NAME BYTE OFFSET BATTLE SCRIPT
__Belome [C9] 39468C 00 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
__Boomer (blue) [74] 393D1D FC 0A 06 00 ;if attack phase counter at: 6 EF 41 ;1 spell: Lightning Orb E8 06 ;zero out attack phase counter FE ;wait 1 turn, recheck ifs from start 01 ;1 attack: attack FD ;wait 1 turn 01 ;1 attack: attack FD ;wait 1 turn 82 ;1 attack: 82 FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
__Bundt object [D6] 394967 00 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
__Corkpedite [B7] 393FB8 FC 12 00 01 ;if variable $00, bit 01 clear 00 ;1 attack: attack FD ;wait 1 turn E0 00 59 59 ;3 attacks: attack/attack/attack FD ;wait 1 turn E0 00 00 5C ;3 attacks: attack/attack/Fear Roulette FD ;wait 1 turn FE ;wait 1 turn, recheck ifs from start ED 07 ;generate random number between 0 and 7 FC 0C 05 03 ;if generated number is less than 3 EF 40 ;1 spell: Drain E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E0 00 00 5C ;3 attacks: attack/attack/Fear Roulette FF ;end common commands, start counter commands FC 07 88 13 ;if HP is below: 5000 E7 00 00 01 ;set variable $00, bit 01 FE ;wait 1 turn, recheck ifs from start FF ;end all
__Croco [F2] 3955A9 00 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
__Exor (mouth) [E8] 3950D0 FF ;end common commands, start counter commands FF ;end all
__Geno redemption [84] 393D2E 03 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
__Gunyolk (yellow) [73] 393D11 FC 0A 06 00 ;if attack phase counter at: 6 EF 41 ;1 spell: Lightning Orb E8 06 ;zero out attack phase counter FE ;wait 1 turn, recheck ifs from start 05 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
__little bird [85] 393BAE FC 13 92 01 ;if monster is in formation: $192 F0 40 40 46 ;3 spells: Drain/Drain/Mega Drain FE ;wait 1 turn, recheck ifs from start 02 ;1 attack: attack FD ;wait 1 turn 02 ;1 attack: attack FD ;wait 1 turn EF 51 ;1 spell: Flame Wall FD ;wait 1 turn FF ;end common commands, start counter commands FE ;wait 1 turn, recheck ifs from start FF ;end all
__nothing [82] 393BC1 E7 00 0F 01 ;set variable $0F, bit 01 E0 06 06 45 ;3 attacks: attack/attack/Carni-Kiss E7 01 0F 01 ;clear variable $0F, bit 01 FF ;end common commands, start counter commands FF ;end all
__nothing [81] 393BF3 FC 10 00 1C ;if target is alive: all allies, excluding self E2 25 ;targetting: random opponent 0A ;1 attack: attack FE ;wait 1 turn, recheck ifs from start E2 1B ;targetting: self EF 5F ;1 spell: Knock Out FF ;end common commands, start counter commands FF ;end all
__nothing [83] 393C5F FC 11 04 01 ;if variable $04, bit 01 set E2 1F ;targetting: random ally, or self F0 5D 5D 5E ;3 spells: Corona/Corona/Meteor Swarm E7 01 04 01 ;clear variable $04, bit 01 FE ;wait 1 turn, recheck ifs from start E0 FB 0C 2B ;3 attacks: nothing/attack/Mush Funk FD ;wait 1 turn E0 0C 0C 2C ;3 attacks: attack/attack/S'crow Funk FD ;wait 1 turn FF ;end common commands, start counter commands FC 01 03 03 ;if monster has been attacked by command: Special/Special E7 00 04 01 ;set variable $04, bit 01 FE ;wait 1 turn, recheck ifs from start FF ;end all
__nothing [4E] 393C99 ED 07 ;generate random number between 0 and 7 FC 0C 05 03 ;if generated number is less than 3 E0 07 07 4B ;3 attacks: attack/attack/Deathsickle E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start EF 4D ;1 spell: Escape FF ;end common commands, start counter commands FF ;end all
__Pile Driver (body) [8D] 393CB9 FC 10 00 1C ;if target is alive: all allies, excluding self E2 25 ;targetting: random opponent FD ;wait 1 turn FE ;wait 1 turn, recheck ifs from start 65 ;1 attack: spike shot EA 00 00 1B ;target is removed from battle: self FF ;end common commands, start counter commands FC 10 01 1B ;if target is dead: self EA 00 00 1E ;target is removed from battle: all allies, and self FE ;wait 1 turn, recheck ifs from start FF ;end all
__purple Bahamutt [6F] 393D00 E0 01 01 4D ;3 attacks: attack/attack/Somnus Waltz FD ;wait 1 turn E0 01 01 4D ;3 attacks: attack/attack/Somnus Waltz FD ;wait 1 turn F0 42 42 43 ;3 spells: Flame/Flame/Bolt FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
__Thwomp [B9] 393D85 00 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
__Toadstool (captive) [A0] 393E3F FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 F2 00 00 ;target becomes untargettable: self E3 18 ;battle dialogue: "TOADSTOOL: Don't let Bowser bruise you, ..." E3 19 ;battle dialogue: "BOWSER: Mario! Prepare yourself for the ..." FE ;wait 1 turn, recheck ifs from start FC 0A 03 00 ;if attack phase counter at: 3 E8 06 ;zero out attack phase counter E3 0E ;battle dialogue: "TOADSTOOL: Mario! The chain! Aim for ..." FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FF ;end all
Aero [E7] 3950CD 00 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
Alley Rat [4F] 393682 ED 07 ;generate random number between 0 and 7 FC 0C 05 06 ;if generated number is less than 6 E7 00 0F 01 ;set variable $0F, bit 01 E0 06 06 44 ;3 attacks: attack/attack/Poison E7 01 0F 01 ;clear variable $0F, bit 01 E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E2 1B ;targetting: self EF 4D ;1 spell: Escape FF ;end common commands, start counter commands FF ;end all
Amanita [08] 3933F0 E0 03 03 36 ;3 attacks: attack/attack/Sporocyst FD ;wait 1 turn 03 ;1 attack: attack FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack 03 ;1 attack: attack FE ;wait 1 turn, recheck ifs from start FF ;end all
Ameboid [1D] 393B04 E0 02 30 31 ;3 attacks: attack/Viro Plasm/Psycho Plasm FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack FC 12 00 01 ;if variable $00, bit 01 clear E7 00 00 01 ;set variable $00, bit 01 EA 01 00 29 ;target is called to battle: monster 2 (restore) EA 01 00 2A ;target is called to battle: monster 3 (restore) EA 01 00 2B ;target is called to battle: monster 4 (restore) EA 01 00 2C ;target is called to battle: monster 5 (restore) FE ;wait 1 turn, recheck ifs from start FF ;end all
Apprentice [80] 393BCF ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 52 43 43 ;3 spells: Static E!/Bolt/Bolt E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E0 03 1D 26 ;3 attacks: attack/bullet bill/Gunk Ball FF ;end common commands, start counter commands FC 10 01 27 ;if target is dead: at least one ally E6 00 00 ;increment variable $00 FC 0D 00 03 ;if variable $00 is greater than/equal to 3 F2 01 01 ;target becomes targettable: monster 1 E3 45 ;battle dialogue: "BOOSTER: Harumph! Just as I thought! It ..." FE ;wait 1 turn, recheck ifs from start FF ;end all
Arachne [3B] 3933C5 E0 01 01 2A ;3 attacks: attack/attack/Venom Drool FF ;end common commands, start counter commands FF ;end all
Armored Ant [6A] 39396E FC 12 04 01 ;if variable $04, bit 01 clear FC 14 00 00 ;if only one monster alive E7 00 04 01 ;set variable $04, bit 01 E2 1B ;targetting: self 7B ;1 attack: Vigor up! E2 25 ;targetting: random opponent 01 ;1 attack: attack FE ;wait 1 turn, recheck ifs from start E0 01 27 01 ;3 attacks: attack/Endobubble/attack FF ;end common commands, start counter commands FF ;end all
Artichoker [3A] 3934D4 ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 EF 52 ;1 spell: Static E! E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E0 01 28 2D ;3 attacks: attack/water droplet/Stench FF ;end common commands, start counter commands FC 01 03 03 ;if monster has been attacked by command: Special/Special E2 1F ;targetting: random ally, or self EF 4F ;1 spell: Recover E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FF ;end all
Axem Black [E5] 394EC8 FC 11 03 02 ;if variable $03, bit 02 set FE ;wait 1 turn, recheck ifs from start E0 05 05 19 ;3 attacks: attack/attack/bomb throw FC 10 00 24 ;if target is alive: at least one opponent E0 05 05 19 ;3 attacks: attack/attack/bomb throw FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 0D 0F 04 ;if variable $0F is greater than/equal to 4 F2 00 00 ;target becomes untargettable: self F2 01 01 ;target becomes targettable: monster 1 E7 00 03 02 ;set variable $03, bit 02 E7 00 02 01 ;set variable $02, bit 01 E5 43 ;battle scene: Axem Rangers group formation FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 E6 00 0F ;increment variable $0F F2 00 00 ;target becomes untargettable: self E7 00 03 02 ;set variable $03, bit 02 E5 40 ;battle scene: Axem Black quits FE ;wait 1 turn, recheck ifs from start FC 01 03 03 ;if monster has been attacked by command: Special/Special 1A ;1 attack: Spritz Bomb FE ;wait 1 turn, recheck ifs from start FF ;end all
Axem Green [D3] 394E33 FC 11 03 10 ;if variable $03, bit 10 set FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 06 ;if generated number is less than 6 F0 56 59 52 ;3 spells: Meteor Blast/Solidify/Static E! FE ;wait 1 turn, recheck ifs from start E0 03 03 3B ;3 attacks: attack/attack/Elegy FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 0D 0F 04 ;if variable $0F is greater than/equal to 4 F2 00 00 ;target becomes untargettable: self F2 01 01 ;target becomes targettable: monster 1 E7 00 03 10 ;set variable $03, bit 10 E7 00 02 01 ;set variable $02, bit 01 E5 43 ;battle scene: Axem Rangers group formation FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 E6 00 0F ;increment variable $0F F2 00 00 ;target becomes untargettable: self E7 00 03 10 ;set variable $03, bit 10 E5 42 ;battle scene: Axem Green quits FE ;wait 1 turn, recheck ifs from start FF ;end all
Axem Pink [E4] 394E75 FC 11 03 01 ;if variable $03, bit 01 set FE ;wait 1 turn, recheck ifs from start FC 0D 0F 01 ;if variable $0F is greater than/equal to 1 FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 EF 5A ;1 spell: Petal Blast FE ;wait 1 turn, recheck ifs from start E2 1F ;targetting: random ally, or self F0 4F 4F 50 ;3 spells: Recover/Recover/Mega Recover E2 25 ;targetting: random opponent FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 0D 0F 04 ;if variable $0F is greater than/equal to 4 F2 00 00 ;target becomes untargettable: self F2 01 01 ;target becomes targettable: monster 1 E7 00 03 01 ;set variable $03, bit 01 E7 00 02 01 ;set variable $02, bit 01 E5 43 ;battle scene: Axem Rangers group formation FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 E6 00 0F ;increment variable $0F F2 00 00 ;target becomes untargettable: self E7 00 03 01 ;set variable $03, bit 01 E5 3F ;battle scene: Axem Pink quits FE ;wait 1 turn, recheck ifs from start FC 01 03 03 ;if monster has been attacked by command: Special/Special E2 25 ;targetting: random opponent E0 FB 03 33 ;3 attacks: nothing/attack/light ball (Sleep) FE ;wait 1 turn, recheck ifs from start FF ;end all
Axem Rangers [F5] 394D6C FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E5 3E ;battle scene: Axem Rangers intro scene F2 00 00 ;target becomes untargettable: self FE ;wait 1 turn, recheck ifs from start FC 12 04 02 ;if variable $04, bit 02 clear FC 11 02 01 ;if variable $02, bit 01 set E7 00 04 02 ;set variable $04, bit 02 E3 B4 ;battle dialogue: "Force Beam energized! Maximum charge!" E3 B5 ;battle dialogue: "NOW! Fire the BREAKER!!" EF 61 ;1 spell: Breaker Beam FE ;wait 1 turn, recheck ifs from start FC 11 02 01 ;if variable $02, bit 01 set FC 0D 0D 01 ;if variable $0D is greater than/equal to 1 E8 0D ;zero out variable $0D EF 61 ;1 spell: Breaker Beam FE ;wait 1 turn, recheck ifs from start FC 11 02 01 ;if variable $02, bit 01 set E3 DE ;battle dialogue: "Recharging!!" E6 00 0D ;increment variable $0D FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E5 45 ;battle scene: Axem Rangers are defeated EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Axem Red [D2] 394DEC FC 11 03 04 ;if variable $03, bit 04 set FE ;wait 1 turn, recheck ifs from start FC 0D 0F 02 ;if variable $0F is greater than/equal to 2 FC 12 04 02 ;if variable $04, bit 02 clear E7 00 04 02 ;set variable $04, bit 02 E2 1B ;targetting: self 7B ;1 attack: Vigor up! E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start E0 01 01 1F ;3 attacks: attack/attack/orb shot FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 0D 0F 04 ;if variable $0F is greater than/equal to 4 F2 00 00 ;target becomes untargettable: self F2 01 01 ;target becomes targettable: monster 1 E7 00 03 04 ;set variable $03, bit 04 E7 00 02 01 ;set variable $02, bit 01 E5 43 ;battle scene: Axem Rangers group formation FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 E6 00 0F ;increment variable $0F F2 00 00 ;target becomes untargettable: self E7 00 03 04 ;set variable $03, bit 04 E5 44 ;battle scene: Axem Red quits FE ;wait 1 turn, recheck ifs from start FF ;end all
Axem Yellow [CF] 394DB1 FC 11 03 08 ;if variable $03, bit 08 set FE ;wait 1 turn, recheck ifs from start E0 02 02 28 ;3 attacks: attack/attack/water droplet FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 0D 0F 04 ;if variable $0F is greater than/equal to 4 F2 00 00 ;target becomes untargettable: self F2 01 01 ;target becomes targettable: monster 1 E7 00 03 08 ;set variable $03, bit 08 E7 00 02 01 ;set variable $02, bit 01 E5 43 ;battle scene: Axem Rangers group formation FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 E6 00 0F ;increment variable $0F F2 00 00 ;target becomes untargettable: self E7 00 03 08 ;set variable $03, bit 08 E5 41 ;battle scene: Axem Yellow quits FE ;wait 1 turn, recheck ifs from start FC 01 02 02 ;if monster has been attacked by command: Attack/Attack 3F ;1 attack: Body Slam FE ;wait 1 turn, recheck ifs from start FF ;end all
Baba Yaga [27] 393C01 FC 11 04 01 ;if variable $04, bit 01 set E2 1B ;targetting: self 11 ;1 attack: Thornet E7 01 04 01 ;clear variable $04, bit 01 E7 00 04 02 ;set variable $04, bit 02 FE ;wait 1 turn, recheck ifs from start FC 10 00 1C ;if target is alive: all allies, excluding self E0 01 01 2A ;3 attacks: attack/attack/Venom Drool FE ;wait 1 turn, recheck ifs from start FC 11 04 02 ;if variable $04, bit 02 set F0 53 50 53 ;3 spells: Sand Storm/Mega Recover/Sand Storm FE ;wait 1 turn, recheck ifs from start E7 00 04 01 ;set variable $04, bit 01 01 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
Bahamutt [2F] 395896 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 02 ;if generated number is less than 2 F0 51 42 40 ;3 spells: Flame Wall/Flame/Drain FE ;wait 1 turn, recheck ifs from start E0 03 42 1B ;3 attacks: attack/Iron Maiden/rock throw A FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 13 65 01 ;if monster is in formation: $165 E8 00 ;zero out variable $00 F2 01 01 ;target becomes targettable: monster 1 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Bandana Blue [4B] 39365D E0 01 01 50 ;3 attacks: attack/attack/Pierce FD ;wait 1 turn 01 ;1 attack: attack FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Bandana Red [0B] 39364E FC 14 00 00 ;if only one monster alive E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start E0 01 01 4F ;3 attacks: attack/attack/Skewer FF ;end common commands, start counter commands FF ;end all
Bb-Bomb [AE] 393D78 E5 2A ;battle scene: Bb-bombs explode EC ;exit battle FF ;end common commands, start counter commands FF ;end all
Belome (1st time) [C7] 39439E FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E3 15 ;battle dialogue: "BELOME: Ooooh! Room service has been ..." E2 04 ;targetting: Mallow 01 ;1 attack: attack E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FC 07 2C 01 ;if HP is below: 300 FC 12 04 02 ;if variable $04, bit 02 clear E7 00 04 02 ;set variable $04, bit 02 E3 16 ;battle dialogue: "BELOME: Stick for a body, head full of ..." E2 00 ;targetting: Mario 2C ;1 attack: S'crow Funk E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FC 0A 03 00 ;if attack phase counter at: 3 FC 12 00 01 ;if variable $00, bit 01 clear FC 09 04 40 ;if target: Mallow, is not affected by ailment: Scarecrow FC 09 04 02 ;if target: Mallow, is not affected by ailment: Sleep FC 10 00 00 ;if target is alive: Mario FC 10 00 04 ;if target is alive: Mallow E2 04 ;targetting: Mallow E5 02 ;battle scene: Belome swallows Mallow E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FC 11 00 01 ;if variable $00, bit 01 set E2 00 ;targetting: Mario 01 ;1 attack: attack E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FC 11 04 02 ;if variable $04, bit 02 set E0 01 2C 29 ;3 attacks: attack/S'crow Funk/Sleep-Sauce FE ;wait 1 turn, recheck ifs from start E0 01 01 29 ;3 attacks: attack/attack/Sleep-Sauce FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 11 00 01 ;if variable $00, bit 01 set E5 06 ;battle scene: Belome spits out Mallow E3 17 ;battle dialogue: "BELOME: If you defeat me, you STILL ..." F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 E3 17 ;battle dialogue: "BELOME: If you defeat me, you STILL ..." F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked FC 11 00 01 ;if variable $00, bit 01 set FC 0D 01 02 ;if variable $01 is greater than/equal to 2 E7 01 00 01 ;clear variable $00, bit 01 E8 06 ;zero out attack phase counter E5 06 ;battle scene: Belome spits out Mallow FE ;wait 1 turn, recheck ifs from start FC 01 03 03 ;if monster has been attacked by command: Special/Special E6 00 01 ;increment variable $01 E6 00 01 ;increment variable $01 FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked E6 00 01 ;increment variable $01 FE ;wait 1 turn, recheck ifs from start FF ;end all
