 BA CF
; Rand. spell: Giga Volt or Blizzard or Cold Dust
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 C5 FE FE
; Rand. spell: N. Cross or Nothing or Nothing
FF
; End first wave of attack
FF
; End

then conti
then conti
then conti
then conti

[script #23] ; orig idx=23, "Comunista", nb. bytes=11


F0 EE 00 00
; Rand. spell: Battle or <MB>Piedra or <MB>Piedra
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 01
; Rand. spell: Battle or Battle or <MB>Mlotov
FF
; End first wave of attack
FF
; End
[script #24] ; orig idx=24, "Perro", nb. bytes=16
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #25]
FC 0F 44 07
t if many)
F0 EE EF FE
F0 EF FE FE
FE
EE
FF
FF

; orig idx=25, "Siberiano", nb. bytes=16


; If random ally's level is greater or equal than 7 (random targe
;
;
;
;
;
;

Rand. spell: Battle or Special or Nothing


Rand. spell: Special or Nothing or Nothing
End If and reset targeting
Battle
End first wave of attack
End

[script #26]
FC 13 01 01
F1 36
C2
FE
EE
FF
FC 12 00 00
FE
FC 01 00 00
arget attacker

;
;
;
;
;
;
;
;
;
;

orig idx=26, "PITUFO", nb. bytes=24


If 1 monster(s) or less remain
Targeting: self
Escape
End If and reset targeting
Battle
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked by cmd: Golpear or Golpear, will t

F0 EF EF FE
FF

; Rand. spell: Special or Special or Nothing


; End

[script #27]
EF
EF
FF
FF

;
;
;
;
;

orig idx=27, "Soldado", nb. bytes=4


Special
Special
End first wave of attack
End

[script #28] ; orig idx=28, "OBRERO", nb. bytes=13


FC 13 01 01
; If 1 monster(s) or less remain
EF
; Special
FE
; End If and reset targeting
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
FF
; End first wave of attack
FF
; End
[script #29] ; orig idx=29, "Baskervor", nb. bytes=25
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 13 01 01
; If 1 monster(s) or less remain
FC 05 00 00
; If monster has been attacked
F0 CB FE FE
; Rand. spell: Sneeze or Nothing or Nothing
FF
; End
[script #30] ; orig idx=30, "LENNA", nb. bytes=29
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 CB FE FE
; Rand. spell: Sneeze or Nothing or Nothing
FF
; End
[script #31] ; orig idx=31, "VENUSAUR", nb. bytes=32
FC 13 01 01
; If 1 monster(s) or less remain
F0 EE EE BA
; Rand. spell: Battle or Battle or Blizzard
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE B3
; Rand. spell: Battle or Battle or Fire Ball
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE B2
; Rand. spell: Battle or Battle or Cyclonic
FE
; End If and reset targeting
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)

F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 8E
; Rand. spell: Battle or Battle or RastroAgua
FF
; End first wave of attack
FF
; End
[script #32]
F0 EE EF FE
FF
FC 01 19 19
get attacker
F0 DF DF FE
FE
FC 13 01 01
FC 05 00 00
F0 EF EF FE
FF

;
;
;
;

orig idx=32, "GODZILLA", nb. bytes=27


Rand. spell: Battle or Special or Nothing
End first wave of attack
If monster has been attacked by cmd: Llamar or Llamar, will tar

;
;
;
;
;
;

Rand. spell: Meteo or Meteo or Nothing


End If and reset targeting
If 1 monster(s) or less remain
If monster has been attacked
Rand. spell: Special or Special or Nothing
End

[script #33]
FC 13 01 01
F0 EE EF EF
FE
F1 36
F0 C2 C2 FE
FF
FC 12 00 00
FE
FC 01 00 00
arget attacker
F0 EF FE FE
FF

;
;
;
;
;
;
;
;
;
;

orig idx=33, "VIVI", nb. bytes=30


If 1 monster(s) or less remain
Rand. spell: Battle or Special or Special
End If and reset targeting
Targeting: self
Rand. spell: Escape or Escape or Nothing
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked by cmd: Golpear or Golpear, will t

; Rand. spell: Special or Nothing or Nothing


; End

[script #34] ; orig idx=34, "Patricio", nb. bytes=36


FC 0D 00 03
; If variable VAR000 is greater than or equal to 3
F8 00 00
; Set VAR000 to 0
F1 0E
; Targeting: Banon (all allies if N/A)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FE
; End If and reset targeting
EE
; Battle
F8 00 81
; 1 added to VAR000
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
F8 00 81
; 1 added to VAR000
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
F8 00 81
; 1 added to VAR000
FF
; End first wave of attack
FF
; End
[script #35]
F0 EE 69 EF
FF
FC 01 00 00
arget attacker
F0 69 FE FE
FF

;
;
;
;

orig idx=35, "ColmllFosl", nb. bytes=14


Rand. spell: Battle or Sand Storm or Special
End first wave of attack
If monster has been attacked by cmd: Golpear or Golpear, will t

; Rand. spell: Sand Storm or Nothing or Nothing


; End

[script #36] ; orig idx=36, "DrgnBlanco", nb. bytes=34


F0 0E 0E FE
; Rand. spell: <MB>Perla or <MB>Perla or Nothing
F0 0E 0E FE
; Rand. spell: <MB>Perla or <MB>Perla or Nothing
F0 0E FE FE
; Rand. spell: <MB>Perla or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F1 43
; Targeting: allies
F0 2C 2C FE
; Rand. spell: <MG>Desenc or <MG>Desenc or Nothing
FF
; End
[script #37] ; orig idx=37, "DrgnMuerto", nb. bytes=47
F0 CC EE EE
; Rand. spell: S. Cross or Battle or Battle
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
F0 CC EE EE
; Rand. spell: S. Cross or Battle or Battle
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
F0 CC EE EE
; Rand. spell: S. Cross or Battle or Battle
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
F0 CC EE EE
; Rand. spell: S. Cross or Battle or Battle
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
F0 C5 C6 EE
; Rand. spell: N. Cross or Flare Star or Battle
F1 36
; Targeting: self
F0 EF EF FE
; Rand. spell: Special or Special or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F1 43
; Targeting: allies
F0 C0 FE FE
; Rand. spell: Fallen One or Nothing or Nothing
FF
; End
[script #38] ; orig idx=38, "Brachosaur", nb. bytes=35
F0 EE EE D6
; Rand. spell: Battle or Battle or Disaster
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
F0 EE EE 13
; Rand. spell: Battle or Battle or <MB>Meteor
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
F0 EE EE CB
; Rand. spell: Battle or Battle or Sneeze
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
F0 EE EE 14
; Rand. spell: Battle or Battle or <MB>Ultima
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
EF
; Special
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FF
; End

again, then conti


again, then conti
again, then conti
again, then conti

again, then conti


again, then conti
again, then conti
again, then conti

[script #39] ; orig idx=39, "Tyranosaur", nb. bytes=16


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 13
; Rand. spell: Battle or Battle or <MB>Meteor
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #40] ; orig idx=40, "Luna", nb. bytes=11
F0 EE EF EF
; Rand. spell: Battle or Special or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #41] ; orig idx=41, "Kain", nb. bytes=30
F4 16 16 16
; Rand. cmd.: Saltar or Saltar or Saltar
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 02 1C A8
; Rand. spell: <MB>Rayo or <MG>Seguro or Lanza
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 25 20 2F
; Rand. spell: <MG>Coraza or <MG>Alto or <MW>Cura 3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF EE 1E
; Rand. spell: Special or Battle or <MG>Confus
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F3 0E 00
; Text: " No me confiare... <D>"
F5 03 00 07
; Monsters #1, #2, #3 , if hidden/dead, brought in with their HP
restored, from side, indiv.
27
; <MG>Rapid2
FF
; End first wave of attack
FF
; End
[script #42] ; orig idx=42, "PITUFO", nb. bytes=20
FC 13 01 01
; If 1 monster(s) or less remain
F0 EF E7 E7
; Rand. spell: Special or Shimsham or Shimsham
FE
; End If and reset targeting
F0 EE E7 EE
; Rand. spell: Battle or Shimsham or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FF
; End
[script #43] ; orig idx=43, "ZUBAT", nb. bytes=29
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EF 8F
; Rand. spell: Battle or Special or Atq. Aereo
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:

FE
FC 01 02 02
arget attacker
F0 EE B2 FE
FF

; End If and reset targeting


; If monster has been attacked by cmd: Protsta or Protsta, will t
; Rand. spell: Battle or Cyclonic or Nothing
; End

[script #44] ; orig idx=44, "CALAVERA", nb. bytes=22


EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE AD
; Rand. spell: Battle or Battle or Net
FF
; End first wave of attack
FC 13 01 01
; If 1 monster(s) or less remain
FC 05 00 00
; If monster has been attacked
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End
[script #45] ; orig idx=45, "BASUCA", nb. bytes=16
F0 EF 94 FE
; Rand. spell: Special or N.5 Perd. or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF 95 FE
; Rand. spell: Special or N.4 Flama or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF 96 FE
; Rand. spell: Special or N.3 Confus or Nothing
FF
; End first wave of attack
FF
; End
[script #46] ; orig idx=46, "SOL ENOJO", nb. bytes=8
01
; <MB>Mlotov
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #47] ; orig idx=47, "Pidgeot", nb. bytes=11
F0 EE 8F EF
; Rand. spell: Battle or Atq. Aereo or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 8F
; Rand. spell: Battle or Battle or Atq. Aereo
FF
; End first wave of attack
FF
; End
[script #48] ; orig idx=48, "BICHO", nb. bytes=13
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE B8
; Rand. spell: Battle or Battle or Mega Volt
FF
; End first wave of attack
FF
; End
[script #49]
F0 EE EE FE

; orig idx=49, "Gilomantis", nb. bytes=19


; Rand. spell: Battle or Battle or Nothing

FF
FC 12
FE
FC 01
arget
F0 EF
FF

00 00

;
;
;
;

End first wave of attack


If following monster is/are dead:
End If and reset targeting
If monster has been attacked by cmd: Golpear or Golpear, will t

00 00
attacker
FE FE
; Rand. spell: Special or Nothing or Nothing
; End

[script #50] ; orig idx=50, "BULBASAUR", nb. bytes=16


F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FF
; End
[script #51] ; orig idx=51, "PLANTA ", nb. bytes=11
F0 EE EE CE
; Rand. spell: Battle or Battle or Charm
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #52] ; orig idx=52, "LLAMAS", nb. bytes=28
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 13 01 01
; If 1 monster(s) or less remain
FC 05 00 00
; If monster has been attacked
F0 EB FE FE
; Rand. spell: Lifeshaver or Nothing or Nothing
FF
; End
[script #53] ; orig idx=53, "DONKEY", nb. bytes=13
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 08 08 EE
; Rand. spell: <MB>Bio or <MB>Bio or Battle
FF
; End first wave of attack
FF
; End
[script #54] ; orig idx=54, "NAZI-NEGRO", nb. bytes=16
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack

FF

; End

[script #55]
F0 EE EE EF
FF
FF

;
;
;
;

orig idx=55, "LOCKE", nb. bytes=6


Rand. spell: Battle or Battle or Special
End first wave of attack
End

[script #56]
FC 0D 00 03
F8 00 00
F1 0E
EE
FE
F0 EE EE EF
F8 00 81
FF
FF

;
;
;
;
;
;
;
;
;
;

orig idx=56, "Esponja", nb. bytes=20


If variable VAR000 is greater than or equal to 3
Set VAR000 to 0
Targeting: Banon (all allies if N/A)
Battle
End If and reset targeting
Rand. spell: Battle or Battle or Special
1 added to VAR000
End first wave of attack
End

[script #57] ; orig idx=57, "Tortuga", nb. bytes=25


FC 0D 00 03
; If variable VAR000 is greater than or equal to 3
F8 00 00
; Set VAR000 to 0
F1 0E
; Targeting: Banon (all allies if N/A)
87
; Contratodo
FE
; End If and reset targeting
F0 EE 87 87
; Rand. spell: Battle or Contratodo or Contratodo
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EE
; Rand. spell: Battle or Battle or Battle
F8 00 81
; 1 added to VAR000
FF
; End first wave of attack
FF
; End
[script #58] ; orig idx=58, "Anguiform", nb. bytes=25
FC 13 01 01
; If 1 monster(s) or less remain
F0 EE EE 8E
; Rand. spell: Battle or Battle or RastroAgua
FE
; End If and reset targeting
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #59] ; orig idx=59, "KNIGHT C.", nb. bytes=16
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F4 16 16 16
; Rand. cmd.: Saltar or Saltar or Saltar
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 9E
; Rand. spell: Battle or Battle or Rippler
FF
; End first wave of attack
FF
; End
[script #60]
F0 EE EE EF
FD

; orig idx=60, "LANZADOR", nb. bytes=10


; Rand. spell: Battle or Battle or Special
; Wait until the attack sequence is called upon again, then conti

nue (reset targeting)


EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FF
; End first wave of attack
FF
; End
[script #61] ; orig idx=61, "LAPIZ ROJO", nb. bytes=25
FC 13 01 01
; If 1 monster(s) or less remain
F0 EE EE 15
; Rand. spell: Battle or Battle or <MB>Temblr
FE
; End If and reset targeting
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #62] ; orig idx=62, "Hoover", nb. bytes=33
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE CB
; Rand. spell: Battle or Battle or Sneeze
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 69 69 FE
; Rand. spell: Sand Storm or Sand Storm or Nothing
F0 69 FE FE
; Rand. spell: Sand Storm or Nothing or Nothing
FF
; End
[script #63] ; orig idx=63, "COMUNISTA", nb. bytes=37
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE A5
; Rand. spell: Battle or Battle or Humareda
FF
; End first wave of attack
FC 01 05 06
; If monster has been attacked by cmd: Robar or Quitar, will targ
et attacker
F1 45
; Targeting: last ally/monster who attacked (random ally if N/A)
EF
; Special
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F0 C9 FE FE
; Rand. spell: R.Polarity or Nothing or Nothing
FF
; End

[script #64]
CB
FF
FF

;
;
;
;

orig idx=64, "TELETUBBIE", nb. bytes=3


Sneeze
End first wave of attack
End

[script #65] ; orig idx=65, "CONTRA", nb. bytes=24


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F0 A2 FE FE
; Rand. spell: Kamikaze or Nothing or Nothing
FF
; End
[script #66]
F0 EF EF 01
FF
FC 14 0C 01
FC 01 02 02
arget attacker
FC 15 09 01
F9 00 09 01
F7 06
)
FF

;
;
;
;
;

orig idx=66, "Indio", nb. bytes=24


Rand. spell: Special or Special or <MB>Mlotov
End first wave of attack
If VAR012 has all the following bit set: 1
If monster has been attacked by cmd: Protsta or Protsta, will t

; If VAR009 has all the following bit cleared: 1


; VAR009 toggle bit: 1
; Trigger event: Terra + Edgar + Locke (about Terra's magic power
; End

[script #67] ; orig idx=67, "MEGAMAN", nb. bytes=20


FC 13 01 01
; If 1 monster(s) or less remain
F0 EF B5 DD
; Rand. spell: Special or Tek Laser or Missile
FE
; End If and reset targeting
F0 B5 B5 FE
; Rand. spell: Tek Laser or Tek Laser or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 B5 EF FE
; Rand. spell: Tek Laser or Special or Nothing
FF
; End first wave of attack
FF
; End
[script #68] ; orig idx=68, "Bomberman", nb. bytes=108
FC 0B C8 00
; If timer has reached/passed 200 (locks timer)
FC 15 00 00
; If VAR000 has all the following bit cleared: 0
F9 01 00 00
; VAR000 set bit: 0
FA 09 F1 30
; Play sound: (GrandTrain)
F3 44 00
; Text: " La alarma suena!<D>"
F5 03 00 3C
; Monsters #3, #4, #5, #6 , if hidden/dead, brought in with their
HP restored, from side, indiv.
FB 00 00
; has battle timer set to 0
FE
; End If and reset targeting
FC 0B 50 00
; If timer has reached/passed 80 (locks timer)
FC 15 00 01
; If VAR000 has all the following bit cleared: 1
F9 01 00 01
; VAR000 set bit: 1
FA 09 F1 30
; Play sound: (GrandTrain)
F3 44 00
; Text: " La alarma suena!<D>"
F5 03 00 1C
; Monsters #3, #4, #5 , if hidden/dead, brought in with their HP
restored, from side, indiv.
FE
; End If and reset targeting
FC 0B 19 00
; If timer has reached/passed 25 (locks timer)

FC 15 00 02
; If VAR000 has all the following bit cleared: 2
F9 01 00 02
; VAR000 set bit: 2
FA 09 F1 30
; Play sound: (GrandTrain)
F3 44 00
; Text: " La alarma suena!<D>"
F5 03 00 0C
; Monsters #3, #4 , if hidden/dead, brought in with their HP rest
ored, from side, indiv.
FE
; End If and reset targeting
FC 0D 03 03
; If variable VAR003 is greater than or equal to 3
9B
; Dischord
F8 03 00
; Set VAR003 to 0
FE
; End If and reset targeting
F0 EE EE 01
; Rand. spell: Battle or Battle or <MB>Mlotov
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EF A2
; Rand. spell: Battle or Special or Kamikaze
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE A2
; Rand. spell: Battle or Battle or Kamikaze
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F8 03 81
; 1 added to VAR003
FF
; End first wave of attack
FC 01 0A 0A
; If monster has been attacked by cmd: Milagro or Milagro, will t
arget attacker
FF
; End
[script #69]
FC 13 01 01
F0 B6 CD DD
FE
F0 EE EE EF
FF
FF

;
;
;
;
;
;
;

orig idx=69, "OBTIMUS", nb. bytes=15


If 1 monster(s) or less remain
Rand. spell: Diffuser or Launcher or Missile
End If and reset targeting
Rand. spell: Battle or Battle or Special
End first wave of attack
End

[script #70] ; orig idx=70, "NUBEDELMAL", nb. bytes=16


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EF FE
; Rand. spell: Battle or Special or Nothing
FF
; End first wave of attack
FF
; End
[script #71] ; orig idx=71, "Flan", nb. bytes=93
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE AE
; Rand. spell: Battle or Battle or Slimer
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FC 1B 64 01
; If monster is in formation #356
FC 19 01 00
; If monster is in slot: #1
F5 08 03 01
; Monsters #1 are hidden and their HP restored, from top
F5 02 00 22
; Monsters #2, #6 , if hidden/dead, brought in with their HP rest
ored, jumps in
F5 00 01 01
; Monsters #1 are killed, suddently
FE
; End If and reset targeting
FC 12 00 00
; If following monster is/are dead:

FC 1B 64 01
; If monster is in formation #356
FC 19 02 00
; If monster is in slot: #2
FC 13 01 00
; If 0 monster(s) or less remain
F5 08 03 02
; Monsters #2 are hidden and their HP restored,
F5 02 00 1C
; Monsters #3, #4, #5 , if hidden/dead, brought
restored, jumps in
F5 00 01 02
; Monsters #2 are killed, suddently
FE
; End If and reset targeting
FC 12 00 00
; If following monster is/are dead:
FC 1B 64 01
; If monster is in formation #356
FC 19 20 00
; If monster is in slot: #6
FC 13 01 00
; If 0 monster(s) or less remain
F5 08 03 20
; Monsters #6 are hidden and their HP restored,
F5 02 00 1C
; Monsters #3, #4, #5 , if hidden/dead, brought
restored, jumps in
F5 00 01 20
; Monsters #6 are killed, suddently
FF
; End

from top
in with their HP

from top
in with their HP

[script #72] ; orig idx=72, "Ing", nb. bytes=28


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EB
; Rand. spell: Battle or Battle or Lifeshaver
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
FC 13 01 01
; If 1 monster(s) or less remain
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End
[script #73] ; orig idx=73, "MINERO", nb. bytes=13
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FF
; End first wave of attack
FF
; End
[script #74]
FC 13 01 01
F0 EE EE 90
FE
F0 EE EE EF
FF
FF

;
;
;
;
;
;
;

orig idx=74, "MINERO R.", nb. bytes=15


If 1 monster(s) or less remain
Rand. spell: Battle or Battle or Blow Fish
End If and reset targeting
Rand. spell: Battle or Battle or Special
End first wave of attack
End

[script #75] ; orig idx=75, "Cruller", nb. bytes=16


F0 05 EE FE
; Rand. spell: <MB>Misil or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE AE
; Rand. spell: Battle or Battle or Slimer
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack

FF

; End

[script #76] ; orig idx=76, "Cactrot", nb. bytes=34


F3 86 00
; Text: " Esta haciendo algo <D>"
FD
; Wait until the attack sequence is called
nue (reset targeting)
90
; Blow Fish
FD
; Wait until the attack sequence is called
nue (reset targeting)
F3 86 00
; Text: " Esta haciendo algo <D>"
FD
; Wait until the attack sequence is called
nue (reset targeting)
90
; Blow Fish
FD
; Wait until the attack sequence is called
nue (reset targeting)
F3 86 00
; Text: " Esta haciendo algo <D>"
FD
; Wait until the attack sequence is called
nue (reset targeting)
90
; Blow Fish
FD
; Wait until the attack sequence is called
nue (reset targeting)
F3 87 00
; Text: " Trabaja 10 veces mas! <D>"
FD
; Wait until the attack sequence is called
nue (reset targeting)
90
; Blow Fish
90
; Blow Fish
90
; Blow Fish
90
; Blow Fish
90
; Blow Fish
90
; Blow Fish
90
; Blow Fish
90
; Blow Fish
90
; Blow Fish
90
; Blow Fish
FF
; End first wave of attack
FF
; End

upon again, then conti


upon again, then conti
upon again, then conti
upon again, then conti
upon again, then conti
upon again, then conti
upon again, then conti

[script #77] ; orig idx=77, "Vago", nb. bytes=17


F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
FF
; End first wave of attack
FC 05 00 00
; If monster has been attacked
F1 36
; Targeting: self
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End
[script #78] ; orig idx=78, "Harvester", nb. bytes=29
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F6 00 E9 E9
; Use random item: Ron or Ron
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F6 01 01 01
; Throw random item: <WB>Martillo or <WB>Martillo
FF
; End first wave of attack
FC 01 05 06
; If monster has been attacked by cmd: Robar or Quitar, will targ

et attacker
F4 05 05 06
FF

; Rand. cmd.: Robar or Robar or Quitar


; End

[script #79]
F0 55 FE FE
FF
FC 12 00 00
FE
FC 05 00 00
F0 A2 FE FE
FF

;
;
;
;
;
;
;
;

orig idx=79, "Fantasma", nb. bytes=19


Rand. spell: MuertoMuer or Nothing or Nothing
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked
Rand. spell: Kamikaze or Nothing or Nothing
End

[script #80] ; orig idx=80, "Still Life", nb. bytes=23


F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE A8
; Rand. spell: Battle or Battle or Lanza
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F1 47
; Targeting: use normal targeting
8B
; Condenar
FF
; End
[script #81]
FC 13 01 01
F0 EE DF CF
FE
F0 EE EE EF
FF
FF

;
;
;
;
;
;
;

orig idx=81, "Boxed Set", nb. bytes=15


If 1 monster(s) or less remain
Rand. spell: Battle or Meteo or Cold Dust
End If and reset targeting
Rand. spell: Battle or Battle or Special
End first wave of attack
End

[script #82] ; orig idx=82, "RINOA", nb. bytes=20


FC 10 00 00
; If only one type of monster is alive
F0 05 06 07
; Rand. spell: <MB>Misil or <MB>Hielo2 or <MB>Piedr2
FE
; End If and reset targeting
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #83] ; orig idx=83, "SUB ZERO", nb. bytes=26
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F1 43
; Targeting: allies
F0 BC FE FE
; Rand. spell: Magnitude8 or Nothing or Nothing
FF
; End
[script #84]

; orig idx=84, "Pug", nb. bytes=9

99
FF
FC 05 00 00
EF
99
FF

;
;
;
;
;
;

Mina
End first wave of attack
If monster has been attacked
Special
Mina
End

[script #85] ; orig idx=85, "Magic Urn", nb. bytes=80


FC 08 43 07
; If target allies is affected by status Death
F0 30 30 31
; Rand. spell: <MW>Vida or <MW>Vida or <MW>Vida 2
F1 36
; Targeting: self
F0 C2 FE FE
; Rand. spell: Escape or Nothing or Nothing
FE
; End If and reset targeting
FC 08 43 06
; If target allies is affected by status Petrify
F6 00 F4 F4
; Use random item: Blando or Blando
F1 36
; Targeting: self
F0 C2 FE FE
; Rand. spell: Escape or Nothing or Nothing
FE
; End If and reset targeting
F1 44
; Targeting: random ally
F6 00 F5 EB
; Use random item: Remedio or Martini
F1 36
; Targeting: self
F0 C2 FE FE
; Rand. spell: Escape or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 44
; Targeting: random ally
F6 00 E9 EE
; Use random item: Ron or A. ardiente
F1 36
; Targeting: self
F0 C2 FE FE
; Rand. spell: Escape or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 44
; Targeting: random ally
F6 00 EB EC
; Use random item: Martini or Vodka
F1 36
; Targeting: self
F0 C2 FE FE
; Rand. spell: Escape or Nothing or Nothing
FF
; End first wave of attack
FC 05 00 00
; If monster has been attacked
F1 36
; Targeting: self
F0 C2 FE FE
; Rand. spell: Escape or Nothing or Nothing
FF
; End
[script #86]
FC 13 01 01
F0 91 90 90
FE
F0 EE EE EF
FF
FF

;
;
;
;
;
;
;

orig idx=86, "Mover", nb. bytes=15


If 1 monster(s) or less remain
Rand. spell: GuardiaGrn or Blow Fish or Blow Fish
End If and reset targeting
Rand. spell: Battle or Battle or Special
End first wave of attack
End

[script #87]
FC 13 01 01
F0 9B BD EF
FE
F0 EE EE EF
FF
FF

;
;
;
;
;
;
;

orig idx=87, "TOMATE", nb. bytes=15


If 1 monster(s) or less remain
Rand. spell: Dischord or Raid or Special
End If and reset targeting
Rand. spell: Battle or Battle or Special
End first wave of attack
End

[script #88] ; orig idx=88, "Buffalax", nb. bytes=21


EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)

EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EF
; Special
EE
; Battle
EE
; Battle
FF
; End first wave of attack
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F0 66 FE FE
; Rand. spell: Ba<$D0>o Sol or Nothing or Nothing
FF
; End
[script #89] ; orig idx=89, "Aspik", nb. bytes=28
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 B9 FE FE
; Rand. spell: Giga Volt or Nothing or Nothing
FF
; End
[script #90] ; orig idx=90, "Fantasma", nb. bytes=11
F0 00 00 FE
; Rand. spell: <MB>Piedra or <MB>Piedra or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EF 02
; Rand. spell: Battle or Special or <MB>Rayo
FF
; End first wave of attack
FF
; End
[script #91]
FC 13 01 01
F0 9B BD EF
FE
F0 EE EE EF
FF
FF

;
;
;
;
;
;
;

orig idx=91, "TOMATE", nb. bytes=15


If 1 monster(s) or less remain
Rand. spell: Dischord or Raid or Special
End If and reset targeting
Rand. spell: Battle or Battle or Special
End first wave of attack
End

[script #92] ; orig idx=92, "Nazi", nb. bytes=11


F0 1D 1D EF
; Rand. spell: <MG>Sue<$D0>o or <MG>Sue<$D0>o or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 87 EF EF
; Rand. spell: Contratodo or Special or Special
FF
; End first wave of attack
FF
; End
[script #93] ; orig idx=93, "SEDAELPASO", nb. bytes=14
FC 0F 00 07
; If Terra (all allies if N/A)'s level is greater or equal than 7
(random target if many)
F0 EE EF FE
; Rand. spell: Battle or Special or Nothing

FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FE
; End If and reset targeting
EE
; Battle
FF
; End first wave of attack
FF
; End
[script #94] ; orig idx=94, "Actaneon", nb. bytes=11
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #95] ; orig idx=95, "Sand Horse", nb. bytes=20
FC 13 01 01
; If 1 monster(s) or less remain
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FE
; End If and reset targeting
F0 69 69 FE
; Rand. spell: Sand Storm or Sand Storm or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF 69 69
; Rand. spell: Special or Sand Storm or Sand Storm
FF
; End first wave of attack
FF
; End
[script #96] ; orig idx=96, "Cigarro", nb. bytes=11
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #97] ; orig idx=97, "Mad Oscar", nb. bytes=13
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 9C
; Rand. spell: Battle or Battle or Boca
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EF FE
; Rand. spell: Battle or Special or Nothing
FF
; End first wave of attack
FF
; End
[script #98] ; orig idx=98, "CHOCOBO", nb. bytes=11
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF EE FE
; Rand. spell: Special or Battle or Nothing
FF
; End first wave of attack
FF
; End
[script #99] ; orig idx=99, "FILOSOFO", nb. bytes=11
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack

FF

; End

[script #100] ; orig idx=100, "Guardia", nb. bytes=26


FC 13 01 01
; If 1 monster(s) or less remain
F0 EE EF EF
; Rand. spell: Battle or Special or Special
FE
; End If and reset targeting
F1 44
; Targeting: random ally
F0 EE 05 EE
; Rand. spell: Battle or <MB>Misil or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 05 EE EE
; Rand. spell: <MB>Misil or Battle or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FF
; End first wave of attack
FF
; End
[script #101] ; orig idx=101, "MILICO", nb. bytes=16
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End
[script #102] ; orig idx=102, "GENERAL", nb. bytes=11
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 2E
; Rand. spell: Battle or Battle or <MW>Cura 2
FF
; End first wave of attack
FF
; End
[script #103] ; orig idx=103, "TORTUGA", nb. bytes=30
F0 EE EE 65
; Rand. spell: Battle or Battle or CorteVient
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 51 52 53
; Rand. spell: Sueg Agua or Skean Rayo or Limi Torm
FF
; End first wave of attack
FC 01 08 08
; If monster has been attacked by cmd: Tirar or Tirar, will targe
t attacker
F6 01 41 42
; Throw random item: <WST>Shuriken or <WST>Estrella Nin
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F1 36
; Targeting: self
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End
[script #104]
F0 EF EF FE
F0 EF FE FE
F0 EF FE FE
FF

;
;
;
;
;

orig idx=104, "OSCURIDAD", nb. bytes=31


Rand. spell: Special or Special or Nothing
Rand. spell: Special or Nothing or Nothing
Rand. spell: Special or Nothing or Nothing
End first wave of attack