Belome (2nd time) [C8] 394442 FC 12 04 80 ;if variable $04, bit 80 clear FC 11 04 01 ;if variable $04, bit 01 set E7 00 04 80 ;set variable $04, bit 80 E3 AF ;battle dialogue: "BELOME: I never forget a taste! In ..." E5 3B ;battle scene: Belome confronts character: "You all LOOK..." E5 3C ;battle scene: Belome clones someone E6 00 00 ;increment variable $00 E7 01 04 01 ;clear variable $04, bit 01 FE ;wait 1 turn, recheck ifs from start FC 11 04 01 ;if variable $04, bit 01 set E5 3B ;battle scene: Belome confronts character: "You all LOOK..." E5 3C ;battle scene: Belome clones someone E6 00 00 ;increment variable $00 E7 01 04 01 ;clear variable $04, bit 01 FE ;wait 1 turn, recheck ifs from start ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 5B 57 57 ;3 spells: Aurora Flash/Light Beam/Light Beam E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E0 01 01 3A ;3 attacks: attack/attack/Lulla-Bye FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E3 B0 ;battle dialogue: "BELOME: Oh, no, not again! I'm ..." F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked FC 0C 00 02 ;if variable $00 is less than 2 E7 00 04 01 ;set variable $04, bit 01 FE ;wait 1 turn, recheck ifs from start FF ;end all
Big Bertha [65] 393A57 1D ;1 attack: bullet bill FD ;wait 1 turn E0 1D 1D 1E ;3 attacks: bullet bill/bullet bill/Blazer FF ;end common commands, start counter commands FF ;end all
Birdo [CD] 394779 FC 0D 00 03 ;if variable $00 is greater than/equal to 3 FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E3 CE ;battle dialogue: "BIRDO: Tee, hee! Ouch, you're hurting ..." 74 ;1 attack: 1-egg shot FE ;wait 1 turn, recheck ifs from start FC 11 04 01 ;if variable $04, bit 01 set E0 73 74 74 ;3 attacks: 3-egg shot/1-egg shot/1-egg shot FE ;wait 1 turn, recheck ifs from start 73 ;1 attack: 3-egg shot FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E3 CF ;battle dialogue: "BIRDO: Oh, I'm never gonna let ya go. ..." F1 03 ;execute special animation sequence E7 00 0F 01 ;set variable $0F, bit 01 EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked E6 00 00 ;increment variable $00 FE ;wait 1 turn, recheck ifs from start FF ;end all
Birdo (Intro) [AD] 393D6E F1 05 ;execute special animation sequence E2 11 ;targetting: character in slot 2 73 ;1 attack: 3-egg shot F1 05 ;execute special animation sequence EC ;exit battle FF ;end common commands, start counter commands FF ;end all
Birdy [0D] 393802 FC 11 04 01 ;if variable $04, bit 01 set E3 D1 ;battle dialogue: "CAUTION: Confused monster!" E2 1F ;targetting: random ally, or self 00 ;1 attack: attack E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start E0 0A 0A 47 ;3 attacks: attack/attack/Grinder FF ;end common commands, start counter commands ED 07 ;generate random number between 0 and 7 FC 12 04 01 ;if variable $04, bit 01 clear FC 01 03 03 ;if monster has been attacked by command: Special/Special FC 0C 05 04 ;if generated number is less than 4 E3 D0 ;battle dialogue: "The monster is stunned!" E7 00 04 01 ;set variable $04, bit 01 FE ;wait 1 turn, recheck ifs from start FF ;end all
Blaster [25] 393541 FC 0A 03 00 ;if attack phase counter at: 3 1E ;1 attack: Blazer E8 06 ;zero out attack phase counter FE ;wait 1 turn, recheck ifs from start E0 1D 1D FB ;3 attacks: bullet bill/bullet bill/nothing FF ;end common commands, start counter commands FF ;end all
Bloober [0A] 393629 E0 08 08 25 ;3 attacks: attack/attack/Ink Blast FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start FF ;end all
Bluebird [4D] 393829 FC 11 04 01 ;if variable $04, bit 01 set E3 D1 ;battle dialogue: "CAUTION: Confused monster!" E2 1F ;targetting: random ally, or self 00 ;1 attack: attack E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FC 11 04 01 ;if variable $04, bit 01 set E0 0A 0A 47 ;3 attacks: attack/attack/Grinder FE ;wait 1 turn, recheck ifs from start FC 0C 05 04 ;if generated number is less than 4 F0 44 44 54 ;3 spells: Crystal/Crystal/Blizzard FE ;wait 1 turn, recheck ifs from start E0 0A 0A 47 ;3 attacks: attack/attack/Grinder FF ;end common commands, start counter commands ED 07 ;generate random number between 0 and 7 FC 12 04 01 ;if variable $04, bit 01 clear FC 01 02 02 ;if monster has been attacked by command: Attack/Attack FC 0C 05 04 ;if generated number is less than 4 E3 D0 ;battle dialogue: "The monster is stunned!" E7 00 04 01 ;set variable $04, bit 01 FE ;wait 1 turn, recheck ifs from start FF ;end all
Bob-Omb [19] 39346C E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 FE ;wait 1 turn, recheck ifs from start 55 ;1 attack: self-destruct A EA 00 00 1B ;target is removed from battle: self FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 04 40 00 ;if monster has been affected by element: Fire 55 ;1 attack: self-destruct A E6 00 01 ;increment variable $01 EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Body [8C] 3939A0 FC 10 00 13 ;if target is alive: monster 1 FE ;wait 1 turn, recheck ifs from start 54 ;1 attack: Migraine EA 00 00 1B ;target is removed from battle: self FF ;end common commands, start counter commands FF ;end all
Bodyguard [E1] 394B44 ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 0D ;1 attack: attack E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start F0 FB 40 40 ;3 spells: nothing/Drain/Drain FF ;end common commands, start counter commands FC 10 01 27 ;if target is dead: at least one ally E6 00 00 ;increment variable $00 FC 0D 00 04 ;if variable $00 is greater than/equal to 4 E7 01 03 01 ;clear variable $03, bit 01 FC 11 03 80 ;if variable $03, bit 80 set E7 01 03 80 ;clear variable $03, bit 80 F2 01 01 ;target becomes targettable: monster 1 E5 05 ;battle scene: Mack returns to battle FE ;wait 1 turn, recheck ifs from start FF ;end all
Boomer [34] 3958C8 FC 0D 03 02 ;if variable $03 is greater than/equal to 2 FC 11 02 02 ;if variable $02, bit 02 set E7 01 02 02 ;clear variable $02, bit 02 E7 00 02 01 ;set variable $02, bit 01 E8 03 ;zero out variable $03 E2 1B ;targetting: self F1 08 ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FC 0D 03 02 ;if variable $03 is greater than/equal to 2 FC 11 02 01 ;if variable $02, bit 01 set E7 01 02 01 ;clear variable $02, bit 01 E7 00 02 02 ;set variable $02, bit 02 E8 03 ;zero out variable $03 E2 1B ;targetting: self F1 09 ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E0 01 01 4F ;3 attacks: attack/attack/Skewer E6 00 03 ;increment variable $03 FE ;wait 1 turn, recheck ifs from start F0 54 4A 4B ;3 spells: Blizzard/Blast/Storm E6 00 03 ;increment variable $03 FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E5 4C ;battle scene: Boomer is defeated, chandelier crashes EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 11 02 01 ;if variable $02, bit 01 set FC 01 03 03 ;if monster has been attacked by command: Special/Special E0 80 FB FB ;3 attacks: Shaker/nothing/nothing FE ;wait 1 turn, recheck ifs from start FC 11 02 02 ;if variable $02, bit 02 set FC 01 02 02 ;if monster has been attacked by command: Attack/Attack E0 80 FB FB ;3 attacks: Shaker/nothing/nothing FE ;wait 1 turn, recheck ifs from start FF ;end all
Booster [F6] 3955C6 FC 14 00 00 ;if only one monster alive FC 07 F4 01 ;if HP is below: 500 E0 01 1A 72 ;3 attacks: attack/Spritz Bomb/Loco Express FE ;wait 1 turn, recheck ifs from start FC 14 00 00 ;if only one monster alive E0 01 19 01 ;3 attacks: attack/bomb throw/attack FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FF ;end all
Booster [F7] 395602 00 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
Bowser [F4] 3955AC FC 12 04 01 ;if variable $04, bit 01 clear FC 0A 06 00 ;if attack phase counter at: 6 E7 00 04 01 ;set variable $04, bit 01 E3 1A ;battle dialogue: "BOWSER: What a joke!! Put some muscle ..." EB 00 1B ;target becomes invincible: self E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start E0 64 64 65 ;3 attacks: claw strike/claw strike/spike shot FF ;end common commands, start counter commands FF ;end all
Bowser Clone [9B] 394560 E0 64 64 65 ;3 attacks: claw strike/claw strike/spike shot FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 11 04 01 ;if variable $04, bit 01 set E7 01 0E 02 ;clear variable $0E, bit 02 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 E7 01 0E 01 ;clear variable $0E, bit 01 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self FC 11 04 01 ;if variable $04, bit 01 set E7 01 0E 02 ;clear variable $0E, bit 02 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self E7 01 0E 01 ;clear variable $0E, bit 01 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Bowyer [E6] 394F84 FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E3 32 ;battle dialogue: "BOWYER: NYAAA!! Now 3 against one! Nyat ..." F1 00 ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FC 0A 02 00 ;if attack phase counter at: 2 FC 0D 00 10 ;if variable $00 is greater than/equal to 16 E8 00 ;zero out variable $00 E8 01 ;zero out variable $01 E8 06 ;zero out attack phase counter F3 00 07 ;enable command: ALL F3 01 01 ;disable command: Attack E7 00 01 01 ;set variable $01, bit 01 66 ;1 attack: button-lock A F0 52 52 43 ;3 spells: Static E!/Static E!/Bolt FE ;wait 1 turn, recheck ifs from start FC 0A 02 00 ;if attack phase counter at: 2 FC 0D 00 06 ;if variable $00 is greater than/equal to 6 E8 00 ;zero out variable $00 E8 01 ;zero out variable $01 E8 06 ;zero out attack phase counter F3 00 07 ;enable command: ALL F3 01 02 ;disable command: Special E7 00 01 02 ;set variable $01, bit 02 67 ;1 attack: button-lock X E0 69 69 6A ;3 attacks: arrow shot/arrow shot/G'night FE ;wait 1 turn, recheck ifs from start FC 0A 02 00 ;if attack phase counter at: 2 E8 00 ;zero out variable $00 E8 01 ;zero out variable $01 E8 06 ;zero out attack phase counter F3 00 07 ;enable command: ALL F3 01 04 ;disable command: Item E7 00 01 04 ;set variable $01, bit 04 68 ;1 attack: button-lock Y FE ;wait 1 turn, recheck ifs from start FC 11 01 01 ;if variable $01, bit 01 set F0 52 52 43 ;3 spells: Static E!/Static E!/Bolt FE ;wait 1 turn, recheck ifs from start FC 11 01 02 ;if variable $01, bit 02 set E0 69 69 6A ;3 attacks: arrow shot/arrow shot/G'night FE ;wait 1 turn, recheck ifs from start ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 41 41 43 ;3 spells: Lightning Orb/Lightning Orb/Bolt E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start 69 ;1 attack: arrow shot FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 03 89 89 ;if monster has been affected by item: Carbo Cookie/Carbo Cookie E8 00 ;zero out variable $00 E8 01 ;zero out variable $01 E8 06 ;zero out attack phase counter F3 00 07 ;enable command: ALL FE ;wait 1 turn, recheck ifs from start FC 01 02 02 ;if monster has been attacked by command: Attack/Attack E6 00 00 ;increment variable $00 E6 00 00 ;increment variable $00 E6 00 00 ;increment variable $00 E6 00 00 ;increment variable $00 FE ;wait 1 turn, recheck ifs from start FC 01 03 03 ;if monster has been attacked by command: Special/Special E6 00 00 ;increment variable $00 E6 00 00 ;increment variable $00 FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked E6 00 00 ;increment variable $00 FE ;wait 1 turn, recheck ifs from start FF ;end all
Box Boy [86] 393DBC FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 F1 07 ;execute special animation sequence EA 01 00 29 ;target is called to battle: monster 2 (restore) E3 D8 ;battle dialogue: "Monsters are inside!" FE ;wait 1 turn, recheck ifs from start E0 00 45 41 ;3 attacks: attack/Carni-Kiss/Scream FF ;end common commands, start counter commands FC 01 03 03 ;if monster has been attacked by command: Special/Special F0 58 4A 4A ;3 spells: Water Blast/Blast/Blast FE ;wait 1 turn, recheck ifs from start FF ;end all
Bundt [C2] 3940CA FC 12 00 01 ;if variable $00, bit 01 clear FE ;wait 1 turn, recheck ifs from start ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E7 00 0F 01 ;set variable $0F, bit 01 E0 00 1F 3A ;3 attacks: attack/orb shot/Lulla-Bye E7 01 0F 01 ;clear variable $0F, bit 01 E8 05 ;zero out RNG variable FC 0D 07 01 ;if variable $07 is greater than/equal to 1 E6 01 07 ;decrement variable $07 FE ;wait 1 turn, recheck ifs from start F0 48 54 54 ;3 spells: Diamond Saw/Blizzard/Blizzard FC 0D 07 01 ;if variable $07 is greater than/equal to 1 E6 01 07 ;decrement variable $07 FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 C8 00 ;if HP is below: 200 FC 12 00 02 ;if variable $00, bit 02 clear E7 00 00 02 ;set variable $00, bit 02 E5 1F ;battle scene: Bundt moves, Assistant pokes Torte FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 FC 12 00 01 ;if variable $00, bit 01 clear FC 11 00 02 ;if variable $00, bit 02 set E7 00 00 01 ;set variable $00, bit 01 E5 20 ;battle scene: Bundt moves again, both cooks run away EA 00 00 15 ;target is removed from battle: monster 3 EA 00 00 16 ;target is removed from battle: monster 4 E5 21 ;battle scene: candles appear on Bundt F2 00 03 ;target becomes untargettable: monster 3 E5 22 ;battle scene: "Blow those candles out!" FE ;wait 1 turn, recheck ifs from start FC 0D 07 05 ;if variable $07 is greater than/equal to 5 F2 01 03 ;target becomes targettable: monster 3 EA 00 00 15 ;target is removed from battle: monster 3 F1 06 ;execute special animation sequence F2 01 02 ;target becomes targettable: monster 2 EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 01 02 02 ;if monster has been attacked by command: Attack/Attack FC 11 00 01 ;if variable $00, bit 01 set E6 00 07 ;increment variable $07 FE ;wait 1 turn, recheck ifs from start FF ;end all
Buzzer [1C] 3933FE FC 14 00 00 ;if only one monster alive E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start E0 0A 0A 11 ;3 attacks: attack/attack/Thornet FF ;end common commands, start counter commands FC 04 40 00 ;if monster has been affected by element: Fire E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start FF ;end all
Candle [FE] 395759 FC 0A 03 00 ;if attack phase counter at: 3 F2 01 00 ;target becomes targettable: self E8 06 ;zero out attack phase counter FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 05 00 00 ;if monster has been attacked F2 00 00 ;target becomes untargettable: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Carroboscis [3C] 3934F0 E0 0B 0B 22 ;3 attacks: attack/attack/S'crow Bell FD ;wait 1 turn E0 24 22 23 ;3 attacks: Spore Chimes/S'crow Bell/Doom Reverb FD ;wait 1 turn E0 0B 0B 24 ;3 attacks: attack/attack/Spore Chimes FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Chained Kong [66] 393968 E0 03 1C 03 ;3 attacks: attack/rock throw B/attack FF ;end common commands, start counter commands FF ;end all
Chester [8B] 393DDC FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 F1 07 ;execute special animation sequence EA 01 00 29 ;target is called to battle: monster 2 (restore) E3 D8 ;battle dialogue: "Monsters are inside!" FE ;wait 1 turn, recheck ifs from start FC 12 04 01 ;if variable $04, bit 01 clear EF 45 ;1 spell: Flame Stone E7 00 04 01 ;set variable $04, bit 01 FE ;wait 1 turn, recheck ifs from start EF 53 ;1 spell: Sand Storm FD ;wait 1 turn F0 50 50 51 ;3 spells: Mega Recover/Mega Recover/Flame Wall FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Chewy [47] 3937B1 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 04 ;1 attack: attack FE ;wait 1 turn, recheck ifs from start F0 FB 40 46 ;3 spells: nothing/Drain/Mega Drain FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack 34 ;1 attack: Pollen Nap FE ;wait 1 turn, recheck ifs from start FF ;end all
Chomp [16] 393536 E0 00 42 42 ;3 attacks: attack/Iron Maiden/Iron Maiden FD ;wait 1 turn 00 ;1 attack: attack FD ;wait 1 turn 45 ;1 attack: Carni-Kiss FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Chomp Chomp [56] 393791 E0 00 00 45 ;3 attacks: attack/attack/Carni-Kiss FF ;end common commands, start counter commands FF ;end all
Chompweed [B4] 393D82 00 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
Chow [50] 39371F E0 01 01 44 ;3 attacks: attack/attack/Poison FD ;wait 1 turn 40 ;1 attack: Howl FD ;wait 1 turn E0 01 01 46 ;3 attacks: attack/attack/Claw FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Clerk [32] 395946 FC 12 04 01 ;if variable $04, bit 01 clear FC 14 00 00 ;if only one monster alive E7 00 04 01 ;set variable $04, bit 01 E2 1B ;targetting: self 61 ;1 attack: Valor Up E2 1B ;targetting: self 7B ;1 attack: Vigor up! E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start E0 01 01 19 ;3 attacks: attack/attack/bomb throw FF ;end common commands, start counter commands FF ;end all
Cloaker [DD] 3949FE E0 01 01 1C ;3 attacks: attack/attack/rock throw B FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence E5 35 ;battle scene: Domino teams up with Mad Adder EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Cloaker [FC] 394A2E FC 11 04 01 ;if variable $04, bit 01 set F1 1C ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start E7 00 0F 01 ;set variable $0F, bit 01 E0 00 00 14 ;3 attacks: attack/attack/knife throw E7 01 0F 01 ;clear variable $0F, bit 01 FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E7 00 04 01 ;set variable $04, bit 01 F1 1C ;execute special animation sequence F2 00 00 ;target becomes untargettable: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Cluster [2E] 3934A0 ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 EF 44 ;1 spell: Crystal E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start 01 ;1 attack: attack FF ;end common commands, start counter commands FC 01 03 03 ;if monster has been attacked by command: Special/Special 53 ;1 attack: Psyche! EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Corkpedite [3F] 393987 FC 10 01 29 ;if target is dead: monster 2 (restore) F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 02 ;if generated number is less than 2 EF 53 ;1 spell: Sand Storm FE ;wait 1 turn, recheck ifs from start 00 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
Count Down [C5] 394286 FC 11 04 01 ;if variable $04, bit 01 set FE ;wait 1 turn, recheck ifs from start FC 0C 00 01 ;if variable $00 is less than 1 F1 12 ;execute special animation sequence E6 00 00 ;increment variable $00 E3 35 ;battle dialogue: "It's 1:00.Time to play." F0 44 44 4C ;3 spells: Crystal/Crystal/Ice Rock FE ;wait 1 turn, recheck ifs from start FC 0C 00 02 ;if variable $00 is less than 2 F1 13 ;execute special animation sequence E6 00 00 ;increment variable $00 E3 36 ;battle dialogue: "It's 3:00. Time to RECOVER!" E2 1F ;targetting: random ally, or self EF 4F ;1 spell: Recover E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FC 0C 00 03 ;if variable $00 is less than 3 F1 14 ;execute special animation sequence E6 00 00 ;increment variable $00 E3 37 ;battle dialogue: "It's 5:00.Time for a break, huh?" EF 5B ;1 spell: Aurora Flash FE ;wait 1 turn, recheck ifs from start FC 0C 00 04 ;if variable $00 is less than 4 F1 15 ;execute special animation sequence E6 00 00 ;increment variable $00 E3 38 ;battle dialogue: "It's 6:00. Time to FULLY RECOVER." E2 1F ;targetting: random ally, or self EF 50 ;1 spell: Mega Recover E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FC 0C 00 05 ;if variable $00 is less than 5 F1 16 ;execute special animation sequence E6 00 00 ;increment variable $00 E3 39 ;battle dialogue: "It's 7:00. DINNER TIME." EF 58 ;1 spell: Water Blast FE ;wait 1 turn, recheck ifs from start FC 0C 00 06 ;if variable $00 is less than 6 F1 17 ;execute special animation sequence E6 00 00 ;increment variable $00 E3 3A ;battle dialogue: "It's 9:00. Guess I'll break." FE ;wait 1 turn, recheck ifs from start FC 0C 00 07 ;if variable $00 is less than 7 F1 18 ;execute special animation sequence E6 00 00 ;increment variable $00 E3 3B ;battle dialogue: "It's 10:00. Time to garden." EF 5A ;1 spell: Petal Blast FE ;wait 1 turn, recheck ifs from start F1 19 ;execute special animation sequence E8 00 ;zero out variable $00 E3 3C ;battle dialogue: "It's 12:00. It's high noon." EF 5D ;1 spell: Corona FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 14 00 00 ;if only one monster alive F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 FC 12 04 02 ;if variable $04, bit 02 clear E7 00 04 02 ;set variable $04, bit 02 E7 00 04 01 ;set variable $04, bit 01 F2 00 00 ;target becomes untargettable: self E3 DD ;battle dialogue: "The watch is broken!" F1 1A ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FF ;end all
Crippo [7D] 393C3F FC 10 00 1C ;if target is alive: all allies, excluding self E2 25 ;targetting: random opponent EF 41 ;1 spell: Lightning Orb FE ;wait 1 turn, recheck ifs from start FC 12 04 01 ;if variable $04, bit 01 clear E2 1B ;targetting: self 11 ;1 attack: Thornet E7 00 04 01 ;set variable $04, bit 01 FE ;wait 1 turn, recheck ifs from start E2 25 ;targetting: random opponent E0 00 23 7B ;3 attacks: attack/Doom Reverb/Vigor up! FD ;wait 1 turn 00 ;1 attack: attack FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Croco (1st time) [F0] 395536 FC 11 03 01 ;if variable $03, bit 01 set E7 01 03 01 ;clear variable $03, bit 01 E3 83 ;battle dialogue: "Croco's dousing a tail fire..." FE ;wait 1 turn, recheck ifs from start FC 07 64 00 ;if HP is below: 100 FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E2 1B ;targetting: self EF 60 ;1 spell: Weird Mushroom E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start E0 0E 0E 19 ;3 attacks: attack/attack/bomb throw FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E5 00 ;battle scene: Mallow belts Croco, gets back frog coin EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 12 03 03 ;if variable $03, bit 01,02 clear FC 04 40 00 ;if monster has been affected by element: Fire E7 00 03 03 ;set variable $03, bit 01,02 E3 01 ;battle dialogue: "CROCO: Yeouch!" FE ;wait 1 turn, recheck ifs from start FF ;end all
Croco (2nd time) [F1] 395574 FC 11 04 02 ;if variable $04, bit 02 set E0 0E 6D 6D ;3 attacks: attack/Chomp/Chomp FE ;wait 1 turn, recheck ifs from start E0 0E 19 19 ;3 attacks: attack/bomb throw/bomb throw FF ;end common commands, start counter commands FC 12 04 01 ;if variable $04, bit 01 clear FC 07 90 01 ;if HP is below: 400 E7 00 04 03 ;set variable $04, bit 01,02 E5 0F ;battle scene: Croco steals items F4 00 00 00 ;remove items FE ;wait 1 turn, recheck ifs from start FC 11 04 02 ;if variable $04, bit 02 set FC 07 00 00 ;if HP is below: 0 E5 10 ;battle scene: Croco returns items F4 00 01 00 ;return items EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Crook [05] 39337C ED 07 ;generate random number between 0 and 7 FC 0C 05 03 ;if generated number is less than 3 E0 05 05 14 ;3 attacks: attack/attack/knife throw E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E2 1B ;targetting: self EF 4D ;1 spell: Escape FF ;end common commands, start counter commands FF ;end all
Crusty [20] 39363B E0 00 00 32 ;3 attacks: attack/attack/light ball (Mute) FF ;end common commands, start counter commands FF ;end all
Culex [FF] 39576D FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E3 D7 ;battle dialogue: "CULEX: I am matter... I am ..." E5 4A ;battle scene: Culex summons crystals FE ;wait 1 turn, recheck ifs from start FC 0A 03 00 ;if attack phase counter at: 3 E8 06 ;zero out attack phase counter EF 62 ;1 spell: Shredder FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 45 4E 56 ;3 spells: Flame Stone/Dark Star/Meteor Blast FE ;wait 1 turn, recheck ifs from start 00 ;1 attack: attack FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Czar Dragon [DC] 3949A6 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 58 51 51 ;3 spells: Water Blast/Flame Wall/Flame Wall FE ;wait 1 turn, recheck ifs from start FC 14 00 00 ;if only one monster alive E0 01 01 42 ;3 attacks: attack/attack/Iron Maiden FC 10 00 24 ;if target is alive: at least one opponent E5 2E ;battle scene: Czar Dragon summons Helios FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 14 00 00 ;if only one monster alive E5 2C ;battle scene: Czar Dragon dies EA 01 00 29 ;target is called to battle: monster 2 (restore) F1 02 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 EA 00 00 1C ;target is removed from battle: all allies, excluding self E5 2C ;battle scene: Czar Dragon dies EA 01 00 29 ;target is called to battle: monster 2 (restore) F1 02 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked E0 01 FB FB ;3 attacks: attack/nothing/nothing FE ;wait 1 turn, recheck ifs from start FF ;end all
Ding-A-Ling [C6] 394326 ED 09 ;generate random number between 0 and 7 FC 0C 05 03 ;if generated number is less than 3 00 ;1 attack: attack E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start FC 0C 05 04 ;if generated number is less than 4 F1 0E ;execute special animation sequence E3 DC ;battle dialogue: "Time is marching on!" E6 00 00 ;increment variable $00 E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start FC 0C 05 06 ;if generated number is less than 6 F1 10 ;execute special animation sequence E7 00 0F 02 ;set variable $0F, bit 02 E0 22 23 24 ;3 attacks: S'crow Bell/Doom Reverb/Spore Chimes E7 01 0F 02 ;clear variable $0F, bit 02 E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start FC 0C 05 08 ;if generated number is less than 8 F1 11 ;execute special animation sequence EF 4E ;1 spell: Dark Star E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 FC 10 00 10 ;if target is alive: character in slot 1 F1 0F ;execute special animation sequence E2 10 ;targetting: character in slot 1 5C ;1 attack: Fear Roulette FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 FC 10 00 11 ;if target is alive: character in slot 2 F1 0F ;execute special animation sequence E2 11 ;targetting: character in slot 2 E7 00 0E 01 ;set variable $0E, bit 01 5C ;1 attack: Fear Roulette E7 01 0E 01 ;clear variable $0E, bit 01 FE ;wait 1 turn, recheck ifs from start FC 10 00 12 ;if target is alive: character in slot 3 F1 0F ;execute special animation sequence E2 12 ;targetting: character in slot 3 E7 00 0E 02 ;set variable $0E, bit 02 5C ;1 attack: Fear Roulette E7 01 0E 02 ;clear variable $0E, bit 02 FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FF ;end all
Director [72] 395981 FC 12 04 01 ;if variable $04, bit 01 clear FC 14 00 00 ;if only one monster alive E7 00 04 01 ;set variable $04, bit 01 E2 1B ;targetting: self 61 ;1 attack: Valor Up E2 1B ;targetting: self 7B ;1 attack: Vigor up! E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FC 14 00 00 ;if only one monster alive EA 01 00 29 ;target is called to battle: monster 2 (restore) EA 01 00 2A ;target is called to battle: monster 3 (restore) EA 01 00 2B ;target is called to battle: monster 4 (restore) EA 01 00 2C ;target is called to battle: monster 5 (restore) FE ;wait 1 turn, recheck ifs from start E0 01 19 1A ;3 attacks: attack/bomb throw/Spritz Bomb FF ;end common commands, start counter commands FC 05 00 00 ;if monster has been attacked E0 01 FB FB ;3 attacks: attack/nothing/nothing FE ;wait 1 turn, recheck ifs from start FF ;end all
Dodo (2nd time) [38] 3956E8 FC 11 03 08 ;if variable $03, bit 08 set FE ;wait 1 turn, recheck ifs from start FC 12 03 02 ;if variable $03, bit 02 clear E0 01 57 58 ;3 attacks: attack/Multistrike/Flutter Hush FE ;wait 1 turn, recheck ifs from start FC 11 03 04 ;if variable $03, bit 04 set E0 01 57 58 ;3 attacks: attack/Multistrike/Flutter Hush FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 58 02 ;if HP is below: 600 FC 12 03 08 ;if variable $03, bit 08 clear FC 12 03 20 ;if variable $03, bit 20 clear E7 00 03 20 ;set variable $03, bit 20 E7 00 03 08 ;set variable $03, bit 08 E7 00 03 02 ;set variable $03, bit 02 F2 00 00 ;target becomes untargettable: self F2 01 01 ;target becomes targettable: monster 1 E5 31 ;battle scene: Dodo flutters and leaves battle FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 E7 00 03 08 ;set variable $03, bit 08 F2 00 00 ;target becomes untargettable: self F1 06 ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked E0 01 FB FB ;3 attacks: attack/nothing/nothing FE ;wait 1 turn, recheck ifs from start FF ;end all
Dodo (1st time) [89] 395739 E0 01 57 57 ;3 attacks: attack/Multistrike/Multistrike FD ;wait 1 turn E0 01 58 58 ;3 attacks: attack/Flutter Hush/Flutter Hush FD ;wait 1 turn FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E5 4E ;battle scene: Dodo flutters and exits battle EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked E0 01 FB FB ;3 attacks: attack/nothing/nothing FE ;wait 1 turn, recheck ifs from start FF ;end all
Domino [DE] 394A11 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 02 ;if generated number is less than 2 27 ;1 attack: Endobubble FE ;wait 1 turn, recheck ifs from start F0 45 41 54 ;3 spells: Flame Stone/Lightning Orb/Blizzard FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence E5 36 ;battle scene: Cloaker teams up with Earthlink EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Domino [FD] 394A51 FC 11 04 01 ;if variable $04, bit 01 set F1 1C ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 48 57 4C ;3 spells: Diamond Saw/Light Beam/Ice Rock FE ;wait 1 turn, recheck ifs from start F0 54 59 43 ;3 spells: Blizzard/Solidify/Bolt FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E7 00 04 01 ;set variable $04, bit 01 F1 1C ;execute special animation sequence F2 00 00 ;target becomes untargettable: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Doppel [6D] 393B78 E0 05 05 21 ;3 attacks: attack/attack/Echofinder FD ;wait 1 turn E0 05 05 27 ;3 attacks: attack/attack/Endobubble FF ;end common commands, start counter commands FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Drill Bit [E3] 394CB6 E0 FB 01 4F ;3 attacks: nothing/attack/Skewer E6 00 03 ;increment variable $03 FD ;wait 1 turn E0 FB 01 01 ;3 attacks: nothing/attack/attack E6 00 03 ;increment variable $03 FD ;wait 1 turn FF ;end common commands, start counter commands FC 10 01 27 ;if target is dead: at least one ally E6 00 07 ;increment variable $07 FC 0D 07 04 ;if variable $07 is greater than/equal to 4 E8 07 ;zero out variable $07 E8 03 ;zero out variable $03 F2 01 01 ;target becomes targettable: monster 1 E7 01 00 02 ;clear variable $00, bit 02 E5 19 ;battle scene: Drill Bit does something FE ;wait 1 turn, recheck ifs from start FF ;end all
Dry Bones [13] 393666 E0 03 03 38 ;3 attacks: attack/attack/bone throw A FF ;end common commands, start counter commands FC 01 03 03 ;if monster has been attacked by command: Special/Special F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Earth Crystal [97] 3957DA FC 10 01 28 ;if target is dead: monster 1 (restore) F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 4A 4A 4B ;3 spells: Blast/Blast/Storm FE ;wait 1 turn, recheck ifs from start F0 53 58 5C ;3 spells: Sand Storm/Water Blast/Boulder FF ;end common commands, start counter commands FF ;end all
Earth Link [F3] 394A9D E7 00 0F 01 ;set variable $0F, bit 01 E0 00 44 45 ;3 attacks: attack/Poison/Carni-Kiss E7 01 0F 01 ;clear variable $0F, bit 01 FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F2 01 01 ;target becomes targettable: monster 1 F2 00 00 ;target becomes untargettable: self E5 64 ;battle scene: Earthlink/Mad Adder collapses and dies EA 00 00 1C ;target is removed from battle: all allies, excluding self FE ;wait 1 turn, recheck ifs from start FF ;end all