FC 01
arget
F0 08
FE
FC 05
F0 EE
FF

02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
attacker
FE FE
; Rand. spell: <MB>Bio or Nothing or Nothing
; End If and reset targeting
00 00
; If monster has been attacked
FE FE
; Rand. spell: Battle or Nothing or Nothing
; End

[script #105] ; orig idx=105, "MAGIKARP", nb. bytes=17


FC 13 01 01
; If 1 monster(s) or less remain
0E
; <MB>Perla
FE
; End If and reset targeting
F0 EF EF FE
; Rand. spell: Special or Special or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF EF 0E
; Rand. spell: Special or Special or <MB>Perla
FF
; End first wave of attack
FF
; End
[script #106] ; orig idx=106, "GATO", nb. bytes=67
FC 08 38 17
; If target all monsters is affected by status Reflect
2F
; <MW>Cura 3
FE
; End If and reset targeting
F0 0E 0F 23
; Rand. spell: <MB>Perla or <MB>Flama or <MG>Duende
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 2E 35 1C
; Rand. spell: <MW>Cura 2 or <MW>Vida 3 or <MG>Seguro
F0 EF EF FE
; Rand. spell: Special or Special or Nothing
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 2E 35 1C
; Rand. spell: <MW>Cura 2 or <MW>Vida 3 or <MG>Seguro
F0 09 0A 0B
; Rand. spell: <MB>Misil+ or Cancion or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 33 2E 25
; Rand. spell: <MW>Remedi or <MW>Cura 2 or <MG>Coraza
F0 09 0A 0B
; Rand. spell: <MB>Misil+ or Cancion or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 34 33 1F
; Rand. spell: <MW>Regen or <MW>Remedi or <MG>Rapido
F0 09 0A 0B
; Rand. spell: <MB>Misil+ or Cancion or <MB>Piedr3
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F1 47
; Targeting: use normal targeting
F0 2E FE FE
; Rand. spell: <MW>Cura 2 or Nothing or Nothing
F0 13 FE FE
; Rand. spell: <MB>Meteor or Nothing or Nothing
FF
; End

then conti

then conti

then conti

then conti

[script #107] ; orig idx=107, "SPIDERMAN", nb. bytes=25


FC 13 01 01
; If 1 monster(s) or less remain
F0 EE 07 07
; Rand. spell: Battle or <MB>Piedr2 or <MB>Piedr2
FE
; End If and reset targeting
F0 EE EF FE
; Rand. spell: Battle or Special or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE A9 FE
; Rand. spell: Battle or Acid Rain or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE A9 A9
; Rand. spell: Battle or Acid Rain or Acid Rain

FF
FF

; End first wave of attack


; End

[script #108] ; orig idx=108, "ARB. OTO<$D0>O", nb. bytes=20


FC 13 01 01
; If 1 monster(s) or less remain
F0 EE 9F 9F
; Rand. spell: Battle or Piedra or Piedra
FE
; End If and reset targeting
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #109] ; orig idx=109, "YOSHI R.", nb. bytes=20
FC 13 01 01
; If 1 monster(s) or less remain
F0 94 95 96
; Rand. spell: N.5 Perd. or N.4 Flama or N.3 Confus
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 E4 FE FE
; Rand. spell: Blaze or Nothing or Nothing
FE
; End If and reset targeting
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #110] ; orig idx=110, "BELMONT", nb. bytes=23
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 A3 FE FE
; Rand. spell: CancDuende or Nothing or Nothing
FF
; End
[script #111] ; orig idx=111, "PowerDemon", nb. bytes=11
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE E5
; Rand. spell: Battle or Battle or Soul Out
FF
; End first wave of attack
FF
; End
[script #112] ; orig idx=112, "OSO", nb. bytes=16
F0 EE EF FE
; Rand. spell: Battle or Special or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE A6
; Rand. spell: Battle or Battle or ChokeSmoke
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #113] ; orig idx=113, "O. NEGRO", nb. bytes=24

FC 13
F1 36
C2
FE
EE
FF
FC 12
FE
FC 01
arget
F0 EF
FF

01 01

00 00

;
;
;
;
;
;
;
;
;

If 1 monster(s) or less remain


Targeting: self
Escape
End If and reset targeting
Battle
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked by cmd: Golpear or Golpear, will t

;
;
;
;

orig idx=114, "Peepers", nb. bytes=6


Rand. spell: Battle or PerlaVnt<$5A> or Special
End first wave of attack
End

00 00
attacker
FE FE
; Rand. spell: Special or Nothing or Nothing
; End

[script #114]
F0 EE 93 EF
FF
FF

[script #115] ; orig idx=115, "PLANTA", nb. bytes=22


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 10 00 00
; If only one type of monster is alive
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F1 36
; Targeting: self
C2
; Escape
FF
; End
[script #116] ; orig idx=116, "ARBOL", nb. bytes=16
F0 EF EF FE
; Rand. spell: Special or Special or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FF
; End
[script #117] ; orig idx=117, "DUENDE", nb. bytes=20
FC 10 00 00
; If only one type of monster is alive
F0 EE EE 35
; Rand. spell: Battle or Battle or <MW>Vida 3
FE
; End If and reset targeting
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FF
; End
[script #118] ; orig idx=118, "Arbusto", nb. bytes=11
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End

[script #119] ; orig idx=119, "Wild Cat", nb. bytes=20


FC 13 01 01
; If 1 monster(s) or less remain
F0 B3 FE FE
; Rand. spell: Fire Ball or Nothing or Nothing
FE
; End If and reset targeting
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #120]
FC 13 01 01
F0 EF EE EE
FE
F0 EE EE FE
FF
FF

;
;
;
;
;
;
;

orig idx=120, "Red Fang", nb. bytes=15


If 1 monster(s) or less remain
Rand. spell: Special or Battle or Battle
End If and reset targeting
Rand. spell: Battle or Battle or Nothing
End first wave of attack
End

[script #121] ; orig idx=121, "L. CELESTE", nb. bytes=19


FC 13 01 01
; If 1 monster(s) or less remain
F1 36
; Targeting: self
C2
; Escape
FE
; End If and reset targeting
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #122]
EE
FF
FC 12 00 00
FE
FC 01 00 00
arget attacker
F0 EF FE FE
FF

;
;
;
;
;
;

orig idx=122, "Mamut", nb. bytes=16


Battle
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked by cmd: Golpear or Golpear, will t

; Rand. spell: Special or Nothing or Nothing


; End

[script #123] ; orig idx=123, "O. AZUL", nb. bytes=11


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #124]
F0 EE EE EF
FF
FC 13 01 01
FC 05 00 00
F0 CB FE FE
FF

;
;
;
;
;
;
;

orig idx=124, "Chitonid", nb. bytes=18


Rand. spell: Battle or Battle or Special
End first wave of attack
If 1 monster(s) or less remain
If monster has been attacked
Rand. spell: Sneeze or Nothing or Nothing
End

[script #125] ; orig idx=125, "MAGA NEGRA", nb. bytes=19


F0 EE EE EF
; Rand. spell: Battle or Battle or Special

FF
FC 12 00 00
FE
FC 05 00 00
F0 CB FE FE
FF

;
;
;
;
;
;

End first wave of attack


If following monster is/are dead:
End If and reset targeting
If monster has been attacked
Rand. spell: Sneeze or Nothing or Nothing
End

[script #126] ; orig idx=126, "RHYOS", nb. bytes=43


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EF
; Special
F0 BA B3 B9
; Rand. spell: Blizzard or Fire Ball or Giga Volt
F0 BC 8E B9
; Rand. spell: Magnitude8 or RastroAgua or Giga Volt
F0 BC BA B3
; Rand. spell: Magnitude8 or Blizzard or Fire Ball
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
FF
; End
[script #127]
FC 08 48 0F
FC 09 48 07
F3 8A 00
F1 48
EE
EE
EE
EE
FE
FC 08 49 0F
FC 09 49 07
F3 8A 00
F1 49
EE
EE
EE
EE
FE
FC 08 4A 0F
FC 09 4A 07
F3 8A 00
F1 4A
EE
EE
EE
EE
FE
FC 08 4B 0F
FC 09 4B 07
F3 8A 00
F1 4B

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

orig idx=127, "GODZILLA", nb. bytes=105


If target ally #1 is affected by status Sleep
If target ally #1 is not affected by status Death
Text: " 4 ataques!!"
Targeting: ally #1
Battle
Battle
Battle
Battle
End If and reset targeting
If target ally #2 is affected by status Sleep
If target ally #2 is not affected by status Death
Text: " 4 ataques!!"
Targeting: ally #2
Battle
Battle
Battle
Battle
End If and reset targeting
If target ally #3 is affected by status Sleep
If target ally #3 is not affected by status Death
Text: " 4 ataques!!"
Targeting: ally #3
Battle
Battle
Battle
Battle
End If and reset targeting
If target ally #4 is affected by status Sleep
If target ally #4 is not affected by status Death
Text: " 4 ataques!!"
Targeting: ally #4

EE
; Battle
EE
; Battle
EE
; Battle
EE
; Battle
FE
; End If and reset targeting
F0 EE FE EF
; Rand. spell: Battle or Nothing or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 0D EE
; Rand. spell: Battle or <MB>Muerte or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 FE DF EF
; Rand. spell: Nothing or Meteo or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0B 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, diagonal
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
FF
; End
[script #128] ; orig idx=128, "MAGO", nb. bytes=8
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE B3 EF
; Rand. spell: Battle or Fire Ball or Special
FF
; End first wave of attack
FF
; End
[script #129] ; orig idx=129, "BOMBA F.", nb. bytes=25
FC 13 01 01
; If 1 monster(s) or less remain
F0 EE EE B2
; Rand. spell: Battle or Battle or Cyclonic
FE
; End If and reset targeting
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FF
; End
[script #130] ; orig idx=130, "Zombone", nb. bytes=21
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #131] ; orig idx=131, "Dragon", nb. bytes=34
F0 EE EE 92
; Rand. spell: Battle or Battle or Venganza
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)

F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE BA
; Rand. spell: Battle or Battle or Blizzard
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE CF
; Rand. spell: Battle or Battle or Cold Dust
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 CB FE FE
; Rand. spell: Sneeze or Nothing or Nothing
FF
; End
[script #132] ; orig idx=132, "Brontaur", nb. bytes=30
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called
nue (reset targeting)
F0 EB EB FE
; Rand. spell: Lifeshaver or Lifeshaver or
F0 EB EB FE
; Rand. spell: Lifeshaver or Lifeshaver or
FD
; Wait until the attack sequence is called
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called
nue (reset targeting)
F0 B4 EB EF
; Rand. spell: Atomic Ray or Lifeshaver or
FD
; Wait until the attack sequence is called
nue (reset targeting)
F0 B4 EB EF
; Rand. spell: Atomic Ray or Lifeshaver or
FF
; End first wave of attack
FF
; End
[script #133]
F0 EF FE A5
FF
FF

;
;
;
;

upon again, then conti


Nothing
Nothing
upon again, then conti
upon again, then conti
Special
upon again, then conti
Special

orig idx=133, "Allosaurus", nb. bytes=6


Rand. spell: Special or Nothing or Humareda
End first wave of attack
End

[script #134] ; orig idx=134, "MINERO A.", nb. bytes=22


FC 13 01 01
; If 1 monster(s) or less remain
EE
; Battle
FE
; End If and reset targeting
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #135] ; orig idx=135, "DARK KAIN", nb. bytes=13
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 93
; Rand. spell: Battle or Battle or PerlaVnt<$5A>
FF
; End first wave of attack

FF

; End

[script #136]
FC 13 01 01
E7
FE
F0 EE EE EF
FF
FF

;
;
;
;
;
;
;

orig idx=136, "Gobbler", nb. bytes=12


If 1 monster(s) or less remain
Shimsham
End If and reset targeting
Rand. spell: Battle or Battle or Special
End first wave of attack
End

[script #137] ; orig idx=137, "MURCIELAGO", nb. bytes=21


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 8F
; Rand. spell: Battle or Battle or Atq. Aereo
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 93
; Rand. spell: Battle or Battle or PerlaVnt<$5A>
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #138] ; orig idx=138, "CALAVERA+", nb. bytes=25
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE AD
; Rand. spell: Battle or Battle or Net
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 13 01 01
; If 1 monster(s) or less remain
FC 05 00 00
; If monster has been attacked
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End
[script #139]
F0 EF EF FE
FF
FC 12 00 00
FE
FC 01 00 00
arget attacker
EE
FF

;
;
;
;
;
;

orig idx=139, "BASUCA M.", nb. bytes=16


Rand. spell: Special or Special or Nothing
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked by cmd: Golpear or Golpear, will t

; Battle
; End

[script #140] ; orig idx=140, "Mind Candy", nb. bytes=23


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 13 01 01
; If 1 monster(s) or less remain
FC 01 05 06
; If monster has been attacked by cmd: Robar or Quitar, will targ
et attacker
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End
[script #141] ; orig idx=141, "PAJARO", nb. bytes=16

F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FF
; End
[script #142] ; orig idx=142, "BICHO A.", nb. bytes=23
EE
; Battle
FD
; Wait until the attack sequence is called
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called
nue (reset targeting)
F0 EE EE 68
; Rand. spell: Battle or Battle or Segador
FD
; Wait until the attack sequence is called
nue (reset targeting)
F0 EE EE 77
; Rand. spell: Battle or Battle or Kitty
FD
; Wait until the attack sequence is called
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #143]
F0 EE EE FE
FF
FC 12 00 00
FE
FC 05 00 00
F0 EF FE FE
FF

;
;
;
;
;
;
;
;

upon again, then conti


upon again, then conti
upon again, then conti
upon again, then conti

orig idx=143, "RYO", nb. bytes=19


Rand. spell: Battle or Battle or Nothing
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked
Rand. spell: Special or Nothing or Nothing
End

[script #144] ; orig idx=144, "B. FUEGO", nb. bytes=17


FC 13 01 01
; If 1 monster(s) or less remain
EE
; Battle
FE
; End If and reset targeting
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #145]
FC 13 01 01
F0 EE EE A5
FE
F0 EE EE EF
FF
FF

;
;
;
;
;
;
;

orig idx=145, "P. TRUENO", nb. bytes=15


If 1 monster(s) or less remain
Rand. spell: Battle or Battle or Humareda
End If and reset targeting
Rand. spell: Battle or Battle or Special
End first wave of attack
End

[script #146] ; orig idx=146, "Crusher", nb. bytes=28


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special

FF
FC
FE
FC
FC
F0
FF

12 00 00
13 01 01
05 00 00
EB FE FE

;
;
;
;
;
;
;

End first wave of attack


If following monster is/are dead:
End If and reset targeting
If 1 monster(s) or less remain
If monster has been attacked
Rand. spell: Lifeshaver or Nothing or Nothing
End

[script #147] ; orig idx=147, "MONO", nb. bytes=21


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 08 08 EE
; Rand. spell: <MB>Bio or <MB>Bio or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End first wave of attack
FF
; End
[script #148] ; orig idx=148, "T. ANGEL", nb. bytes=12
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FF
; End first wave of attack
FF
; End
[script #149] ; orig idx=149, "Sky Cap", nb. bytes=20
FC 13 01 01
; If 1 monster(s) or less remain
F0 EF B5 DD
; Rand. spell: Special or Tek Laser or Missile
FE
; End If and reset targeting
F0 B5 B5 C9
; Rand. spell: Tek Laser or Tek Laser or R.Polarity
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 B5 C9 FE
; Rand. spell: Tek Laser or R.Polarity or Nothing
FF
; End first wave of attack
FF
; End
[script #150] ; orig idx=150, "L. VERDE", nb. bytes=13
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 D0 FE FE
; Rand. spell: Picotaso or Nothing or Nothing
FF
; End first wave of attack
FF
; End
[script #151] ; orig idx=151, "T. ZOMBIE", nb. bytes=21
FC 13 01 01
; If 1 monster(s) or less remain

F0 EF EF FE
; Rand. spell: Special or Special or Nothing
F0 EF EF FE
; Rand. spell: Special or Special or Nothing
FE
; End If and reset targeting
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #152] ; orig idx=152, "DUENDE", nb. bytes=21
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE AE
; Rand. spell: Battle or Battle or Slimer
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 9E
; Rand. spell: Battle or Battle or Rippler
FF
; End first wave of attack
FF
; End
[script #153] ; orig idx=153, "LANZADOR H", nb. bytes=16
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FF
; End
[script #154] ; orig idx=154, "L. NEGRO", nb. bytes=20
FC 13 01 01
; If 1 monster(s) or less remain
F0 EE EE 15
; Rand. spell: Battle or Battle or <MB>Temblr
FE
; End If and reset targeting
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #155] ; orig idx=155, "Land Worm", nb. bytes=16
F0 BC BC E8
; Rand. spell: Magnitude8 or Magnitude8 or Lode Stone
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 BC BC E8
; Rand. spell: Magnitude8 or Magnitude8 or Lode Stone
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 BC EF E8
; Rand. spell: Magnitude8 or Special or Lode Stone
FF
; End first wave of attack
FF
; End
[script #156] ; orig idx=156, "COMUNISTA", nb. bytes=22
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack

FC
et
F1
EF
FE
FC
F0
FF

01 05 06
attacker
45

; If monster has been attacked by cmd: Robar or Quitar, will targ


;
;
;
;
;
;

Targeting: last ally/monster who attacked (random ally if N/A)


Special
End If and reset targeting
If monster has been attacked
Rand. spell: Battle or Nothing or Nothing
End

[script #157]
FC 13 01 01
F0 CD D7 B5
FE
F0 B5 EE EF
FF
FC 12 00 00
FE
FC 01 00 00
arget attacker
F0 CD D7 FE
FF

;
;
;
;
;
;
;
;
;

orig idx=157, "SOLDADO", nb. bytes=28


If 1 monster(s) or less remain
Rand. spell: Launcher or Shrapnel or Tek Laser
End If and reset targeting
Rand. spell: Tek Laser or Battle or Special
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked by cmd: Golpear or Golpear, will t

[script #158]
FC 13 01 01
A3
FE
F0 EE EE FE
F1 36
F0 EF FE FE
FF
FF

;
;
;
;
;
;
;
;
;

05 00 00
EE FE FE

; Rand. spell: Launcher or Shrapnel or Nothing


; End
orig idx=158, "BILL", nb. bytes=18
If 1 monster(s) or less remain
CancDuende
End If and reset targeting
Rand. spell: Battle or Battle or Nothing
Targeting: self
Rand. spell: Special or Nothing or Nothing
End first wave of attack
End

[script #159] ; orig idx=159, "Pro-TATA", nb. bytes=38


FC 15 00 00
; If VAR000 has all the following bit cleared: 0
FC 17 06 00
; If target Celes (all allies if N/A) is valid, set it, and
F9 01 00 00
; VAR000 set bit: 0
F1 36
; Targeting: self
BF
; TekBarrier
FE
; End If and reset targeting
FC 13 00 04
; If 4 ally(ies) or more remain
F0 EE B5 EF
; Rand. spell: Battle or Tek Laser or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE DD
; Rand. spell: Battle or Battle or Missile
FE
; End If and reset targeting
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE B5 EF
; Rand. spell: Battle or Tek Laser or Special
FF
; End first wave of attack
FF
; End
[script #160]
FC 1B 7B 00
FC 13 01 01
F8 00 00
FA 09 F1 30
F5 02 00 04
, jumps in
F5 02 00 08

;
;
;
;
;
;

orig idx=160, "Chaser", nb. bytes=92


If monster is in formation #123
If 1 monster(s) or less remain
Set VAR000 to 0
Play sound: (GrandTrain)
Monsters #3 , if hidden/dead, brought in with their HP restored

; Monsters #4 , if hidden/dead, brought in with their HP restored

, jumps in
F5 02 00 10
; Monsters #5 , if hidden/dead, brought in with their HP restored
, jumps in
FE
; End If and reset targeting
F1 36
; Targeting: self
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 70
; Rand. spell: Battle or Battle or Plasma
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 9B
; Rand. spell: Battle or Battle or Dischord
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE B5
; Rand. spell: Battle or Battle or Tek Laser
FF
; End first wave of attack
FC 1B 7A 00
; If monster is in formation #122
FC 12 00 00
; If following monster is/are dead:
F5 0B 04 01
; Monsters #1 are hidden without affecting their HP, diagonal
FA 09 F1 30
; Play sound: (GrandTrain)
F5 02 00 10
; Monsters #5 , if hidden/dead, brought in with their HP restored
, jumps in
F5 02 00 08
; Monsters #4 , if hidden/dead, brought in with their HP restored
, jumps in
F5 02 00 04
; Monsters #3 , if hidden/dead, brought in with their HP restored
, jumps in
F5 00 01 01
; Monsters #1 are killed, suddently
FE
; End If and reset targeting
FC 01 07 0A
; If monster has been attacked by cmd: Animal or Milagro, will ta
rget attacker
F9 01 00 00
; VAR000 set bit: 0
FF
; End
[script #161] ; orig idx=161, "MEGATRON", nb. bytes=28
EF
; Special
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 B7 D4 CD
; Rand. spell: WaveCannon or Grav Bomb or Launcher
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 D4 D4 B4
; Rand. spell: Grav Bomb or Grav Bomb or Atomic Ray
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 EF CD B7
; Rand. spell: Special or Launcher or WaveCannon
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 EF B7 CD
; Rand. spell: Special or WaveCannon or Launcher
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
B4
; Atomic Ray
FF
; End

then conti
then conti
then conti
then conti

[script #162] ; orig idx=162, "Smog", nb. bytes=11


F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FF
; End

[script #163]
FC 06 36 0A
F1 36
C2
FE
FC 14 24 00
DF
F1 36
EF
F9 02 24 00
FE
FF
FC 12 00 00
DF
FE
FC 05 00 00
F9 01 24 00
FF

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

orig idx=163, "Intangir", nb. bytes=37


If target self has less or equal than 1280 HP
Targeting: self
Escape
End If and reset targeting
If VAR036 has all the following bit set: 0
Meteo
Targeting: self
Special
VAR036 clear bit: 0
End If and reset targeting
End first wave of attack
If following monster is/are dead:
Meteo
End If and reset targeting
If monster has been attacked
VAR036 set bit: 0
End

[script #164] ; orig idx=164, "Misfit", nb. bytes=16


F0 EE EE EB
; Rand. spell: Battle or Battle or Lifeshaver
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EB EB
; Rand. spell: Battle or Lifeshaver or Lifeshaver
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End first wave of attack
FF
; End
[script #165] ; orig idx=165, "MINERO A.", nb. bytes=11
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #166]
FC 13 01 01
F0 8D 8E EF
FE
F0 EE EE EF
FF
FF

;
;
;
;
;
;
;

orig idx=166, "Enuo", nb. bytes=15


If 1 monster(s) or less remain
Rand. spell: CleanSweep or RastroAgua or Special
End If and reset targeting
Rand. spell: Battle or Battle or Special
End first wave of attack
End

[script #167] ; orig idx=167, "ANCIANO", nb. bytes=13


F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 36
; Targeting: self
F0 FE FE C2
; Rand. spell: Nothing or Nothing or Escape
FF
; End first wave of attack
FF
; End
[script #168]
FC 13 01 01
F0 EE EF EF
FE
F0 EE EE FE

;
;
;
;
;

orig idx=168, "Vago negro", nb. bytes=15


If 1 monster(s) or less remain
Rand. spell: Battle or Special or Special
End If and reset targeting
Rand. spell: Battle or Battle or Nothing

FF
FF

; End first wave of attack


; End

[script #169] ; orig idx=169, "NeckHunter", nb. bytes=12


F0 EF EE FE
; Rand. spell: Special or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FF
; End first wave of attack
FF
; End
[script #170] ; orig idx=170, "GRANADA", nb. bytes=29
F0 E4 FE EF
; Rand. spell: Blaze or Nothing or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 E4 B3 FE
; Rand. spell: Blaze or Fire Ball or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 E4 B3 FE
; Rand. spell: Blaze or Fire Ball or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F0 A2 FE FE
; Rand. spell: Kamikaze or Nothing or Nothing
FF
; End
[script #171] ; orig idx=171, "Critic", nb. bytes=16
F0 EE 8C EF
; Rand. spell: Battle or Ruleta or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 98 A8
; Rand. spell: Battle or N? Perla or Lanza
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 8B
; Rand. spell: Battle or Battle or Condenar
FF
; End first wave of attack
FF
; End
[script #172] ; orig idx=172, "Pan Dora", nb. bytes=29
F0 92 D3 FE
; Rand. spell: Venganza or Evil Toot or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 92 BB FE
; Rand. spell: Venganza or Absolute 0 or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 D3 BB FE
; Rand. spell: Evil Toot or Absolute 0 or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End
[script #173] ; orig idx=173, "SoulDancer", nb. bytes=29

F6 01 00 01
; Throw random item: <WD>Hoz or <WB>Martillo
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F6 01 01 02
; Throw random item: <WB>Martillo or <WRD>Martillo +
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F6 01 03 04
; Throw random item: <WD>Hoz+ or <WD>CuchiLadron
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F6 01 04 05
; Throw random item: <WD>CuchiLadron or <WD>Asesino
FF
; End first wave of attack
FC 05 00 00
; If monster has been attacked
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End
[script #174] ; orig idx=174, "HOMBRE", nb. bytes=19
EF
; Special
EF
; Special
EF
; Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
EE
; Battle
EE
; Battle
EF
; Special
FF
; End
[script #175] ; orig idx=175, "Mag Roader", nb. bytes=11
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 01 06 06
; Rand. spell: <MB>Mlotov or <MB>Hielo2 or <MB>Hielo2
FF
; End first wave of attack
FF
; End
[script #176] ; orig idx=176, "Spek Tor", nb. bytes=11
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FF
; End
[script #177] ; orig idx=177, "Parasite", nb. bytes=29
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker

F0 B9 B9 FE
FF

; Rand. spell: Giga Volt or Giga Volt or Nothing


; End

[script #178] ; orig idx=178, "CYBERNAZI", nb. bytes=3


EF
; Special
FF
; End first wave of attack
FF
; End
[script #179] ; orig idx=179, "Coelecite", nb. bytes=26
FC 13 01 01
; If 1 monster(s) or less remain
EE
; Battle
FE
; End If and reset targeting
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 13 01 01
; If 1 monster(s) or less remain
FC 12 00 00
; If following monster is/are dead:
F0 BC FE FE
; Rand. spell: Magnitude8 or Nothing or Nothing
FF
; End
[script #180]
FC 13 01 01
B9
FE
F0 EF FE FE
FF
FC 12 00 00
FE
FC 05 00 00
F1 36
B8
FF

;
;
;
;
;
;
;
;
;
;
;
;

orig idx=180, "Anemone", nb. bytes=24


If 1 monster(s) or less remain
Giga Volt
End If and reset targeting
Rand. spell: Special or Nothing or Nothing
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked
Targeting: self
Mega Volt
End

[script #181] ; orig idx=181, "Hipocampus", nb. bytes=33


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F0 A9 FE FE
; Rand. spell: Acid Rain or Nothing or Nothing
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 BE FE FE
; Rand. spell: Flash Rain or Nothing or Nothing
FF
; End
[script #182] ; orig idx=182, "Spectre", nb. bytes=13
F0 EF EF FE
; Rand. spell: Special or Special or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 00 01 02
; Rand. spell: <MB>Piedra or <MB>Mlotov or <MB>Rayo
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EF
; Special
FF
; End first wave of attack

FF

; End

[script #183]
FC 13 01 01
9C
FE
F0 EE EE FE
FF
FC 12 00 00
FE
FC 01 02 02
arget attacker
F0 EF FE FE
FF

;
;
;
;
;
;
;
;
;

orig idx=183, "Evil Oscar", nb. bytes=25


If 1 monster(s) or less remain
Boca
End If and reset targeting
Rand. spell: Battle or Battle or Nothing
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked by cmd: Protsta or Protsta, will t

; Rand. spell: Special or Nothing or Nothing


; End

[script #184] ; orig idx=184, "CHOCOBO R.", nb. bytes=11


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EF FE
; Rand. spell: Battle or Special or Nothing
FF
; End first wave of attack
FF
; End
[script #185] ; orig idx=185, "Latimeria", nb. bytes=11
F0 BC FE FE
; Rand. spell: Magnitude8 or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF BC BC
; Rand. spell: Special or Magnitude8 or Magnitude8
FF
; End first wave of attack
FF
; End
[script #186] ; orig idx=186, "Fantasma", nb. bytes=11
F0 EE EE EE
; Rand. spell: Battle or Battle or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FF
; End
[script #187]
FC 0B 3C 00
F1 43
B4
F1 43
B4
F1 43
B4
F1 43
B4
F1 43
B4
F1 43
B4
F1 43
B4
F1 43
B4
FB 00 00
FE
F0 0D 8B FE

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

orig idx=187, "Allo Ver", nb. bytes=46


If timer has reached/passed 60 (locks timer)
Targeting: allies
Atomic Ray
Targeting: allies
Atomic Ray
Targeting: allies
Atomic Ray
Targeting: allies
Atomic Ray
Targeting: allies
Atomic Ray
Targeting: allies
Atomic Ray
Targeting: allies
Atomic Ray
Targeting: allies
Atomic Ray
has battle timer set to 0
End If and reset targeting
Rand. spell: <MB>Muerte or Condenar or Nothing

FF
FC 05 00 00
F0 FE FE 0D
FF

;
;
;
;

End first wave of attack


If monster has been attacked
Rand. spell: Nothing or Nothing or <MB>Muerte
End

[script #188]
FC 13 01 01
F0 EE EE 90
FE
F0 EE EE EF
FF
FC 12 00 00
FE
FC 05 00 00
F0 90 FE FE
FF

;
;
;
;
;
;
;
;
;
;
;

orig idx=188, "Phase", nb. bytes=28


If 1 monster(s) or less remain
Rand. spell: Battle or Battle or Blow Fish
End If and reset targeting
Rand. spell: Battle or Battle or Special
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked
Rand. spell: Blow Fish or Nothing or Nothing
End

[script #189] ; orig idx=189, "Outsider", nb. bytes=55


F6 01 25 2B
; Throw random item: <WD>El Rey or <WK>Ashura
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F6 01 26 2C
; Throw random item: <WK>Revolucion or <WK>Esp.Gigante
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F6 01 27 2D
; Throw random item: <WD>Brotador or <WK>Lider
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F6 01 28 2E
; Throw random item: <WD>Endurecedor or <WK>Tempestad
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F6 01 29 2F
; Throw random item: <WD>Golpeador or <WK>Murasame
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 36
; Targeting: self
F0 EF EF FE
; Rand. spell: Special or Special or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F6 01 41 41
; Throw random item: <WST>Shuriken or <WST>Shuriken
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F6 01 42 43
; Throw random item: <WST>Estrella Nin or <WST>Estrella
FF
; End
[script #190] ; orig idx=190, "Barb-e", nb. bytes=23
F1 44
; Targeting: random ally
23
; <MG>Duende
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 04 C7 FE
; Rand. spell: <MB>Drena or Love Token or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 EF EF FE
; Rand. spell: Special or Special or Nothing
FF
; End
[script #191] ; orig idx=191, "Parasoul", nb. bytes=20

FC 13 01 01
; If 1 monster(s) or less remain
F0 EE 6F 6F
; Rand. spell: Battle or El Nino or
FE
; End If and reset targeting
F0 EE EF FE
; Rand. spell: Battle or Special or
FD
; Wait until the attack sequence is
nue (reset targeting)
F0 EE BE BE
; Rand. spell: Battle or Flash Rain
FF
; End first wave of attack
FF
; End

El Nino
Nothing
called upon again, then conti
or Flash Rain

[script #192] ; orig idx=192, "Pm Stalker", nb. bytes=24


F0 EE EE 04
; Rand. spell: Battle or Battle or <MB>Drena
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F0 04 FE FE
; Rand. spell: <MB>Drena or Nothing or Nothing
FF
; End
[script #193]
FC 13 01 01
F0 E3 E3 FE
F0 E3 E3 FE
F0 E3 E3 FE
FE
F0 EE EE A6
FF
FC 05 00 00
FC 12 00 00
FE
F0 EF EF FE
FF

;
;
;
;
;
;
;
;
;
;
;
;
;

orig idx=193, "Hemophyte", nb. bytes=36


If 1 monster(s) or less remain
Rand. spell: Shock Wave or Shock Wave or Nothing
Rand. spell: Shock Wave or Shock Wave or Nothing
Rand. spell: Shock Wave or Shock Wave or Nothing
End If and reset targeting
Rand. spell: Battle or Battle or ChokeSmoke
End first wave of attack
If monster has been attacked
If following monster is/are dead:
End If and reset targeting
Rand. spell: Special or Special or Nothing
End

[script #194] ; orig idx=194, "Sp Forces", nb. bytes=16


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #195] ; orig idx=195, "A. MALVADO", nb. bytes=18
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FF
; End first wave of attack
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F1 44
; Targeting: random ally
F0 2D 2E 33
; Rand. spell: <MW>Olla C or <MW>Cura 2 or <MW>Remedi
FF
; End

[script #196] ; orig idx=196, "PEZ", nb. bytes=24


F0 1B 29 FE
; Rand. spell: <MG>Mudo or <MG>Osmosi or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 1A 20 FE
; Rand. spell: <MG>Rasp or <MG>Alto or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 1E 1D FE
; Rand. spell: <MG>Confus or <MG>Sue<$D0>o or Nothing
FF
; End first wave of attack
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End
[script #197] ; orig idx=197, "ECLIPSE", nb. bytes=21
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 EE EF FE
; Rand. spell: Battle or Special or Nothing
FF
; End
[script #198]
F0 EE EE EF
FF
FF

;
;
;
;

orig idx=198, "CHOCOBO M.", nb. bytes=6


Rand. spell: Battle or Battle or Special
End first wave of attack
End

[script #199]
FC 13 01 01
F0 EE EE EF
FE
EE
FF
FF

;
;
;
;
;
;
;

orig idx=199, "Commando", nb. bytes=12


If 1 monster(s) or less remain
Rand. spell: Battle or Battle or Special
End If and reset targeting
Battle
End first wave of attack
End

[script #200] ; orig idx=200, "Opinicus", nb. bytes=26


EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EF
; Special
EE
; Battle
EE
; Battle
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker

F0 65 FE FE
FF

; Rand. spell: CorteVient or Nothing or Nothing


; End

[script #201] ; orig idx=201, "TELEVIEJA+", nb. bytes=11


F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 9F
; Rand. spell: Battle or Battle or Piedra
FF
; End first wave of attack
FF
; End
[script #202] ; orig idx=202, "Lunaris", nb. bytes=8
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #203]
FC 13 01 01
F0 EE EE EF
FE
EE
FF
FF

;
;
;
;
;
;
;

orig idx=203, "Garm", nb. bytes=12


If 1 monster(s) or less remain
Rand. spell: Battle or Battle or Special
End If and reset targeting
Battle
End first wave of attack
End

[script #204] ; orig idx=204, "Vindr", nb. bytes=17


FC 13 01 01
; If 1 monster(s) or less remain
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FE
; End If and reset targeting
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FF
; End
[script #205] ; orig idx=205, "Kiwok", nb. bytes=8
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #206] ; orig idx=206, "Nastidon", nb. bytes=11
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #207] ; orig idx=207, "Rinn", nb. bytes=11
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack

FF

; End

[script #208] ; orig idx=208, "Insecare", nb. bytes=8


F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FF
; End first wave of attack
FF
; End
[script #209] ; orig idx=209, "Vermin", nb. bytes=41
FC 10 00 00
; If only one type of monster is alive
FC 1B 70 00
; If monster is in formation #112
FC 10 00 00
; If only one type of monster is alive
F5 03 00 18
; Monsters #4, #5 , if hidden/dead, brought in with their HP rest
ored, from side, indiv.
FE
; End If and reset targeting
FC 1B 71 00
; If monster is in formation #113
FC 10 00 00
; If only one type of monster is alive
F5 03 00 1A
; Monsters #2, #4, #5 , if hidden/dead, brought in with their HP
restored, from side, indiv.
FE
; End If and reset targeting
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #210] ; orig idx=210, "RYUESTATUA", nb. bytes=11
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF EE EE
; Rand. spell: Special or Battle or Battle
FF
; End first wave of attack
FF
; End
[script #211] ; orig idx=211, "O. ENOJADO", nb. bytes=11
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #212] ; orig idx=212, "ARBOLNIEVE", nb. bytes=11
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EF FE
; Rand. spell: Battle or Special or Nothing
FF
; End first wave of attack
FF
; End
[script #213] ; orig idx=213, "Black Drgn", nb. bytes=11
F0 EE EE 69
; Rand. spell: Battle or Battle or Sand Storm
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EF 69
; Rand. spell: Battle or Special or Sand Storm
FF
; End first wave of attack
FF
; End

[script #214] ; orig idx=214, "Adamanchyt", nb. bytes=16


EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F0 CB FE FE
; Rand. spell: Sneeze or Nothing or Nothing
FF
; End
[script #215] ; orig idx=215, "Dante", nb. bytes=21
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F0 96 FE FE
; Rand. spell: N.3 Confus or Nothing or Nothing
FF
; End
[script #216]
FC 13 01 01
F0 EE EE B2
FE
F0 EE EE EF
FF
FF

;
;
;
;
;
;
;

orig idx=216, "Wirey Drgn", nb. bytes=15


If 1 monster(s) or less remain
Rand. spell: Battle or Battle or Cyclonic
End If and reset targeting
Rand. spell: Battle or Battle or Special
End first wave of attack
End

[script #217]
F0 94 95 EF
FF
FC 12 00 00
FE
FC 05 00 00
F0 D7 FE FE
FF

;
;
;
;
;
;
;
;

orig idx=217, "Dueller", nb. bytes=19


Rand. spell: N.5 Perd. or N.4 Flama or Special
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked
Rand. spell: Shrapnel or Nothing or Nothing
End

[script #218] ; orig idx=218, "Psychot", nb. bytes=11


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #219]
FC 13 01 01
F0 EE EE EF
FE
F0 EE EF 9D
FF
FC 12 00 00
FE
FC 13 01 01
FC 01 02 02

;
;
;
;
;
;
;
;
;
;

orig idx=219, "Muus", nb. bytes=41


If 1 monster(s) or less remain
Rand. spell: Battle or Battle or Special
End If and reset targeting
Rand. spell: Battle or Special or Pep Up
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If 1 monster(s) or less remain
If monster has been attacked by cmd: Protsta or Protsta, will t

arget
F0 EE
FE
FC 01
arget
F0 9D
FF

attacker
FE FE
;
;
02 02
;
attacker
FE FE
;
;

[script #220]
F0 EF FE FE
FF
FC 12 00 00
FE
FC 01 00 00
arget attacker
F0 EE FE FE
FE
FC 01 02 02
arget attacker
F0 0B 0C 0F
FE
FC 05 00 00
EB
FF

;
;
;
;
;
;

Rand. spell: Battle or Nothing or Nothing


End If and reset targeting
If monster has been attacked by cmd: Protsta or Protsta, will t
Rand. spell: Pep Up or Nothing or Nothing
End
orig idx=220, "Karkass", nb. bytes=34
Rand. spell: Special or Nothing or Nothing
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked by cmd: Golpear or Golpear, will t

; Rand. spell: Battle or Nothing or Nothing


; End If and reset targeting
; If monster has been attacked by cmd: Protsta or Protsta, will t
;
;
;
;
;

Rand. spell: <MB>Piedr3 or <MB>??? or <MB>Flama


End If and reset targeting
If monster has been attacked
Lifeshaver
End

[script #221] ; orig idx=221, "Punisher", nb. bytes=34


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EF
; Special
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 05 05
; If monster has been attacked by cmd: Robar or Robar, will targe
t attacker
F4 05 05 FE
; Rand. cmd.: Robar or Robar or Nothing
FF
; End
[script #222] ; orig idx=222, "BOMBA E.", nb. bytes=29
F0 FE EE EE
; Rand. spell: Nothing or Battle or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 FE EE EE
; Rand. spell: Nothing or Battle or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 FE FE A2
; Rand. spell: Nothing or Nothing or Kamikaze
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 04 01 00
; If monster as been attacked by element: Fire
F0 A2 EF FE
; Rand. spell: Kamikaze or Special or Nothing
FF
; End
[script #223] ; orig idx=223, "CYBER VAGO", nb. bytes=11
F0 EE EE EF
; Rand. spell: Battle or Battle or Special

FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 26
; Rand. spell: Battle or Battle or <MG>Invsbl
FF
; End first wave of attack
FF
; End
[script #224] ; orig idx=224, "GtBehemoth", nb. bytes=21
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 13
; Rand. spell: Battle or Battle or <MB>Meteor
FF
; End first wave of attack
FC 05 00 00
; If monster has been attacked
F1 47
; Targeting: use normal targeting
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End
[script #225] ; orig idx=225, "Scorpion", nb. bytes=18
EF
; Special
EE
; Battle
FD
; Wait until the attack sequence is called
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called
nue (reset targeting)
EE
; Battle
FF
; End first wave of attack
FF
; End

upon again, then conti


upon again, then conti
upon again, then conti
upon again, then conti
upon again, then conti
upon again, then conti
upon again, then conti

[script #226] ; orig idx=226, "Chaos Drgn", nb. bytes=20


FD
; Wait until the attack sequence is called upon
nue (reset targeting)
F0 D6 FE FE
; Rand. spell: Disaster or Nothing or Nothing
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
FD
; Wait until the attack sequence is called upon

again, then conti


again, then conti
again, then conti
again, then conti
again, then conti
again, then conti
again, then conti

nue
FD
nue
FD
nue
FD
nue
FF
FF

(reset targeting)
; Wait until the
(reset targeting)
; Wait until the
(reset targeting)
; Wait until the
(reset targeting)
; End first wave
; End

[script #227]
FC 13 01 01
F0 B6 FE FE
FE
F0 BB EF FE
FF
FF

;
;
;
;
;
;
;

attack sequence is called upon again, then conti


attack sequence is called upon again, then conti
attack sequence is called upon again, then conti
of attack

orig idx=227, "Spit Fire", nb. bytes=15


If 1 monster(s) or less remain
Rand. spell: Diffuser or Nothing or Nothing
End If and reset targeting
Rand. spell: Absolute 0 or Special or Nothing
End first wave of attack
End

[script #228] ; orig idx=228, "Vectagoyle", nb. bytes=34


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 B9 BA E4
; Rand. spell: Giga Volt or Blizzard or Blaze
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 8E BA EE
; Rand. spell: RastroAgua or Blizzard or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 8E B9 E4
; Rand. spell: RastroAgua or Giga Volt or Blaze
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F0 EF EF FE
; Rand. spell: Special or Special or Nothing
FF
; End
[script #229] ; orig idx=229, "FANTASMA", nb. bytes=35
FC 13 01 01
; If 1 monster(s) or less remain
F0 09 09 FE
; Rand. spell: <MB>Misil+ or <MB>Misil+ or Nothing
FE
; End If and reset targeting
F0 00 00 EF
; Rand. spell: <MB>Piedra or <MB>Piedra or Special
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 00 05 05
; Rand. spell: <MB>Piedra or <MB>Misil or <MB>Misil
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 00 05 05
; Rand. spell: <MB>Piedra or <MB>Misil or <MB>Misil
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 00 00 EF
; Rand. spell: <MB>Piedra or <MB>Piedra or Special
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 00 05 09
; Rand. spell: <MB>Piedra or <MB>Misil or <MB>Misil+
FF
; End first wave of attack
FF
; End

then conti
then conti
then conti
then conti

[script #230] ; orig idx=230, "Osprey", nb. bytes=23


EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti

nue (reset targeting)


EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F0 E7 FE FE
; Rand. spell: Shimsham or Nothing or Nothing
FF
; End
[script #231] ; orig idx=231, "Mag Roader", nb. bytes=11
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 01 06 06
; Rand. spell: <MB>Mlotov or <MB>Hielo2 or <MB>Hielo2
FF
; End first wave of attack
FF
; End
[script #232]
EE
FF
FC 13 01 01
FC 01 00 00
arget attacker
F0 EF FE FE
FF

;
;
;
;
;

orig idx=232, "Bug", nb. bytes=15


Battle
End first wave of attack
If 1 monster(s) or less remain
If monster has been attacked by cmd: Golpear or Golpear, will t

; Rand. spell: Special or Nothing or Nothing


; End

[script #233] ; orig idx=233, "Sea Flower", nb. bytes=16


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FF
; End
[script #234]
F0 73 B3 DD
FF
FC 04 04 00
FC 05 00 00
EF
EE
FF

;
;
;
;
;
;
;
;

orig idx=234, "Fortis", nb. bytes=16


Rand. spell: Snowball or Fire Ball or Missile
End first wave of attack
If monster as been attacked by element: Lightn.
If monster has been attacked
Special
Battle
End

[script #235] ; orig idx=235, "Abolisher", nb. bytes=16


FC 13 01 01
; If 1 monster(s) or less remain
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FE
; End If and reset targeting
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)

93
FF
FF

; PerlaVnt<$5A>
; End first wave of attack
; End

[script #236] ; orig idx=236, "MURCIELAGO", nb. bytes=34


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE B2
; Rand. spell: Battle or Battle or Cyclonic
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 E7 FE FE
; Rand. spell: Shimsham or Nothing or Nothing
FF
; End
[script #237] ; orig idx=237, "BASUCA N.", nb. bytes=19
FC 13 01 01
; If 1 monster(s) or less remain
A2
; Kamikaze
FE
; End If and reset targeting
F0 9D A2 FE
; Rand. spell: Pep Up or Kamikaze or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 36
; Targeting: self
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End first wave of attack
FF
; End
[script #238] ; orig idx=238, "B. OSCURO", nb. bytes=24
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 05 00 00
; If monster has been attacked
F0 BD FE FE
; Rand. spell: Raid or Nothing or Nothing
FF
; End
[script #239] ; orig idx=239, "VAGABUNDO", nb. bytes=11
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #240]
F0 EE EE EF
FF
FC 01 08 08
t attacker

;
;
;
;

orig idx=240, "Tap Dancer", nb. bytes=14


Rand. spell: Battle or Battle or Special
End first wave of attack
If monster has been attacked by cmd: Tirar or Tirar, will targe

F6 01 13 14
FF

; Throw random item: <WSW>Mejorador or <WSW>Cristal


; End

[script #241] ; orig idx=241, "Necromancr", nb. bytes=33


FC 13 01 01
; If 1 monster(s) or less remain
F0 0D 12 0F
; Rand. spell: <MB>Muerte or <MB>Zona-X or <MB>Flama
FE
; End If and reset targeting
F0 EE EF FE
; Rand. spell: Battle or Special or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 10 11 FE
; Rand. spell: <MB>Demi or <MB>Cuarto or Nothing
FF
; End
[script #242] ; orig idx=242, "N.N", nb. bytes=28
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
F0 EE EF FE
; Rand. spell: Battle or Special or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
F0 EF EF FE
; Rand. spell: Special or Special or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EF FE
; Rand. spell: Battle or Special or Nothing
F0 EE EF FE
; Rand. spell: Battle or Special or Nothing
FF
; End first wave of attack
FF
; End
[script #243] ; orig idx=243, "Mag Roader", nb. bytes=11
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 00 05 05
; Rand. spell: <MB>Piedra or <MB>Misil or <MB>Misil
FF
; End first wave of attack
FF
; End
[script #244] ; orig idx=244, "SONIC +", nb. bytes=11
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FF
; End
[script #245] ; orig idx=245, "ARBOL-MALO", nb. bytes=16
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End first wave of attack
FF
; End

[script #246] ; orig idx=246, "Innoc", nb. bytes=23


EF
; Special
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
F0 CF 70 FE
; Rand. spell: Cold Dust or Plasma or Nothing
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
F0 CF 70 FE
; Rand. spell: Cold Dust or Plasma or Nothing
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
F0 CF 70 FE
; Rand. spell: Cold Dust or Plasma or Nothing
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
F0 CF 70 98
; Rand. spell: Cold Dust or Plasma or N? Perla
FF
; End first wave of attack
FF
; End
[script #247]
FC 08 38 17
F0 00 05 09
FE
FC 08 43 17
F0 2E 24 1F
FE
F0 05 FE FE
FF
FF

;
;
;
;
;
;
;
;
;
;

again, then conti


again, then conti
again, then conti
again, then conti

orig idx=247, "Trixter", nb. bytes=24


If target all monsters is affected by status Reflect
Rand. spell: <MB>Piedra or <MB>Misil or <MB>Misil+
End If and reset targeting
If target allies is affected by status Reflect
Rand. spell: <MW>Cura 2 or <MG>Reflja or <MG>Rapido
End If and reset targeting
Rand. spell: <MB>Misil or Nothing or Nothing
End first wave of attack
End

[script #248] ; orig idx=248, "Red Wolf", nb. bytes=11


F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FF
; End
[script #249] ; orig idx=249, "Didalos", nb. bytes=47
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 08 43 17
; If target allies is affected by status Reflect
97
; Reflejo???
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
F0 EE 94 08
; Rand. spell: Battle or N.5 Perd. or <MB>Bio
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 10 10 A5
; Rand. spell: <MB>Demi or <MB>Demi or Humareda
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
F9 02 24 00
; VAR036 clear bit: 0
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F0 EC FE FE
; Rand. spell: Fire Wall or Nothing or Nothing
FF
; End
[script #250] ; orig idx=250, "Woolly", nb. bytes=11
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing

FF
FC 01 00 00
arget attacker
EE
FF

; End first wave of attack


; If monster has been attacked by cmd: Golpear or Golpear, will t
; Battle
; End

[script #251] ; orig idx=251, "Veteran", nb. bytes=29


F0 EE 8B 8B
; Rand. spell: Battle or Condenar or Condenar
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 8B EE
; Rand. spell: Battle or Condenar or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE E2 E2
; Rand. spell: Battle or Dread or Dread
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F0 FE FE 8C
; Rand. spell: Nothing or Nothing or Ruleta
FF
; End
[script #252] ; orig idx=252, "Sky Base", nb. bytes=48
94
; N.5 Perd.
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 0D FE FE
; Rand. spell: <MB>Muerte or Nothing or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 B1 FE FE
; Rand. spell: Blaster or Nothing or Nothing
F0 B1 FE FE
; Rand. spell: Blaster or Nothing or Nothing
F0 B1 FE FE
; Rand. spell: Blaster or Nothing or Nothing
F0 B1 FE FE
; Rand. spell: Blaster or Nothing or Nothing
FF
; End
[script #253]
F0 EF 9B EE
FF
FF

;
;
;
;

orig idx=253, "IronHitman", nb. bytes=6


Rand. spell: Special or Dischord or Battle
End first wave of attack
End

[script #254] ; orig idx=254, "Io", nb. bytes=21


F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti

nue (reset targeting)


F0 B7 B7 B6
; Rand. spell: WaveCannon or WaveCannon or Diffuser
FF
; End first wave of attack
FF
; End
[script #255] ; orig idx=255, "Pugs", nb. bytes=222
FC 19 04 00
; If monster is in slot: #3
FC 0D 24 08
; If variable VAR036 is greater than or equal to 8
EF
; Special
F8 24 00
; Set VAR036 to 0
F5 0A 04 04
; Monsters #3 are hidden without affecting their HP, in checkers
(does not work on bigger graphics)
FA 07 04 00
; Monsters #3 steps back 3 steps quickly
F5 0A 02 04
; Monsters #3 , if hidden, brought in without affecting their HP,
in checkers (does not work on bigger graphics)
FE
; End If and reset targeting
FC 19 04 00
; If monster is in slot: #3
FA 04 04 00
; Monsters #3 moves forward 1 step quickly
EE
; Battle
F8 24 81
; 1 added to VAR036
FE
; End If and reset targeting
FC 19 08 00
; If monster is in slot: #4
FC 0D 24 08
; If variable VAR036 is greater than or equal to 8
EF
; Special
F8 24 00
; Set VAR036 to 0
F5 0A 04 08
; Monsters #4 are hidden without affecting their HP, in checkers
(does not work on bigger graphics)
FA 07 08 00
; Monsters #4 steps back 3 steps quickly
F5 0A 02 08
; Monsters #4 , if hidden, brought in without affecting their HP,
in checkers (does not work on bigger graphics)
FE
; End If and reset targeting
FC 19 08 00
; If monster is in slot: #4
FA 04 08 00
; Monsters #4 moves forward 1 step quickly
EE
; Battle
F8 24 81
; 1 added to VAR036
FE
; End If and reset targeting
FC 19 10 00
; If monster is in slot: #5
FC 0D 24 08
; If variable VAR036 is greater than or equal to 8
EF
; Special
F8 24 00
; Set VAR036 to 0
F5 0A 04 10
; Monsters #5 are hidden without affecting their HP, in checkers
(does not work on bigger graphics)
FA 07 10 00
; Monsters #5 steps back 3 steps quickly
F5 0A 02 10
; Monsters #5 , if hidden, brought in without affecting their HP,
in checkers (does not work on bigger graphics)
FE
; End If and reset targeting
FC 19 10 00
; If monster is in slot: #5
FA 04 10 00
; Monsters #5 moves forward 1 step quickly
EE
; Battle
F8 24 81
; 1 added to VAR036
FE
; End If and reset targeting
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0B 01 00
; Monsters are killed, diagonal
FE
; End If and reset targeting
FC 19 04 00
; If monster is in slot: #3
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F8 00 81
; 1 added to VAR000
FC 0D 24 02
; If variable VAR036 is greater than or equal to 2

FC 0D
F8 00
FA 03
F8 24
FE
FC 19
FC 01
arget
F8 01
FC 0D
FC 0D
F8 01
FA 03
F8 24
FE
FC 19
FC 01
arget
F8 02
FC 0D
FC 0D
F8 02
FA 03
F8 24
FE
FC 01
arget
F1 45
0E
FF

00 03
00
04 00
C1
08 00
00 00
attacker
81
24 02
01 03
00
08 00
C1
10 00
00 00
attacker
81
24 02
02 03
00
10 00
C1
02 02
attacker

[script #256]
FC 15 03 00
F9 00 03 00
F7 05
FE
FC 0B 0A 00
FC 12 02 00
F3 05 00
F5 09 02 02
from bottom
FB 00 00
FE
FC 0B 0A 00
FC 11 02 00
F3 05 00
F5 08 01 02
FB 00 00
FF
FC 12 00 00
F5 0C 01 FF
FE
FC 05 00 00
F1 47
B8
FE
FF

;
;
;
;
;
;
;

If variable VAR000 is greater than or equal to 3


Set VAR000 to 0
Monsters #3 moves back 1 step quickly
1 subtracted from VAR036
End If and reset targeting
If monster is in slot: #4
If monster has been attacked by cmd: Golpear or Golpear, will t

;
;
;
;
;
;
;
;
;

1 added to VAR001
If variable VAR036 is greater than or equal to 2
If variable VAR001 is greater than or equal to 3
Set VAR001 to 0
Monsters #4 moves back 1 step quickly
1 subtracted from VAR036
End If and reset targeting
If monster is in slot: #5
If monster has been attacked by cmd: Golpear or Golpear, will t

;
;
;
;
;
;
;
;

1 added to VAR002
If variable VAR036 is greater than or equal to 2
If variable VAR002 is greater than or equal to 3
Set VAR002 to 0
Monsters #5 moves back 1 step quickly
1 subtracted from VAR036
End If and reset targeting
If monster has been attacked by cmd: Protsta or Protsta, will t

; Targeting: last ally/monster who attacked (random ally if N/A)


; <MB>Perla
; End
;
;
;
;
;
;
;
;
;

orig idx=256, "Plata", nb. bytes=67


If VAR003 has all the following bit cleared: 0
VAR003 toggle bit: 0
Trigger event: Whelk, Vicks & Wedge
End If and reset targeting
If timer has reached/passed 10 (locks timer)
If following monster is/are dead: #2
Text: " Huyamos!<D>"
Monsters #2 , if hidden, brought in without affecting their HP,

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

has battle timer set to 0


End If and reset targeting
If timer has reached/passed 10 (locks timer)
If following monster is/are alive: #2
Text: " Huyamos!<D>"
Monsters #2 are killed, from top
has battle timer set to 0
End first wave of attack
If following monster is/are dead:
Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
End If and reset targeting
If monster has been attacked
Targeting: use normal targeting
Mega Volt
End If and reset targeting
End

[script #257] ; orig idx=257, "Saco+Caca", nb. bytes=45


FC 14 00 00
; If VAR000 has all the following bit set: 0

F0 FE BC BC
; Rand. spell: Nothing or Magnitude8 or Magnitude8
FE
; End If and reset targeting
F0 FE EE EE
; Rand. spell: Nothing or Battle or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 FE B8 90
; Rand. spell: Nothing or Mega Volt or Blow Fish
FF
; End first wave of attack
FC 15 03 00
; If VAR003 has all the following bit cleared: 0
FC 12 00 00
; If following monster is/are dead:
F9 01 03 00
; VAR003 set bit: 0
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE B9
; Rand. spell: Nothing or Nothing or Giga Volt
FF
; End
[script #258]
F0 EF EF FE
FF
FC 12 00 00
FE
FC 01 00 00
arget attacker
F0 B5 B5 FE
FE
FC 01 02 02
arget attacker
F0 DD DD FE
FF

;
;
;
;
;
;

orig idx=258, "Mega Armor", nb. bytes=28


Rand. spell: Special or Special or Nothing
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked by cmd: Golpear or Golpear, will t

; Rand. spell: Tek Laser or Tek Laser or Nothing


; End If and reset targeting
; If monster has been attacked by cmd: Protsta or Protsta, will t
; Rand. spell: Missile or Missile or Nothing
; End

[script #259] ; orig idx=259, "DIOS", nb. bytes=129


FC 14 00 00
; If VAR000 has all the following bit set: 0
FC 15 00 04
; If VAR000 has all the following bit cleared: 4
FC 09 05 08
; If target Sabin (all allies if N/A) is not affected by status C
ondemned
EF
; Special
F3 12 00
; Text: " Ya me canse! <D> "
F9 01 00 04
; VAR000 set bit: 4
FE
; End If and reset targeting
FC 14 00 04
; If VAR000 has all the following bit set: 4
FC 15 00 02
; If VAR000 has all the following bit cleared: 2
FC 08 05 08
; If target Sabin (all allies if N/A) is affected by status Conde
mned
F9 01 00 02
; VAR000 set bit: 2
F3 43 00
; Text: " No hay vuelta atras! <D> "
FE
; End If and reset targeting
FC 0B 32 00
; If timer has reached/passed 50 (locks timer)
FB 00 00
; has battle timer set to 0
F3 0A 00
; Text: " Vamos. <D> Que sucede?
<D>"
EE
; Battle
EE
; Battle
FE
; End If and reset targeting
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 E6 E6 E6
; Rand. spell: Ira Divina or Ira Divina or Ira Divina
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
FF
; End first wave of attack

FC 12 00 00
F5 0C 01 FF
FE
FC 02 5D 5D
>oDivino, will
F7 09
F5 0B 01 FF
FE
FC 05 00 00
FC 06 36 55
FC 15 00 00
F9 01 00 00
F3 42 00
F7 07
FE
FC 05 00 00
FC 14 00 00
FC 15 00 01
FC 06 36 51
F7 08
F9 01 00 01
FE
FF

; If following monster is/are dead:


; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
; End If and reset targeting
; If monster has been attacked by spell: Pu<$D0>oDivino or Pu<$D0
target attacker
; Trigger event: conclusion of Sabin & Vargas
; Monsters #1, #2, #3, #4, #5, #6 are killed, diagonal
; End If and reset targeting
; If monster has been attacked
; If target self has less or equal than 10880 HP
; If VAR000 has all the following bit cleared: 0
; VAR000 set bit: 0
; Text: " Ls liquidare!! <D> "
; Trigger event: Sabin intro defy Vargas
; End If and reset targeting
; If monster has been attacked
; If VAR000 has all the following bit set: 0
; If VAR000 has all the following bit cleared: 1
; If target self has less or equal than 10368 HP
; Trigger event: Sabin must use blitz (instructions follows)
; VAR000 set bit: 1
; End If and reset targeting
; End

[script #260] ; orig idx=260, "DARTHVADER", nb. bytes=57


FC 15 00 00
; If VAR000 has all the following bit cleared: 0
F7 10
; Trigger event: Locke + Celes + Runic blade
F9 00 00 00
; VAR000 toggle bit: 0
FE
; End If and reset targeting
FC 06 36 03
; If target self has less or equal than 384 HP
F1 47
; Targeting: use normal targeting
F0 EE 02 EE
; Rand. spell: Battle or <MB>Rayo or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 B5 EF 02
; Rand. spell: Tek Laser or Special or <MB>Rayo
FE
; End If and reset targeting
F0 EE 02 02
; Rand. spell: Battle or <MB>Rayo or <MB>Rayo
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 03 EF 02
; Rand. spell: <MB>Lluvia or Special or <MB>Rayo
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE EE
; Rand. spell: Nothing or Nothing or Battle
FF
; End
[script #261]
F0 EF D7 FE
FF
FC 12 00 00
FE
FC 01 00 00
arget attacker
F0 CC FE FE
FE
FC 01 02 02
arget attacker