Eggbert [CE] 394801 FF ;end common commands, start counter commands FC 05 00 00 ;if monster has been attacked FC 11 04 01 ;if variable $04, bit 01 set E7 01 07 01 ;clear variable $07, bit 01 E2 13 ;targetting: monster 1 76 ;1 attack: self-destruct D EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked FC 11 04 02 ;if variable $04, bit 02 set E7 01 07 02 ;clear variable $07, bit 02 E2 13 ;targetting: monster 1 76 ;1 attack: self-destruct D EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked FC 11 04 04 ;if variable $04, bit 04 set E7 01 07 04 ;clear variable $07, bit 04 E2 13 ;targetting: monster 1 76 ;1 attack: self-destruct D EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked FC 11 04 08 ;if variable $04, bit 08 set E7 01 07 08 ;clear variable $07, bit 08 E2 13 ;targetting: monster 1 76 ;1 attack: self-destruct D EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Enigma [24] 393497 E0 01 01 21 ;3 attacks: attack/attack/Echofinder FD ;wait 1 turn 01 ;1 attack: attack FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Exor [E9] 3951CA FC 12 00 07 ;if variable $00, bit 01,02,03 clear FC 10 00 15 ;if target is alive: monster 3 FC 10 00 16 ;if target is alive: monster 4 E7 00 00 04 ;set variable $00, bit 04 E3 DA ;battle dialogue: "The EYE is protecting Exor!!" EB 00 13 ;target becomes invincible: monster 1 FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E7 00 08 01 ;set variable $08, bit 01 F2 00 02 ;target becomes untargettable: monster 2 F2 00 03 ;target becomes untargettable: monster 3 F2 00 04 ;target becomes untargettable: monster 4 E5 51 ;battle scene: Exor is defeated, cries and opens mouth EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Factory Chief [4A] 3959BA E0 01 01 11 ;3 attacks: attack/attack/Thornet FD ;wait 1 turn E0 01 15 13 ;3 attacks: attack/shuriken throw/Funguspike FF ;end common commands, start counter commands FF ;end all
Fautso [67] 393E05 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E0 02 1F 1B ;3 attacks: attack/orb shot/rock throw A FE ;wait 1 turn, recheck ifs from start F0 5B 5C 56 ;3 spells: Aurora Flash/Boulder/Meteor Blast FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Fink Flower [76] 39372D E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 06 ;if generated number is less than 6 E7 00 0F 01 ;set variable $0F, bit 01 E0 04 35 34 ;3 attacks: attack/S'crow Dust/Pollen Nap E7 01 0F 01 ;clear variable $0F, bit 01 FE ;wait 1 turn, recheck ifs from start E2 1F ;targetting: random ally, or self F0 4F 4F FB ;3 spells: Recover/Recover/nothing E2 25 ;targetting: random opponent FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack E7 00 0F 01 ;set variable $0F, bit 01 E0 04 FB FB ;3 attacks: attack/nothing/nothing E7 01 0F 01 ;clear variable $0F, bit 01 FE ;wait 1 turn, recheck ifs from start FF ;end all
Fire Crystal [95] 39579E FC 10 01 28 ;if target is dead: monster 1 (restore) F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 40 42 46 ;3 spells: Drain/Flame/Mega Drain FE ;wait 1 turn, recheck ifs from start F0 51 51 5D ;3 spells: Flame Wall/Flame Wall/Corona FF ;end common commands, start counter commands FF ;end all
Fireball [48] 39358A ED 07 ;generate random number between 0 and 7 FC 0C 05 03 ;if generated number is less than 3 F0 40 46 40 ;3 spells: Drain/Mega Drain/Drain E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E0 02 02 02 ;3 attacks: attack/attack/attack FF ;end common commands, start counter commands FC 04 10 00 ;if monster has been affected by element: Ice F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Forkies [63] 393A74 FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E3 98 ;battle dialogue: "The Forkies are enraptured!" FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 11 04 02 ;if variable $04, bit 02 set FC 0C 05 04 ;if generated number is less than 4 EF 4B ;1 spell: Storm FE ;wait 1 turn, recheck ifs from start FC 11 04 02 ;if variable $04, bit 02 set 03 ;1 attack: attack FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 05 00 00 ;if monster has been attacked FC 12 04 04 ;if variable $04, bit 04 clear E3 99 ;battle dialogue: "The Forkies have come to their senses!" E7 00 04 02 ;set variable $04, bit 02 E7 00 04 04 ;set variable $04, bit 04 FE ;wait 1 turn, recheck ifs from start FF ;end all
Formless [93] 393D31 F0 43 52 49 ;3 spells: Bolt/Static E!/Electroshock FD ;wait 1 turn F0 43 44 59 ;3 spells: Bolt/Crystal/Solidify FF ;end common commands, start counter commands FC 01 03 03 ;if monster has been attacked by command: Special/Special E3 D6 ;battle dialogue: "MOKUKA: Duh, huh huh..." E5 4B ;battle scene: Formless changes into Mokura EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Frogog [31] 3932DA FC 10 00 1C ;if target is alive: all allies, excluding self E2 25 ;targetting: random opponent 01 ;1 attack: attack FE ;wait 1 turn, recheck ifs from start E0 01 28 28 ;3 attacks: attack/water droplet/water droplet FF ;end common commands, start counter commands FF ;end all
Geckit [5E] 3937C7 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E3 D1 ;battle dialogue: "CAUTION: Confused monster!" E2 1F ;targetting: random ally, or self 00 ;1 attack: attack E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start E0 01 01 29 ;3 attacks: attack/attack/Sleep-Sauce FF ;end common commands, start counter commands FF ;end all
Gecko [1E] 3935C7 FC 14 00 00 ;if only one monster alive E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start E0 01 01 3E ;3 attacks: attack/attack/Fun'n'Run FD ;wait 1 turn E0 28 2A 29 ;3 attacks: water droplet/Venom Drool/Sleep-Sauce FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Geno Clone [9C] 3945BE ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 EF 45 ;1 spell: Flame Stone E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start 59 ;1 attack: attack FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 11 04 01 ;if variable $04, bit 01 set E7 01 0E 02 ;clear variable $0E, bit 02 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 E7 01 0E 01 ;clear variable $0E, bit 01 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self FC 11 04 01 ;if variable $04, bit 01 set E7 01 0E 02 ;clear variable $0E, bit 02 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self E7 01 0E 01 ;clear variable $0E, bit 01 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Glum Reaper [54] 393B27 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E0 05 49 4B ;3 attacks: attack/Scythe/Deathsickle FE ;wait 1 turn, recheck ifs from start F0 47 41 55 ;3 spells: Willy Wisp/Lightning Orb/Drain Beam FF ;end common commands, start counter commands FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Goby [09] 39332E FC 11 03 01 ;if variable $03, bit 01 set E7 01 03 01 ;clear variable $03, bit 01 E3 80 ;battle dialogue: "Zapped!" FE ;wait 1 turn, recheck ifs from start E0 09 09 09 ;3 attacks: attack/attack/attack FF ;end common commands, start counter commands FC 04 20 00 ;if monster has been affected by element: Thunder E7 00 03 01 ;set variable $03, bit 01 FE ;wait 1 turn, recheck ifs from start FF ;end all
Goomba [06] 3932C4 03 ;1 attack: attack FD ;wait 1 turn E0 03 10 03 ;3 attacks: attack/spike shot/attack FD ;wait 1 turn 03 ;1 attack: attack FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Goomba (Intro) [AB] 393D5C FC 12 00 01 ;if variable $00, bit 01 clear E7 00 00 01 ;set variable $00, bit 01 7C ;1 attack: attack FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FF ;end all
Goombette [5D] 393E02 01 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
Gorgon [64] 3936DD ED 07 ;generate random number between 0 and 7 FC 0C 05 02 ;if generated number is less than 2 E0 01 01 21 ;3 attacks: attack/attack/Echofinder E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start F0 47 47 48 ;3 spells: Willy Wisp/Willy Wisp/Diamond Saw FF ;end common commands, start counter commands FF ;end all
Grate Guy [C1] 39406E FC 11 00 01 ;if variable $00, bit 01 set EF 56 ;1 spell: Meteor Blast E6 00 02 ;increment variable $02 FE ;wait 1 turn, recheck ifs from start E0 01 21 33 ;3 attacks: attack/Echofinder/light ball (Sleep) E6 00 02 ;increment variable $02 FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 14 00 00 ;if only one monster alive F1 03 ;execute special animation sequence E5 14 ;battle scene: Mario and party run off of balcony EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 FC 11 00 01 ;if variable $00, bit 01 set E7 01 00 01 ;clear variable $00, bit 01 E5 13 ;battle scene: Guy Bros separate F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked E6 00 01 ;increment variable $01 FC 11 00 01 ;if variable $00, bit 01 set FC 0D 01 05 ;if variable $01 is greater than/equal to 5 E7 01 00 01 ;clear variable $00, bit 01 E8 02 ;zero out variable $02 E5 13 ;battle scene: Guy Bros separate FE ;wait 1 turn, recheck ifs from start FF ;end all
Greaper [14] 39369D ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 44 41 54 ;3 spells: Crystal/Lightning Orb/Blizzard E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E0 05 05 4B ;3 attacks: attack/attack/Deathsickle FF ;end common commands, start counter commands FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Grit [BA] 393FE3 FC 10 00 1C ;if target is alive: all allies, excluding self E2 25 ;targetting: random opponent FD ;wait 1 turn FE ;wait 1 turn, recheck ifs from start 65 ;1 attack: spike shot EA 00 00 1B ;target is removed from battle: self FF ;end common commands, start counter commands FC 10 00 1B ;if target is alive: self FE ;wait 1 turn, recheck ifs from start EA 00 00 13 ;target is removed from battle: monster 1 FF ;end all
Gu Goomba [46] 393A1E FC 10 00 02 ;if target is alive: Bowser E3 82 ;battle dialogue: "Bowser's scaring the monster!" E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 12 04 01 ;if variable $04, bit 01 clear FC 0C 05 02 ;if generated number is less than 2 E7 00 04 01 ;set variable $04, bit 01 E3 81 ;battle dialogue: "Bowser's mood has affected the monster! ..." FE ;wait 1 turn, recheck ifs from start FC 11 04 01 ;if variable $04, bit 01 set FC 14 00 00 ;if only one monster alive E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start FC 11 04 01 ;if variable $04, bit 01 set E2 1D ;targetting: random ally, excluding self 00 ;1 attack: attack FE ;wait 1 turn, recheck ifs from start E0 03 03 11 ;3 attacks: attack/attack/Thornet FF ;end common commands, start counter commands FF ;end all
Guerrilla [26] 393416 E0 03 1C 03 ;3 attacks: attack/rock throw B/attack FF ;end common commands, start counter commands FF ;end all
Gunyolk [33] 3959C5 FC 0A 02 00 ;if attack phase counter at: 2 E8 06 ;zero out attack phase counter EF 61 ;1 spell: Breaker Beam FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E7 00 0F 01 ;set variable $0F, bit 01 E0 00 00 21 ;3 attacks: attack/attack/Echofinder E7 01 0F 01 ;clear variable $0F, bit 01 FE ;wait 1 turn, recheck ifs from start F0 46 46 49 ;3 spells: Mega Drain/Mega Drain/Electroshock FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Hammer Bro [1B] 393F8E FC 10 00 1C ;if target is alive: all allies, excluding self E2 25 ;targetting: random opponent E0 60 03 03 ;3 attacks: Hammer Time/attack/attack FE ;wait 1 turn, recheck ifs from start FC 12 00 01 ;if variable $00, bit 01 clear E2 1B ;targetting: self 61 ;1 attack: Valor Up E2 25 ;targetting: random opponent E7 00 00 01 ;set variable $00, bit 01 FE ;wait 1 turn, recheck ifs from start E0 60 03 03 ;3 attacks: Hammer Time/attack/attack FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Hammer Bro (Intro) [AC] 393D68 F1 05 ;execute special animation sequence 60 ;1 attack: Hammer Time EC ;exit battle FF ;end common commands, start counter commands FF ;end all
Hangin~ Shy [A1] 395934 FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E7 00 02 01 ;set variable $02, bit 01 F2 00 00 ;target becomes untargettable: self FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FF ;end all
Harlequin [79] 393C83 E0 03 03 03 ;3 attacks: attack/attack/attack FF ;end common commands, start counter commands FF ;end all
Heavy Troopa [2C] 3938E4 FC 0A 02 00 ;if attack phase counter at: 2 6C ;1 attack: jump attack E8 06 ;zero out attack phase counter FE ;wait 1 turn, recheck ifs from start E3 D2 ;battle dialogue: "Heavy Troopa's ready to launch." FF ;end common commands, start counter commands FF ;end all
Helio [BD] 3949F7 75 ;1 attack: self-destruct C EA 00 00 1B ;target is removed from battle: self FF ;end common commands, start counter commands FF ;end all
Hidon [57] 393D94 FC 14 00 00 ;if only one monster alive F1 07 ;execute special animation sequence EA 01 00 29 ;target is called to battle: monster 2 (restore) EA 01 00 2A ;target is called to battle: monster 3 (restore) EA 01 00 2B ;target is called to battle: monster 4 (restore) EA 01 00 2C ;target is called to battle: monster 5 (restore) E3 D8 ;battle dialogue: "Monsters are inside!" FE ;wait 1 turn, recheck ifs from start F0 52 47 45 ;3 spells: Static E!/Willy Wisp/Flame Stone FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack E0 00 45 00 ;3 attacks: attack/Carni-Kiss/attack FE ;wait 1 turn, recheck ifs from start FF ;end all
Hippopo [3D] 393B92 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 03 ;if generated number is less than 3 F0 46 4A 45 ;3 spells: Mega Drain/Blast/Flame Stone FE ;wait 1 turn, recheck ifs from start FC 0C 05 06 ;if generated number is less than 6 F0 53 59 55 ;3 spells: Sand Storm/Solidify/Drain Beam FE ;wait 1 turn, recheck ifs from start E0 44 3F 01 ;3 attacks: Poison/Body Slam/attack FF ;end common commands, start counter commands FF ;end all
Hobgoblin [28] 393348 E0 03 48 3B ;3 attacks: attack/Dark Claw/Elegy FD ;wait 1 turn E0 03 48 48 ;3 attacks: attack/Dark Claw/Dark Claw FD ;wait 1 turn FF ;end common commands, start counter commands FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Jabit [5F] 393AC1 ED 07 ;generate random number between 0 and 7 FC 0C 05 03 ;if generated number is less than 3 01 ;1 attack: attack E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start 63 ;1 attack: Last Shot! EA 00 00 1B ;target is removed from battle: self FF ;end common commands, start counter commands FF ;end all
Jagger [B3] 394266 E0 7E 62 62 ;3 attacks: Terrapunch/attack/attack FD ;wait 1 turn E0 7E 62 62 ;3 attacks: Terrapunch/attack/attack FD ;wait 1 turn 7E ;1 attack: Terrapunch FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E3 CC ;battle dialogue: "Yikes! You're tough!" EC ;exit battle FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked E0 7E FB FB ;3 attacks: Terrapunch/nothing/nothing FE ;wait 1 turn, recheck ifs from start FF ;end all
Jawful [23] 3938BE FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E3 D3 ;battle dialogue: "Jawful's sleeping." FE ;wait 1 turn, recheck ifs from start FC 11 04 02 ;if variable $04, bit 02 set 03 ;1 attack: attack FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 05 00 00 ;if monster has been attacked FC 12 04 04 ;if variable $04, bit 04 clear E3 D4 ;battle dialogue: "Jawful's awake now!" E7 00 04 02 ;set variable $04, bit 02 E7 00 04 04 ;set variable $04, bit 04 FE ;wait 1 turn, recheck ifs from start FF ;end all
Jester [39] 393564 ED 07 ;generate random number between 0 and 7 FC 0C 05 02 ;if generated number is less than 2 EF 45 ;1 spell: Flame Stone E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E0 03 16 17 ;3 attacks: attack/Full House/Wild Card FF ;end common commands, start counter commands FF ;end all
Jinx (1st time) [C3] 39419B FC 07 2C 01 ;if HP is below: 300 FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E2 1B ;targetting: self 61 ;1 attack: Valor Up E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start E0 77 77 78 ;3 attacks: Jinxed/Jinxed/Triple Kick FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E3 CB ;battle dialogue: "JINX: Phew! Simply...AMAZING!" EC ;exit battle FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked E0 77 FB FB ;3 attacks: Jinxed/nothing/nothing FE ;wait 1 turn, recheck ifs from start FF ;end all
Jinx (2nd time) [C4] 3941C4 FC 12 00 01 ;if variable $00, bit 01 clear E7 00 00 01 ;set variable $00, bit 01 79 ;1 attack: Quicksilver FE ;wait 1 turn, recheck ifs from start FC 07 90 01 ;if HP is below: 400 FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E2 1B ;targetting: self 61 ;1 attack: Valor Up E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FC 12 04 01 ;if variable $04, bit 01 clear E0 77 78 79 ;3 attacks: Jinxed/Triple Kick/Quicksilver FE ;wait 1 turn, recheck ifs from start ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 7D ;1 attack: Silver Bullet E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E0 77 78 79 ;3 attacks: Jinxed/Triple Kick/Quicksilver FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E3 CB ;battle dialogue: "JINX: Phew! Simply...AMAZING!" EC ;exit battle FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked E0 78 FB FB ;3 attacks: Triple Kick/nothing/nothing FE ;wait 1 turn, recheck ifs from start FF ;end all