;
;
;
;
;
;

orig idx=261, "Prometheus", nb. bytes=28


Rand. spell: Special or Shrapnel or Nothing
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked by cmd: Golpear or Golpear, will t

; Rand. spell: S. Cross or Nothing or Nothing


; End If and reset targeting
; If monster has been attacked by cmd: Protsta or Protsta, will t

F0 C5 FE FE
FF

; Rand. spell: N. Cross or Nothing or Nothing


; End

[script #262]
FC 15 00 00
F9 00 00 00
F0 EE EF D3
FE
FC 0D 03 02
FC 13 00 02
F8 03 00
D3
FE
FC 0B 0F 00
FB 00 00
F0 A9 A9 E9
FE
F0 EE EE EF
F0 EE EE EF
F8 03 81
FF
FC 12 00 00
F5 0C 01 FF
FE
FC 05 00 00
F0 FE FE EF
FF

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

orig idx=262, "Tren", nb. bytes=68


If VAR000 has all the following bit cleared: 0
VAR000 toggle bit: 0
Rand. spell: Battle or Special or Evil Toot
End If and reset targeting
If variable VAR003 is greater than or equal to 2
If 2 ally(ies) or more remain
Set VAR003 to 0
Evil Toot
End If and reset targeting
If timer has reached/passed 15 (locks timer)
has battle timer set to 0
Rand. spell: Acid Rain or Acid Rain or Scar Beam
End If and reset targeting
Rand. spell: Battle or Battle or Special
Rand. spell: Battle or Battle or Special
1 added to VAR003
End first wave of attack
If following monster is/are dead:
Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
End If and reset targeting
If monster has been attacked
Rand. spell: Nothing or Nothing or Special
End

[script #263] ; orig idx=263, "Dadaluma", nb. bytes=149


FC 09 36 0B
; If target self is not affected by status Mute
FC 0B 1E 00
; If timer has reached/passed 30 (locks timer)
FB 00 00
; has battle timer set to 0
FC 12 06 00
; If following monster is/are dead: #2, #3
FA 09 40 B8
; Play sound: Dadaluma whisling
F5 03 00 06
; Monsters #2, #3 , if hidden/dead, brought in with their HP rest
ored, from side, indiv.
FE
; End If and reset targeting
FC 15 00 00
; If VAR000 has all the following bit cleared: 0
FC 06 36 0F
; If target self has less or equal than 1920 HP
F1 36
; Targeting: self
F6 00 E9 E8
; Use random item: Ron or Cerveza
F6 00 E9 E8
; Use random item: Ron or Cerveza
F6 00 E9 E8
; Use random item: Ron or Cerveza
1C
; <MG>Seguro
F9 01 00 00
; VAR000 set bit: 0
FE
; End If and reset targeting
FC 0D 03 04
; If variable VAR003 is greater than or equal to 4
F1 44
; Targeting: random ally
F6 01 00 01
; Throw random item: <WD>Hoz or <WB>Martillo
F1 44
; Targeting: random ally
F6 01 00 01
; Throw random item: <WD>Hoz or <WB>Martillo
F8 03 00
; Set VAR003 to 0
FE
; End If and reset targeting
FC 0D 02 02
; If variable VAR002 is greater than or equal to 2
FC 09 36 12
; If target self is not affected by status Slow
F1 43
; Targeting: allies
F6 01 00 01
; Throw random item: <WD>Hoz or <WB>Martillo
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 44
; Targeting: random ally

F4 16 16 16
; Rand. cmd.: Saltar or Saltar or Saltar
F8 02 00
; Set VAR002 to 0
FE
; End If and reset targeting
F1 47
; Targeting: use normal targeting
F0 EE EE E3
; Rand. spell: Battle or Battle or Shock Wave
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F8 03 81
; 1 added to VAR003
F0 FE FE EE
; Rand. spell: Nothing or Nothing or Battle
FE
; End If and reset targeting
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F8 02 81
; 1 added to VAR002
F1 44
; Targeting: random ally
FE
; End If and reset targeting
FC 01 05 05
; If monster has been attacked by cmd: Robar or Robar, will targe
t attacker
F4 05 05 05
; Rand. cmd.: Robar or Robar or Robar
FF
; End
[script #264] ; orig idx=264, "Shiva", nb. bytes=111
FC 0D 03 05
; If variable VAR003 is greater than or equal to 5
F8 03 00
; Set VAR003 to 0
F5 0A 04 02
; Monsters #2 are hidden without affecting their HP, in checkers
(does not work on bigger graphics)
F5 0A 02 01
; Monsters #1 , if hidden, brought in without affecting their HP,
in checkers (does not work on bigger graphics)
F5 00 01 02
; Monsters #2 are killed, suddently
FE
; End If and reset targeting
FC 0D 24 03
; If variable VAR036 is greater than or equal to 3
F8 24 00
; Set VAR036 to 0
F5 0A 04 02
; Monsters #2 are hidden without affecting their HP, in checkers
(does not work on bigger graphics)
F5 0A 02 08
; Monsters #4 , if hidden, brought in without affecting their HP,
in checkers (does not work on bigger graphics)
F1 44
; Targeting: random ally
24
; <MG>Reflja
F5 0A 04 08
; Monsters #4 are hidden without affecting their HP, in checkers
(does not work on bigger graphics)
F5 0A 02 02
; Monsters #2 , if hidden, brought in without affecting their HP,
in checkers (does not work on bigger graphics)
F5 00 01 08
; Monsters #4 are killed, suddently
FE
; End If and reset targeting
F1 47
; Targeting: use normal targeting
F0 01 01 06
; Rand. spell: <MB>Mlotov or <MB>Mlotov or <MB>Hielo2
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 01 06 BA
; Rand. spell: <MB>Mlotov or <MB>Hielo2 or Blizzard
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F3 1B 00
; Text: " Quien eres_?<D>"
F5 00 00 03
; Monsters #1, #2 , if hidden/dead, brought in with their HP rest
ored, suddently

F3 1C 00
F3 1D 00
Espers_<D>"
FB 02 00
FE
FC 01 02 02
arget attacker
F0 FE FE 01
F8 24 81
F8 03 81
FE
FC 05 00 00
F8 03 81
F0 FE FE 01
FF

; Text: " Senti un espiritu maligno_<D>"


; Text: " Alto!<D> Somos_<D>
; Ends battle
; End If and reset targeting
; If monster has been attacked by cmd: Protsta or Protsta, will t
;
;
;
;
;
;
;
;

Rand. spell: Nothing or Nothing or <MB>Mlotov


1 added to VAR036
1 added to VAR003
End If and reset targeting
If monster has been attacked
1 added to VAR003
Rand. spell: Nothing or Nothing or <MB>Mlotov
End

[script #265] ; orig idx=265, "Ifrit", nb. bytes=112


FC 0D 03 05
; If variable VAR003 is greater than or equal to 5
F8 03 00
; Set VAR003 to 0
F5 0A 04 01
; Monsters #1 are hidden without affecting their HP, in checkers
(does not work on bigger graphics)
F5 0A 02 02
; Monsters #2 , if hidden, brought in without affecting their HP,
in checkers (does not work on bigger graphics)
F5 00 01 01
; Monsters #1 are killed, suddently
FE
; End If and reset targeting
FC 0D 24 03
; If variable VAR036 is greater than or equal to 3
F8 24 00
; Set VAR036 to 0
F5 0A 04 01
; Monsters #1 are hidden without affecting their HP, in checkers
(does not work on bigger graphics)
F5 0A 02 04
; Monsters #3 , if hidden, brought in without affecting their HP,
in checkers (does not work on bigger graphics)
F1 44
; Targeting: random ally
09
; <MB>Misil+
F5 0A 04 04
; Monsters #3 are hidden without affecting their HP, in checkers
(does not work on bigger graphics)
F5 0A 02 01
; Monsters #1 , if hidden, brought in without affecting their HP,
in checkers (does not work on bigger graphics)
F5 00 01 04
; Monsters #3 are killed, suddently
FE
; End If and reset targeting
F0 EE 00 00
; Rand. spell: Battle or <MB>Piedra or <MB>Piedra
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE E4 05
; Rand. spell: Battle or Blaze or <MB>Misil
F8 02 81
; 1 added to VAR002
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F3 1C 00
; Text: " Senti un espiritu maligno_<D>"
F5 00 00 03
; Monsters #1, #2 , if hidden/dead, brought in with their HP rest
ored, suddently
F3 1B 00
; Text: " Quien eres_?<D>"
F3 1D 00
; Text: " Alto!<D> Somos_<D>
Espers_<D>"
FB 02 00
; Ends battle
FE
; End If and reset targeting
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F8 24 81
; 1 added to VAR036
F8 03 81
; 1 added to VAR003
F0 FE FE 00
; Rand. spell: Nothing or Nothing or <MB>Piedra
FE
; End If and reset targeting

FC 05 00 00
F8 03 81
F0 FE FE 00
FF

;
;
;
;

If monster has been attacked


1 added to VAR003
Rand. spell: Nothing or Nothing or <MB>Piedra
End

[script #266] ; orig idx=266, "Number 024", nb. bytes=258


FC 0B 1E 00
; If timer has reached/passed 30 (locks timer)
FB 00 00
; has battle timer set to 0
C1
; WallChange
F8 03 81
; 1 added to VAR003
FE
; End If and reset targeting
FC 0D 03 03
; If variable VAR003 is greater than or equal to 3
F3 00 00
; Text: " Error sistema<D>"
F1 36
; Targeting: self
F0 66 7C 18
; Rand. spell: Ba<$D0>o Sol or Ice Rabbit or <MG>Examnr
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 36
; Targeting: self
F0 66 7C 18
; Rand. spell: Ba<$D0>o Sol or Ice Rabbit or <MG>Examnr
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 36
; Targeting: self
F0 66 7C 18
; Rand. spell: Ba<$D0>o Sol or Ice Rabbit or <MG>Examnr
F8 03 00
; Set VAR003 to 0
FE
; End If and reset targeting
FC 1A 36 01
; If target self is weak against elements: Fire
F1 47
; Targeting: use normal targeting
F0 01 01 06
; Rand. spell: <MB>Mlotov or <MB>Mlotov or <MB>Hielo2
FE
; End If and reset targeting
FC 1A 36 02
; If target self is weak against elements: Ice
F1 47
; Targeting: use normal targeting
F0 00 05 B3
; Rand. spell: <MB>Piedra or <MB>Misil or Fire Ball
FE
; End If and reset targeting
FC 1A 36 04
; If target self is weak against elements: Lightn.
F1 47
; Targeting: use normal targeting
F0 8E A9 A9
; Rand. spell: RastroAgua or Acid Rain or Acid Rain
FE
; End If and reset targeting
FC 1A 36 08
; If target self is weak against elements: Poison
F1 47
; Targeting: use normal targeting
F0 2D 2D 2E
; Rand. spell: <MW>Olla C or <MW>Olla C or <MW>Cura 2
FE
; End If and reset targeting
FC 1A 36 10
; If target self is weak against elements: Wind
F1 47
; Targeting: use normal targeting
F0 BC BC 72
; Rand. spell: Magnitude8 or Magnitude8 or Cave In
FE
; End If and reset targeting
FC 1A 36 20
; If target self is weak against elements: Pearl
F1 47
; Targeting: use normal targeting
F0 EE EE C9
; Rand. spell: Battle or Battle or R.Polarity
FE
; End If and reset targeting
FC 1A 36 40
; If target self is weak against elements: Earth
F1 47
; Targeting: use normal targeting
F0 6E E6 E6
; Rand. spell: Sonic Boom or Ira Divina or Ira Divina
FE
; End If and reset targeting
FC 1A 36 80
; If target self is weak against elements: Water
F1 47
; Targeting: use normal targeting
F0 02 02 07
; Rand. spell: <MB>Rayo or <MB>Rayo or <MB>Piedr2
FE
; End If and reset targeting
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:

F5
FE
FC
FC
F8
C1
FE
FC
FC
F8
C1
FE
FC
FC
F8
C1
FE
FC
FC
F8
C1
FE
FC
FC
F8
C1
FE
FC
FC
F8
C1
FE
FC
FC
F8
C1
FE
FC
FC
F8
C1
FE
FC
F0
FF

0C 01 FF
04 01 00
1A 36 01
03 81
04 02 00
1A 36 02
03 81
04 04 00
1A 36 04
03 81
04 08 00
1A 36 08
03 81
04 10 00
1A 36 10
03 81
04 20 00
1A 36 20
03 81
04 40 00
1A 36 40
03 81
04 80 00
1A 36 80
03 81
05 00 00
EE FE FE

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
End If and reset targeting
If monster as been attacked by element: Fire
If target self is weak against elements: Fire
1 added to VAR003
WallChange
End If and reset targeting
If monster as been attacked by element: Ice
If target self is weak against elements: Ice
1 added to VAR003
WallChange
End If and reset targeting
If monster as been attacked by element: Lightn.
If target self is weak against elements: Lightn.
1 added to VAR003
WallChange
End If and reset targeting
If monster as been attacked by element: Poison
If target self is weak against elements: Poison
1 added to VAR003
WallChange
End If and reset targeting
If monster as been attacked by element: Wind
If target self is weak against elements: Wind
1 added to VAR003
WallChange
End If and reset targeting
If monster as been attacked by element: Pearl
If target self is weak against elements: Pearl
1 added to VAR003
WallChange
End If and reset targeting
If monster as been attacked by element: Earth
If target self is weak against elements: Earth
1 added to VAR003
WallChange
End If and reset targeting
If monster as been attacked by element: Water
If target self is weak against elements: Water
1 added to VAR003
WallChange
End If and reset targeting
If monster has been attacked
Rand. spell: Battle or Nothing or Nothing
End

[script #267] ; orig idx=267, "Number 128", nb. bytes=62


FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 13 01 01
; If 1 monster(s) or less remain
FC 09 36 13
; If target self is not affected by status Haste
F1 36
; Targeting: self
1F
; <MG>Rapido
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 13 01 01
; If 1 monster(s) or less remain
F0 EE E6 B4
; Rand. spell: Battle or Ira Divina or Atomic Ray
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 B1 B4 E3
; Rand. spell: Blaster or Atomic Ray or Shock Wave
FE
; End If and reset targeting

F0 EE EE 01
; Rand. spell: Battle or Battle or <MB>Mlotov
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EF AD
; Rand. spell: Battle or Special or Net
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE EF
; Rand. spell: Nothing or Nothing or Special
FF
; End
[script #268] ; orig idx=268, "Inferno", nb. bytes=80
FC 16 1E 00
; If the global battle timer is greater than 30
FC 11 0B 00
; If following monster is/are alive: #1, #2, #4
AF
; Delta Hit
FB 04 00
; Sets global battle timer to 0
FE
; End If and reset targeting
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 13 01 01
; If 1 monster(s) or less remain
FC 09 36 13
; If target self is not affected by status Haste
F1 36
; Targeting: self
BF
; TekBarrier
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 13 01 02
; If 2 monster(s) or less remain
F0 0B 0B 13
; Rand. spell: <MB>Piedr3 or <MB>Piedr3 or <MB>Meteor
FE
; End If and reset targeting
F0 07 B4 B4
; Rand. spell: <MB>Piedr2 or Atomic Ray or Atomic Ray
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 B9 B9 B4
; Rand. spell: Giga Volt or Giga Volt or Atomic Ray
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 07 B4 E3
; Rand. spell: <MB>Piedr2 or Atomic Ray or Shock Wave
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 07 B4 E3
; Rand. spell: <MB>Piedr2 or Atomic Ray or Shock Wave
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE EF
; Rand. spell: Nothing or Nothing or Special
FF
; End
[script #269]
FC 0D 01 03
F8 01 00
F1 31
05
FE
FC 15 24 00
FC 13 01 01
F1 36
BF
F9 01 24 00
FE
FC 16 3C 00
FB 04 00

;
;
;
;
;
;
;
;
;
;
;
;
;
;

orig idx=269, "Crane", nb. bytes=112


If variable VAR001 is greater than or equal to 3
Set VAR001 to 0
Targeting: monster #2 (random ally if N/A)
<MB>Misil
End If and reset targeting
If VAR036 has all the following bit cleared: 0
If 1 monster(s) or less remain
Targeting: self
TekBarrier
VAR036 set bit: 0
End If and reset targeting
If the global battle timer is greater than 60
Sets global battle timer to 0

F3 1F 00
; Text: " La grua movio la cubierta<D>"
BC
; Magnitude8
FE
; End If and reset targeting
F0 EE 02 02
; Rand. spell: Battle or <MB>Rayo or <MB>Rayo
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 07 EF
; Rand. spell: Battle or <MB>Piedr2 or Special
FF
; End first wave of attack
FC 04 04 00
; If monster as been attacked by element: Lightn.
FC 0D 03 02
; If variable VAR003 is greater than or equal to 2
F3 31 00
; Text: " Electrifica NV 3"
F3 26 00
; Text: " Libera energia electrica! <D>"
F8 03 00
; Set VAR003 to 0
F1 43
; Targeting: allies
B9
; Giga Volt
FE
; End If and reset targeting
FC 04 04 00
; If monster as been attacked by element: Lightn.
FC 0D 03 01
; If variable VAR003 is greater than or equal to 1
F8 03 81
; 1 added to VAR003
F3 2D 00
; Text: " Electrifica NV 2"
FE
; End If and reset targeting
FC 04 04 00
; If monster as been attacked by element: Lightn.
FC 0D 03 00
; If variable VAR003 is greater than or equal to 0
F8 03 81
; 1 added to VAR003
F3 2C 00
; Text: " Electrifica NV 1"
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F8 01 81
; 1 added to VAR001
F0 FE FE EE
; Rand. spell: Nothing or Nothing or Battle
FF
; End
[script #270] ; orig idx=270, "Crane", nb. bytes=112
FC 0D 00 03
; If variable VAR000 is greater than or equal to 3
F8 00 00
; Set VAR000 to 0
F1 30
; Targeting: monster #1 (random ally if N/A)
07
; <MB>Piedr2
FE
; End If and reset targeting
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 13 01 01
; If 1 monster(s) or less remain
F1 36
; Targeting: self
BF
; TekBarrier
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 16 3C 00
; If the global battle timer is greater than 60
FB 04 00
; Sets global battle timer to 0
F3 1F 00
; Text: " La grua movio la cubierta<D>"
BC
; Magnitude8
FE
; End If and reset targeting
F0 EE 00 00
; Rand. spell: Battle or <MB>Piedra or <MB>Piedra
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 05 EF
; Rand. spell: Battle or <MB>Misil or Special
FF
; End first wave of attack
FC 04 01 00
; If monster as been attacked by element: Fire
FC 0D 02 02
; If variable VAR002 is greater than or equal to 2
F3 47 00
; Text: " Fuente calor NV3"
F3 32 00
; Text: " Libera energia termal! <D>"
F8 02 00
; Set VAR002 to 0
F1 43
; Targeting: allies
09
; <MB>Misil+

FE
FC
FC
F8
F3
FE
FC
FC
F8
F3
FE
FC
F8
F0
FF

04
0D
02
46

01 00
02 01
81
00

04
0D
02
33

01 00
02 00
81
00

05 00 00
00 81
FE FE EE

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

End If and reset targeting


If monster as been attacked by element: Fire
If variable VAR002 is greater than or equal to 1
1 added to VAR002
Text: " Fuente calor NV2"
End If and reset targeting
If monster as been attacked by element: Fire
If variable VAR002 is greater than or equal to 0
1 added to VAR002
Text: " Fuente calor NV1"
End If and reset targeting
If monster has been attacked
1 added to VAR000
Rand. spell: Nothing or Nothing or Battle
End

[script #271] ; orig idx=271, "Umaro", nb. bytes=39


F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE BA
; Rand. spell: Battle or Battle or Blizzard
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 04 01 00
; If monster as been attacked by element: Fire
F1 47
; Targeting: use normal targeting
F0 FE EF BA
; Rand. spell: Nothing or Special or Blizzard
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE EE
; Rand. spell: Nothing or Nothing or Battle
FF
; End
[script #272]
FC 15 00 00
FC 15 00 01
FC 06 36 50
F1 36
F6 00 F8 F8
FA 00 01 00
F3 49 00
FB 0B 16
FB 0B 15
FB 0B 13
FB 0B 11
F9 01 00 00
FE
FC 0D 24 03
F4 16 16 16
F8 24 00
FE
FC 13 00 02
FC 0B 28 00
FB 00 00
F0 73 74 E8
FE
FC 13 00 02
F0 EE EE BA
F0 EE EE EF
FE

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

orig idx=272, "Umaro", nb. bytes=159


If VAR000 has all the following bit cleared: 0
If VAR000 has all the following bit cleared: 1
If target self has less or equal than 10240 HP
Targeting: self
Use random item: Cereza Verde or Cereza Verde
Monsters palette flashes to red
Text: " D> Recobrar up<D>"
Monster gains hidden status: Safe
Monster gains hidden status: Shell
Monster gains hidden status: Haste
Monster gains hidden status: Regen
VAR000 set bit: 0
End If and reset targeting
If variable VAR036 is greater than or equal to 3
Rand. cmd.: Saltar or Saltar or Saltar
Set VAR036 to 0
End If and reset targeting
If 2 ally(ies) or more remain
If timer has reached/passed 40 (locks timer)
has battle timer set to 0
Rand. spell: Snowball or Surge or Lode Stone
End If and reset targeting
If 2 ally(ies) or more remain
Rand. spell: Battle or Battle or Blizzard
Rand. spell: Battle or Battle or Special
End If and reset targeting

F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 15 00 00
; If VAR000 has all the following bit cleared: 0
FC 15 00 01
; If VAR000 has all the following bit cleared: 1
FC 03 F8 F8
; If monster has been affected by item: Cereza Verde or Cereza
Verde, will target attacker
FA 00 01 00
; Monsters palette flashes to red
F3 49 00
; Text: " D> Recobrar up<D>"
FB 0B 16
; Monster gains hidden status: Safe
FB 0B 15
; Monster gains hidden status: Shell
FB 0B 13
; Monster gains hidden status: Haste
FB 0B 11
; Monster gains hidden status: Regen
F9 01 00 01
; VAR000 set bit: 1
FE
; End If and reset targeting
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F8 24 81
; 1 added to VAR036
FE
; End If and reset targeting
FC 04 01 00
; If monster as been attacked by element: Fire
F0 FE EF BA
; Rand. spell: Nothing or Special or Blizzard
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE EF
; Rand. spell: Nothing or Nothing or Special
FF
; End
[script #273]
FC 15 00 00
FB 01 36
F3 30 00
F9 01 00 00
FE
FF
FC 01 00 00
arget attacker
FC 0D 01 02
F8 01 00
F3 2F 00
FE
FC 01 00 00
arget attacker
F8 01 81
F3 2E 00
EE
FF

;
;
;
;
;
;
;
;

orig idx=273, "Guardian", nb. bytes=43


If VAR000 has all the following bit cleared: 0
Target self becomes invincible
Text: " No te dejara pasar! <D>"
VAR000 set bit: 0
End If and reset targeting
End first wave of attack
If monster has been attacked by cmd: Golpear or Golpear, will t

;
;
;
;
;

If variable VAR001 is greater than or equal to 2


Set VAR001 to 0
Text: " Inutil!<D>"
End If and reset targeting
If monster has been attacked by cmd: Golpear or Golpear, will t

;
;
;
;

1 added to VAR001
Text: " Inutil!<D>"
Battle
End

[script #274] ; orig idx=274, "Guardian", nb. bytes=290


FC 14 24 01
; If VAR036 has all the following bit set: 1
F3 82 00
; Text: " Programa incluido!
<D>"
F3 7E 00
; Text: " Programa de Ultros comienza!<D>"
F0 EE D0 D0
; Rand. spell: Battle or Picotaso or Picotaso
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE B0 EF
; Rand. spell: Battle or Entwine or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 9F EF
; Rand. spell: Battle or Piedra or Special
FD
; Wait until the attack sequence is called upon again, then conti

nue (reset targeting)


B0
; Entwine
F9 02 24 01
; VAR036 clear bit: 1
F9 02 00 00
; VAR000 clear bit: 0
FE
; End If and reset targeting
FC 14 24 02
; If VAR036 has all the following bit set: 2
F3 82 00
; Text: " Programa incluido!
<D>"
F3 7F 00
; Text: " Comienza programa! <D>"
F0 EE E3 E3
; Rand. spell: Battle or Shock Wave or Shock Wave
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 EE E3 E3
; Rand. spell: Battle or Shock Wave or Shock Wave
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F6 01 01 2B
; Throw random item: <WB>Martillo or <WK>Ashura
F6 00 E8 E9
; Use random item: Cerveza or Ron
F6 00 E8 E9
; Use random item: Cerveza or Ron
F6 00 E8 E9
; Use random item: Cerveza or Ron
F1 36
; Targeting: self
BF
; TekBarrier
F9 02 24 02
; VAR036 clear bit: 2
F9 02 00 00
; VAR000 clear bit: 0
FE
; End If and reset targeting
FC 14 24 03
; If VAR036 has all the following bit set: 3
F3 82 00
; Text: " Programa incluido!
<D>"
F3 80 00
; Text: " Comienza programa Fuerza Aerea <D>"
F0 B5 B6 B6
; Rand. spell: Tek Laser or Diffuser or Diffuser
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 B5 B6 B6
; Rand. spell: Tek Laser or Diffuser or Diffuser
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 B5 CD CD
; Rand. spell: Tek Laser or Launcher or Launcher
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F3 67 00
; Text: " Cuent 3!<D> "
F3 3C 00
; Text: " Cuent 2!<D>"
F3 45 00
; Text: " Cuent 1!<D>"
B7
; WaveCannon
F9 02 24 03
; VAR036 clear bit: 3
F9 02 00 00
; VAR000 clear bit: 0
FE
; End If and reset targeting
FC 14 24 04
; If VAR036 has all the following bit set: 4
F3 82 00
; Text: " Programa incluido!
<D>"
F3 81 00
; Text: " Comienza programa de Atma!<D>"
F0 0F DF DF
; Rand. spell: <MB>Flama or Meteo or Meteo
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 EE 0F 0F
; Rand. spell: Battle or <MB>Flama or <MB>Flama
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 EE DF EE
; Rand. spell: Battle or Meteo or Battle
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F3 65 00
; Text: " Energia concentrada<D>"
FA 0C 01 00
; Monsters palette flashes to yellow briefly
FA 0C 01 00
; Monsters palette flashes to yellow briefly
FA 0C 01 00
; Monsters palette flashes to yellow briefly
F1 47
; Targeting: use normal targeting
C6
; Flare Star

then conti
then conti

then conti
then conti
then conti

then conti
then conti
then conti

F9 02 24 04
; VAR036 clear bit: 4
F9 02 00 00
; VAR000 clear bit: 0
FE
; End If and reset targeting
FC 14 00 00
; If VAR000 has all the following bit set: 0
FC 0D 03 03
; If variable VAR003 is greater than or equal to 3
F8 03 00
; Set VAR003 to 0
F8 24 00
; Set VAR036 to 0
F9 01 24 04
; VAR036 set bit: 4
FE
; End If and reset targeting
FC 14 00 00
; If VAR000 has all the following bit set: 0
FC 0D 03 02
; If variable VAR003 is greater than or equal to 2
F8 03 81
; 1 added to VAR003
F8 24 00
; Set VAR036 to 0
F9 01 24 03
; VAR036 set bit: 3
FE
; End If and reset targeting
FC 14 00 00
; If VAR000 has all the following bit set: 0
FC 0D 03 01
; If variable VAR003 is greater than or equal to 1
F8 03 81
; 1 added to VAR003
F8 24 00
; Set VAR036 to 0
F9 01 24 02
; VAR036 set bit: 2
FE
; End If and reset targeting
FC 14 00 00
; If VAR000 has all the following bit set: 0
FC 0D 03 00
; If variable VAR003 is greater than or equal to 0
F8 03 81
; 1 added to VAR003
F8 24 00
; Set VAR036 to 0
F9 01 24 01
; VAR036 set bit: 1
FE
; End If and reset targeting
F3 68 00
; Text: " Programa basico! <D>"
F0 EE B5 DD
; Rand. spell: Battle or Tek Laser or Missile
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 B4 DD B5
; Rand. spell: Atomic Ray or Missile or Tek Laser
F9 01 00 00
; VAR000 set bit: 0
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE EE
; Rand. spell: Nothing or Nothing or Battle
FF
; End
[script #275]
FC 14 00 00
FC 0D 01 06
F5 02 01 08
B7
F8 01 00
FE
FC 14 00 00
FC 0D 01 05
F3 45 00
F8 01 81
FE
FC 14 00 00
FC 0D 01 04
F3 3C 00
F8 01 81
FE
FC 14 00 00
FC 0D 01 03

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

orig idx=275, "Air Force", nb. bytes=141


If VAR000 has all the following bit set: 0
If variable VAR001 is greater than or equal
Monsters #4 are killed, jumps in
WaveCannon
Set VAR001 to 0
End If and reset targeting
If VAR000 has all the following bit set: 0
If variable VAR001 is greater than or equal
Text: " Cuent 1!<D>"
1 added to VAR001
End If and reset targeting
If VAR000 has all the following bit set: 0
If variable VAR001 is greater than or equal
Text: " Cuent 2!<D>"
1 added to VAR001
End If and reset targeting
If VAR000 has all the following bit set: 0
If variable VAR001 is greater than or equal

to 6

to 5

to 4

to 3

F3 3B 00
; Text: " Cuent 3!<D>"
F8 01 81
; 1 added to VAR001
FE
; End If and reset targeting
FC 14 00 00
; If VAR000 has all the following bit set: 0
FC 0D 01 02
; If variable VAR001 is greater than or equal to 2
F3 3A 00
; Text: " Cuent 4!<D>"
F8 01 81
; 1 added to VAR001
FE
; End If and reset targeting
FC 14 00 00
; If VAR000 has all the following bit set: 0
FC 0D 01 01
; If variable VAR001 is greater than or equal to 1
F3 39 00
; Text: " Cuent 5!<D>"
F8 01 81
; 1 added to VAR001
FE
; End If and reset targeting
FC 14 00 00
; If VAR000 has all the following bit set: 0
FC 0D 01 00
; If variable VAR001 is greater than or equal to 0
F5 03 00 08
; Monsters #4 , if hidden/dead, brought in with their HP restored
, from side, indiv.
FB 0B 13
; Monster gains hidden status: Haste
F3 22 00
; Text: " Un Speck absorve Magia<D> "
F3 38 00
; Text: " Cuent 6!<D>"
F8 01 81
; 1 added to VAR001
FE
; End If and reset targeting
FC 13 01 02
; If 2 monster(s) or less remain
F0 B5 B6 FE
; Rand. spell: Tek Laser or Diffuser or Nothing
FE
; End If and reset targeting
F0 B5 B5 FE
; Rand. spell: Tek Laser or Tek Laser or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FF
; End
[script #276]
F7 04
FB 02 00
FF
FF

;
;
;
;
;

[script #277]
F7 12
de to black
FB 02 00
FF
FF

; orig idx=277, "Tritoch", nb. bytes=7


; Trigger event: meet w/ Tritoch, Terra reveals her true self, fa

[script #278]
FC 15 24 00
F9 01 24 00
D8
F5 01 00 3C
HP restored,
FE
FC 0B 0F 00
FB 00 00
F8 03 81
FC 0D 03 06
F8 03 00
FE
FC 0D 02 06
FC 09 36 17

orig idx=276, "Tritoch", nb. bytes=7


Trigger event: Vick + Wedge + Terra + Tritoch, fade to black
Ends battle
End first wave of attack
End

; Ends battle
; End first wave of attack
; End
;
;
;
;
;
in
;
;
;
;
;
;
;
;
;

orig idx=278, "FlameEater", nb. bytes=225


If VAR036 has all the following bit cleared: 0
VAR036 set bit: 0
Bomblet
Monsters #3, #4, #5, #6 , if hidden/dead, brought in with their
smoke
End If and reset targeting
If timer has reached/passed 15 (locks timer)
has battle timer set to 0
1 added to VAR003
If variable VAR003 is greater than or equal to 6
Set VAR003 to 0
End If and reset targeting
If variable VAR002 is greater than or equal to 6
If target self is not affected by status Reflect

F1 36
; Targeting: self
1C
; <MG>Seguro
24
; <MG>Reflja
F8 02 00
; Set VAR002 to 0
FE
; End If and reset targeting
FC 15 24 01
; If VAR036 has all the following bit cleared: 1
FC 13 01 01
; If 1 monster(s) or less remain
FC 0D 03 05
; If variable VAR003 is greater than or equal to 5
D8
; Bomblet
F5 01 00 02
; Monsters #2 , if hidden/dead, brought in with their HP restored
, in smoke
F9 01 24 01
; VAR036 set bit: 1
FE
; End If and reset targeting
FC 15 24 01
; If VAR036 has all the following bit cleared: 1
FC 13 01 01
; If 1 monster(s) or less remain
FC 0D 03 04
; If variable VAR003 is greater than or equal to 4
D8
; Bomblet
F5 01 00 24
; Monsters #3, #6 , if hidden/dead, brought in with their HP rest
ored, in smoke
F9 01 24 01
; VAR036 set bit: 1
FE
; End If and reset targeting
FC 15 24 01
; If VAR036 has all the following bit cleared: 1
FC 13 01 01
; If 1 monster(s) or less remain
FC 0D 03 03
; If variable VAR003 is greater than or equal to 3
D8
; Bomblet
F5 01 00 3C
; Monsters #3, #4, #5, #6 , if hidden/dead, brought in with their
HP restored, in smoke
F9 01 24 01
; VAR036 set bit: 1
FE
; End If and reset targeting
FC 15 24 01
; If VAR036 has all the following bit cleared: 1
FC 13 01 01
; If 1 monster(s) or less remain
FC 0D 03 02
; If variable VAR003 is greater than or equal to 2
D8
; Bomblet
F5 01 00 34
; Monsters #3, #5, #6 , if hidden/dead, brought in with their HP
restored, in smoke
F9 01 24 01
; VAR036 set bit: 1
FE
; End If and reset targeting
FC 15 24 01
; If VAR036 has all the following bit cleared: 1
FC 13 01 01
; If 1 monster(s) or less remain
FC 0D 03 01
; If variable VAR003 is greater than or equal to 1
D8
; Bomblet
F5 01 00 28
; Monsters #4, #6 , if hidden/dead, brought in with their HP rest
ored, in smoke
F9 01 24 01
; VAR036 set bit: 1
FE
; End If and reset targeting
FC 08 36 17
; If target self is affected by status Reflect
F0 05 09 05
; Rand. spell: <MB>Misil or <MB>Misil+ or <MB>Misil
F8 03 81
; 1 added to VAR003
F9 02 24 01
; VAR036 clear bit: 1
FE
; End If and reset targeting
F0 00 FE 00
; Rand. spell: <MB>Piedra or Nothing or <MB>Piedra
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 00 B3 B3
; Rand. spell: <MB>Piedra or Fire Ball or Fire Ball
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 00 B3 FE
; Rand. spell: <MB>Piedra or Fire Ball or Nothing
F9 02 24 01
; VAR036 clear bit: 1
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:

F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 02 10 11
; If monster has been attacked by spell: <MB>Demi or <MB>Cuarto,
will target attacker
F1 43
; Targeting: allies
F0 11 0F 11
; Rand. spell: <MB>Cuarto or <MB>Flama or <MB>Cuarto
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F8 02 81
; 1 added to VAR002
F0 FE FE 05
; Rand. spell: Nothing or Nothing or <MB>Misil
FF
; End
[script #279] ; orig idx=279, "AtmaWeapon", nb. bytes=153
FC 15 24 07
; If VAR036 has all the following bit cleared: 7
F3 85 00
; Text: " cosmos.<D> Criatura inferior<D> VE!<D>"
F9 01 24 07
; VAR036 set bit: 7
FE
; End If and reset targeting
FC 14 24 00
; If VAR036 has all the following bit set: 0
F3 65 00
; Text: " Energia concentrada<D>"
FB 0B 15
; Monster gains hidden status: Shell
FB 0B 16
; Monster gains hidden status: Safe
FB 0B 13
; Monster gains hidden status: Haste
FA 0C 01 00
; Monsters palette flashes to yellow briefly
F0 FE FE FE
; Rand. spell: Nothing or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
FA 0C 01 00
; Monsters palette flashes to yellow briefly
F0 FE FE FE
; Rand. spell: Nothing or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
FA 0B 01 00
; Monsters palette flashes to yellow
F1 47
; Targeting: use normal targeting
C6
; Flare Star
F9 02 24 00
; VAR036 clear bit: 0
F9 02 24 01
; VAR036 clear bit: 1
FE
; End If and reset targeting
FC 06 36 30
; If target self has less or equal than 6144 HP
F1 47
; Targeting: use normal targeting
F0 EE 11 11
; Rand. spell: Battle or <MB>Cuarto or <MB>Cuarto
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 1A 16 E4
; Rand. spell: <MG>Rasp or <MB>Vint or Blaze
FE
; End If and reset targeting
FC 06 36 64
; If target self has less or equal than 12800 HP
F1 47
; Targeting: use normal targeting
F0 08 15 DF
; Rand. spell: <MB>Bio or <MB>Temblr or Meteo
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 EE EF EF
; Rand. spell: Battle or Special or Special
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 43
; Targeting: allies
05
; <MB>Misil
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
C4
; Mind Blast
F9 01 24 00
; VAR036 set bit: 0

then conti

then conti

then conti

then conti

then conti

then conti

F9 01 24 01
; VAR036 set bit: 1
FE
; End If and reset targeting
F0 EE 0F EE
; Rand. spell: Battle or <MB>Flama or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 0F EE E4
; Rand. spell: <MB>Flama or Battle or Blaze
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
FC 15 24 01
; If VAR036 has all the following bit cleared: 1
FC 06 36 30
; If target self has less or equal than 6144 HP
F1 47
; Targeting: use normal targeting
F0 FE 0F FE
; Rand. spell: Nothing or <MB>Flama or Nothing
FE
; End If and reset targeting
FF
; End
[script #280] ; orig idx=280, "Nerapa", nb. bytes=60
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
F3 66 00
; Text: " Mwa ha ha__<D>No huiran!
<D>"
F1 48
; Targeting: ally #1
8B
; Condenar
F1 49
; Targeting: ally #2
8B
; Condenar
F1 4A
; Targeting: ally #3
8B
; Condenar
F1 4B
; Targeting: ally #4
8B
; Condenar
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 0D 00 06
; If variable VAR000 is greater than or equal to 6
F8 00 00
; Set VAR000 to 0
8C
; Ruleta
FE
; End If and reset targeting
F0 EE EE 05
; Rand. spell: Battle or Battle or <MB>Misil
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE B3 09
; Rand. spell: Battle or Fire Ball or <MB>Misil+
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 05
; Rand. spell: Battle or Battle or <MB>Misil
FF
; End first wave of attack
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
F8 00 81
; 1 added to VAR000
FF
; End
[script #281] ; orig idx=281, "SrBehemoth", nb. bytes=194
FC 08 36 05
; If target self is affected by status Imp
F1 44
; Targeting: random ally
EE
; Battle
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 44
; Targeting: random ally
EE
; Battle
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti

nue (reset targeting)


F1 44
; Targeting: random ally
EE
; Battle
EE
; Battle
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
FC 09 36 17
; If target self is not affected by status Reflect
F1 36
; Targeting: self
23
; <MG>Duende
FE
; End If and reset targeting
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 08 48 17
; If target ally #1 is affected by status Reflect
F1 48
; Targeting: ally #1
EF
; Special
F3 5A 00
; Text: " Efecto [Reflejo] desaparece"
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 08 49 17
; If target ally #2 is affected by status Reflect
F1 49
; Targeting: ally #2
EF
; Special
F3 5A 00
; Text: " Efecto [Reflejo] desaparece"
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 08 4A 17
; If target ally #3 is affected by status Reflect
F1 4A
; Targeting: ally #3
EF
; Special
F3 5A 00
; Text: " Efecto [Reflejo] desaparece"
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 08 4B 17
; If target ally #4 is affected by status Reflect
F1 4B
; Targeting: ally #4
EF
; Special
F3 5A 00
; Text: " Efecto [Reflejo] desaparece"
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 06 36 50
; If target self has less or equal than 10240 HP
F1 47
; Targeting: use normal targeting
F0 EE 0A 0A
; Rand. spell: Battle or Cancion or Cancion
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 EE DF 0E
; Rand. spell: Battle or Meteo or <MB>Perla
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 EE 06 DF
; Rand. spell: Battle or <MB>Hielo2 or Meteo
F9 02 24 00
; VAR036 clear bit: 0
FE
; End If and reset targeting
F0 0E 06 FE
; Rand. spell: <MB>Perla or <MB>Hielo2 or Nothing
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 EE 0A FE
; Rand. spell: Battle or Cancion or Nothing
F9 02 24 00
; VAR036 clear bit: 0
FF
; End first wave of attack
FC 12 01 00
; If following monster is/are dead: #1
F9 01 0A 00
; VAR010 set bit: 0
F5 0B 03 00
; Monsters are hidden and their HP restored, diagonal

then conti

then conti

then conti

then conti

F3 7C 00
; Text: " El enemigo viene por atras!<D>"
FA 06 00 00
; Allies switch from right to left side
F3 7D 00
; Text: " Otro monstruo aparece! <D>"
F2 00 A8 81
; Call form. #424 (GODZILLA), gets max HP
F9 01 00 00
; VAR000 set bit: 0
FE
; End If and reset targeting
FC 02 0E 0F
; If monster has been attacked by spell: <MB>Perla or <MB>Flama,
will target attacker
F1 47
; Targeting: use normal targeting
DF
; Meteo
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
FF
; End
[script #282]
FC 15 24 00
FB 07 36
F9 01 24 00
FE
FC 1B D7 01
FC 13 01 01
F2 90 00 82
FE
FC 1B 00 02
FC 13 01 01
F2 90 01 82
FE
FC 1B 01 02
FC 13 01 01
F2 8F 02 82
FE
FF
FF

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

orig idx=282, "Kefka", nb. bytes=53


If VAR036 has all the following bit cleared: 0
Target self becomes untargetable
VAR036 set bit: 0
End If and reset targeting
If monster is in formation #471
If 1 monster(s) or less remain
Call form. #512 (Hit, Tiger, Tools, Magic), gets max HP
End If and reset targeting
If monster is in formation #512
If 1 monster(s) or less remain
Call form. #513 (Girl, Sleep), gets max HP
End If and reset targeting
If monster is in formation #513
If 1 monster(s) or less remain
Call form. #514 (PINOCHET), gets max HP
End If and reset targeting
End first wave of attack
End

[script #283]
FC 14 24 07
FC 0B 1E 00
DB
FE
FC 15 24 07
FC 08 48 12
C8
FE
FC 15 24 07
FC 08 49 12
C8
FE
FC 15 24 07
FC 08 4A 12
C8
FE
FC 15 24 07
FC 08 4B 12
C8
FE
FC 15 24 07
FB 00 00
F0 EF 03 EF
FD

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

orig idx=283, "Tentacle", nb. bytes=109


If VAR036 has all the following bit set: 7
If timer has reached/passed 30 (locks timer)
Discard
End If and reset targeting
If VAR036 has all the following bit cleared: 7
If target ally #1 is affected by status Slow
Seize
End If and reset targeting
If VAR036 has all the following bit cleared: 7
If target ally #2 is affected by status Slow
Seize
End If and reset targeting
If VAR036 has all the following bit cleared: 7
If target ally #3 is affected by status Slow
Seize
End If and reset targeting
If VAR036 has all the following bit cleared: 7
If target ally #4 is affected by status Slow
Seize
End If and reset targeting
If VAR036 has all the following bit cleared: 7
has battle timer set to 0
Rand. spell: Special or <MB>Lluvia or Special
Wait until the attack sequence is called upon again, then conti

nue (reset targeting)


FB 00 00
; has battle timer set to 0
F0 B0 B0 EF
; Rand. spell: Entwine or Entwine or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
FB 00 00
; has battle timer set to 0
F0 EE 08 EF
; Rand. spell: Battle or <MB>Bio or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
FB 00 00
; has battle timer set to 0
F0 03 EF B0
; Rand. spell: <MB>Lluvia or Special or Entwine
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FC 14 24 07
; If VAR036 has all the following bit set: 7
DB
; Discard
FE
; End If and reset targeting
FC 15 24 07
; If VAR036 has all the following bit cleared: 7
FC 05 00 00
; If monster has been attacked
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
FF
; End
[script #284] ; orig idx=284, "Dullahan", nb. bytes=117
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
98
; N? Perla
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 15 24 02
; If VAR036 has all the following bit cleared: 2
FC 06 36 50
; If target self has less or equal than 10240 HP
F1 36
; Targeting: self
2E
; <MW>Cura 2
F9 01 24 02
; VAR036 set bit: 2
FE
; End If and reset targeting
FC 0D 01 08
; If variable VAR001 is greater than or equal to 8
F0 C5 EF FE
; Rand. spell: N. Cross or Special or Nothing
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 06 EF FE
; Rand. spell: <MB>Hielo2 or Special or Nothing
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 98 FE BB
; Rand. spell: N? Perla or Nothing or Absolute 0
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 06 BB FE
; Rand. spell: <MB>Hielo2 or Absolute 0 or Nothing
F8 01 00
; Set VAR001 to 0
FE
; End If and reset targeting
FC 15 24 01
; If VAR036 has all the following bit cleared: 1
FC 08 43 17
; If target allies is affected by status Reflect
97
; Reflejo???
F9 01 24 01
; VAR036 set bit: 1
FE
; End If and reset targeting
F0 0A 06 FE
; Rand. spell: Cancion or <MB>Hielo2 or Nothing
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 0A FE 0E
; Rand. spell: Cancion or Nothing or <MB>Perla
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 0E 06 FE
; Rand. spell: <MB>Perla or <MB>Hielo2 or Nothing
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 FE 06 0E
; Rand. spell: Nothing or <MB>Hielo2 or <MB>Perla

then conti
then conti
then conti

then conti
then conti
then conti

F9
F9
FE
FF
FC
F5
FE
FC
F0
F8
FF

02 24 01
02 24 02
12 00 00
0C 01 FF
05 00 00
FE FE EE
01 81

;
;
;
;
;
;
;
;
;
;
;

VAR036 clear bit: 1


VAR036 clear bit: 2
End If and reset targeting
End first wave of attack
If following monster is/are dead:
Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
End If and reset targeting
If monster has been attacked
Rand. spell: Nothing or Nothing or Battle
1 added to VAR001
End

[script #285] ; orig idx=285, "Doom Gaze", nb. bytes=51


FC 15 24 00
; If VAR036 has all the following bit cleared: 0
94
; N.5 Perd.
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
F1 47
; Targeting: use normal targeting
F0 EE 0D 0A
; Rand. spell: Battle or <MB>Muerte or Cancion
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 0D 8F 8F
; Rand. spell: <MB>Muerte or Atq. Aereo or Atq. Aereo
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 36
; Targeting: self
F0 FE C2 C2
; Rand. spell: Nothing or Escape or Escape
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F9 01 0D 00
; VAR013 set bit: 0
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE EE FE
; Rand. spell: Nothing or Battle or Nothing
FF
; End
[script #286] ; orig idx=286, "Chadarnook", nb. bytes=87
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
F3 5F 00
; Text: " tenerla! <D> "
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 0D 03 01
; If variable VAR003 is greater than or equal to 1
F0 EE EE CE
; Rand. spell: Battle or Battle or Charm
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EF A8
; Rand. spell: Battle or Special or Lanza
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
F8 03 00
; Set VAR003 to 0
F5 0E 02 02
; Monsters #2 , if hidden, brought in without affecting their HP,
in light & flashes
F5 0E 01 01
; Monsters #1 are killed, in light & flashes
FE
; End If and reset targeting
FC 0D 03 00
; If variable VAR003 is greater than or equal to 0
F0 EE CE EE
; Rand. spell: Battle or Charm or Battle
F8 03 00
; Set VAR003 to 0
F5 0E 02 02
; Monsters #2 , if hidden, brought in without affecting their HP,
in light & flashes
F5 0E 01 01
; Monsters #1 are killed, in light & flashes
FE
; End If and reset targeting

FF
FC 12 00 00
F5 08 03 01
F5 09 00 01
, from bottom
FE
FC 05 00 00
F1 47
F0 FE EE E1
FF

;
;
;
;

End first wave of attack


If following monster is/are dead:
Monsters #1 are hidden and their HP restored, from top
Monsters #1 , if hidden/dead, brought in with their HP restored

;
;
;
;
;

End If and reset targeting


If monster has been attacked
Targeting: use normal targeting
Rand. spell: Nothing or Battle or Phantasm
End

[script #287] ; orig idx=287, "Curley", nb. bytes=106


FC 11 07 00
; If following monster is/are alive: #1, #2, #3
FC 16 1E 00
; If the global battle timer is greater than 30
FB 04 00
; Sets global battle timer to 0
F1 44
; Targeting: random ally
AF
; Delta Hit
FE
; End If and reset targeting
FC 0D 03 04
; If variable VAR003 is greater than or equal to 4
FC 09 36 17
; If target self is not affected by status Reflect
F8 03 00
; Set VAR003 to 0
F1 36
; Targeting: self
24
; <MG>Reflja
FE
; End If and reset targeting
FC 08 36 17
; If target self is affected by status Reflect
F1 36
; Targeting: self
F0 05 09 09
; Rand. spell: <MB>Misil or <MB>Misil+ or <MB>Misil+
FE
; End If and reset targeting
FC 12 02 00
; If following monster is/are dead: #2
F1 31
; Targeting: monster #2 (random ally if N/A)
31
; <MW>Vida 2
FE
; End If and reset targeting
FC 12 04 00
; If following monster is/are dead: #3
F1 32
; Targeting: monster #3 (random ally if N/A)
31
; <MW>Vida 2
FE
; End If and reset targeting
FC 13 01 02
; If 2 monster(s) or less remain
F0 05 09 09
; Rand. spell: <MB>Misil or <MB>Misil+ or <MB>Misil+
FE
; End If and reset targeting
F0 19 FE 93
; Rand. spell: <MG>Lento or Nothing or PerlaVnt<$5A>
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 1B 19 FE
; Rand. spell: <MG>Mudo or <MG>Lento or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 20 1B FE
; Rand. spell: <MG>Alto or <MG>Mudo or Nothing
FF
; End first wave of attack
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F8 03 81
; 1 added to VAR003
F1 11
; Targeting: allies (???, Larry, Curly & Moe)
F0 FE FE 05
; Rand. spell: Nothing or Nothing or <MB>Misil
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F1 11
; Targeting: allies (???, Larry, Curly & Moe)
F0 FE 05 FE
; Rand. spell: Nothing or <MB>Misil or Nothing
FF
; End
[script #288] ; orig idx=288, "Larry", nb. bytes=165
FC 11 07 00
; If following monster is/are alive: #1, #2, #3

FC 16 1E 00
; If the global battle timer is greater than 30
FB 04 00
; Sets global battle timer to 0
F1 44
; Targeting: random ally
AF
; Delta Hit
FE
; End If and reset targeting
FC 0D 03 04
; If variable VAR003 is greater than or equal to 4
FC 09 36 17
; If target self is not affected by status Reflect
F8 03 00
; Set VAR003 to 0
F1 36
; Targeting: self
24
; <MG>Reflja
FE
; End If and reset targeting
FC 08 36 17
; If target self is affected by status Reflect
F1 36
; Targeting: self
F0 06 0A 0A
; Rand. spell: <MB>Hielo2 or Cancion or Cancion
FE
; End If and reset targeting
FC 14 24 00
; If VAR036 has all the following bit set: 0
FC 15 24 01
; If VAR036 has all the following bit cleared: 1
FC 0B 1E 00
; If timer has reached/passed 30 (locks timer)
F9 01 24 01
; VAR036 set bit: 1
F9 01 24 02
; VAR036 set bit: 2
F9 02 24 00
; VAR036 clear bit: 0
F3 64 00
; Text: " Larry regreso <D>"
F5 02 00 02
; Monsters #2 , if hidden/dead, brought in with their HP restored
, jumps in
FE
; End If and reset targeting
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 15 24 02
; If VAR036 has all the following bit cleared: 2
FC 13 01 02
; If 2 monster(s) or less remain
FC 0D 02 04
; If variable VAR002 is greater than or equal to 4
F8 02 00
; Set VAR002 to 0
F3 5B 00
; Text: " Larry corrio <D>"
F9 01 24 00
; VAR036 set bit: 0
FB 00 00
; has battle timer set to 0
F5 02 03 02
; Monsters #2 are hidden and their HP restored, jumps in
FE
; End If and reset targeting
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 13 01 02
; If 2 monster(s) or less remain
F0 06 FE 0A
; Rand. spell: <MB>Hielo2 or Nothing or Cancion
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 06 FE 0A
; Rand. spell: <MB>Hielo2 or Nothing or Cancion
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 FE 06 06
; Rand. spell: Nothing or <MB>Hielo2 or <MB>Hielo2
FE
; End If and reset targeting
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
EE
; Battle
FF
; End first wave of attack
FC 13 01 02
; If 2 monster(s) or less remain
FC 05 00 00
; If monster has been attacked
F1 11
; Targeting: allies (???, Larry, Curly & Moe)
F0 FE 06 FE
; Rand. spell: Nothing or <MB>Hielo2 or Nothing
F8 02 81
; 1 added to VAR002
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F1 11
; Targeting: allies (???, Larry, Curly & Moe)
F0 FE 06 FE
; Rand. spell: Nothing or <MB>Hielo2 or Nothing
FF
; End
[script #289] ; orig idx=289, "Moe", nb. bytes=95

FC 11 07 00
; If following monster is/are alive: #1, #2, #3
FC 16 1E 00
; If the global battle timer is greater than 30
FB 04 00
; Sets global battle timer to 0
F1 44
; Targeting: random ally
AF
; Delta Hit
FE
; End If and reset targeting
FC 0D 03 04
; If variable VAR003 is greater than or equal to 4
FC 09 36 17
; If target self is not affected by status Reflect
F8 03 00
; Set VAR003 to 0
F1 36
; Targeting: self
24
; <MG>Reflja
FE
; End If and reset targeting
FC 08 36 17
; If target self is affected by status Reflect
F1 36
; Targeting: self
F0 07 0B 0B
; Rand. spell: <MB>Piedr2 or <MB>Piedr3 or <MB>Piedr3
FE
; End If and reset targeting
FC 13 01 02
; If 2 monster(s) or less remain
F0 07 FE FE
; Rand. spell: <MB>Piedr2 or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 07 0B FE
; Rand. spell: <MB>Piedr2 or <MB>Piedr3 or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 0B 0B FE
; Rand. spell: <MB>Piedr3 or <MB>Piedr3 or Nothing
FE
; End If and reset targeting
F0 1C 1F FE
; Rand. spell: <MG>Seguro or <MG>Rapido or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 25 2E FE
; Rand. spell: <MG>Coraza or <MW>Cura 2 or Nothing
FF
; End first wave of attack
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F8 03 81
; 1 added to VAR003
F1 11
; Targeting: allies (???, Larry, Curly & Moe)
F0 FE FE 07
; Rand. spell: Nothing or Nothing or <MB>Piedr2
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F1 11
; Targeting: allies (???, Larry, Curly & Moe)
F0 FE 07 FE
; Rand. spell: Nothing or <MB>Piedr2 or Nothing
FF
; End
[script #290] ; orig idx=290, "Wrexsoul", nb. bytes=68
FC 15 00 01
; If VAR000 has all the following bit cleared: 1
F9 01 00 01
; VAR000 set bit: 1
F7 1F
; Trigger event: Wrexsoul intro text
DA
; Zinger
FE
; End If and reset targeting
FC 14 00 00
; If VAR000 has all the following bit set: 0
F1 41
; Targeting: all monsters with wall status
F0 FE 0B 0B
; Rand. spell: Nothing or <MB>Piedr3 or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 41
; Targeting: all monsters with wall status
F0 FE 0B 0B
; Rand. spell: Nothing or <MB>Piedr3 or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 44
; Targeting: random ally
F0 FE DA DA
; Rand. spell: Nothing or Zinger or Zinger
FE
; End If and reset targeting
EE
; Battle

FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
F9 01 00 00
; VAR000 set bit: 0
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 14 00 00
; If VAR000 has all the following bit set: 0
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F0 FE EE FE
; Rand. spell: Nothing or Battle or Nothing
FE
; End If and reset targeting
FF
; End
[script #291] ; orig idx=291, "Hidon", nb. bytes=160
FC 12 3C 00
; If following monster is/are dead: #3, #4, #5, #6
FC 16 50 00
; If the global battle timer is greater than 80
F5 09 00 04
; Monsters #3 , if hidden/dead, brought in with their HP restored
, from bottom
F5 09 00 08
; Monsters #4 , if hidden/dead, brought in with their HP restored
, from bottom
F5 09 00 10
; Monsters #5 , if hidden/dead, brought in with their HP restored
, from bottom
F5 09 00 20
; Monsters #6 , if hidden/dead, brought in with their HP restored
, from bottom
F9 02 24 00
; VAR036 clear bit: 0
FE
; End If and reset targeting
FC 0D 03 0A
; If variable VAR003 is greater than or equal to 10
F9 01 00 00
; VAR000 set bit: 0
F8 03 00
; Set VAR003 to 0
FE
; End If and reset targeting
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 13 01 01
; If 1 monster(s) or less remain
FA 0C 01 00
; Monsters palette flashes to yellow briefly
F1 47
; Targeting: use normal targeting
A1
; TrenGrande
F9 02 00 00
; VAR000 clear bit: 0
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 13 01 01
; If 1 monster(s) or less remain
F1 47
; Targeting: use normal targeting
F0 A5 EE BD
; Rand. spell: Humareda or Battle or Raid
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE BD EE
; Rand. spell: Battle or Raid or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 A5 EE BD
; Rand. spell: Humareda or Battle or Raid
FE
; End If and reset targeting
FC 08 48 07
; If target ally #1 is affected by status Death
FC 09 48 01
; If target ally #1 is not affected by status Zombie
F1 48
; Targeting: ally #1
A6
; ChokeSmoke
FE
; End If and reset targeting
FC 08 49 07
; If target ally #2 is affected by status Death
FC 09 49 01
; If target ally #2 is not affected by status Zombie
F1 49
; Targeting: ally #2
A6
; ChokeSmoke
FE
; End If and reset targeting

FC
FC
F1
A6
FE
FC
FC
F1
A6
FE
F0
FF
FC
F5
FE
FC
F0
F8
FF

08 4A 07
09 4A 01
4A
08 4B 07
09 4B 01
4B
EE EE 08
12 00 00
0C 01 FF
05 00 00
FE FE 03
03 81

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

If target ally #3 is affected by status Death


If target ally #3 is not affected by status Zombie
Targeting: ally #3
ChokeSmoke
End If and reset targeting
If target ally #4 is affected by status Death
If target ally #4 is not affected by status Zombie
Targeting: ally #4
ChokeSmoke
End If and reset targeting
Rand. spell: Battle or Battle or <MB>Bio
End first wave of attack
If following monster is/are dead:
Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
End If and reset targeting
If monster has been attacked
Rand. spell: Nothing or Nothing or <MB>Lluvia
1 added to VAR003
End

[script #292] ; orig idx=292, "KatanaSoul", nb. bytes=115


FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 16 28 00
; If the global battle timer is greater than 40
FA 0C 01 00
; Monsters palette flashes to yellow briefly
F3 63 00
; Text: " KatanaSoul poder sube!<D>"
F1 36
; Targeting: self
FB 0B 0A
; Monster gains hidden status: Image
FB 0B 17
; Monster gains hidden status: Reflect
FB 0B 13
; Monster gains hidden status: Haste
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 0D 03 03
; If variable VAR003 is greater than or equal to 3
F6 01 2B 25
; Throw random item: <WK>Ashura or <WD>El Rey
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 43
; Targeting: allies
F4 18 18 18
; Rand. cmd.: Lluv GP or Lluv GP or Lluv GP
F8 03 00
; Set VAR003 to 0
FE
; End If and reset targeting
FC 0D 01 06
; If variable VAR001 is greater than or equal to 6
F8 01 00
; Set VAR001 to 0
F1 44
; Targeting: random ally
EF
; Special
FE
; End If and reset targeting
F0 52 EE E6
; Rand. spell: Skean Rayo or Battle or Ira Divina
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 53 E3
; Rand. spell: Battle or Limi Torm or Shock Wave
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 53 51 52
; Rand. spell: Limi Torm or Sueg Agua or Skean Rayo
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 90 51
; Rand. spell: Battle or Blow Fish or Sueg Agua
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker

F0 FE FE EE
F8 01 81
FE
FC 01 02 0C
rget attacker
F0 FE FE EE
F8 03 81
FE
FF

;
;
;
;

Rand. spell: Nothing or Nothing or Battle


1 added to VAR001
End If and reset targeting
If monster has been attacked by cmd: Protsta or Cantar, will ta

;
;
;
;