Jinx (3rd time) [DA] 39420A FC 12 00 01 ;if variable $00, bit 01 clear E7 00 00 01 ;set variable $00, bit 01 7A ;1 attack: Bombs Away FE ;wait 1 turn, recheck ifs from start FC 07 58 02 ;if HP is below: 600 FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E2 1B ;targetting: self 61 ;1 attack: Valor Up E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FC 07 2C 01 ;if HP is below: 300 FC 12 04 02 ;if variable $04, bit 02 clear E7 00 04 02 ;set variable $04, bit 02 E7 00 0F 01 ;set variable $0F, bit 01 E2 1B ;targetting: self 7B ;1 attack: Vigor up! E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FC 12 04 01 ;if variable $04, bit 01 clear E0 77 78 79 ;3 attacks: Jinxed/Triple Kick/Quicksilver FE ;wait 1 turn, recheck ifs from start ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 7D ;1 attack: Silver Bullet E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E0 78 79 7A ;3 attacks: Triple Kick/Quicksilver/Bombs Away FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E3 CB ;battle dialogue: "JINX: Phew! Simply...AMAZING!" EC ;exit battle FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked E0 79 FB FB ;3 attacks: Quicksilver/nothing/nothing FE ;wait 1 turn, recheck ifs from start FF ;end all
Jinx Clone [90] 395875 E0 77 77 78 ;3 attacks: Jinxed/Jinxed/Triple Kick FD ;wait 1 turn E0 77 78 79 ;3 attacks: Jinxed/Triple Kick/Quicksilver FD ;wait 1 turn E0 79 7A 7D ;3 attacks: Quicksilver/Bombs Away/Silver Bullet FD ;wait 1 turn FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E8 00 ;zero out variable $00 F2 01 01 ;target becomes targettable: monster 1 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Johnny [F9] 395605 FC 11 04 01 ;if variable $04, bit 01 set FC 12 04 02 ;if variable $04, bit 02 clear FC 14 00 00 ;if only one monster alive FC 10 00 00 ;if target is alive: Mario E7 00 04 02 ;set variable $04, bit 02 E2 25 ;targetting: random opponent E5 15 ;battle scene: Johnny challenges Mario to a one-on-one F2 00 02 ;target becomes untargettable: monster 2 F2 00 03 ;target becomes untargettable: monster 3 FE ;wait 1 turn, recheck ifs from start FC 14 00 00 ;if only one monster alive ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E8 05 ;zero out RNG variable E0 01 4F 4F ;3 attacks: attack/Skewer/Skewer FE ;wait 1 turn, recheck ifs from start FC 14 00 00 ;if only one monster alive F0 FB 48 46 ;3 spells: nothing/Diamond Saw/Mega Drain FE ;wait 1 turn, recheck ifs from start 01 ;1 attack: attack FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E6 00 03 ;increment variable $03 F1 03 ;execute special animation sequence EA 00 00 1E ;target is removed from battle: all allies, and self FE ;wait 1 turn, recheck ifs from start FC 07 90 01 ;if HP is below: 400 FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E2 1B ;targetting: self 6E ;1 attack: Get Tough! E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FF ;end all
Johnny (vs Mario) [FA] 394284 FF ;end common commands, start counter commands FF ;end all
Juju [69] 393CE0 FC 0A 04 00 ;if attack phase counter at: 4 E2 23 ;targetting: all opponents EF 5F ;1 spell: Knock Out E8 06 ;zero out attack phase counter FE ;wait 1 turn, recheck ifs from start E0 00 00 2B ;3 attacks: attack/attack/Mush Funk FD ;wait 1 turn E0 00 00 41 ;3 attacks: attack/attack/Scream FD ;wait 1 turn FF ;end common commands, start counter commands FC 01 03 03 ;if monster has been attacked by command: Special/Special E0 FB FB 7D ;3 attacks: nothing/nothing/Silver Bullet FE ;wait 1 turn, recheck ifs from start FF ;end all
K-9 [10] 3932CF E0 01 43 43 ;3 attacks: attack/Fangs/Fangs FD ;wait 1 turn E0 01 40 40 ;3 attacks: attack/Howl/Howl FF ;end common commands, start counter commands FF ;end all
King Bomb [D4] 395855 FC 0A 03 00 ;if attack phase counter at: 3 F2 01 01 ;target becomes targettable: monster 1 EF 67 ;1 spell: Big Bang EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E8 00 ;zero out variable $00 F2 01 01 ;target becomes targettable: monster 1 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
King Calamari [D8] 394853 ED 07 ;generate random number between 0 and 7 FC 0C 05 05 ;if generated number is less than 5 E7 00 0F 01 ;set variable $0F, bit 01 E0 00 25 2A ;3 attacks: attack/Ink Blast/Venom Drool E7 01 0F 01 ;clear variable $0F, bit 01 E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start F0 53 55 55 ;3 spells: Sand Storm/Drain Beam/Drain Beam FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Kinklink [9F] 393E23 FC 12 00 01 ;if variable $00, bit 01 clear F2 00 02 ;target becomes untargettable: monster 2 E7 00 00 01 ;set variable $00, bit 01 FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F2 01 01 ;target becomes targettable: monster 1 F2 01 02 ;target becomes targettable: monster 2 E5 01 ;battle scene: screen flashes, Kinklink drops chandelier EC ;exit battle FE ;wait 1 turn, recheck ifs from start FF ;end all
Knife Guy [C0] 393FFB FC 0D 02 03 ;if variable $02 is greater than/equal to 3 FC 12 00 01 ;if variable $00, bit 01 clear FC 10 00 1C ;if target is alive: all allies, excluding self E8 01 ;zero out variable $01 E7 00 00 01 ;set variable $00, bit 01 E5 12 ;battle scene: Guy Bros pair up piggy-back FE ;wait 1 turn, recheck ifs from start FC 11 00 01 ;if variable $00, bit 01 set F0 54 44 44 ;3 spells: Blizzard/Crystal/Crystal E6 00 02 ;increment variable $02 FE ;wait 1 turn, recheck ifs from start E0 01 01 14 ;3 attacks: attack/attack/knife throw E6 00 02 ;increment variable $02 FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 14 00 00 ;if only one monster alive F1 03 ;execute special animation sequence E5 14 ;battle scene: Mario and party run off of balcony EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 FC 11 00 01 ;if variable $00, bit 01 set E7 01 00 01 ;clear variable $00, bit 01 E5 13 ;battle scene: Guy Bros separate F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked E6 00 01 ;increment variable $01 FC 11 00 01 ;if variable $00, bit 01 set FC 0D 01 05 ;if variable $01 is greater than/equal to 5 E7 01 00 01 ;clear variable $00, bit 01 E8 02 ;zero out variable $02 E5 13 ;battle scene: Guy Bros separate FE ;wait 1 turn, recheck ifs from start FF ;end all
Kriffid [7A] 3937E3 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 42 4A 53 ;3 spells: Flame/Blast/Sand Storm FE ;wait 1 turn, recheck ifs from start E0 01 01 26 ;3 attacks: attack/attack/Gunk Ball FF ;end common commands, start counter commands FF ;end all
Lakitu [0C] 3934B8 ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E0 01 01 6D ;3 attacks: attack/attack/Chomp E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start F0 43 43 52 ;3 spells: Bolt/Bolt/Static E! FF ;end common commands, start counter commands FF ;end all
Left Eye [BF] 39516E FC 11 03 01 ;if variable $03, bit 01 set FC 0D 04 02 ;if variable $04 is greater than/equal to 2 F2 01 00 ;target becomes targettable: self E8 04 ;zero out variable $04 E8 03 ;zero out variable $03 F1 0D ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FC 11 03 01 ;if variable $03, bit 01 set E6 00 04 ;increment variable $04 FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E7 00 0F 01 ;set variable $0F, bit 01 E0 00 26 00 ;3 attacks: attack/Gunk Ball/attack E7 01 0F 01 ;clear variable $0F, bit 01 FE ;wait 1 turn, recheck ifs from start E7 00 0F 01 ;set variable $0F, bit 01 E0 00 2A 22 ;3 attacks: attack/Venom Drool/S'crow Bell E7 01 0F 01 ;clear variable $0F, bit 01 FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 12 08 01 ;if variable $08, bit 01 clear E7 00 03 01 ;set variable $03, bit 01 E7 00 00 02 ;set variable $00, bit 02 E7 01 00 04 ;clear variable $00, bit 04 F2 00 00 ;target becomes untargettable: self EB 01 13 ;target nulls invincibility + protection: monster 1 F1 0C ;execute special animation sequence E3 DB ;battle dialogue: "Exor's protection's gone!!" FE ;wait 1 turn, recheck ifs from start FF ;end all
Leuko [22] 393641 F0 43 43 52 ;3 spells: Bolt/Bolt/Static E! FF ;end common commands, start counter commands FC 01 03 03 ;if monster has been attacked by command: Special/Special EF 59 ;1 spell: Solidify FE ;wait 1 turn, recheck ifs from start FF ;end all
Li~L Boo [52] 393B49 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E0 0C 0C 41 ;3 attacks: attack/attack/Scream FE ;wait 1 turn, recheck ifs from start F0 41 41 47 ;3 spells: Lightning Orb/Lightning Orb/Willy Wisp FF ;end common commands, start counter commands FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Lumbler [77] 393C89 E0 00 FB FB ;3 attacks: attack/nothing/nothing FD ;wait 1 turn E0 00 FB FB ;3 attacks: attack/nothing/nothing FD ;wait 1 turn EF 44 ;1 spell: Crystal 73 ;1 attack: 3-egg shot FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Machine Made (Axem Black) [A7] 394F2E E0 05 05 19 ;3 attacks: attack/attack/bomb throw FC 10 00 24 ;if target is alive: at least one opponent E0 05 05 19 ;3 attacks: attack/attack/bomb throw FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 01 03 03 ;if monster has been attacked by command: Special/Special 1A ;1 attack: Spritz Bomb FE ;wait 1 turn, recheck ifs from start FF ;end all
Machine Made (Axem Green) [AA] 394F71 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 45 56 56 ;3 spells: Flame Stone/Meteor Blast/Meteor Blast FE ;wait 1 turn, recheck ifs from start E0 03 03 3B ;3 attacks: attack/attack/Elegy FF ;end common commands, start counter commands FF ;end all
Machine Made (Axem Pink) [A6] 394F0C FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 EF 5A ;1 spell: Petal Blast FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E2 1F ;targetting: random ally, or self F0 4F 4F 50 ;3 spells: Recover/Recover/Mega Recover E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start E0 03 03 33 ;3 attacks: attack/attack/light ball (Sleep) FF ;end common commands, start counter commands FF ;end all
Machine Made (Axem Red) [A8] 394F43 FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E2 1B ;targetting: self 61 ;1 attack: Valor Up E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FC 12 04 02 ;if variable $04, bit 02 clear E7 00 04 02 ;set variable $04, bit 02 E2 1B ;targetting: self 7B ;1 attack: Vigor up! E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start E0 01 01 1F ;3 attacks: attack/attack/orb shot FF ;end common commands, start counter commands FF ;end all
Machine Made (Axem Yellow) [A9] 394F65 E0 02 02 28 ;3 attacks: attack/attack/water droplet FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack 3F ;1 attack: Body Slam FE ;wait 1 turn, recheck ifs from start FF ;end all
Machine Made (Bowyer) [A4] 395042 FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 F1 00 ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 00 01 ;if variable $00 is less than 1 FC 0C 05 04 ;if generated number is less than 4 F0 52 41 43 ;3 spells: Static E!/Lightning Orb/Bolt E6 00 00 ;increment variable $00 FE ;wait 1 turn, recheck ifs from start FC 0C 00 01 ;if variable $00 is less than 1 E0 69 69 6A ;3 attacks: arrow shot/arrow shot/G'night E6 00 00 ;increment variable $00 FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 02 ;if generated number is less than 2 E8 01 ;zero out variable $01 E8 06 ;zero out attack phase counter F3 00 07 ;enable command: ALL F3 01 01 ;disable command: Attack E7 00 01 01 ;set variable $01, bit 01 66 ;1 attack: button-lock A E8 00 ;zero out variable $00 FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 02 ;if generated number is less than 2 E8 01 ;zero out variable $01 E8 06 ;zero out attack phase counter F3 00 07 ;enable command: ALL F3 01 02 ;disable command: Special E7 00 01 02 ;set variable $01, bit 02 67 ;1 attack: button-lock X E8 00 ;zero out variable $00 FE ;wait 1 turn, recheck ifs from start E8 01 ;zero out variable $01 E8 06 ;zero out attack phase counter F3 00 07 ;enable command: ALL F3 01 04 ;disable command: Item E7 00 01 04 ;set variable $01, bit 04 68 ;1 attack: button-lock Y E8 00 ;zero out variable $00 FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 03 89 89 ;if monster has been affected by item: Carbo Cookie/Carbo Cookie E8 00 ;zero out variable $00 E8 01 ;zero out variable $01 E8 06 ;zero out attack phase counter F3 00 07 ;enable command: ALL FE ;wait 1 turn, recheck ifs from start FF ;end all
Machine Made (Drill Bit) [92] 394D4D E0 01 4F 01 ;3 attacks: attack/Skewer/attack FF ;end common commands, start counter commands FC 10 01 27 ;if target is dead: at least one ally E6 00 07 ;increment variable $07 FC 0D 07 04 ;if variable $07 is greater than/equal to 4 E8 07 ;zero out variable $07 E8 03 ;zero out variable $03 F2 01 01 ;target becomes targettable: monster 1 E7 01 00 02 ;clear variable $00, bit 02 E5 19 ;battle scene: Drill Bit does something FE ;wait 1 turn, recheck ifs from start FF ;end all
Machine Made (Mack) [A3] 394B71 FC 11 01 01 ;if variable $01, bit 01 set FC 12 01 80 ;if variable $01, bit 80 clear E7 00 01 80 ;set variable $01, bit 80 E3 84 ;battle dialogue: "Mack's stunned!!" FE ;wait 1 turn, recheck ifs from start FC 0A 03 00 ;if attack phase counter at: 3 FC 12 03 80 ;if variable $03, bit 80 clear FC 0C 00 03 ;if variable $00 is less than 3 E7 00 03 80 ;set variable $03, bit 80 E8 06 ;zero out attack phase counter F2 00 01 ;target becomes untargettable: monster 1 E5 04 ;battle scene: Mack jumps out of battle FE ;wait 1 turn, recheck ifs from start FC 0A 05 00 ;if attack phase counter at: 5 FC 12 03 80 ;if variable $03, bit 80 clear FC 12 03 01 ;if variable $03, bit 01 clear FC 14 00 00 ;if only one monster alive EA 01 00 29 ;target is called to battle: monster 2 (restore) EA 01 00 2A ;target is called to battle: monster 3 (restore) EA 01 00 2B ;target is called to battle: monster 4 (restore) EA 01 00 2C ;target is called to battle: monster 5 (restore) E7 00 03 01 ;set variable $03, bit 01 E8 00 ;zero out variable $00 FE ;wait 1 turn, recheck ifs from start FC 12 03 80 ;if variable $03, bit 80 clear FC 14 00 00 ;if only one monster alive F0 51 51 42 ;3 spells: Flame Wall/Flame Wall/Flame FE ;wait 1 turn, recheck ifs from start FC 12 03 80 ;if variable $03, bit 80 clear ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 0D ;1 attack: attack E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start FC 12 03 80 ;if variable $03, bit 80 clear F0 FB 42 42 ;3 spells: nothing/Flame/Flame FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 02 15 15 ;if monster has been attacked by spell: Thunderbolt/Thunderbolt E7 00 01 01 ;set variable $01, bit 01 FE ;wait 1 turn, recheck ifs from start FF ;end all
Machine Made (Shyster) [91] 394BF9 ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 0D ;1 attack: attack E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start F0 FB 40 40 ;3 spells: nothing/Drain/Drain FF ;end common commands, start counter commands FC 10 01 27 ;if target is dead: at least one ally E6 00 00 ;increment variable $00 FC 0D 00 04 ;if variable $00 is greater than/equal to 4 E7 01 03 01 ;clear variable $03, bit 01 FC 11 03 80 ;if variable $03, bit 80 set E7 01 03 80 ;clear variable $03, bit 80 F2 01 01 ;target becomes targettable: monster 1 E5 05 ;battle scene: Mack returns to battle FE ;wait 1 turn, recheck ifs from start FF ;end all
Machine Made (Yaridovich) [A5] 394CE1 FC 0D 03 08 ;if variable $03 is greater than/equal to 8 FC 11 00 02 ;if variable $00, bit 02 set E7 01 00 02 ;clear variable $00, bit 02 E8 03 ;zero out variable $03 E8 07 ;zero out variable $07 F2 01 00 ;target becomes targettable: self E5 19 ;battle scene: Drill Bit does something EA 00 00 1C ;target is removed from battle: all allies, excluding self FE ;wait 1 turn, recheck ifs from start FC 11 00 01 ;if variable $00, bit 01 set E0 01 50 1F ;3 attacks: attack/Pierce/orb shot FE ;wait 1 turn, recheck ifs from start FC 11 00 02 ;if variable $00, bit 02 set FE ;wait 1 turn, recheck ifs from start FC 0C 01 01 ;if variable $01 is less than 1 F0 45 45 56 ;3 spells: Flame Stone/Flame Stone/Meteor Blast E6 00 01 ;increment variable $01 FE ;wait 1 turn, recheck ifs from start E8 01 ;zero out variable $01 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 03 ;if generated number is less than 3 E7 00 00 02 ;set variable $00, bit 02 F2 00 00 ;target becomes untargettable: self E3 86 ;battle dialogue: "Multiplier!" E5 18 ;battle scene: Machine Made Yaridovich 'Multiplier' FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 10 00 1C ;if target is alive: all allies, excluding self E5 17 ;battle scene: Yaridovich mirage is destroyed EA 00 00 14 ;target is removed from battle: monster 2 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Mack [E0] 394ABC FC 11 01 01 ;if variable $01, bit 01 set FC 12 01 80 ;if variable $01, bit 80 clear E7 00 01 80 ;set variable $01, bit 80 E3 84 ;battle dialogue: "Mack's stunned!!" FE ;wait 1 turn, recheck ifs from start FC 0A 03 00 ;if attack phase counter at: 3 FC 12 03 80 ;if variable $03, bit 80 clear FC 0C 00 03 ;if variable $00 is less than 3 E7 00 03 80 ;set variable $03, bit 80 E8 06 ;zero out attack phase counter F2 00 01 ;target becomes untargettable: monster 1 E5 04 ;battle scene: Mack jumps out of battle FE ;wait 1 turn, recheck ifs from start FC 0A 05 00 ;if attack phase counter at: 5 FC 12 03 80 ;if variable $03, bit 80 clear FC 12 03 01 ;if variable $03, bit 01 clear FC 14 00 00 ;if only one monster alive EA 01 00 29 ;target is called to battle: monster 2 (restore) EA 01 00 2A ;target is called to battle: monster 3 (restore) EA 01 00 2B ;target is called to battle: monster 4 (restore) EA 01 00 2C ;target is called to battle: monster 5 (restore) E7 00 03 01 ;set variable $03, bit 01 E8 00 ;zero out variable $00 FE ;wait 1 turn, recheck ifs from start FC 12 03 80 ;if variable $03, bit 80 clear FC 14 00 00 ;if only one monster alive F0 51 51 42 ;3 spells: Flame Wall/Flame Wall/Flame FE ;wait 1 turn, recheck ifs from start FC 12 03 80 ;if variable $03, bit 80 clear ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 0D ;1 attack: attack E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start FC 12 03 80 ;if variable $03, bit 80 clear F0 51 42 42 ;3 spells: Flame Wall/Flame/Flame FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 02 15 15 ;if monster has been attacked by spell: Thunderbolt/Thunderbolt E7 00 01 01 ;set variable $01, bit 01 FE ;wait 1 turn, recheck ifs from start FF ;end all
Mad Adder [DF] 394A79 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 05 ;if generated number is less than 5 F0 53 4B 58 ;3 spells: Sand Storm/Storm/Water Blast FE ;wait 1 turn, recheck ifs from start F0 FB 5C 5C ;3 spells: nothing/Boulder/Boulder FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F2 01 02 ;target becomes targettable: monster 2 F2 00 00 ;target becomes untargettable: self E5 64 ;battle scene: Earthlink/Mad Adder collapses and dies EA 00 00 1C ;target is removed from battle: all allies, excluding self FE ;wait 1 turn, recheck ifs from start FF ;end all
Mad Mallet [03] 393AA9 FC 14 00 00 ;if only one monster alive E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start 01 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
Magidragon [AF] 393D7D EF 51 ;1 spell: Flame Wall EC ;exit battle FF ;end common commands, start counter commands FF ;end all
Magikoopa [21] 395816 FC 11 00 01 ;if variable $00, bit 01 set FE ;wait 1 turn, recheck ifs from start FC 12 00 01 ;if variable $00, bit 01 clear FC 0D 01 01 ;if variable $01 is greater than/equal to 1 E8 01 ;zero out variable $01 E7 00 00 01 ;set variable $00, bit 01 F2 00 00 ;target becomes untargettable: self E5 4F ;battle scene: Magikoopa summons monster E3 D9 ;battle dialogue: "Magikoopa's hiding!" FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 43 4A 47 ;3 spells: Bolt/Blast/Willy Wisp E6 00 01 ;increment variable $01 FE ;wait 1 turn, recheck ifs from start F0 58 59 51 ;3 spells: Water Blast/Solidify/Flame Wall E6 00 01 ;increment variable $01 FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Magmite [11] 393494 0F ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
Magmus [51] 393911 FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E2 1B ;targetting: self 61 ;1 attack: Valor Up E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start 0F ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
Malakoopa [42] 3939E5 FC 10 00 02 ;if target is alive: Bowser E3 82 ;battle dialogue: "Bowser's scaring the monster!" E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 12 04 01 ;if variable $04, bit 01 clear FC 0C 05 02 ;if generated number is less than 2 E7 00 04 01 ;set variable $04, bit 01 E3 81 ;battle dialogue: "Bowser's mood has affected the monster! ..." FE ;wait 1 turn, recheck ifs from start FC 11 04 01 ;if variable $04, bit 01 set FC 14 00 00 ;if only one monster alive E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start FC 11 04 01 ;if variable $04, bit 01 set E2 1D ;targetting: random ally, excluding self 00 ;1 attack: attack FE ;wait 1 turn, recheck ifs from start E0 09 09 FB ;3 attacks: attack/attack/nothing FF ;end common commands, start counter commands FF ;end all
Mallow Clone [9D] 394624 ED 07 ;generate random number between 0 and 7 FC 0C 05 06 ;if generated number is less than 6 F0 52 49 43 ;3 spells: Static E!/Electroshock/Bolt E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start 59 ;1 attack: attack FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 11 04 01 ;if variable $04, bit 01 set E7 01 0E 02 ;clear variable $0E, bit 02 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 E7 01 0E 01 ;clear variable $0E, bit 01 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self FC 11 04 01 ;if variable $04, bit 01 set E7 01 0E 02 ;clear variable $0E, bit 02 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self E7 01 0E 01 ;clear variable $0E, bit 01 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Manager [4C] 395961 FC 14 00 00 ;if only one monster alive EA 01 00 29 ;target is called to battle: monster 2 (restore) EA 01 00 2A ;target is called to battle: monster 3 (restore) EA 01 00 2B ;target is called to battle: monster 4 (restore) FE ;wait 1 turn, recheck ifs from start E0 01 19 1A ;3 attacks: attack/bomb throw/Spritz Bomb FF ;end common commands, start counter commands FC 05 00 00 ;if monster has been attacked E0 01 FB FB ;3 attacks: attack/nothing/nothing FE ;wait 1 turn, recheck ifs from start FF ;end all
Mario Clone [99] 394499 5A ;1 attack: attack FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 11 04 01 ;if variable $04, bit 01 set E7 01 0E 02 ;clear variable $0E, bit 02 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 E7 01 0E 01 ;clear variable $0E, bit 01 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self FC 11 04 01 ;if variable $04, bit 01 set E7 01 0E 02 ;clear variable $0E, bit 02 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self E7 01 0E 01 ;clear variable $0E, bit 01 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Mastablasta [7E] 393CD1 FC 07 00 02 ;if HP is below: 512 F0 44 4A 4B ;3 spells: Crystal/Blast/Storm FE ;wait 1 turn, recheck ifs from start E0 00 00 4C ;3 attacks: attack/attack/Eerie Jig FF ;end common commands, start counter commands FF ;end all
Mastadoom [3E] 3935DC ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E0 00 00 39 ;3 attacks: attack/attack/bone throw B E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start F0 55 54 55 ;3 spells: Drain Beam/Blizzard/Drain Beam FF ;end common commands, start counter commands FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Megasmilax [CC] 39472B FC 12 0A 01 ;if variable $0A, bit 01 clear E7 00 0A 01 ;set variable $0A, bit 01 EF 5A ;1 spell: Petal Blast FE ;wait 1 turn, recheck ifs from start FC 0A 04 00 ;if attack phase counter at: 4 EF 5A ;1 spell: Petal Blast E8 06 ;zero out attack phase counter FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E7 00 0F 01 ;set variable $0F, bit 01 E0 00 00 35 ;3 attacks: attack/attack/S'crow Dust E7 01 0F 01 ;clear variable $0F, bit 01 FE ;wait 1 turn, recheck ifs from start F0 40 51 51 ;3 spells: Drain/Flame Wall/Flame Wall FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence E6 00 0E ;increment variable $0E EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 01 02 02 ;if monster has been attacked by command: Attack/Attack E7 00 0F 01 ;set variable $0F, bit 01 E0 00 FB FB ;3 attacks: attack/nothing/nothing E7 01 0F 01 ;clear variable $0F, bit 01 FE ;wait 1 turn, recheck ifs from start FF ;end all
Merlin [61] 393B6B FF ;end common commands, start counter commands FF ;end all
Mezzo Bomb [D5] 393E82 ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start 55 ;1 attack: self-destruct A EA 00 00 1B ;target is removed from battle: self FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 04 40 00 ;if monster has been affected by element: Fire 55 ;1 attack: self-destruct A EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Microbomb [B8] 393E5A ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E0 55 55 56 ;3 attacks: self-destruct A/self-destruct A/self-destruct B EA 00 00 1B ;target is removed from battle: self FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 04 40 00 ;if monster has been affected by element: Fire 55 ;1 attack: self-destruct A EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Mokura [94] 393D49 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 43 52 49 ;3 spells: Bolt/Static E!/Electroshock FE ;wait 1 turn, recheck ifs from start F0 43 44 59 ;3 spells: Bolt/Crystal/Solidify FF ;end common commands, start counter commands FF ;end all
Mr.Kipper [49] 393638 09 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
Muckle [62] 3938F0 F0 44 44 FB ;3 spells: Crystal/Crystal/nothing FF ;end common commands, start counter commands FC 01 03 03 ;if monster has been attacked by command: Special/Special EF 54 ;1 spell: Blizzard FE ;wait 1 turn, recheck ifs from start FF ;end all
Mukumuku [B1] 3935A8 E0 6F 6F 71 ;3 attacks: attack/attack/attack FD ;wait 1 turn E0 71 70 71 ;3 attacks: attack/Missed me!/attack FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Neosquid [BB] 3950D2 FC 11 01 01 ;if variable $01, bit 01 set FC 0D 04 03 ;if variable $04 is greater than/equal to 3 F2 01 00 ;target becomes targettable: self E8 04 ;zero out variable $04 E8 01 ;zero out variable $01 F1 0D ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FC 11 01 01 ;if variable $01, bit 01 set E6 00 04 ;increment variable $04 FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 59 5B 5D ;3 spells: Solidify/Aurora Flash/Corona FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 52 51 58 ;3 spells: Static E!/Flame Wall/Water Blast FE ;wait 1 turn, recheck ifs from start E7 00 0F 01 ;set variable $0F, bit 01 E0 00 45 3A ;3 attacks: attack/Carni-Kiss/Lulla-Bye E7 01 0F 01 ;clear variable $0F, bit 01 FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E7 00 01 01 ;set variable $01, bit 01 F2 00 00 ;target becomes untargettable: self F1 0A ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FF ;end all
Ninja [5B] 393AD2 ED 07 ;generate random number between 0 and 7 FC 0C 05 06 ;if generated number is less than 6 E0 05 14 15 ;3 attacks: attack/knife throw/shuriken throw E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E2 1B ;targetting: self EF 4D ;1 spell: Escape FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 15 ;1 attack: shuriken throw F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Octolot [30] 39341C ED 07 ;generate random number between 0 and 7 FC 0C 05 06 ;if generated number is less than 6 F0 51 41 42 ;3 spells: Flame Wall/Lightning Orb/Flame E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E0 02 26 02 ;3 attacks: attack/Gunk Ball/attack FF ;end common commands, start counter commands FF ;end all
Octovader [70] 393775 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 41 43 55 ;3 spells: Lightning Orb/Bolt/Drain Beam FE ;wait 1 turn, recheck ifs from start E0 02 02 29 ;3 attacks: attack/attack/Sleep-Sauce FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack E0 FB FB 26 ;3 attacks: nothing/nothing/Gunk Ball FE ;wait 1 turn, recheck ifs from start FF ;end all
Oerlikon [8A] 393922 E0 10 03 03 ;3 attacks: spike shot/attack/attack FF ;end common commands, start counter commands FF ;end all
Orb User [2B] 393575 ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 43 42 51 ;3 spells: Bolt/Flame/Flame Wall E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E2 1F ;targetting: random ally, or self EF 4F ;1 spell: Recover E2 25 ;targetting: random opponent FF ;end common commands, start counter commands FF ;end all
Orbison [6B] 3938FD E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E2 1F ;targetting: random ally, or self F0 4F 4F 50 ;3 spells: Recover/Recover/Mega Recover E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start 01 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
Pandorite [17] 393D88 F0 51 42 51 ;3 spells: Flame Wall/Flame/Flame Wall FD ;wait 1 turn E0 00 45 41 ;3 attacks: attack/Carni-Kiss/Scream FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Pile Driver [7F] 393CAA E0 00 00 2F ;3 attacks: attack/attack/hammer throw (fear) FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack E0 FB FB 5C ;3 attacks: nothing/nothing/Fear Roulette FE ;wait 1 turn, recheck ifs from start FF ;end all
Pinwheel [0E] 393862 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 06 ;if generated number is less than 6 01 ;1 attack: attack FE ;wait 1 turn, recheck ifs from start F0 52 52 41 ;3 spells: Static E!/Static E!/Lightning Orb FF ;end common commands, start counter commands FF ;end all
Piranha Plant [07] 39343F E0 04 04 35 ;3 attacks: attack/attack/S'crow Dust FD ;wait 1 turn E0 04 04 34 ;3 attacks: attack/attack/Pollen Nap FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Pounder [43] 393AB5 E0 01 01 2E ;3 attacks: attack/attack/hammer throw FF ;end common commands, start counter commands FF ;end all
Poundette [44] 393ABB E0 01 2F 2E ;3 attacks: attack/hammer throw (fear)/hammer throw FF ;end common commands, start counter commands FF ;end all
Pulsar [6E] 3935FE ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 01 ;1 attack: attack E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start F0 52 49 43 ;3 spells: Static E!/Electroshock/Bolt FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack 54 ;1 attack: Migraine EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Punchinello [D0] 393EA7 FC 12 00 01 ;if variable $00, bit 01 clear FC 14 00 00 ;if only one monster alive F1 00 ;execute special animation sequence EA 01 00 29 ;target is called to battle: monster 2 (restore) F1 00 ;execute special animation sequence EA 01 00 2A ;target is called to battle: monster 3 (restore) F1 00 ;execute special animation sequence EA 01 00 2B ;target is called to battle: monster 4 (restore) F1 00 ;execute special animation sequence EA 01 00 2C ;target is called to battle: monster 5 (restore) FE ;wait 1 turn, recheck ifs from start FC 11 00 02 ;if variable $00, bit 02 set FC 14 00 00 ;if only one monster alive EA 01 00 29 ;target is called to battle: monster 2 (restore) EA 01 00 2A ;target is called to battle: monster 3 (restore) EA 01 00 2B ;target is called to battle: monster 4 (restore) EA 01 00 2C ;target is called to battle: monster 5 (restore) FE ;wait 1 turn, recheck ifs from start FC 11 00 04 ;if variable $00, bit 04 set FC 14 00 00 ;if only one monster alive E8 02 ;zero out variable $02 EA 01 00 29 ;target is called to battle: monster 2 (restore) EA 01 00 2A ;target is called to battle: monster 3 (restore) EA 01 00 2B ;target is called to battle: monster 4 (restore) FE ;wait 1 turn, recheck ifs from start ED 07 ;generate random number between 0 and 7 FC 0C 05 01 ;if generated number is less than 1 EF 53 ;1 spell: Sand Storm E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start 01 ;1 attack: attack FF ;end common commands, start counter commands FC 07 20 03 ;if HP is below: 800 FC 14 00 00 ;if only one monster alive FC 12 04 02 ;if variable $04, bit 02 clear E7 00 04 02 ;set variable $04, bit 02 E7 00 00 03 ;set variable $00, bit 01,02 E5 09 ;battle scene: Punchinello summons Bob-ombs FE ;wait 1 turn, recheck ifs from start FC 07 20 03 ;if HP is below: 800 FC 12 04 02 ;if variable $04, bit 02 clear E5 5E ;battle scene: bombs explode if still alive EA 00 00 1C ;target is removed from battle: all allies, excluding self E7 00 04 02 ;set variable $04, bit 02 E7 00 00 03 ;set variable $00, bit 01,02 E5 09 ;battle scene: Punchinello summons Bob-ombs FE ;wait 1 turn, recheck ifs from start FC 07 90 01 ;if HP is below: 400 FC 14 00 00 ;if only one monster alive FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E7 00 00 04 ;set variable $00, bit 04 E7 01 00 02 ;clear variable $00, bit 02 E5 0A ;battle scene: Punchinello summons Mezzo Bombs FE ;wait 1 turn, recheck ifs from start FC 07 90 01 ;if HP is below: 400 FC 12 04 01 ;if variable $04, bit 01 clear E5 5E ;battle scene: bombs explode, if still alive EA 00 00 1C ;target is removed from battle: all allies, excluding self E7 00 04 01 ;set variable $04, bit 01 E7 00 00 04 ;set variable $00, bit 04 E7 01 00 02 ;clear variable $00, bit 02 E5 0A ;battle scene: Punchinello summons Mezzo Bombs FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 FC 14 00 00 ;if only one monster alive E5 0B ;battle scene: EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 E5 5E ;battle scene: bombs explode if still alive EA 00 00 1C ;target is removed from battle: all allies, excluding self E5 0B ;battle scene: Punchinello summons King Bomb, commits suicide EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Puppox [75] 393B6D E0 2E 03 4C ;3 attacks: hammer throw/attack/Eerie Jig FD ;wait 1 turn E0 2E 03 4D ;3 attacks: hammer throw/attack/Somnus Waltz FF ;end common commands, start counter commands FF ;end all