Rand. spell: Nothing or Nothing or Battle


1 added to VAR003
End If and reset targeting
End

[script #293]
F0 05 06 07
FF
FC 12 00 00
FE
FC 05 00 00
F0 23 29 24
FF

;
;
;
;
;
;
;
;

orig idx=293, "L.30 Magic", nb. bytes=19


Rand. spell: <MB>Misil or <MB>Hielo2 or <MB>Piedr2
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked
Rand. spell: <MG>Duende or <MG>Osmosi or <MG>Reflja
End

[script #294] ; orig idx=294, "Hidonite", nb. bytes=32


F0 EE FE EE
; Rand. spell: Battle or Nothing or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE FE EF
; Rand. spell: Battle or Nothing or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FB 04 00
; Sets global battle timer to 0
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE EE
; Rand. spell: Nothing or Nothing or Battle
FF
; End
[script #295] ; orig idx=295, "Doom", nb. bytes=140
FC 17 4D 00
; If target that was last targeted by Targeting is valid, set it,
and
EF
; Special
FE
; End If and reset targeting
FC 14 24 00
; If VAR036 has all the following bit set: 0
FC 0B 14 00
; If timer has reached/passed 20 (locks timer)
FC 0C 02 08
; If variable VAR002 is less than to 8
9A
; ParedFuerz
F8 02 81
; 1 added to VAR002
FB 00 00
; has battle timer set to 0
FE
; End If and reset targeting
FC 0D 03 08
; If variable VAR003 is greater than or equal to 8
F8 03 00
; Set VAR003 to 0
F1 43
; Targeting: allies
C9
; R.Polarity
FE
; End If and reset targeting
FC 14 24 00
; If VAR036 has all the following bit set: 0
F0 EE CA CA
; Rand. spell: Battle or Targetting or Targetting
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE CA CA
; Rand. spell: Battle or Targetting or Targetting
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE CA
; Rand. spell: Battle or Battle or Targetting

FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE CA CA
; Rand. spell: Battle or Targetting or Targetting
FE
; End If and reset targeting
F0 0A C5 BB
; Rand. spell: Cancion or N. Cross or Absolute 0
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 FE 0A C5
; Rand. spell: Nothing or Cancion or N. Cross
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 0A C5 0A
; Rand. spell: Cancion or N. Cross or Cancion
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 FE 0A BB
; Rand. spell: Nothing or Cancion or Absolute 0
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
F8 03 81
; 1 added to VAR003
FC 06 36 FF
; If target self has less or equal than 32640 HP
FC 15 24 01
; If VAR036 has all the following bit cleared: 1
FA 0C 01 00
; Monsters palette flashes to yellow briefly
FA 0C 01 00
; Monsters palette flashes to yellow briefly
F3 88 00
; Text: " Aura de Doom tiembla! <D>"
F1 36
; Targeting: self
FB 0B 0A
; Monster gains hidden status: Image
FB 0B 17
; Monster gains hidden status: Reflect
FB 0B 13
; Monster gains hidden status: Haste
F9 01 24 00
; VAR036 set bit: 0
F9 01 24 01
; VAR036 set bit: 1
FF
; End
[script #296] ; orig idx=296, "Goddess", nb. bytes=99
FC 15 00 00
; If VAR000 has all the following bit cleared: 0
FC 0D 03 08
; If variable VAR003 is greater than or equal to 8
F8 03 00
; Set VAR003 to 0
F1 47
; Targeting: use normal targeting
DC
; Overcast
F9 01 00 00
; VAR000 set bit: 0
FE
; End If and reset targeting
FC 06 36 FF
; If target self has less or equal than 32640 HP
F1 47
; Targeting: use normal targeting
F0 0B BE FE
; Rand. spell: <MB>Piedr3 or Flash Rain or Nothing
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 0B 0B BE
; Rand. spell: <MB>Piedr3 or <MB>Piedr3 or Flash Rain
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 0B A0 A0
; Rand. spell: <MB>Piedr3 or Quasar or Quasar
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 0B 0B BE
; Rand. spell: <MB>Piedr3 or <MB>Piedr3 or Flash Rain
FE
; End If and reset targeting
F0 07 EE A8
; Rand. spell: <MB>Piedr2 or Battle or Lanza
FD
; Wait until the attack sequence is called upon again,

then conti

then conti

then conti

then conti

nue (reset targeting)


F0 0B CE EE
; Rand. spell: <MB>Piedr3 or Charm or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 07 EE 0B
; Rand. spell: <MB>Piedr2 or Battle or <MB>Piedr3
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F0 FE FE C7
; Rand. spell: Nothing or Nothing or Love Token
F8 03 81
; 1 added to VAR003
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE 07
; Rand. spell: Nothing or Nothing or <MB>Piedr2
F8 03 81
; 1 added to VAR003
FF
; End
[script #297] ; orig idx=297, "Poltrgeist", nb. bytes=90
FC 0D 03 08
; If variable VAR003 is greater than or equal to 8
F8 03 00
; Set VAR003 to 0
B7
; WaveCannon
FE
; End If and reset targeting
FC 08 48 14
; If target ally #1 is affected by status Stop
B1
; Blaster
FE
; End If and reset targeting
FC 08 49 14
; If target ally #2 is affected by status Stop
B1
; Blaster
FE
; End If and reset targeting
FC 08 4A 14
; If target ally #3 is affected by status Stop
B1
; Blaster
FE
; End If and reset targeting
FC 08 4B 14
; If target ally #4 is affected by status Stop
B1
; Blaster
FE
; End If and reset targeting
FC 06 36 FF
; If target self has less or equal than 32640 HP
F1 47
; Targeting: use normal targeting
F0 C6 CC FE
; Rand. spell: Flare Star or S. Cross or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 DF 8F FE
; Rand. spell: Meteo or Atq. Aereo or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 8F C6 FE
; Rand. spell: Atq. Aereo or Flare Star or Nothing
FE
; End If and reset targeting
F0 EE D7 20
; Rand. spell: Battle or Shrapnel or <MG>Alto
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE D7 EF
; Rand. spell: Battle or Shrapnel or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F8 03 81
; 1 added to VAR003
F0 FE 09 FE
; Rand. spell: Nothing or <MB>Misil+ or Nothing
FE
; End If and reset targeting

FF

; End

[script #298] ; orig idx=298, "PINOCHET", nb. bytes=184


FC 15 24 00
; If VAR036 has all the following bit cleared: 0
F7 20
; Trigger event: final Kefka mojo
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 06 36 3C
; If target self has less or equal than 7680 HP
FC 15 00 01
; If VAR000 has all the following bit cleared: 1
F3 8C 00
; Text: " El fin_despues del caos. <D>"
F9 01 00 00
; VAR000 set bit: 0
FA 0A 01 00
; Final Kefka's laughing face, screen shakes
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
DE
; Goner
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
13
; <MB>Meteor
F9 02 00 00
; VAR000 clear bit: 0
FE
; End If and reset targeting
FC 06 36 FF
; If target self has less or equal than 32640 HP
F3 8C 00
; Text: " El fin_despues del caos. <D>"
F9 01 00 00
; VAR000 set bit: 0
F9 01 00 01
; VAR000 set bit: 1
FA 0A 01 00
; Final Kefka's laughing face, screen shakes
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
DE
; Goner
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F9 02 00 00
; VAR000 clear bit: 0
F9 02 00 01
; VAR000 clear bit: 1
F1 47
; Targeting: use normal targeting
F0 EF D2 E0
; Rand. spell: Special or Train or Revenger
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 D2 EF E0
; Rand. spell: Train or Special or Revenger
F0 EF EF FE
; Rand. spell: Special or Special or Nothing
FE
; End If and reset targeting
F1 43
; Targeting: allies
C0
; Fallen One
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 EE FE EF
; Rand. spell: Battle or Nothing or Special
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 09 D2 EF
; Rand. spell: <MB>Misil+ or Train or Special
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 EE FE EF
; Rand. spell: Battle or Nothing or Special
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 0A D2 EF
; Rand. spell: Cancion or Train or Special
FD
; Wait until the attack sequence is called upon again,

then conti

then conti

then conti

then conti

then conti

then conti

then conti
then conti
then conti
then conti

nue (reset targeting)


F0 EE FE EF
; Rand. spell: Battle or Nothing or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 0B FE EF
; Rand. spell: <MB>Piedr3 or Nothing or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FA 0D 01 00
; Background gets darker, sounds like boss dying
F5 11 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, disintegrates, back
ground may corrupt, screen goes black (final Kefka's death)
FE
; End If and reset targeting
FC 06 36 50
; If target self has less or equal than 10240 HP
FC 15 00 00
; If VAR000 has all the following bit cleared: 0
FC 05 00 00
; If monster has been attacked
F1 47
; Targeting: use normal targeting
F0 FE EE 14
; Rand. spell: Nothing or Battle or <MB>Ultima
FE
; End If and reset targeting
FC 06 36 EB
; If target self has less or equal than 30080 HP
FC 15 00 00
; If VAR000 has all the following bit cleared: 0
FC 05 00 00
; If monster has been attacked
F1 47
; Targeting: use normal targeting
F0 FE EE D1
; Rand. spell: Nothing or Battle or HyperDrive
FF
; End
[script #299]
F0 04 0C 26
FF
FC 12 00 00
FE
FC 05 00 00
F0 1B 1D FE
FF

;
;
;
;
;
;
;
;

orig idx=299, "L.40 Magic", nb. bytes=19


Rand. spell: <MB>Drena or <MB>??? or <MG>Invsbl
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked
Rand. spell: <MG>Mudo or <MG>Sue<$D0>o or Nothing
End

[script #300] ; orig idx=300, "BARNEY", nb. bytes=104


FC 15 00 00
; If VAR000 has all the following bit cleared: 0
F3 0C 00
; Text: " os para jugar? <D> "
F9 00 00 00
; VAR000 toggle bit: 0
EE
; Battle
FE
; End If and reset targeting
FC 15 00 01
; If VAR000 has all the following bit cleared: 1
FC 0B 0A 00
; If timer has reached/passed 10 (locks timer)
FC 0F 00 00
; If Terra (all allies if N/A)'s level is greater or equal than 0
(random target if many)
F3 0D 00
; Text: " Dense vuelta_! <D> "
D0
; Picotaso
F9 00 00 01
; VAR000 toggle bit: 1
FB 00 00
; has battle timer set to 0
FE
; End If and reset targeting
FC 15 00 02
; If VAR000 has all the following bit cleared: 2
FC 0B 0A 00
; If timer has reached/passed 10 (locks timer)
FC 0F 05 00
; If Sabin (all allies if N/A)'s level is greater or equal than 0
(random target if many)
D0
; Picotaso
F9 00 00 02
; VAR000 toggle bit: 2
FB 00 00
; has battle timer set to 0
FE
; End If and reset targeting
F1 43
; Targeting: allies
D0
; Picotaso
F1 44
; Targeting: random ally
F0 EE EF D0
; Rand. spell: Battle or Special or Picotaso

FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
EE
; Battle
F0 EE EF D0
; Rand. spell: Battle or Special or Picotaso
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F3 4D 00
; Text: " Me_me asustan!
<D>"
F1 0E
; Targeting: Banon (all allies if N/A)
D0
; Picotaso
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 04 03 00
; Monsters are hidden and their HP restored, in water
F3 09 00
; Text: " E_eso es todo, amigos! <D>"
F7 0A
; Trigger event: defeated Ultros at Leet river w/ Sabin, Edgar, T
erra and Banon, fades to black
FE
; End If and reset targeting
FC 04 01 00
; If monster as been attacked by element: Fire
F3 0B 00
; Text: " eso me gusta! <D> "
EF
; Special
FF
; End
[script #301]
FC 15 00 00
F3 13 00
F9 01 00 00
FE
FC 16 3C 00
FB 04 00
F3 62 00
F0 A3 A3 A3
FE
FC 19 01 00
F0 EE EF D0
F8 03 81
FE
FC 19 02 00
F0 EE 00 00
F8 03 81
FE
FC 19 04 00
F0 EE 96 96
F8 03 81
FE
FC 19 08 00
F0 EE B8 04
F8 03 81
FE
FF
FC 12 00 00
F3 04 00
F5 03 01 FF
FE
FC 01 07 0A
rget attacker
A9
FE
FC 19 02 00
FC 0D 03 10
FC 15 02 07
F9 01 02 07

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

orig idx=301, "BARNEY", nb. bytes=353


If VAR000 has all the following bit cleared: 0
Text: " Has cambiado! <D> Me extra@aron? <D>"
VAR000 set bit: 0
End If and reset targeting
If the global battle timer is greater than 60
Sets global battle timer to 0
Text: " Imp! Compa@ero! <D>"
Rand. spell: CancDuende or CancDuende or CancDuende
End If and reset targeting
If monster is in slot: #1
Rand. spell: Battle or Special or Picotaso
1 added to VAR003
End If and reset targeting
If monster is in slot: #2
Rand. spell: Battle or <MB>Piedra or <MB>Piedra
1 added to VAR003
End If and reset targeting
If monster is in slot: #3
Rand. spell: Battle or N.3 Confus or N.3 Confus
1 added to VAR003
End If and reset targeting
If monster is in slot: #4
Rand. spell: Battle or Mega Volt or <MB>Drena
1 added to VAR003
End If and reset targeting
End first wave of attack
If following monster is/are dead:
Text: " Bye! <D> "
Monsters #1, #2, #3, #4, #5, #6 are killed, from side, indiv.
End If and reset targeting
If monster has been attacked by cmd: Animal or Milagro, will ta

;
;
;
;
;
;

Acid Rain
End If and reset targeting
If monster is in slot: #2
If variable VAR003 is greater than or equal to 16
If VAR002 has all the following bit cleared: 7
VAR002 set bit: 7

F5 06
F5 06
from
F3 1E
F5 00
F8 03
FE
FC 19
FC 0D
FC 15
F9 01
F5 06
F5 06
from
F3 19
F5 00
FE
FC 19
FC 0D
FC 15
F9 01
F5 06
F5 06
from
F3 16
F5 00
FE
FC 19
FC 0D
FC 15
F9 01
F5 06
F5 06
from
F3 1A
F5 00
FE
FC 19
FC 0D
FC 15
F9 01
F5 06
F5 06
from
F3 18
F5 00
FE
FC 19
FC 0D
FC 15
F9 01
F5 06
F5 06
from
F3 17
F5 00
FE
FC 19
FC 0D
FC 15

03 02
02 04
water
00
01 02
00
08 00
03 0E
02 06
02 06
03 08
02 02
water
00
01 08
01 00
03 0C
02 05
02 05
03 01
02 08
water
00
01 01
02 00
03 0A
02 04
02 04
03 02
02 01
water
00
01 02
08 00
03 08
02 03
02 03
03 08
02 02
water
00
01 08
02 00
03 06
02 02
02 02
03 02
02 08
water
00
01 02
04 00
03 04
02 01

; Monsters #2 are hidden and their HP restored, from water


; Monsters #3 , if hidden, brought in without affecting their HP,
;
;
;
;
;
;
;
;
;
;

Text: " No me morire todavia. <D>"


Monsters #2 are killed, suddently
Set VAR003 to 0
End If and reset targeting
If monster is in slot: #4
If variable VAR003 is greater than or equal to 14
If VAR002 has all the following bit cleared: 6
VAR002 set bit: 6
Monsters #4 are hidden and their HP restored, from water
Monsters #2 , if hidden, brought in without affecting their HP,

;
;
;
;
;
;
;
;
;

Text: " un pulpo de variedad! <D> "


Monsters #4 are killed, suddently
End If and reset targeting
If monster is in slot: #1
If variable VAR003 is greater than or equal to 12
If VAR002 has all the following bit cleared: 5
VAR002 set bit: 5
Monsters #1 are hidden and their HP restored, from water
Monsters #4 , if hidden, brought in without affecting their HP,

;
;
;
;
;
;
;
;
;

Text: " Aqui! Por aqui! <D>"


Monsters #1 are killed, suddently
End If and reset targeting
If monster is in slot: #2
If variable VAR003 is greater than or equal to 10
If VAR002 has all the following bit cleared: 4
VAR002 set bit: 4
Monsters #2 are hidden and their HP restored, from water
Monsters #1 , if hidden, brought in without affecting their HP,

;
;
;
;
;
;
;
;
;

Text: " Que dulce es! <D>"


Monsters #2 are killed, suddently
End If and reset targeting
If monster is in slot: #4
If variable VAR003 is greater than or equal to 8
If VAR002 has all the following bit cleared: 3
VAR002 set bit: 3
Monsters #4 are hidden and their HP restored, from water
Monsters #2 , if hidden, brought in without affecting their HP,

;
;
;
;
;
;
;
;
;

Text: " Lo han leido? <D>"


Monsters #4 are killed, suddently
End If and reset targeting
If monster is in slot: #2
If variable VAR003 is greater than or equal to 6
If VAR002 has all the following bit cleared: 2
VAR002 set bit: 2
Monsters #2 are hidden and their HP restored, from water
Monsters #4 , if hidden, brought in without affecting their HP,

;
;
;
;
;
;

Text: " Divertidos?<D>"


Monsters #2 are killed, suddently
End If and reset targeting
If monster is in slot: #3
If variable VAR003 is greater than or equal to 4
If VAR002 has all the following bit cleared: 1

F9 01
F5 06
F5 06
from
F3 19
F5 00
FE
FC 19
FC 0D
FC 15
F9 01
F5 06
F5 06
from
F3 16
F5 00
FF

02 01
03 04
02 02
water
00
01 04
01 00
03 02
02 00
02 00
03 01
02 04
water
00
01 01

; VAR002 set bit: 1


; Monsters #3 are hidden and their HP restored, from water
; Monsters #2 , if hidden, brought in without affecting their HP,
;
;
;
;
;
;
;
;
;

Text: " un pulpo de variedad! <D> "


Monsters #3 are killed, suddently
End If and reset targeting
If monster is in slot: #1
If variable VAR003 is greater than or equal to 2
If VAR002 has all the following bit cleared: 0
VAR002 set bit: 0
Monsters #1 are hidden and their HP restored, from water
Monsters #3 , if hidden, brought in without affecting their HP,

; Text: " Aqui! Por aqui! <D>"


; Monsters #1 are killed, suddently
; End

[script #302] ; orig idx=302, "BARNEY", nb. bytes=238


FC 15 00 06
; If VAR000 has all the following bit cleared: 6
F3 4F 00
; Text: " Tengo mas vidas que brazos!
<D> "
F9 01 00 06
; VAR000 set bit: 6
FE
; End If and reset targeting
FC 15 00 05
; If VAR000 has all the following bit cleared: 5
FC 06 36 78
; If target self has less or equal than 15360 HP
F1 36
; Targeting: self
1F
; <MG>Rapido
1C
; <MG>Seguro
F9 01 00 05
; VAR000 set bit: 5
F3 4E 00
; Text: " ridiculo! <D> Perdon! <D> "
FE
; End If and reset targeting
FC 0B 3C 00
; If timer has reached/passed 60 (locks timer)
FB 00 00
; has battle timer set to 0
F1 44
; Targeting: random ally
E8
; Lode Stone
FE
; End If and reset targeting
FC 0C 01 08
; If variable VAR001 is less than to 8
F8 01 81
; 1 added to VAR001
FA 02 01 00
; Monsters #1 moves forward 1 step slowly
F0 EE EF D0
; Rand. spell: Battle or Special or Picotaso
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 44
; Targeting: random ally
F0 EE EE 9F
; Rand. spell: Battle or Battle or Piedra
FE
; End If and reset targeting
FC 0D 01 08
; If variable VAR001 is greater than or equal to 8
F0 BC 8E BC
; Rand. spell: Magnitude8 or RastroAgua or Magnitude8
F5 06 04 01
; Monsters #1 are hidden without affecting their HP, from water
FA 07 01 00
; Monsters #1 steps back 3 steps quickly
F5 06 02 01
; Monsters #1 , if hidden, brought in without affecting their HP,
from water
F8 01 00
; Set VAR001 to 0
F9 02 00 01
; VAR000 clear bit: 1
FE
; End If and reset targeting
FF
; End first wave of attack
FC 05 00 00
; If monster has been attacked
FC 15 00 04
; If VAR000 has all the following bit cleared: 4
FC 06 36 50
; If target self has less or equal than 10240 HP
F7 16
; Trigger event: Ultros, Relm draws him (Terra, Strago, Locke)
F9 01 00 04
; VAR000 set bit: 4

FC 12 00 00
; If following monster is/are dead:
F5 06 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, from water
FE
; End If and reset targeting
FC 02 D0 D0
; If monster has been attacked by spell: Picotaso or Picotaso, wi
ll target attacker
F3 50 00
; Text: " Y_yo solo soy un estupido<D> y tonto pulpo! <D>"
F5 06 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, from water
FE
; End If and reset targeting
FC 0D 03 08
; If variable VAR003 is greater than or equal to 8
FC 0D 01 02
; If variable VAR001 is greater than or equal to 2
F8 03 00
; Set VAR003 to 0
FA 01 01 00
; Monsters #1 moves back 1 step slowly
F8 01 C1
; 1 subtracted from VAR001
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F8 03 81
; 1 added to VAR003
FE
; End If and reset targeting
FC 14 00 03
; If VAR000 has all the following bit set: 3
FC 04 01 00
; If monster as been attacked by element: Fire
09
; <MB>Misil+
FE
; End If and reset targeting
FC 14 00 03
; If VAR000 has all the following bit set: 3
FC 04 02 00
; If monster as been attacked by element: Ice
0A
; Cancion
FE
; End If and reset targeting
FC 14 00 03
; If VAR000 has all the following bit set: 3
FC 04 04 00
; If monster as been attacked by element: Lightn.
0B
; <MB>Piedr3
FE
; End If and reset targeting
FC 14 00 02
; If VAR000 has all the following bit set: 2
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F8 03 84
; 4 added to VAR003
FE
; End If and reset targeting
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F8 02 81
; 1 added to VAR002
F8 03 84
; 4 added to VAR003
FC 15 00 02
; If VAR000 has all the following bit cleared: 2
FC 0D 02 04
; If variable VAR002 is greater than or equal to 4
F9 01 00 02
; VAR000 set bit: 2
F9 01 00 03
; VAR000 set bit: 3
FA 00 01 00
; Monsters palette flashes to red
F3 01 00
; Text: " Cuidado con su pico! <D> "
FE
; End If and reset targeting
FF
; End
[script #303] ; orig idx=303, "Chupon", nb. bytes=18
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE B3
; Rand. spell: Battle or Battle or Fire Ball
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F1 43
; Targeting: allies
CB
; Sneeze
FB 02 00
; Ends battle
FF
; End

[script #304] ; orig idx=304, "L.20 Magic", nb. bytes=24


F0 10 11 0C
; Rand. spell: <MB>Demi or <MB>Cuarto or <MB>???
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 10 11 12
; Rand. spell: <MB>Demi or <MB>Cuarto or <MB>Zona-X
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 1A 1E 1C
; Rand. spell: <MG>Rasp or <MG>Confus or <MG>Seguro
FF
; End
[script #305]
FC 15 00 00
F3 5D 00
F4 05 05 05
F0 27 25 1D
EE
F4 06 06 06
EE
F4 06 06 06
EE
00
EE
28
F3 5E 00
F9 00 00 00
FE
EE
FF
FC 12 00 00
F5 0B 01 FF
FE
FF

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

orig idx=305, "Locke", nb. bytes=49


If VAR000 has all the following bit cleared: 0
Text: " <D>Arreglare esto!<D> Moriran!<D>"
Rand. cmd.: Robar or Robar or Robar
Rand. spell: <MG>Rapid2 or <MG>Coraza or <MG>Sue<$D0>o
Battle
Rand. cmd.: Quitar or Quitar or Quitar
Battle
Rand. cmd.: Quitar or Quitar or Quitar
Battle
<MB>Piedra
Battle
<MG>Lento2
Text: " Rindanse!<D> "
VAR000 toggle bit: 0
End If and reset targeting
Battle
End first wave of attack
If following monster is/are dead:
Monsters #1, #2, #3, #4, #5, #6 are killed, diagonal
End If and reset targeting
End

[script #306]
F0 00 01 02
FF
FC 12 00 00
FE
FC 05 00 00
F0 19 20 1F
FF

;
;
;
;
;
;
;
;

orig idx=306, "L.10 Magic", nb. bytes=19


Rand. spell: <MB>Piedra or <MB>Mlotov or <MB>Rayo
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked
Rand. spell: <MG>Lento or <MG>Alto or <MG>Rapido
End

[script #307] ; orig idx=307, "L.50 Magic", nb. bytes=26


F0 03 08 0D
; Rand. spell: <MB>Lluvia or <MB>Bio or <MB>Muerte
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 38
; Targeting: all monsters
F0 33 2C 2C
; Rand. spell: <MW>Remedi or <MG>Desenc or <MG>Desenc
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 21 19 27
; Rand. spell: <MG>Furia or <MG>Lento or <MG>Rapid2
FF
; End
[script #308] ; orig idx=308, "Pi<$D0>era", nb. bytes=14
F0 EE EF EF
; Rand. spell: Battle or Special or Special
FF
; End first wave of attack

FC 12 00 00
F5 0C 01 FF
FF

; If following monster is/are dead:


; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
; End

[script #309] ; orig idx=309, "Whelk Head", nb. bytes=75


FC 14 00 00
; If VAR000 has all the following bit set: 0
FC 0B 14 00
; If timer has reached/passed 20 (locks timer)
F5 09 02 02
; Monsters #2 , if hidden, brought in without affecting their HP,
from bottom
F9 02 00 00
; VAR000 clear bit: 0
FE
; End If and reset targeting
FC 0D 24 02
; If variable VAR036 is greater than or equal to 2
F8 24 00
; Set VAR036 to 0
F5 08 03 02
; Monsters #2 are hidden and their HP restored, from top
FB 00 00
; has battle timer set to 0
F9 01 00 00
; VAR000 set bit: 0
FE
; End If and reset targeting
FC 15 00 00
; If VAR000 has all the following bit cleared: 0
F0 EE EE B8
; Rand. spell: Battle or Battle or Mega Volt
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 6F EF
; Rand. spell: Battle or El Nino or Special
FF
; End first wave of attack
FC 15 03 00
; If VAR003 has all the following bit cleared: 0
FC 12 00 00
; If following monster is/are dead:
F9 01 03 00
; VAR003 set bit: 0
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F8 24 81
; 1 added to VAR036
FF
; End
[script #310] ; orig idx=310, "Colossus", nb. bytes=61
FC 01 0A 07
; If monster has been attacked by cmd: Milagro or Animal, will ta
rget attacker
F1 47
; Targeting: use normal targeting
F0 EE EF E8
; Rand. spell: Battle or Special or Lode Stone
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EC BC E8
; Rand. spell: Fire Wall or Magnitude8 or Lode Stone
FE
; End If and reset targeting
FC 17 0B 00
; If target Gau (all allies if N/A) is valid, set it, and
F1 47
; Targeting: use normal targeting
F0 EE EC EF
; Rand. spell: Battle or Fire Wall or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 EE BC E8
; Rand. spell: Battle or Magnitude8 or Lode Stone
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 EE EE EC
; Rand. spell: Battle or Battle or Fire Wall
FE
; End If and reset targeting
F0 EE EC EF
; Rand. spell: Battle or Fire Wall or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EC
; Rand. spell: Battle or Battle or Fire Wall
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss

FE
FF

; End If and reset targeting


; End

[script #311] ; orig idx=311, "CzarDragon", nb. bytes=3


EE
; Battle
FF
; End first wave of attack
FF
; End
[script #312] ; orig idx=312, "Master Pug", nb. bytes=146
FC 0B 0F 00
; If timer has reached/passed 15 (locks timer)
FB 00 00
; has battle timer set to 0
C1
; WallChange
FA 04 04 00
; Monsters #3 moves forward 1 step quickly
F8 03 81
; 1 added to VAR003
FC 0D 03 07
; If variable VAR003 is greater than or equal to 7
F8 03 00
; Set VAR003 to 0
F1 44
; Targeting: random ally
EF
; Special
F5 0A 04 04
; Monsters #3 are hidden without affecting their HP, in checkers
(does not work on bigger graphics)
FA 07 04 00
; Monsters #3 steps back 3 steps quickly
F5 0A 02 04
; Monsters #3 , if hidden, brought in without affecting their HP,
in checkers (does not work on bigger graphics)
FE
; End If and reset targeting
FC 1A 36 02
; If target self is weak against elements: Ice
F1 47
; Targeting: use normal targeting
F0 FE 09 09
; Rand. spell: Nothing or <MB>Misil+ or <MB>Misil+
FE
; End If and reset targeting
FC 1A 36 01
; If target self is weak against elements: Fire
F1 47
; Targeting: use normal targeting
F0 FE 0A 0A
; Rand. spell: Nothing or Cancion or Cancion
FE
; End If and reset targeting
FC 1A 36 10
; If target self is weak against elements: Wind
F1 47
; Targeting: use normal targeting
F0 FE 0B 0B
; Rand. spell: Nothing or <MB>Piedr3 or <MB>Piedr3
FE
; End If and reset targeting
FC 1A 36 20
; If target self is weak against elements: Pearl
F1 43
; Targeting: allies
F0 FE 08 08
; Rand. spell: Nothing or <MB>Bio or <MB>Bio
FE
; End If and reset targeting
FC 1A 36 04
; If target self is weak against elements: Lightn.
F1 47
; Targeting: use normal targeting
F0 FE 16 16
; Rand. spell: Nothing or <MB>Vint or <MB>Vint
FE
; End If and reset targeting
FC 1A 36 08
; If target self is weak against elements: Poison
F1 47
; Targeting: use normal targeting
F0 FE 0E 0E
; Rand. spell: Nothing or <MB>Perla or <MB>Perla
FE
; End If and reset targeting
FC 1A 36 80
; If target self is weak against elements: Water
F1 47
; Targeting: use normal targeting
F0 FE 15 15
; Rand. spell: Nothing or <MB>Temblr or <MB>Temblr
FE
; End If and reset targeting
FC 1A 36 40
; If target self is weak against elements: Earth
F1 47
; Targeting: use normal targeting
F0 FE 8D 8D
; Rand. spell: Nothing or CleanSweep or CleanSweep
FE
; End If and reset targeting
EE
; Battle
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss

FE
FC 05 00 00
F0 99 FE FE
FF

;
;
;
;

End If and reset targeting


If monster has been attacked
Rand. spell: Mina or Nothing or Nothing
End

[script #313]
F0 15 16 0E
FF
FC 12 00 00
FE
FC 05 00 00
F0 29 28 34
FF

;
;
;
;
;
;
;
;

orig idx=313, "L.60 Magic", nb. bytes=19


Rand. spell: <MB>Temblr or <MB>Vint or <MB>Perla
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked
Rand. spell: <MG>Osmosi or <MG>Lento2 or <MW>Regen
End