Pyrosphere [55] 393928 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 03 ;if generated number is less than 3 F0 40 40 45 ;3 spells: Drain/Drain/Flame Stone FE ;wait 1 turn, recheck ifs from start E0 FB 02 02 ;3 attacks: nothing/attack/attack FF ;end common commands, start counter commands FF ;end all
Radish [7C] 393C30 E0 02 02 28 ;3 attacks: attack/attack/water droplet FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack E0 FB FB 27 ;3 attacks: nothing/nothing/Endobubble FE ;wait 1 turn, recheck ifs from start FF ;end all
Raspberry [D7] 39414B FC 12 00 01 ;if variable $00, bit 01 clear FE ;wait 1 turn, recheck ifs from start ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 53 55 53 ;3 spells: Sand Storm/Drain Beam/Sand Storm E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E7 00 0F 01 ;set variable $0F, bit 01 E0 00 00 1F ;3 attacks: attack/attack/orb shot E7 01 0F 01 ;clear variable $0F, bit 01 FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E5 23 ;battle scene: Snifits & Booster run in and eat cake EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Rat Funk [0F] 3932F8 ED 07 ;generate random number between 0 and 7 FC 0C 05 06 ;if generated number is less than 6 E7 00 0F 01 ;set variable $0F, bit 01 E0 06 06 44 ;3 attacks: attack/attack/Poison E7 01 0F 01 ;clear variable $0F, bit 01 E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E2 1B ;targetting: self EF 4D ;1 spell: Escape FF ;end common commands, start counter commands FF ;end all
Reacher [29] 3936BF FC 14 00 00 ;if only one monster alive E0 00 39 38 ;3 attacks: attack/bone throw B/bone throw A FE ;wait 1 turn, recheck ifs from start E0 00 00 3B ;3 attacks: attack/attack/Elegy FF ;end common commands, start counter commands FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Remo Con [35] 39354F E0 3F 03 4C ;3 attacks: Body Slam/attack/Eerie Jig FF ;end common commands, start counter commands FC 05 00 00 ;if monster has been attacked FC 04 40 00 ;if monster has been affected by element: Fire F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Ribbite [71] 3937DD E0 03 2A 29 ;3 attacks: attack/Venom Drool/Sleep-Sauce FF ;end common commands, start counter commands FF ;end all
Right Eye [BE] 395122 FC 11 02 01 ;if variable $02, bit 01 set FC 0D 04 03 ;if variable $04 is greater than/equal to 3 F2 01 00 ;target becomes targettable: self E8 04 ;zero out variable $04 E8 02 ;zero out variable $02 F1 0D ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FC 11 02 01 ;if variable $02, bit 01 set E6 00 04 ;increment variable $04 FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 43 48 46 ;3 spells: Bolt/Diamond Saw/Mega Drain FE ;wait 1 turn, recheck ifs from start F0 45 4E 4A ;3 spells: Flame Stone/Dark Star/Blast FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 12 08 01 ;if variable $08, bit 01 clear E7 00 02 01 ;set variable $02, bit 01 E7 00 00 01 ;set variable $00, bit 01 E7 01 00 04 ;clear variable $00, bit 04 F2 00 00 ;target becomes untargettable: self EB 01 13 ;target nulls invincibility + protection: monster 1 F1 0B ;execute special animation sequence E3 DB ;battle dialogue: "Exor's protection's gone!!" FE ;wait 1 turn, recheck ifs from start FF ;end all
Rob-Omb [59] 393516 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 02 ;if generated number is less than 2 FE ;wait 1 turn, recheck ifs from start E0 55 55 56 ;3 attacks: self-destruct A/self-destruct A/self-destruct B EA 00 00 1B ;target is removed from battle: self FF ;end common commands, start counter commands FC 04 40 00 ;if monster has been affected by element: Fire E0 55 55 56 ;3 attacks: self-destruct A/self-destruct A/self-destruct B EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Sackit [45] 3935B4 ED 07 ;generate random number between 0 and 7 FC 0C 05 03 ;if generated number is less than 3 E0 05 14 05 ;3 attacks: attack/knife throw/attack E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E2 1B ;targetting: self EF 4D ;1 spell: Escape FF ;end common commands, start counter commands FF ;end all
Shadow [2D] 393363 05 ;1 attack: attack FD ;wait 1 turn 27 ;1 attack: Endobubble FD ;wait 1 turn 05 ;1 attack: attack FD ;wait 1 turn 1F ;1 attack: orb shot FD ;wait 1 turn FF ;end common commands, start counter commands FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Shaman [04] 393872 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 48 41 44 ;3 spells: Diamond Saw/Lightning Orb/Crystal FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 54 54 45 ;3 spells: Blizzard/Blizzard/Flame Stone FE ;wait 1 turn, recheck ifs from start 03 ;1 attack: attack FF ;end common commands, start counter commands FC 01 03 03 ;if monster has been attacked by command: Special/Special E2 1B ;targetting: self F0 4D FB FB ;3 spells: Escape/nothing/nothing E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FF ;end all
Shelly [87] 3947AE FF ;end common commands, start counter commands FC 07 90 01 ;if HP is below: 400 FC 12 04 08 ;if variable $04, bit 08 clear E7 00 04 08 ;set variable $04, bit 08 F1 04 ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FC 07 2C 01 ;if HP is below: 300 FC 12 04 04 ;if variable $04, bit 04 clear E7 00 04 04 ;set variable $04, bit 04 F1 05 ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FC 07 C8 00 ;if HP is below: 200 FC 12 04 02 ;if variable $04, bit 02 clear E7 00 04 02 ;set variable $04, bit 02 F1 06 ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FC 07 64 00 ;if HP is below: 100 FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 F1 07 ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 F1 08 ;execute special animation sequence E5 5C ;battle scene: Shelly breaks, Birdo appears EA 01 00 28 ;target is called to battle: monster 1 (restore) F1 02 ;execute special animation sequence E3 CD ;battle dialogue: " BIRDO: Hello$! I'm Birdo." EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Shogun [2A] 39375D E0 01 01 45 ;3 attacks: attack/attack/Carni-Kiss FF ;end common commands, start counter commands FC 01 03 03 ;if monster has been attacked by command: Special/Special FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E2 1B ;targetting: self 7B ;1 attack: Vigor up! E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FF ;end all
Shy Away [8F] 393797 FC 14 00 00 ;if only one monster alive E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 EF 47 ;1 spell: Willy Wisp FE ;wait 1 turn, recheck ifs from start E0 0A 0A 3B ;3 attacks: attack/attack/Elegy FF ;end common commands, start counter commands FF ;end all
Shy Guy [5A] 39338F FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E0 6B 6B 23 ;3 attacks: slingshot/slingshot/Doom Reverb FE ;wait 1 turn, recheck ifs from start 6B ;1 attack: slingshot FD ;wait 1 turn E0 6B 6B 3A ;3 attacks: slingshot/slingshot/Lulla-Bye FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Shy Ranger [18] 39344B FC 12 04 01 ;if variable $04, bit 01 clear E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start E0 6B 14 15 ;3 attacks: slingshot/knife throw/shuriken throw FF ;end common commands, start counter commands FC 08 1B 0F ;if target: self, is affected by ailment: ALL E7 00 04 01 ;set variable $04, bit 01 FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked E0 6B FB FB ;3 attacks: slingshot/nothing/nothing FE ;wait 1 turn, recheck ifs from start FF ;end all
Shyper [EB] 395240 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 EF 64 ;1 spell: Sword Rain FE ;wait 1 turn, recheck ifs from start 0D ;1 attack: attack FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 11 04 01 ;if variable $04, bit 01 set E7 01 0E 01 ;clear variable $0E, bit 01 F1 03 ;execute special animation sequence E6 01 00 ;decrement variable $00 EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 FC 11 04 02 ;if variable $04, bit 02 set E7 01 0E 02 ;clear variable $0E, bit 02 F1 03 ;execute special animation sequence E6 01 00 ;decrement variable $00 EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Shyster [9E] 3932E8 ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 0D ;1 attack: attack E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start F0 FB 40 40 ;3 spells: nothing/Drain/Drain FF ;end common commands, start counter commands FF ;end all
Sky Troopa [02] 3932BE E0 FB 09 09 ;3 attacks: nothing/attack/attack FF ;end common commands, start counter commands FF ;end all
Sling Shy [58] 39389C FC 14 00 00 ;if only one monster alive E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 05 ;if generated number is less than 5 6B ;1 attack: slingshot FE ;wait 1 turn, recheck ifs from start E0 22 23 24 ;3 attacks: S'crow Bell/Doom Reverb/Spore Chimes FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack E0 6B FB FB ;3 attacks: slingshot/nothing/nothing FE ;wait 1 turn, recheck ifs from start FF ;end all
Smelter [A2] 39527A FC 11 04 01 ;if variable $04, bit 01 set FE ;wait 1 turn, recheck ifs from start FC 0A 02 00 ;if attack phase counter at: 2 FC 0C 00 02 ;if variable $00 is less than 2 E7 00 03 01 ;set variable $03, bit 01 E8 06 ;zero out attack phase counter E6 00 00 ;increment variable $00 E5 56 ;battle scene: Smelter pours molten liquid, Smithy malleates FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E7 00 04 01 ;set variable $04, bit 01 F2 00 00 ;target becomes untargettable: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Smilax [CA] 39468F ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E7 00 0F 01 ;set variable $0F, bit 01 E0 00 00 34 ;3 attacks: attack/attack/Pollen Nap E7 01 0F 01 ;clear variable $0F, bit 01 E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start F0 40 40 42 ;3 spells: Drain/Drain/Flame FF ;end common commands, start counter commands FC 14 00 00 ;if only one monster alive FC 07 00 00 ;if HP is below: 0 FC 12 03 01 ;if variable $03, bit 01 clear E7 00 03 01 ;set variable $03, bit 01 F1 03 ;execute special animation sequence E5 37 ;battle scene: Shy Away waters Smilax, part 1 E6 00 0E ;increment variable $0E EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 14 00 00 ;if only one monster alive FC 07 00 00 ;if HP is below: 0 FC 12 03 02 ;if variable $03, bit 02 clear E7 00 03 02 ;set variable $03, bit 02 F1 03 ;execute special animation sequence E5 38 ;battle scene: Shy Away waters Smilax, part 2 E6 00 0E ;increment variable $0E EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 14 00 00 ;if only one monster alive FC 07 00 00 ;if HP is below: 0 FC 12 03 04 ;if variable $03, bit 04 clear E7 00 03 04 ;set variable $03, bit 04 F1 03 ;execute special animation sequence E5 39 ;battle scene: Shy Away waters Smilax, part 3 E6 00 0E ;increment variable $0E EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence E6 00 0E ;increment variable $0E EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 01 02 02 ;if monster has been attacked by command: Attack/Attack E7 00 0F 01 ;set variable $0F, bit 01 E0 00 FB FB ;3 attacks: attack/nothing/nothing E7 01 0F 01 ;clear variable $0F, bit 01 FE ;wait 1 turn, recheck ifs from start FF ;end all
Smithy (1st Form) [EA] 3951FA FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E5 60 ;battle scene: Smithy approaches EF 63 ;1 spell: Sledge FE ;wait 1 turn, recheck ifs from start FC 11 03 01 ;if variable $03, bit 01 set E7 01 03 01 ;clear variable $03, bit 01 EF 63 ;1 spell: Sledge FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 5E 5E 46 ;3 spells: Meteor Swarm/Meteor Swarm/Mega Drain FE ;wait 1 turn, recheck ifs from start 5D ;1 attack: hammer hit FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 10 00 16 ;if target is alive: monster 4 E5 52 ;battle scene: Smithy (1st Form) is defeated, ground shakes etc. EA 00 00 16 ;target is removed from battle: monster 4 EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 E5 52 ;battle scene: Smithy (1st Form) is defeated, ground shakes etc. EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Smithy (Body) [EC] 3952A1 FC 12 08 01 ;if variable $08, bit 01 clear E7 00 08 01 ;set variable $08, bit 01 E8 00 ;zero out variable $00 E8 01 ;zero out variable $01 E8 02 ;zero out variable $02 E8 03 ;zero out variable $03 E8 07 ;zero out variable $07 E8 09 ;zero out variable $09 E8 0A ;zero out variable $0A E8 0B ;zero out variable $0B E8 0C ;zero out variable $0C E8 0D ;zero out variable $0D E8 0E ;zero out variable $0E E8 0F ;zero out variable $0F E6 00 09 ;increment variable $09 E5 61 ;battle scene: Smithy waits a little before transforming E5 57 ;battle scene: Smithy transforms into Tank Head F1 20 ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FC 11 02 01 ;if variable $02, bit 01 set FC 11 03 01 ;if variable $03, bit 01 set E7 01 03 01 ;clear variable $03, bit 01 E6 00 09 ;increment variable $09 E5 5B ;battle scene: Smithy's default head fades E5 58 ;battle scene: Smithy transforms into Magic Head F1 20 ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FC 11 02 02 ;if variable $02, bit 02 set FC 11 03 01 ;if variable $03, bit 01 set E7 01 03 01 ;clear variable $03, bit 01 E6 00 09 ;increment variable $09 E5 5B ;battle scene: Smithy's default head fades E5 59 ;battle scene: Smithy transforms into Chest Head F1 20 ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FC 11 02 04 ;if variable $02, bit 04 set FC 11 03 01 ;if variable $03, bit 01 set E7 01 03 01 ;clear variable $03, bit 01 E5 5B ;battle scene: Smithy's default head fades E5 5A ;battle scene: Smithy transforms into Box Head F1 20 ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FC 12 02 01 ;if variable $02, bit 01 clear FC 11 03 01 ;if variable $03, bit 01 set E7 01 03 01 ;clear variable $03, bit 01 E6 00 09 ;increment variable $09 E5 5B ;battle scene: Smithy's default head fades E5 57 ;battle scene: Smithy transforms into Tank Head F1 20 ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E7 00 03 01 ;set variable $03, bit 01 FC 12 08 80 ;if variable $08, bit 80 clear E0 5F 20 20 ;3 attacks: hammer hit/finger shot/finger shot FE ;wait 1 turn, recheck ifs from start FC 12 08 80 ;if variable $08, bit 80 clear E0 5F 20 20 ;3 attacks: hammer hit/finger shot/finger shot FE ;wait 1 turn, recheck ifs from start FC 0A 03 00 ;if attack phase counter at: 3 FC 12 08 40 ;if variable $08, bit 40 clear E7 01 08 80 ;clear variable $08, bit 80 E7 00 08 40 ;set variable $08, bit 40 E3 E1 ;battle dialogue: "Mwa ha! I am burning with power!" F2 01 00 ;target becomes targettable: self F1 1B ;execute special animation sequence FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E3 E0 ;battle dialogue: "Guooooo! C...can't move...!" E8 06 ;zero out attack phase counter E7 00 08 80 ;set variable $08, bit 80 E7 01 08 40 ;clear variable $08, bit 40 F2 00 00 ;target becomes untargettable: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Smithy (Box Head) [B6] 395408 FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 EF 62 ;1 spell: Shredder FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E2 1F ;targetting: random ally, or self F0 4F 50 4F ;3 spells: Recover/Mega Recover/Recover E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E5 62 ;battle scene: Smithy's final defeat, light shatters, explosion EC ;exit battle FE ;wait 1 turn, recheck ifs from start FC 07 D0 07 ;if HP is below: 2000 FC 12 02 20 ;if variable $02, bit 20 clear E7 00 02 04 ;set variable $02, bit 04 E7 00 02 20 ;set variable $02, bit 20 E7 01 02 02 ;clear variable $02, bit 02 E8 09 ;zero out variable $09 FE ;wait 1 turn, recheck ifs from start FC 07 A0 0F ;if HP is below: 4000 FC 12 02 40 ;if variable $02, bit 40 clear E7 00 02 02 ;set variable $02, bit 02 E7 00 02 40 ;set variable $02, bit 40 E7 01 02 01 ;clear variable $02, bit 01 E8 09 ;zero out variable $09 FE ;wait 1 turn, recheck ifs from start FC 07 70 17 ;if HP is below: 6000 FC 12 02 80 ;if variable $02, bit 80 clear E7 00 02 01 ;set variable $02, bit 01 E7 00 02 80 ;set variable $02, bit 80 E8 09 ;zero out variable $09 FE ;wait 1 turn, recheck ifs from start FF ;end all