[script #314]
EE
FF
FC 01 05 06
et attacker
F9 01 0D 04
F9 02 0D 05
F5 00 03 01
F5 00 00 02
, suddently
F7 0F
F5 00 01 01
FF

;
;
;
;

orig idx=314, "Mercader", nb. bytes=29


Battle
End first wave of attack
If monster has been attacked by cmd: Robar or Quitar, will targ

;
;
;
;

VAR013 set bit: 4


VAR013 clear bit: 5
Monsters #1 are hidden and their HP restored, suddently
Monsters #2 , if hidden/dead, brought in with their HP restored

[script #315]
F3 08 00
F1 36
F0 C2 C2 C2
FF
FF

;
;
;
;
;
;

orig idx=315, "Empelota", nb. bytes=11


Text: " Wh_whew!!<D>"
Targeting: self
Rand. spell: Escape or Escape or Escape
End first wave of attack
End

[script #316]
FC 14 24 07
FC 0B 1E 00
DB
FE
FC 15 24 07
FC 08 48 12
C8
FE
FC 15 24 07
FC 08 49 12
C8
FE
FC 15 24 07
FC 08 4A 12
C8
FE
FC 15 24 07
FC 08 4B 12
C8
FE
FC 15 24 07
FB 00 00
F0 EE 08 EF
FD

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

orig idx=316, "Tentacle", nb. bytes=109


If VAR036 has all the following bit set: 7
If timer has reached/passed 30 (locks timer)
Discard
End If and reset targeting
If VAR036 has all the following bit cleared: 7
If target ally #1 is affected by status Slow
Seize
End If and reset targeting
If VAR036 has all the following bit cleared: 7
If target ally #2 is affected by status Slow
Seize
End If and reset targeting
If VAR036 has all the following bit cleared: 7
If target ally #3 is affected by status Slow
Seize
End If and reset targeting
If VAR036 has all the following bit cleared: 7
If target ally #4 is affected by status Slow
Seize
End If and reset targeting
If VAR036 has all the following bit cleared: 7
has battle timer set to 0
Rand. spell: Battle or <MB>Bio or Special
Wait until the attack sequence is called upon again, then conti

; Trigger event: Locke gets merchants clothes


; Monsters #1 are killed, suddently
; End

nue (reset targeting)


FB 00 00
; has battle timer set to 0
F0 EF B0 EF
; Rand. spell: Special or Entwine or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
FB 00 00
; has battle timer set to 0
F0 EE 08 EF
; Rand. spell: Battle or <MB>Bio or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
FB 00 00
; has battle timer set to 0
F0 03 EF B0
; Rand. spell: <MB>Lluvia or Special or Entwine
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FC 14 24 07
; If VAR036 has all the following bit set: 7
DB
; Discard
FE
; End If and reset targeting
FC 15 24 07
; If VAR036 has all the following bit cleared: 7
FC 05 00 00
; If monster has been attacked
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
FF
; End
[script #317] ; orig idx=317, "Tentacle", nb. bytes=109
FC 14 24 07
; If VAR036 has all the following bit set: 7
FC 0B 1E 00
; If timer has reached/passed 30 (locks timer)
DB
; Discard
FE
; End If and reset targeting
FC 15 24 07
; If VAR036 has all the following bit cleared: 7
FC 08 48 12
; If target ally #1 is affected by status Slow
C8
; Seize
FE
; End If and reset targeting
FC 15 24 07
; If VAR036 has all the following bit cleared: 7
FC 08 49 12
; If target ally #2 is affected by status Slow
C8
; Seize
FE
; End If and reset targeting
FC 15 24 07
; If VAR036 has all the following bit cleared: 7
FC 08 4A 12
; If target ally #3 is affected by status Slow
C8
; Seize
FE
; End If and reset targeting
FC 15 24 07
; If VAR036 has all the following bit cleared: 7
FC 08 4B 12
; If target ally #4 is affected by status Slow
C8
; Seize
FE
; End If and reset targeting
FC 15 24 07
; If VAR036 has all the following bit cleared: 7
FB 00 00
; has battle timer set to 0
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
FB 00 00
; has battle timer set to 0
F0 EE B0 EF
; Rand. spell: Battle or Entwine or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
FB 00 00
; has battle timer set to 0
F0 EE 08 EF
; Rand. spell: Battle or <MB>Bio or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
FB 00 00
; has battle timer set to 0
F0 03 EF B0
; Rand. spell: <MB>Lluvia or Special or Entwine
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FC 14 24 07
; If VAR036 has all the following bit set: 7

DB
FE
FC 15 24 07
FC 05 00 00
F0 EF FE FE
FF

;
;
;
;
;
;

Discard
End If and reset targeting
If VAR036 has all the following bit cleared: 7
If monster has been attacked
Rand. spell: Special or Nothing or Nothing
End

[script #318] ; orig idx=318, "Tentacle", nb. bytes=109


FC 14 24 07
; If VAR036 has all the following bit set: 7
FC 0B 1E 00
; If timer has reached/passed 30 (locks timer)
DB
; Discard
FE
; End If and reset targeting
FC 15 24 07
; If VAR036 has all the following bit cleared: 7
FC 08 48 12
; If target ally #1 is affected by status Slow
C8
; Seize
FE
; End If and reset targeting
FC 15 24 07
; If VAR036 has all the following bit cleared: 7
FC 08 49 12
; If target ally #2 is affected by status Slow
C8
; Seize
FE
; End If and reset targeting
FC 15 24 07
; If VAR036 has all the following bit cleared: 7
FC 08 4A 12
; If target ally #3 is affected by status Slow
C8
; Seize
FE
; End If and reset targeting
FC 15 24 07
; If VAR036 has all the following bit cleared: 7
FC 08 4B 12
; If target ally #4 is affected by status Slow
C8
; Seize
FE
; End If and reset targeting
FC 15 24 07
; If VAR036 has all the following bit cleared: 7
FB 00 00
; has battle timer set to 0
F0 EE 08 EF
; Rand. spell: Battle or <MB>Bio or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
FB 00 00
; has battle timer set to 0
F0 EE B0 EF
; Rand. spell: Battle or Entwine or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
FB 00 00
; has battle timer set to 0
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
FB 00 00
; has battle timer set to 0
F0 03 EF B0
; Rand. spell: <MB>Lluvia or Special or Entwine
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FC 14 24 07
; If VAR036 has all the following bit set: 7
DB
; Discard
FE
; End If and reset targeting
FC 15 24 07
; If VAR036 has all the following bit cleared: 7
FC 05 00 00
; If monster has been attacked
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End
[script #319]
FC 12 08 00
FC 0B 0F 00
F5 08 00 08
, from top
FE
FC 11 08 00

;
;
;
;

orig idx=319, "RightBlade", nb. bytes=39


If following monster is/are dead: #4
If timer has reached/passed 15 (locks timer)
Monsters #4 , if hidden/dead, brought in with their HP restored

; End If and reset targeting


; If following monster is/are alive: #4

F0 EE EE EF
FE
FF
FC 12 00 00
F5 00 00 08
, suddently
F5 09 03 08
FB 00 00
FF

;
;
;
;
;

Rand. spell: Battle or Battle or Special


End If and reset targeting
End first wave of attack
If following monster is/are dead:
Monsters #4 , if hidden/dead, brought in with their HP restored

; Monsters #4 are hidden and their HP restored, from bottom


; has battle timer set to 0
; End

[script #320] ; orig idx=320, "Left Blade", nb. bytes=44


FC 12 02 00
; If following monster is/are dead: #2
FC 0B 1E 00
; If timer has reached/passed 30 (locks timer)
F5 08 00 02
; Monsters #2 , if hidden/dead, brought in with
, from top
FE
; End If and reset targeting
FC 11 02 00
; If following monster is/are alive: #2
F0 EE EE E7
; Rand. spell: Battle or Battle or Shimsham
FD
; Wait until the attack sequence is called upon
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FE
; End If and reset targeting
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 00 00 02
; Monsters #2 , if hidden/dead, brought in with
, suddently
F5 09 03 02
; Monsters #2 are hidden and their HP restored,
FB 00 00
; has battle timer set to 0
FF
; End

their HP restored

again, then conti

their HP restored
from bottom

[script #321]
FC 12 08 00
FC 0B 14 00
F5 08 00 08
, from top
FE
FC 11 08 00
F0 EE EE EF
FE
FF
FC 12 00 00
F5 00 00 08
, suddently
F5 09 03 08
FB 00 00
FF

;
;
;
;

orig idx=321, "Rough", nb. bytes=39


If following monster is/are dead: #4
If timer has reached/passed 20 (locks timer)
Monsters #4 , if hidden/dead, brought in with their HP restored

;
;
;
;
;
;
;

End If and reset targeting


If following monster is/are alive: #4
Rand. spell: Battle or Battle or Special
End If and reset targeting
End first wave of attack
If following monster is/are dead:
Monsters #4 , if hidden/dead, brought in with their HP restored

[script #322]
FE
12
02
00
FC 0B 28 00
F5 08 00 02
, from top
FE
FC 11 02 00
F0 EE EE D7
FE
FF

;
;
;
;
;
;
;

orig idx=322, "Striker", nb. bytes=39


End If and reset targeting
<MB>Zona-X
<MB>Rayo
<MB>Piedra
If timer has reached/passed 40 (locks timer)
Monsters #2 , if hidden/dead, brought in with their HP restored

;
;
;
;
;

End If and reset targeting


If following monster is/are alive: #2
Rand. spell: Battle or Battle or Shrapnel
End If and reset targeting
End first wave of attack

; Monsters #4 are hidden and their HP restored, from bottom


; has battle timer set to 0
; End

FC 12 00 00
F5 00 00 02
, suddently
F5 09 03 02
FB 00 00
FF

; If following monster is/are dead:


; Monsters #2 , if hidden/dead, brought in with their HP restored

[script #323]
F0 09 0A 0B
FF
FC 12 00 00
FE
FC 05 00 00
F0 1D 1A 25
FF

;
;
;
;
;
;
;
;

; Monsters #2 are hidden and their HP restored, from bottom


; has battle timer set to 0
; End
orig idx=323, "L.70 Magic", nb. bytes=19
Rand. spell: <MB>Misil+ or Cancion or <MB>Piedr3
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked
Rand. spell: <MG>Sue<$D0>o or <MG>Rasp or <MG>Coraza
End

[script #324] ; orig idx=324, "Tritoch", nb. bytes=66


F0 1A 1A 0A
; Rand. spell: <MG>Rasp or <MG>Rasp or Cancion
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 0A 0A 1A
; Rand. spell: Cancion or Cancion or <MG>Rasp
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 1A CF 0A
; Rand. spell: <MG>Rasp or Cold Dust or Cancion
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 04 01 00
; If monster as been attacked by element: Fire
F0 FE FE 1A
; Rand. spell: Nothing or Nothing or <MG>Rasp
FE
; End If and reset targeting
FC 01 07 09
; If monster has been attacked by cmd: Animal or Nazismo, will ta
rget attacker
F1 45
; Targeting: last ally/monster who attacked (random ally if N/A)
F0 FE FE CF
; Rand. spell: Nothing or Nothing or Cold Dust
FE
; End If and reset targeting
FC 01 0A 0C
; If monster has been attacked by cmd: Milagro or Cantar, will ta
rget attacker
F1 45
; Targeting: last ally/monster who attacked (random ally if N/A)
F0 FE FE CF
; Rand. spell: Nothing or Nothing or Cold Dust
FE
; End If and reset targeting
FC 01 0D 10
; If monster has been attacked by cmd: Dibujo or Furia, will targ
et attacker
F1 45
; Targeting: last ally/monster who attacked (random ally if N/A)
F0 FE FE CF
; Rand. spell: Nothing or Nothing or Cold Dust
FF
; End
[script #325] ; orig idx=325, "Laser Gun", nb. bytes=40
FC 06 36 0C
; If target self has less or equal than 1536 HP
F1 47
; Targeting: use normal targeting
F0 B6 B6 B5
; Rand. spell: Diffuser or Diffuser or Tek Laser
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 B6 B6 B5
; Rand. spell: Diffuser or Diffuser or Tek Laser
FE
; End If and reset targeting
F0 B4 B5 B5
; Rand. spell: Atomic Ray or Tek Laser or Tek Laser
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FC 13 01 02
; If 2 monster(s) or less remain

F9 01 00 00
F5 01 01 04
FF

; VAR000 set bit: 0


; Monsters #3 are killed, in smoke
; End

[script #326] ; orig idx=326, "Speck", nb. bytes=2


FF
; End first wave of attack
FF
; End
[script #327] ; orig idx=327, "MissileBay", nb. bytes=30
FC 06 36 0C
; If target self has less or equal than 1536 HP
F1 47
; Targeting: use normal targeting
DD
; Missile
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 CD DD DD
; Rand. spell: Launcher or Missile or Missile
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
CD
; Launcher
FE
; End If and reset targeting
DD
; Missile
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 01 01 10
; Monsters #5 are killed, in smoke
FF
; End
[script #328] ; orig idx=328, "Chadarnook", nb. bytes=114
FC 0B 28 00
; If timer has reached/passed 40 (locks timer)
FB 00 00
; has battle timer set to 0
F8 03 01
; Set VAR003 to 1
F5 0E 02 01
; Monsters #1 , if hidden, brought in without affecting their HP,
in light & flashes
F5 0E 01 02
; Monsters #2 are killed, in light & flashes
FE
; End If and reset targeting
FC 06 36 78
; If target self has less or equal than 15360 HP
F1 47
; Targeting: use normal targeting
F0 EE BE 0B
; Rand. spell: Battle or Flash Rain or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 BE 0B BE
; Rand. spell: Flash Rain or <MB>Piedr3 or Flash Rain
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 BE EE 0B
; Rand. spell: Flash Rain or Battle or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 BE 0B EE
; Rand. spell: Flash Rain or <MB>Piedr3 or Battle
FE
; End If and reset targeting
F0 EE EE 0B
; Rand. spell: Battle or Battle or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 07 FE
; Rand. spell: Battle or <MB>Piedr2 or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 07 0B
; Rand. spell: Battle or <MB>Piedr2 or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)

F0 EE 07 FE
; Rand. spell: Battle or <MB>Piedr2 or Nothing
FE
; End If and reset targeting
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F3 7A 00
; Text: " No puede ser__ <D> "
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE 07
; Rand. spell: Nothing or Nothing or <MB>Piedr2
F8 00 81
; 1 added to VAR000
FC 0D 00 04
; If variable VAR000 is greater than or equal to 4
F8 00 00
; Set VAR000 to 0
F8 03 00
; Set VAR003 to 0
F5 0E 02 01
; Monsters #1 , if hidden, brought in without affecting their HP,
in light & flashes
F5 0E 01 02
; Monsters #2 are killed, in light & flashes
FF
; End
[script #329] ; orig idx=329, "Ice Dragon", nb. bytes=46
F0 EE C5 C5
; Rand. spell: Battle or N. Cross or N. Cross
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE BB BB
; Rand. spell: Battle or Absolute 0 or Absolute 0
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 74 BB
; Rand. spell: Battle or Surge or Absolute 0
FE
; End If and reset targeting
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 12 00 00
; If following monster is/are dead:
FB 04 00
; Sets global battle timer to 0
F0 FE FE 74
; Rand. spell: Nothing or Nothing or Surge
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE EE
; Rand. spell: Nothing or Nothing or Battle
FF
; End
[script #330] ; orig idx=330, "PINOCHET", nb. bytes=28
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 03
; Rand. spell: Battle or Battle or <MB>Lluvia
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 06 02
; Rand. spell: Battle or <MB>Hielo2 or <MB>Rayo
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 1E 04 01
; Rand. spell: <MG>Confus or <MB>Drena or <MB>Mlotov
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F3 15 00
; Text: " Regresare! <D> "
F1 36
; Targeting: self
C2
; Escape
FF
; End
[script #331] ; orig idx=331, "Storm Drgn", nb. bytes=46
FC 06 36 78
; If target self has less or equal than 15360 HP
F1 47
; Targeting: use normal targeting

F0 EE EE 8F
; Rand. spell: Battle or Battle or Atq. Aereo
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 EE EF B2
; Rand. spell: Battle or Special or Cyclonic
FE
; End If and reset targeting
F0 EE 65 67
; Rand. spell: Battle or CorteVient or Furia
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 65 EE
; Rand. spell: Battle or CorteVient or Battle
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
FF
; End
[script #332] ; orig idx=332, "Dirt Drgn", nb. bytes=54
FC 0B 14 00
; If timer has reached/passed 20 (locks timer)
FB 00 00
; has battle timer set to 0
FC 08 44 1F
; If target random ally is affected by status ???
F1 43
; Targeting: allies
C3
; 50 Gs
FE
; End If and reset targeting
F0 EE 15 15
; Rand. spell: Battle or <MB>Temblr or <MB>Temblr
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE BC ED
; Rand. spell: Battle or Magnitude8 or Slide
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE BC 15
; Rand. spell: Battle or Magnitude8 or <MB>Temblr
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE ED
; Rand. spell: Battle or Battle or Slide
FE
; End If and reset targeting
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE EF
; Rand. spell: Nothing or Nothing or Special
FF
; End
[script #333]
F0 EE EE EF
FF
FC 12 06 00
FB 06 30
FF

;
;
;
;
;
;

orig idx=333, "NUBEDEDIOS", nb. bytes=13


Rand. spell: Battle or Battle or Special
End first wave of attack
If following monster is/are dead: #2, #3
Target monster #1 (random ally if N/A) becomes targetable
End

[script #334]
F0 EE EE EF
FF
FC 05 00 00
F0 FE FE EF
FF

;
;
;
;
;
;

orig idx=334, "Comandante", nb. bytes=14


Rand. spell: Battle or Battle or Special
End first wave of attack
If monster has been attacked
Rand. spell: Nothing or Nothing or Special
End

[script #335] ; orig idx=335, "Sold.Indio", nb. bytes=3


EE
; Battle

FF
FF

; End first wave of attack


; End

[script #336] ; orig idx=336, "Gold Drgn", nb. bytes=188


FC 14 00 00
; If VAR000 has all the following bit set: 0
FC 0D 03 02
; If variable VAR003 is greater than or equal to 2
F9 02 00 00
; VAR000 clear bit: 0
F8 24 00
; Set VAR036 to 0
F8 03 00
; Set VAR003 to 0
F1 43
; Targeting: allies
0B
; <MB>Piedr3
FE
; End If and reset targeting
FC 14 00 00
; If VAR000 has all the following bit set: 0
F8 03 81
; 1 added to VAR003
FE
; End If and reset targeting
FC 08 48 17
; If target ally #1 is affected by status Reflect
FC 09 48 07
; If target ally #1 is not affected by status Death
FC 09 36 17
; If target self is not affected by status Reflect
24
; <MG>Reflja
FE
; End If and reset targeting
FC 08 49 17
; If target ally #2 is affected by status Reflect
FC 09 49 07
; If target ally #2 is not affected by status Death
FC 09 36 17
; If target self is not affected by status Reflect
24
; <MG>Reflja
FE
; End If and reset targeting
FC 08 4A 17
; If target ally #3 is affected by status Reflect
FC 09 4A 07
; If target ally #3 is not affected by status Death
FC 09 36 17
; If target self is not affected by status Reflect
24
; <MG>Reflja
FE
; End If and reset targeting
FC 08 4B 17
; If target ally #4 is affected by status Reflect
FC 09 4B 07
; If target ally #4 is not affected by status Death
FC 09 36 17
; If target self is not affected by status Reflect
24
; <MG>Reflja
FE
; End If and reset targeting
FC 08 36 17
; If target self is affected by status Reflect
F1 47
; Targeting: use normal targeting
EE
; Battle
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 36
; Targeting: self
F0 07 07 02
; Rand. spell: <MB>Piedr2 or <MB>Piedr2 or <MB>Rayo
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F9 02 00 01
; VAR000 clear bit: 1
F1 47
; Targeting: use normal targeting
EE
; Battle
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 36
; Targeting: self
F0 FE 07 02
; Rand. spell: Nothing or <MB>Piedr2 or <MB>Rayo
F9 02 00 01
; VAR000 clear bit: 1
FE
; End If and reset targeting
F0 B9 02 07
; Rand. spell: Giga Volt or <MB>Rayo or <MB>Piedr2
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 B9 02 02
; Rand. spell: Giga Volt or <MB>Rayo or <MB>Rayo
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F9 02 00 01
; VAR000 clear bit: 1

then conti

then conti

then conti

then conti
then conti

F0 07
FF
FC 12
F5 0C
FE
FC 01
arget
FC 15
F8 24
FC 0D
FC 15
F9 01
F3 73
FE
FC 01
arget
FC 15
F0 FE
FF

02 02
00 00
01 FF
00 00
attacker
00 00
81
24 04
00 00
00 00
00

;
;
;
;
;
;

Rand. spell: <MB>Piedr2 or <MB>Rayo or <MB>Rayo


End first wave of attack
If following monster is/are dead:
Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
End If and reset targeting
If monster has been attacked by cmd: Golpear or Golpear, will t

;
;
;
;
;
;
;
;

If VAR000 has all the following bit cleared: 0


1 added to VAR036
If variable VAR036 is greater than or equal to 4
If VAR000 has all the following bit cleared: 0
VAR000 set bit: 0
Text: " su energia! <D> "
End If and reset targeting
If monster has been attacked by cmd: Protsta or Protsta, will t

02 02
attacker
00 00
; If VAR000 has all the following bit cleared: 0
02 07
; Rand. spell: Nothing or <MB>Rayo or <MB>Piedr2
; End

[script #337] ; orig idx=337, "Skull Drgn", nb. bytes=43


F1 47
; Targeting: use normal targeting
F0 EE 8B 6B
; Rand. spell: Battle or Condenar or Elf Fire
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 EE 8B 6C
; Rand. spell: Battle or Condenar or Specter
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 EE 8B 6B
; Rand. spell: Battle or Condenar or Elf Fire
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 44
; Targeting: random ally
D6
; Disaster
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 00
; Monsters are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE EE FE
; Rand. spell: Nothing or Battle or Nothing
FF
; End
[script #338]
FC 15 24 00
8D
F9 01 24 00
FE
FC 16 28 00
FB 04 00
8D
FE
FC 15 24 01
FC 08 48 13
FC 09 36 13
FC 09 36 16
F1 36
19
F1 48
9E

;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

orig idx=338, "Blue Drgn", nb. bytes=190


If VAR036 has all the following bit cleared: 0
CleanSweep
VAR036 set bit: 0
End If and reset targeting
If the global battle timer is greater than 40
Sets global battle timer to 0
CleanSweep
End If and reset targeting
If VAR036 has all the following bit cleared: 1
If target ally #1 is affected by status Haste
If target self is not affected by status Haste
If target self is not affected by status Safe
Targeting: self
<MG>Lento
Targeting: ally #1
Rippler

F9 01 24 01
; VAR036 set bit: 1
FE
; End If and reset targeting
FC 15 24 01
; If VAR036 has all the following bit cleared: 1
FC 08 49 13
; If target ally #2 is affected by status Haste
FC 09 36 13
; If target self is not affected by status Haste
FC 09 36 16
; If target self is not affected by status Safe
F1 36
; Targeting: self
19
; <MG>Lento
F1 49
; Targeting: ally #2
9E
; Rippler
F9 01 24 01
; VAR036 set bit: 1
FE
; End If and reset targeting
FC 15 24 01
; If VAR036 has all the following bit cleared: 1
FC 08 4A 13
; If target ally #3 is affected by status Haste
FC 09 36 13
; If target self is not affected by status Haste
FC 09 36 16
; If target self is not affected by status Safe
F1 36
; Targeting: self
19
; <MG>Lento
F1 4A
; Targeting: ally #3
9E
; Rippler
F9 01 24 01
; VAR036 set bit: 1
FE
; End If and reset targeting
FC 15 24 01
; If VAR036 has all the following bit cleared: 1
FC 08 4B 13
; If target ally #4 is affected by status Haste
FC 09 36 13
; If target self is not affected by status Haste
FC 09 36 16
; If target self is not affected by status Safe
F1 36
; Targeting: self
19
; <MG>Lento
F1 4B
; Targeting: ally #4
9E
; Rippler
F9 01 24 01
; VAR036 set bit: 1
FE
; End If and reset targeting
FC 06 36 80
; If target self has less or equal than 16384 HP
F1 47
; Targeting: use normal targeting
F0 EE 8E 8E
; Rand. spell: Battle or RastroAgua or RastroAgua
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 EE BE BE
; Rand. spell: Battle or Flash Rain or Flash Rain
F9 02 24 01
; VAR036 clear bit: 1
FE
; End If and reset targeting
F0 EE A9 A9
; Rand. spell: Battle or Acid Rain or Acid Rain
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE A9
; Rand. spell: Battle or Battle or Acid Rain
F9 02 24 01
; VAR036 clear bit: 1
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 00
; Monsters are killed, dies like a boss
FE
; End If and reset targeting
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F0 FE FE EE
; Rand. spell: Nothing or Nothing or Battle
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE EE
; Rand. spell: Nothing or Nothing or Battle
FF
; End
[script #339] ; orig idx=339, "Red Dragon", nb. bytes=146
FC 0B 28 00
; If timer has reached/passed 40 (locks timer)

FB 00 00
; has battle timer set to 0
F0 CC 95 C6
; Rand. spell: S. Cross or N.4 Flama or Flare Star
FE
; End If and reset targeting
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 08 48 17
; If target ally #1 is affected by status Reflect
F1 48
; Targeting: ally #1
EF
; Special
F3 76 00
; Text: " Saca [Reflejo] "
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 08 49 17
; If target ally #2 is affected by status Reflect
F1 49
; Targeting: ally #2
EF
; Special
F3 76 00
; Text: " Saca [Reflejo] "
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 08 4A 17
; If target ally #3 is affected by status Reflect
F1 4A
; Targeting: ally #3
EF
; Special
F3 76 00
; Text: " Saca [Reflejo] "
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 08 4B 17
; If target ally #4 is affected by status Reflect
F1 4B
; Targeting: ally #4
EF
; Special
F3 76 00
; Text: " Saca [Reflejo] "
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 06 36 50
; If target self has less or equal than 10240 HP
F1 47
; Targeting: use normal targeting
F0 0F 09 0F
; Rand. spell: <MB>Flama or <MB>Misil+ or <MB>Flama
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 0F 09 0F
; Rand. spell: <MB>Flama or <MB>Misil+ or <MB>Flama
F9 02 24 00
; VAR036 clear bit: 0
FE
; End If and reset targeting
F0 05 B3 05
; Rand. spell: <MB>Misil or Fire Ball or <MB>Misil
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 05 05 B3
; Rand. spell: <MB>Misil or <MB>Misil or Fire Ball
F9 02 24 00
; VAR036 clear bit: 0
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 00
; Monsters are killed, dies like a boss
F9 02 24 00
; VAR036 clear bit: 0
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
FF
; End
[script #340]
EE
FF
FC 12 00 00
FC 16 3C 00
FC 13 01 00

;
;
;
;
;
;

orig idx=340, "NEMO", nb. bytes=122


Battle
End first wave of attack
If following monster is/are dead:
If the global battle timer is greater than 60
If 0 monster(s) or less remain

FB 0D 00
; ???
F5 04 00 20
; Monsters #6 , if hidden/dead, brought in with their HP restored
, in water
FE
; End If and reset targeting
FC 13 01 00
; If 0 monster(s) or less remain
FC 12 00 00
; If following monster is/are dead:
FC 19 01 00
; If monster is in slot: #1
FB 0D 00
; ???
F5 04 00 16
; Monsters #2, #3, #5 , if hidden/dead, brought in with their HP
restored, in water
FE
; End If and reset targeting
FC 13 01 00
; If 0 monster(s) or less remain
FC 12 00 00
; If following monster is/are dead:
FC 19 02 00
; If monster is in slot: #2
FB 0D 00
; ???
F5 04 00 11
; Monsters #1, #5 , if hidden/dead, brought in with their HP rest
ored, in water
FE
; End If and reset targeting
FC 13 01 00
; If 0 monster(s) or less remain
FC 12 00 00
; If following monster is/are dead:
FC 19 04 00
; If monster is in slot: #3
FB 0D 00
; ???
F5 04 00 1A
; Monsters #2, #4, #5 , if hidden/dead, brought in with their HP
restored, in water
FE
; End If and reset targeting
FC 13 01 00
; If 0 monster(s) or less remain
FC 12 00 00
; If following monster is/are dead:
FC 19 08 00
; If monster is in slot: #4
FB 0D 00
; ???
F5 04 00 05
; Monsters #1, #3 , if hidden/dead, brought in with their HP rest
ored, in water
FE
; End If and reset targeting
FC 13 01 00
; If 0 monster(s) or less remain
FC 12 00 00
; If following monster is/are dead:
FC 19 10 00
; If monster is in slot: #5
FB 0D 00
; ???
F5 04 00 0E
; Monsters #2, #3, #4 , if hidden/dead, brought in with their HP
restored, in water
FF
; End
[script #341] ; orig idx=341, "NEMO", nb. bytes=24
F0 EE EF B8
; Rand. spell: Battle or Special or Mega Volt
F0 EE 01 01
; Rand. spell: Battle or <MB>Mlotov or <MB>Mlotov
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 6F EE EE
; Rand. spell: El Nino or Battle or Battle
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FF
; End
[script #342] ; orig idx=342, "Specter", nb. bytes=26
F0 01 EE FE
; Rand. spell: <MB>Mlotov or Battle or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 01 FE
; Rand. spell: Battle or <MB>Mlotov or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 FE EE BD
; Rand. spell: Nothing or Battle or Raid

FF
FC 05 00 00
F1 45
F0 EF FE FE
FF

;
;
;
;
;

End first wave of attack


If monster has been attacked
Targeting: last ally/monster who attacked (random ally if N/A)
Rand. spell: Special or Nothing or Nothing
End

[script #343]
FC 06 36 4F
F1 47
F0 EE EE EF
FE
F0 EE EE FE
FF
FC 05 00 00
F0 EE EE FE
FF

;
;
;
;
;
;
;
;
;
;

orig idx=343, "Short Arm", nb. bytes=25


If target self has less or equal than 10112 HP
Targeting: use normal targeting
Rand. spell: Battle or Battle or Special
End If and reset targeting
Rand. spell: Battle or Battle or Nothing
End first wave of attack
If monster has been attacked
Rand. spell: Battle or Battle or Nothing
End

[script #344] ; orig idx=344, "Long Arm", nb. bytes=48


FC 06 36 50
; If target self has less or equal than 10240 HP
F1 47
; Targeting: use normal targeting
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
F1 47
; Targeting: use normal targeting
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FE
; End If and reset targeting
EE
; Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE E3
; Rand. spell: Battle or Battle or Shock Wave
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE E3 E3
; Rand. spell: Battle or Shock Wave or Shock Wave
FF
; End first wave of attack
FC 13 01 00
; If 0 monster(s) or less remain
F1 47
; Targeting: use normal targeting
F0 FE E3 E3
; Rand. spell: Nothing or Shock Wave or Shock Wave
F0 E3 FE E3
; Rand. spell: Shock Wave or Nothing or Shock Wave
F0 E3 E3 FE
; Rand. spell: Shock Wave or Shock Wave or Nothing
FF
; End
[script #345] ; orig idx=345, "Face", nb. bytes=84
FC 06 36 50
; If target self has less or equal than 10240 HP
F1 47
; Targeting: use normal targeting
F0 EF EF E2
; Rand. spell: Special or Special or Dread
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 EF EF E2
; Rand. spell: Special or Special or Dread
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 EF EF E2
; Rand. spell: Special or Special or Dread
F1 47
; Targeting: use normal targeting
F0 EF EF E2
; Rand. spell: Special or Special or Dread
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 E2 BC C9
; Rand. spell: Dread or Magnitude8 or R.Polarity
FE
; End If and reset targeting
F0 C9 FE FE
; Rand. spell: R.Polarity or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again,

then conti

then conti

then conti

then conti

nue (reset targeting)


F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then
nue (reset targeting)
F0 C9 FE FE
; Rand. spell: R.Polarity or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then
nue (reset targeting)
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then
nue (reset targeting)
F1 39
; Targeting: random monster excluding self (allies if N/A)
F0 1C 1C 1F
; Rand. spell: <MG>Seguro or <MG>Seguro or <MG>Rapido
FD
; Wait until the attack sequence is called upon again, then
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FF
; End first wave of attack
FC 13 01 00
; If 0 monster(s) or less remain
FC 12 00 00
; If following monster is/are dead:
F1 47
; Targeting: use normal targeting
15
; <MB>Temblr
FF
; End

conti
conti
conti

conti

[script #346] ; orig idx=346, "Tiger", nb. bytes=36


FC 06 36 5A
; If target self has less or equal than 11520 HP
F1 47
; Targeting: use normal targeting
F0 CC C5 C6
; Rand. spell: S. Cross or N. Cross or Flare Star
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FE
; End If and reset targeting
F0 FE FE FE
; Rand. spell: Nothing or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 CC C6 C5
; Rand. spell: S. Cross or Flare Star or N. Cross
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 FE FE FE
; Rand. spell: Nothing or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
FF
; End first wave of attack
FF
; End
[script #347] ; orig idx=347, "Tools", nb. bytes=41
FC 06 36 5A
; If target self has less or equal than 11520 HP
F1 47
; Targeting: use normal targeting
F0 B6 D4 B5
; Rand. spell: Diffuser or Grav Bomb or Tek Laser
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 B6 DD BB
; Rand. spell: Diffuser or Missile or Absolute 0
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 AF D4 BB
; Rand. spell: Delta Hit or Grav Bomb or Absolute 0
FE
; End If and reset targeting
F0 B6 D4 B5
; Rand. spell: Diffuser or Grav Bomb or Tek Laser
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 B6 DD B4
; Rand. spell: Diffuser or Missile or Atomic Ray
FD
; Wait until the attack sequence is called upon again,

then conti

then conti

then conti
then conti

nue (reset targeting)


F0 AF D4 B4
; Rand. spell: Delta Hit or Grav Bomb or Atomic Ray
FF
; End first wave of attack
FF
; End
[script #348] ; orig idx=348, "Magic", nb. bytes=117
FC 06 36 9D
; If target self has less or equal than 20096 HP
F1 47
; Targeting: use normal targeting
F0 0B 0B 1B
; Rand. spell: <MB>Piedr3 or <MB>Piedr3 or <MG>Mudo
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 0E 0F 1A
; Rand. spell: <MB>Perla or <MB>Flama or <MG>Rasp
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 09 06 0B
; Rand. spell: <MB>Misil+ or <MB>Hielo2 or <MB>Piedr3
FE
; End If and reset targeting
FC 06 36 F0
; If target self has less or equal than 30720 HP
F1 47
; Targeting: use normal targeting
F0 24 20 35
; Rand. spell: <MG>Reflja or <MG>Alto or <MW>Vida 3
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 0A 0B 1D
; Rand. spell: Cancion or <MB>Piedr3 or <MG>Sue<$D0>o
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 0E 0F 28
; Rand. spell: <MB>Perla or <MB>Flama or <MG>Lento2
FE
; End If and reset targeting
F1 47
; Targeting: use normal targeting
F0 27 1F 23
; Rand. spell: <MG>Rapid2 or <MG>Rapido or <MG>Duende
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 09 09 1E
; Rand. spell: <MB>Misil+ or <MB>Misil+ or <MG>Confus
FD
; Wait until the attack sequence is called upon again,
nue (reset targeting)
F0 03 04 08
; Rand. spell: <MB>Lluvia or <MB>Drena or <MB>Bio
F1 44
; Targeting: random ally
F0 2C FE FE
; Rand. spell: <MG>Desenc or Nothing or Nothing
F0 2C FE FE
; Rand. spell: <MG>Desenc or Nothing or Nothing
FF
; End first wave of attack
FC 06 36 28
; If target self has less or equal than 5120 HP
FC 05 00 00
; If monster has been attacked
F1 47
; Targeting: use normal targeting
F0 11 FE FE
; Rand. spell: <MB>Cuarto or Nothing or Nothing
F1 44
; Targeting: random ally
F0 2C 2C FE
; Rand. spell: <MG>Desenc or <MG>Desenc or Nothing
F0 2C 2C FE
; Rand. spell: <MG>Desenc or <MG>Desenc or Nothing
FE
; End If and reset targeting
FC 06 36 50
; If target self has less or equal than 10240 HP
FC 05 00 00
; If monster has been attacked
F1 47
; Targeting: use normal targeting
F0 11 FE FE
; Rand. spell: <MB>Cuarto or Nothing or Nothing
FF
; End
[script #349]
EE
FF
FC 12 00 00

;
;
;
;

orig idx=349, "Hit", nb. bytes=19


Battle
End first wave of attack
If following monster is/are dead:

then conti

then conti

then conti

then conti

then conti
then conti

F1 47
EF
EE
EE
EE
EE
EE
EE
EE
EE
EE
FF

;
;
;
;
;
;
;
;
;
;
;
;

Targeting: use normal targeting


Special
Battle
Battle
Battle
Battle
Battle
Battle
Battle
Battle
Battle
End

[script #350] ; orig idx=350, "Girl", nb. bytes=34


FC 13 01 01
; If 1 monster(s) or less remain
F1 3D
; Targeting: all dead monsters (random ally if N/A)
31
; <MW>Vida 2
FE
; End If and reset targeting
F0 93 93 FE
; Rand. spell: PerlaVnt<$5A> or PerlaVnt<$5A> or Nothing
FD
; Wait until the attack sequence is called upon again, then
nue (reset targeting)
F0 93 EF FE
; Rand. spell: PerlaVnt<$5A> or Special or Nothing
FD
; Wait until the attack sequence is called upon again, then
nue (reset targeting)
F0 93 93 FE
; Rand. spell: PerlaVnt<$5A> or PerlaVnt<$5A> or Nothing
FD
; Wait until the attack sequence is called upon again, then
nue (reset targeting)
F0 93 EF FE
; Rand. spell: PerlaVnt<$5A> or Special or Nothing
FD
; Wait until the attack sequence is called upon again, then
nue (reset targeting)
F0 93 FE FE
; Rand. spell: PerlaVnt<$5A> or Nothing or Nothing
FF
; End first wave of attack
FF
; End

conti
conti
conti
conti

[script #351] ; orig idx=351, "Sleep", nb. bytes=45


FC 06 36 50
; If target self has less or equal than 10240 HP
F1 47
; Targeting: use normal targeting
DF
; Meteo
FE
; End If and reset targeting
F0 16 17 FE
; Rand. spell: <MB>Vint or <MB>Merton or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 8B
; Rand. spell: Battle or Battle or Condenar
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F1 47
; Targeting: use normal targeting
EF
; Special
F0 EF FE FE
; Rand. spell: Special or Nothing or Nothing
FE
; End If and reset targeting
FC 06 36 50
; If target self has less or equal than 10240 HP
FC 05 00 00
; If monster has been attacked
F1 47
; Targeting: use normal targeting
F0 DF D2 FE
; Rand. spell: Meteo or Train or Nothing
FF
; End
[script #352] ; orig idx=352, "Hidonite", nb. bytes=37
F0 EE FE EF
; Rand. spell: Battle or Nothing or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 FE EE EE
; Rand. spell: Nothing or Battle or Battle

FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EF FE EE
; Rand. spell: Special or Nothing or Battle
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FB 04 00
; Sets global battle timer to 0
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE EE
; Rand. spell: Nothing or Nothing or Battle
FF
; End
[script #353] ; orig idx=353, "Hidonite", nb. bytes=37
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE FE EF
; Rand. spell: Battle or Nothing or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 FE EE EE
; Rand. spell: Nothing or Battle or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE FE EF
; Rand. spell: Battle or Nothing or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FB 04 00
; Sets global battle timer to 0
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE EE
; Rand. spell: Nothing or Nothing or Battle
FF
; End
[script #354] ; orig idx=354, "Hidonite", nb. bytes=37
F0 FE EE EE
; Rand. spell: Nothing or Battle or Battle
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE FE EF
; Rand. spell: Battle or Nothing or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE FE EF
; Rand. spell: Battle or Nothing or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FB 04 00
; Sets global battle timer to 0
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 FE FE EE
; Rand. spell: Nothing or Nothing or Battle
FF
; End
[script #355]
FC 08 43 17
F0 2E 33 1F
FE
FC 08 38 17
F0 09 0A 0B
FE
F0 08 08 03

;
;
;
;
;
;
;
;

orig idx=355, "L.80 Magic", nb. bytes=54


If target allies is affected by status Reflect
Rand. spell: <MW>Cura 2 or <MW>Remedi or <MG>Rapido
End If and reset targeting
If target all monsters is affected by status Reflect
Rand. spell: <MB>Misil+ or Cancion or <MB>Piedr3
End If and reset targeting
Rand. spell: <MB>Bio or <MB>Bio or <MB>Lluvia

FF
FC
FE
FC
FC
F0
FE
FC
FC
F0
FF

12 00 00
05 00 00
08 43 17
2F 2D 35
05 00 00
08 38 17
20 2C 0E

;
;
;
;
;
;
;
;
;
;
;

End first wave of attack


If following monster is/are dead:
End If and reset targeting
If monster has been attacked
If target allies is affected by status Reflect
Rand. spell: <MW>Cura 3 or <MW>Olla C or <MW>Vida 3
End If and reset targeting
If monster has been attacked
If target all monsters is affected by status Reflect
Rand. spell: <MG>Alto or <MG>Desenc or <MB>Perla
End

[script #356] ; orig idx=356, "L.90 Magic", nb. bytes=45


F0 13 17 0F
; Rand. spell: <MB>Meteor or <MB>Merton or <MB>Flama
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 13 17 0F
; Rand. spell: <MB>Meteor or <MB>Merton or <MB>Flama
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 13 17 0F
; Rand. spell: <MB>Meteor or <MB>Merton or <MB>Flama
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
2C
; <MG>Desenc
F0 0F 0F FE
; Rand. spell: <MB>Flama or <MB>Flama or Nothing
F0 0F 0F FE
; Rand. spell: <MB>Flama or <MB>Flama or Nothing
F0 0F 0F FE
; Rand. spell: <MB>Flama or <MB>Flama or Nothing
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 20 0B 35
; Rand. spell: <MG>Alto or <MB>Piedr3 or <MW>Vida 3
FF
; End
[script #357]
FC 13 01 01
F0 CD A7 B5
FE
F0 B5 B5 EF
FF
FC 12 00 00
FE
FC 01 00 00
arget attacker
F0 CD A7 FE
FF

;
;
;
;
;
;
;
;
;

orig idx=357, "ProtoArmor", nb. bytes=28


If 1 monster(s) or less remain
Rand. spell: Launcher or Schiller or Tek Laser
End If and reset targeting
Rand. spell: Tek Laser or Tek Laser or Special
End first wave of attack
If following monster is/are dead:
End If and reset targeting
If monster has been attacked by cmd: Golpear or Golpear, will t

; Rand. spell: Launcher or Schiller or Nothing


; End

[script #358] ; orig idx=358, "MagiMaster", nb. bytes=67


FC 08 38 17
; If target all monsters is affected by status Reflect
F0 09 0A 0B
; Rand. spell: <MB>Misil+ or Cancion or <MB>Piedr3
FE
; End If and reset targeting
F0 05 06 07
; Rand. spell: <MB>Misil or <MB>Hielo2 or <MB>Piedr2
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 09 0A 0B
; Rand. spell: <MB>Misil+ or Cancion or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 09 0A 0B
; Rand. spell: <MB>Misil+ or Cancion or <MB>Piedr3
F0 09 0A 0B
; Rand. spell: <MB>Misil+ or Cancion or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti

nue (reset targeting)


F0 09 0A 0B
; Rand. spell: <MB>Misil+ or Cancion or <MB>Piedr3
F0 09 0A 0B
; Rand. spell: <MB>Misil+ or Cancion or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 09 0A 0B
; Rand. spell: <MB>Misil+ or Cancion or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 0D 1B 08
; Rand. spell: <MB>Muerte or <MG>Mudo or <MB>Bio
F0 0D 1B 08
; Rand. spell: <MB>Muerte or <MG>Mudo or <MB>Bio
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F1 47
; Targeting: use normal targeting
14
; <MB>Ultima
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F1 36
; Targeting: self
C1
; WallChange
FF
; End
[script #359] ; orig idx=359, "SoulSaver", nb. bytes=101
FC 11 01 00
; If following monster is/are alive: #1
FC 09 36 17
; If target self is not affected by status Reflect
F1 36
; Targeting: self
24
; <MG>Reflja
FE
; End If and reset targeting
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
FC 07 36 10
; If target self has less or equal than 16 MP
F1 47
; Targeting: use normal targeting
EF
; Special
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 10 00 00
; If only one type of monster is alive
F0 FE 0A 0B
; Rand. spell: Nothing or Cancion or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 09 FE 0B
; Rand. spell: <MB>Misil+ or Nothing or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 09 0A FE
; Rand. spell: <MB>Misil+ or Cancion or Nothing
F9 02 24 00
; VAR036 clear bit: 0
FE
; End If and reset targeting
F1 30
; Targeting: monster #1 (random ally if N/A)
F0 2D FE FE
; Rand. spell: <MW>Olla C or Nothing or Nothing
FF
; End first wave of attack
FC 19 08 00
; If monster is in slot: #4
FC 12 08 00
; If following monster is/are dead: #4
F5 08 03 08
; Monsters #4 are hidden and their HP restored, from top
F5 09 00 08
; Monsters #4 , if hidden/dead, brought in with their HP restored
, from bottom
FE
; End If and reset targeting
FC 19 10 00
; If monster is in slot: #5
FC 12 10 00
; If following monster is/are dead: #5
F5 08 03 10
; Monsters #5 are hidden and their HP restored, from top
F5 09 00 10
; Monsters #5 , if hidden/dead, brought in with their HP restored
, from bottom
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 EE EE FE
; Rand. spell: Battle or Battle or Nothing
FF
; End

[script #360] ; orig idx=360, "Ultros", nb. bytes=127


FC 15 24 00
; If VAR036 has all the following bit cleared: 0
F3 51 00
; Text: " esta sera la ULTIMA vez!<D> Creanme! <D>"
F9 01 24 00
; VAR036 set bit: 0
FE
; End If and reset targeting
FC 14 24 01
; If VAR036 has all the following bit set: 1
FC 15 24 04
; If VAR036 has all the following bit cleared: 4
FC 0D 00 02
; If variable VAR000 is greater than or equal to 2
F3 56 00
; Text: " r sus dientes! <D> "
F9 01 24 04
; VAR036 set bit: 4
FE
; End If and reset targeting
FC 14 24 01
; If VAR036 has all the following bit set: 1
FC 15 24 03
; If VAR036 has all the following bit cleared: 3
FC 0D 00 01
; If variable VAR000 is greater than or equal to 1
F3 52 00
; Text: " briento<D> cuando se enoja_<D>"
F9 01 24 03
; VAR036 set bit: 3
FE
; End If and reset targeting
FC 14 24 01
; If VAR036 has all the following bit set: 1
FC 15 24 02
; If VAR036 has all the following bit cleared: 2
FC 0D 00 00
; If variable VAR000 is greater than or equal to 0
F3 54 00
; Text: " poderoso! <D> "
F9 01 24 02
; VAR036 set bit: 2
FE
; End If and reset targeting
FC 14 24 01
; If VAR036 has all the following bit set: 1
F0 EE D0 EF
; Rand. spell: Battle or Picotaso or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE D0 EF
; Rand. spell: Battle or Picotaso or Special
F8 00 81
; 1 added to VAR000
FE
; End If and reset targeting
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE D0 EF
; Rand. spell: Battle or Picotaso or Special
FF
; End first wave of attack
FC 05 00 00
; If monster has been attacked
FC 15 24 01
; If VAR036 has all the following bit cleared: 1
FC 06 36 64
; If target self has less or equal than 12800 HP
F3 53 00
; Text: " traje a un amigo! <D> Sr. Chupon! Puedes bajar!<D>"
F5 03 00 01
; Monsters #1 , if hidden/dead, brought in with their HP restored
, from side, indiv.
F3 57 00
; Text: " Fungahhh!<D> "
F9 01 24 01
; VAR036 set bit: 1
FE
; End If and reset targeting
FF
; End
[script #361] ; orig idx=361, "Naughty", nb. bytes=35
FC 08 36 05
; If target self is affected by status Imp
F1 36
; Targeting: self
23
; <MG>Duende
C2
; Escape
FE
; End If and reset targeting
F0 EE CF EF
; Rand. spell: Battle or Cold Dust or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE 06
; Rand. spell: Battle or Battle or <MB>Hielo2
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 06 BA
; Rand. spell: Battle or <MB>Hielo2 or Blizzard

FF
FC 01 02 02
arget attacker
F1 45
F0 FE FE AC
FF

; End first wave of attack


; If monster has been attacked by cmd: Protsta or Protsta, will t
; Targeting: last ally/monster who attacked (random ally if N/A)
; Rand. spell: Nothing or Nothing or Mute
; End

[script #362] ; orig idx=362, "Phunbaba", nb. bytes=37


FC 15 00 00
; If VAR000 has all the following bit cleared: 0
FB 01 36
; Target self becomes invincible
F9 01 00 00
; VAR000 set bit: 0
FE
; End If and reset targeting
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 07 07 0B
; Rand. spell: <MB>Piedr2 or <MB>Piedr2 or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 07 90 EF
; Rand. spell: <MB>Piedr2 or Blow Fish or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FF
; End
[script #363] ; orig idx=363, "Phunbaba", nb. bytes=37
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 07 07 0B
; Rand. spell: <MB>Piedr2 or <MB>Piedr2 or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 07 90 EF
; Rand. spell: <MB>Piedr2 or Blow Fish or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
FC 06 36 A0
; If target self has less or equal than 20480 HP
F1 36
; Targeting: self
C2
; Escape
FE
; End If and reset targeting
FF
; End
[script #364] ; orig idx=364, "Phunbaba", nb. bytes=46
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 07 07 0B
; Rand. spell: <MB>Piedr2 or <MB>Piedr2 or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 07 90 EF
; Rand. spell: <MB>Piedr2 or Blow Fish or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F1 44
; Targeting: random ally
EA
; BabaBreath
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
FC 06 36 78
; If target self has less or equal than 15360 HP

F1 44
EA
F1 44
EA
FB 02 00
FE
FF

;
;
;
;
;
;
;

Targeting: random ally


BabaBreath
Targeting: random ally
BabaBreath
Ends battle
End If and reset targeting
End

[script #365] ; orig idx=365, "Phunbaba", nb. bytes=33


F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 07 07 0B
; Rand. spell: <MB>Piedr2 or <MB>Piedr2 or <MB>Piedr3
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 07 90 EF
; Rand. spell: <MB>Piedr2 or Blow Fish or Special
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 07 FE FE
; Rand. spell: <MB>Piedr2 or Nothing or Nothing
FF
; End
[script #366]
83
F7 11
FB 02 00
FF
FF

;
;
;
;
;
;

orig idx=366, " ", nb. bytes=8


Golpe
Trigger event: Kefka bids Terra to burn stuff, fade to black
Ends battle
End first wave of attack
End

[script #367]
EE
FF
FC 05 00 00
F7 1D
nd Shadow?)
FB 02 00
FF

;
;
;
;
;

orig idx=367, " ", nb. bytes=12


Battle
End first wave of attack
If monster has been attacked
Trigger event: Kefka vs Sabin at imperial camp, Sabin leaves (a

[script #368]
F0 55 EE EE
FF
FC 05 00 00
F0 FE FE EE
FF

;
;
;
;
;
;

; Ends battle
; End
orig idx=368, " ", nb. bytes=14
Rand. spell: MuertoMuer or Battle or Battle
End first wave of attack
If monster has been attacked
Rand. spell: Nothing or Nothing or Battle
End

[script #369] ; orig idx=369, "Zone Eater", nb. bytes=29


F0 10 D5 D5
; Rand. spell: <MB>Demi or Engulf or Engulf
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 10 D5 D5
; Rand. spell: <MB>Demi or Engulf or Engulf
FF
; End first wave of attack
FC 01 02 02
; If monster has been attacked by cmd: Protsta or Protsta, will t
arget attacker
F0 FE FE D5
; Rand. spell: Nothing or Nothing or Engulf
FE
; End If and reset targeting
FC 01 00 00
; If monster has been attacked by cmd: Golpear or Golpear, will t
arget attacker
F0 FE FE CF
; Rand. spell: Nothing or Nothing or Cold Dust

FE
FF

; End If and reset targeting


; End

[script #370] ; orig idx=370, " ", nb. bytes=49


FC 15 0D 01
; If VAR013 has all the following bit cleared: 1
F3 23 00
; Text: " Ooh_que pena tengo!<D>"
FE
; End If and reset targeting
FB 03 00
; Gau is recruited, re-arrange roster
F3 24 00
; Text: " Soy un amigo! <D> Viajemos todos juntos!<D>"
FB 09 00
; Gau came back from the Veldt, battle ends
FF
; End first wave of attack
FC 03 FE FE
; If monster has been affected by item: AntiDepresivo or AntiDepr
esivo, will target attacker
FC 15 0D 01
; If VAR013 has all the following bit cleared: 1
FB 03 00
; Gau is recruited, re-arrange roster
F9 01 0D 01
; VAR013 set bit: 1
F7 0D
; Trigger event: Gau is recruited by Sabin and Cyan, Kappa instru
ctions, fade to black
FB 02 00
; Ends battle
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F7 1C
; Trigger event: Gau is attacked and leaves + text
FB 02 00
; Ends battle
FF
; End
[script #371] ; orig idx=371, " ", nb. bytes=29
F0 EE EE 03
; Rand. spell: Battle or Battle or <MB>Lluvia
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 09 02
; Rand. spell: Battle or <MB>Misil+ or <MB>Rayo
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 08 04 08
; Rand. spell: <MB>Bio or <MB>Drena or <MB>Bio
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0B 03 02
; Monsters #2 are hidden and their HP restored, diagonal
F7 17
; Trigger event: Kefka from Leo's last fight, fade to black
FB 02 00
; Ends battle
FF
; End
[script #372] ; orig idx=372, " ", nb. bytes=52
FC 0D 00 03
; If variable VAR000 is greater than or equal to 3
F8 00 00
; Set VAR000 to 0
F1 36
; Targeting: self
F6 00 E8 E9
; Use random item: Cerveza or Ron
FE
; End If and reset targeting
F0 03 05 9B
; Rand. spell: <MB>Lluvia or <MB>Misil or Dischord
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE EE EF
; Rand. spell: Battle or Battle or Special
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 EE 1A 19
; Rand. spell: Battle or <MG>Rasp or <MG>Lento
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F3 4B 00
; Text: " La, la puerta se abre! <D> "
FB 02 00
; Ends battle
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing

F8 00 81
FF

; 1 added to VAR000
; End

[script #373]
F0 EE EE EE
FF
FC 01 05 06
et attacker
F9 01 0D 05
F9 02 0D 04
F5 00 03 04
F5 00 00 08
, suddently
F7 0E
F5 00 01 04
FF

;
;
;
;

orig idx=373, "Comunacho", nb. bytes=32


Rand. spell: Battle or Battle or Battle
End first wave of attack
If monster has been attacked by cmd: Robar or Quitar, will targ

;
;
;
;

VAR013 set bit: 5


VAR013 clear bit: 4
Monsters #3 are hidden and their HP restored, suddently
Monsters #4 , if hidden/dead, brought in with their HP restored

[script #374]
FC 1B 3B 00
F0 EE EE EF
FE
FF
FF

;
;
;
;
;
;

; Trigger event: Locke gets soldiers clothes


; Monsters #3 are killed, suddently
; End
orig idx=374, "Cadete", nb. bytes=11
If monster is in formation #59
Rand. spell: Battle or Battle or Special
End If and reset targeting
End first wave of attack
End

[script #375] ; orig idx=375, " ", nb. bytes=3


EE
; Battle
FF
; End first wave of attack
FF
; End
[script #376] ; orig idx=376, " ", nb. bytes=3
EE
; Battle
FF
; End first wave of attack
FF
; End
[script #377] ; orig idx=377, "Soldier", nb. bytes=2
FF
; End first wave of attack
FF
; End
[script #378]
F1 2B
00
05
09
F7 1A
emy #1 become
FB 02 00
FF
FF
[script #379]
FB 07 36
FC 1B 80 01
F7 13
F5 00 01 01
FE
FC 1B 81 01
F7 14
FB 02 00
FE
FC 1B 82 01

; orig idx=378, " ", nb. bytes=12


; Targeting: ??? (used by Esper vs Kefka)
; <MB>Piedra
; <MB>Misil
; <MB>Misil+
; Trigger event: Kefka (or ally #1) gets an Esper with x-zone (en
invizible)
; Ends battle
; End first wave of attack
; End
;
;
;
;
;
;
;
;
;
;
;

orig idx=379, " ", nb. bytes=66


Target self becomes untargetable
If monster is in formation #384
Trigger event: Kefka and allies at bridge intro
Monsters #1 are killed, suddently
End If and reset targeting
If monster is in formation #385
Trigger event: gate of Esper world opens
Ends battle
End If and reset targeting
If monster is in formation #386

F7 15
k
FB 02
FE
FC 1B
F7 18
FB 02
FE
FC 1B
F7 19
FB 02
FE
FC 1B
F7 1E
lack
FB 02
FE
FF
FF

; Trigger event: Espers flying by (Terra and Locke), fade to blac


00
85 01
00
86 01
00
89 01
00

;
;
;
;
;
;
;
;
;
;
;
;

Ends battle
End If and reset targeting
If monster is in formation #389
Trigger event: second wave of Espers, fade to black
Ends battle
End If and reset targeting
If monster is in formation #390
Trigger event: Locke shields Terra, Kefka laughs, fade to black
Ends battle
End If and reset targeting
If monster is in formation #393
Trigger event: Kefka (ally #2) vs Gesthal (ally #3), fades to b

;
;
;
;

Ends battle
End If and reset targeting
End first wave of attack
End

[script #380] ; orig idx=380, " ", nb. bytes=3


EE
; Battle
FF
; End first wave of attack
FF
; End
[script #381] ; orig idx=381, "Atma", nb. bytes=141
FC 14 24 00
; If VAR036 has all the following bit set: 0
F3 83 00
; Text: " Luz desconocida rodea a Atma! <D>"
FA 0C 01 00
; Monsters palette flashes to yellow briefly
F0 FE FE FE
; Rand. spell: Nothing or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
FA 0C 01 00
; Monsters palette flashes to yellow briefly
F0 FE FE FE
; Rand. spell: Nothing or Nothing or Nothing
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
FA 0B 01 00
; Monsters palette flashes to yellow
F1 47
; Targeting: use normal targeting
14
; <MB>Ultima
F9 02 24 00
; VAR036 clear bit: 0
FE
; End If and reset targeting
FC 06 36 FF
; If target self has less or equal than 32640 HP
F1 47
; Targeting: use normal targeting
F0 09 8D 15
; Rand. spell: <MB>Misil+ or CleanSweep or <MB>Temblr
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 09 13 C6
; Rand. spell: <MB>Misil+ or <MB>Meteor or Flare Star
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 13 15 8D
; Rand. spell: <MB>Meteor or <MB>Temblr or CleanSweep
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F1 47
; Targeting: use normal targeting
F0 09 09 C6
; Rand. spell: <MB>Misil+ or <MB>Misil+ or Flare Star
FE
; End If and reset targeting
FC 15 24 03
; If VAR036 has all the following bit cleared: 3
F3 8B 00
; Text: " ntido de todo_ <D> Y ya tengo una respuesta_<D>"
FA 0B 01 00
; Monsters palette flashes to yellow

F9 01 24 03
; VAR036 set bit: 3
FE
; End If and reset targeting
F0 09 0A CC
; Rand. spell: <MB>Misil+ or Cancion or S. Cross
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 0B 0A 09
; Rand. spell: <MB>Piedr3 or Cancion or <MB>Misil+
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 0B 0B CC
; Rand. spell: <MB>Piedr3 or <MB>Piedr3 or S. Cross
FD
; Wait until the attack sequence is called upon again, then conti
nue (reset targeting)
F0 09 C5 C5
; Rand. spell: <MB>Misil+ or N. Cross or N. Cross
FF
; End first wave of attack
FC 12 00 00
; If following monster is/are dead:
F5 0C 01 FF
; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE
; End If and reset targeting
FC 05 00 00
; If monster has been attacked
FC 15 24 00
; If VAR036 has all the following bit cleared: 0
F0 EE FE FE
; Rand. spell: Battle or Nothing or Nothing
F8 03 81
; 1 added to VAR003
FC 0D 03 0C
; If variable VAR003 is greater than or equal to 12
F9 01 24 00
; VAR036 set bit: 0
F8 03 00
; Set VAR003 to 0
FF
; End
[script #382] ; orig idx=382, " ", nb. bytes=3
EE
; Battle
FF
; End first wave of attack
FF
; End
[script #383] ; orig idx=383, " ", nb. bytes=3
EE
; Battle
FF
; End first wave of attack
FF
; End

Minat Terkait