Smithy (Chest Head) [EF] 3954D2 E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 6A 69 6B ;3 spells: (Mute)/(Fear)/(Poison) E7 00 03 01 ;set variable $03, bit 01 FE ;wait 1 turn, recheck ifs from start F0 6A 68 6B ;3 spells: (Mute)/(S'crow)/(Poison) E7 00 03 01 ;set variable $03, bit 01 FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E5 62 ;battle scene: Smithy's final defeat, light shatters, explosion EC ;exit battle FE ;wait 1 turn, recheck ifs from start FC 07 D0 07 ;if HP is below: 2000 FC 12 02 20 ;if variable $02, bit 20 clear E7 00 02 04 ;set variable $02, bit 04 E7 00 02 20 ;set variable $02, bit 20 E7 01 02 02 ;clear variable $02, bit 02 E8 09 ;zero out variable $09 FE ;wait 1 turn, recheck ifs from start FC 07 A0 0F ;if HP is below: 4000 FC 12 02 40 ;if variable $02, bit 40 clear E7 00 02 02 ;set variable $02, bit 02 E7 00 02 40 ;set variable $02, bit 40 E7 01 02 01 ;clear variable $02, bit 01 E8 09 ;zero out variable $09 FE ;wait 1 turn, recheck ifs from start FC 07 70 17 ;if HP is below: 6000 FC 12 02 80 ;if variable $02, bit 80 clear E7 00 02 01 ;set variable $02, bit 01 E7 00 02 80 ;set variable $02, bit 80 E8 09 ;zero out variable $09 FE ;wait 1 turn, recheck ifs from start FF ;end all
Smithy (Head) [ED] 39536C FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E5 62 ;battle scene: Smithy's final defeat, light shatters, explosion EC ;exit battle FE ;wait 1 turn, recheck ifs from start FC 07 D0 07 ;if HP is below: 2000 FC 12 02 20 ;if variable $02, bit 20 clear E7 00 02 04 ;set variable $02, bit 04 E7 00 02 20 ;set variable $02, bit 20 E7 01 02 02 ;clear variable $02, bit 02 E8 09 ;zero out variable $09 FE ;wait 1 turn, recheck ifs from start FC 07 A0 0F ;if HP is below: 4000 FC 12 02 40 ;if variable $02, bit 40 clear E7 00 02 02 ;set variable $02, bit 02 E7 00 02 40 ;set variable $02, bit 40 E7 01 02 01 ;clear variable $02, bit 01 E8 09 ;zero out variable $09 FE ;wait 1 turn, recheck ifs from start FC 07 70 17 ;if HP is below: 6000 FC 12 02 80 ;if variable $02, bit 80 clear E7 00 02 01 ;set variable $02, bit 01 E7 00 02 80 ;set variable $02, bit 80 E8 09 ;zero out variable $09 FE ;wait 1 turn, recheck ifs from start FF ;end all
Smithy (Magic Head) [EE] 39546F E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 64 65 66 ;3 spells: Sword Rain/Spear Rain/Arrow Rain FE ;wait 1 turn, recheck ifs from start FC 0C 05 07 ;if generated number is less than 7 F0 5E 5C 4E ;3 spells: Meteor Swarm/Boulder/Dark Star FE ;wait 1 turn, recheck ifs from start EF 62 ;1 spell: Shredder FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E5 62 ;battle scene: Smithy's final defeat, light shatters, explosion EC ;exit battle FE ;wait 1 turn, recheck ifs from start FC 07 D0 07 ;if HP is below: 2000 FC 12 02 20 ;if variable $02, bit 20 clear E7 00 02 04 ;set variable $02, bit 04 E7 00 02 20 ;set variable $02, bit 20 E7 01 02 02 ;clear variable $02, bit 02 E8 09 ;zero out variable $09 FE ;wait 1 turn, recheck ifs from start FC 07 A0 0F ;if HP is below: 4000 FC 12 02 40 ;if variable $02, bit 40 clear E7 00 02 02 ;set variable $02, bit 02 E7 00 02 40 ;set variable $02, bit 40 E7 01 02 01 ;clear variable $02, bit 01 E8 09 ;zero out variable $09 FE ;wait 1 turn, recheck ifs from start FC 07 70 17 ;if HP is below: 6000 FC 12 02 80 ;if variable $02, bit 80 clear E7 00 02 01 ;set variable $02, bit 01 E7 00 02 80 ;set variable $02, bit 80 E8 09 ;zero out variable $09 FE ;wait 1 turn, recheck ifs from start FF ;end all
Smithy (Tank Head) [B5] 3953B7 E0 51 51 52 ;3 attacks: bullet bill/bullet bill/Magnum FD ;wait 1 turn 51 ;1 attack: bullet bill FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E5 62 ;battle scene: Smithy's final defeat, light shatters, explosion EC ;exit battle FE ;wait 1 turn, recheck ifs from start FC 07 D0 07 ;if HP is below: 2000 FC 12 02 20 ;if variable $02, bit 20 clear E7 00 02 04 ;set variable $02, bit 04 E7 00 02 20 ;set variable $02, bit 20 E7 01 02 02 ;clear variable $02, bit 02 E8 09 ;zero out variable $09 FE ;wait 1 turn, recheck ifs from start FC 07 A0 0F ;if HP is below: 4000 FC 12 02 40 ;if variable $02, bit 40 clear E7 00 02 02 ;set variable $02, bit 02 E7 00 02 40 ;set variable $02, bit 40 E7 01 02 01 ;clear variable $02, bit 01 E8 09 ;zero out variable $09 FE ;wait 1 turn, recheck ifs from start FC 07 70 17 ;if HP is below: 6000 FC 12 02 80 ;if variable $02, bit 80 clear E7 00 02 01 ;set variable $02, bit 01 E7 00 02 80 ;set variable $02, bit 80 E8 09 ;zero out variable $09 FE ;wait 1 turn, recheck ifs from start FF ;end all
Snapdragon [36] 3933B1 E7 00 0F 01 ;set variable $0F, bit 01 04 ;1 attack: attack E7 01 0F 01 ;clear variable $0F, bit 01 FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack E0 FB FB 34 ;3 attacks: nothing/nothing/Pollen Nap FE ;wait 1 turn, recheck ifs from start FF ;end all
Snifit [F8] 3955DE ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 52 43 54 ;3 spells: Static E!/Bolt/Blizzard E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E0 03 1D 26 ;3 attacks: attack/bullet bill/Gunk Ball FF ;end common commands, start counter commands FC 10 01 27 ;if target is dead: at least one ally E6 00 00 ;increment variable $00 FC 0D 00 03 ;if variable $00 is greater than/equal to 3 F2 01 01 ;target becomes targettable: monster 1 E3 45 ;battle dialogue: "BOOSTER: Harumph! Just as I thought! It ..." FE ;wait 1 turn, recheck ifs from start FF ;end all
Sparky [15] 39342F ED 07 ;generate random number between 0 and 7 FC 0C 05 03 ;if generated number is less than 3 F0 40 40 42 ;3 spells: Drain/Drain/Flame E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start 02 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
Spikester [41] 3934CB 03 ;1 attack: attack FD ;wait 1 turn E0 11 03 13 ;3 attacks: Thornet/attack/Funguspike FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Spikey [01] 3932B0 FC 10 00 1C ;if target is alive: all allies, excluding self E2 25 ;targetting: random opponent E0 FB 03 03 ;3 attacks: nothing/attack/attack FE ;wait 1 turn, recheck ifs from start 10 ;1 attack: spike shot FF ;end common commands, start counter commands FF ;end all
Spinthra [7B] 3937F6 E0 44 01 01 ;3 attacks: Poison/attack/attack FD ;wait 1 turn E0 01 01 7F ;3 attacks: attack/attack/S'crow Fangs FD ;wait 1 turn FF ;end common commands, start counter commands FF ;end all
Spookum [1A] 393501 F0 44 40 40 ;3 spells: Crystal/Drain/Drain FD ;wait 1 turn E0 03 03 26 ;3 attacks: attack/attack/Gunk Ball FD ;wait 1 turn FF ;end common commands, start counter commands FC 02 0C 0C ;if monster has been attacked by spell: Terrorize/Terrorize E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start FF ;end all
Springer [78] 393AF1 ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E0 0D 0D 4D ;3 attacks: attack/attack/Somnus Waltz E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start F0 FB 40 40 ;3 spells: nothing/Drain/Drain FF ;end common commands, start counter commands FF ;end all
Star Cruster [60] 393A6B 00 ;1 attack: attack FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack 33 ;1 attack: light ball (Sleep) FE ;wait 1 turn, recheck ifs from start FF ;end all
Starslap [B0] 3933A5 02 ;1 attack: attack FD ;wait 1 turn 02 ;1 attack: attack FD ;wait 1 turn E2 1F ;targetting: random ally, or self EF 4F ;1 spell: Recover E2 25 ;targetting: random opponent FF ;end common commands, start counter commands FF ;end all
Stinger [5C] 393710 FC 0A 03 00 ;if attack phase counter at: 3 E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start E0 0A 11 13 ;3 attacks: attack/Thornet/Funguspike FF ;end common commands, start counter commands FF ;end all
Straw Head [68] 3936F0 E0 03 03 2D ;3 attacks: attack/attack/Stench FD ;wait 1 turn E0 03 48 2C ;3 attacks: attack/Dark Claw/S'crow Funk FD ;wait 1 turn E0 03 03 2B ;3 attacks: attack/attack/Mush Funk FD ;wait 1 turn FF ;end common commands, start counter commands FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Stumpet [37] 393957 FC 0A 02 00 ;if attack phase counter at: 2 E0 3C 3D 3C ;3 attacks: Backfire/Va Va Voom/Backfire E8 06 ;zero out attack phase counter FE ;wait 1 turn, recheck ifs from start F1 04 ;execute special animation sequence E3 D5 ;battle dialogue: "The monster's getting furious!" FF ;end common commands, start counter commands FF ;end all
Super Spike [88] 393C2A E0 10 03 03 ;3 attacks: spike shot/attack/attack FF ;end common commands, start counter commands FF ;end all
Tentacles (left) [D9] 3948F0 ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 FC 0D 09 03 ;if variable $09 is greater than/equal to 3 FC 12 08 01 ;if variable $08, bit 01 clear E7 00 08 01 ;set variable $08, bit 01 F1 01 ;execute special animation sequence E5 24 ;battle scene: Tentacles propel character off screen E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start 00 ;1 attack: attack E6 00 09 ;increment variable $09 FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 11 03 01 ;if variable $03, bit 01 set FC 12 03 02 ;if variable $03, bit 02 clear E6 00 00 ;increment variable $00 FC 0D 00 06 ;if variable $00 is greater than/equal to 6 E7 00 03 02 ;set variable $03, bit 02 F1 03 ;execute special animation sequence E7 00 0D 01 ;set variable $0D, bit 01 F1 02 ;execute special animation sequence E8 09 ;zero out variable $09 E5 1C ;battle scene: beat Tentacles, move on to King Calamari EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 FC 12 03 01 ;if variable $03, bit 01 clear E6 00 00 ;increment variable $00 FC 0D 00 03 ;if variable $00 is greater than/equal to 3 E7 00 03 01 ;set variable $03, bit 01 F1 03 ;execute special animation sequence E7 00 0D 01 ;set variable $0D, bit 01 F1 02 ;execute special animation sequence E8 09 ;zero out variable $09 E5 1B ;battle scene: beat Tentacles, move on to next set EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Tentacles (right) [D1] 394879 ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 FC 0D 09 03 ;if variable $09 is greater than/equal to 3 FC 12 08 01 ;if variable $08, bit 01 clear E7 00 08 01 ;set variable $08, bit 01 F1 01 ;execute special animation sequence E5 24 ;battle scene: Tentacles propel character off screen E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start 00 ;1 attack: attack E6 00 09 ;increment variable $09 FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 11 03 01 ;if variable $03, bit 01 set FC 12 03 02 ;if variable $03, bit 02 clear E6 00 00 ;increment variable $00 FC 0D 00 06 ;if variable $00 is greater than/equal to 6 E7 00 03 02 ;set variable $03, bit 02 F1 03 ;execute special animation sequence E7 00 0D 01 ;set variable $0D, bit 01 F1 02 ;execute special animation sequence E8 09 ;zero out variable $09 E5 1C ;battle scene: beat Tentacles, move on to King Calamari EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 FC 12 03 01 ;if variable $03, bit 01 clear E6 00 00 ;increment variable $00 FC 0D 00 03 ;if variable $00 is greater than/equal to 3 E7 00 03 01 ;set variable $03, bit 01 F1 03 ;execute special animation sequence E7 00 0D 01 ;set variable $0D, bit 01 F1 02 ;execute special animation sequence E8 09 ;zero out variable $09 E5 1B ;battle scene: beat Tentacles, move on to next set EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Terra Cotta [40] 3939AC FC 10 00 02 ;if target is alive: Bowser E3 82 ;battle dialogue: "Bowser's scaring the monster!" E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 12 04 01 ;if variable $04, bit 01 clear FC 0C 05 02 ;if generated number is less than 2 E7 00 04 01 ;set variable $04, bit 01 E3 81 ;battle dialogue: "Bowser's mood has affected the monster! ..." FE ;wait 1 turn, recheck ifs from start FC 11 04 01 ;if variable $04, bit 01 set FC 14 00 00 ;if only one monster alive E2 1B ;targetting: self EF 4D ;1 spell: Escape FE ;wait 1 turn, recheck ifs from start FC 11 04 01 ;if variable $04, bit 01 set E2 1D ;targetting: random ally, excluding self 00 ;1 attack: attack FE ;wait 1 turn, recheck ifs from start E0 06 06 7E ;3 attacks: attack/attack/Terrapunch FF ;end common commands, start counter commands FF ;end all
Terrapin [00] 3932AA E0 FB 62 62 ;3 attacks: nothing/attack/attack FF ;end common commands, start counter commands FF ;end all
The Big Boo [12] 393313 E0 0C 0C 41 ;3 attacks: attack/attack/Scream FD ;wait 1 turn F0 41 41 43 ;3 spells: Lightning Orb/Lightning Orb/Bolt FD ;wait 1 turn FF ;end common commands, start counter commands FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Thrax [CB] 39471D FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 F2 00 00 ;target becomes untargettable: self FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FF ;end all
Toadstool 2 [9A] 3944F4 ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E2 1F ;targetting: random ally, or self F0 4F 4F 50 ;3 spells: Recover/Recover/Mega Recover E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E2 25 ;targetting: random opponent 59 ;1 attack: attack FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 11 04 01 ;if variable $04, bit 01 set E7 01 0E 02 ;clear variable $0E, bit 02 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 E7 01 0E 01 ;clear variable $0E, bit 01 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self FC 11 04 01 ;if variable $04, bit 01 set E7 01 0E 02 ;clear variable $0E, bit 02 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water FC 10 00 1B ;if target is alive: self E7 01 0E 01 ;clear variable $0E, bit 01 E6 01 00 ;decrement variable $00 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Torte [8E] 394176 FC 12 01 01 ;if variable $01, bit 01 clear E7 00 01 01 ;set variable $01, bit 01 F2 00 02 ;target becomes untargettable: monster 2 EB 00 15 ;target becomes invincible: monster 3 EB 00 16 ;target becomes invincible: monster 4 E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E3 87 ;battle dialogue: "Stop it!" 03 ;1 attack: attack E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start E3 88 ;battle dialogue: "Stop! Stop!!" 03 ;1 attack: attack FF ;end common commands, start counter commands FF ;end all
Tub-O-Troopa [6C] 393A5F FC 0A 02 00 ;if attack phase counter at: 2 6C ;1 attack: jump attack E8 06 ;zero out attack phase counter FE ;wait 1 turn, recheck ifs from start E3 D2 ;battle dialogue: "Heavy Troopa's ready to launch." FF ;end common commands, start counter commands FF ;end all
Valentina [FB] 395661 FC 12 03 01 ;if variable $03, bit 01 clear E7 00 03 01 ;set variable $03, bit 01 F2 00 00 ;target becomes untargettable: self E3 9B ;battle dialogue: "VALENTINA: Dodo! DODO! Come here this ..." E5 30 ;battle scene: Valentina summons Dodo, carries off middle ally FE ;wait 1 turn, recheck ifs from start FC 0D 0D 05 ;if variable $0D is greater than/equal to 5 E8 0D ;zero out variable $0D F0 5A 5B 57 ;3 spells: Petal Blast/Aurora Flash/Light Beam FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 FC 11 03 04 ;if variable $03, bit 04 set F0 59 55 48 ;3 spells: Solidify/Drain Beam/Diamond Saw E6 00 0D ;increment variable $0D FE ;wait 1 turn, recheck ifs from start FC 11 03 04 ;if variable $03, bit 04 set 00 ;1 attack: attack E6 00 0D ;increment variable $0D FE ;wait 1 turn, recheck ifs from start FC 0C 05 04 ;if generated number is less than 4 FC 11 03 02 ;if variable $03, bit 02 set F0 58 54 44 ;3 spells: Water Blast/Blizzard/Crystal E6 00 0D ;increment variable $0D FE ;wait 1 turn, recheck ifs from start FC 11 03 02 ;if variable $03, bit 02 set 00 ;1 attack: attack E6 00 0D ;increment variable $0D FE ;wait 1 turn, recheck ifs from start FF ;end common commands, start counter commands FC 07 B0 04 ;if HP is below: 1200 FC 12 03 04 ;if variable $03, bit 04 clear FC 11 03 02 ;if variable $03, bit 02 set E7 00 03 04 ;set variable $03, bit 04 E7 01 03 08 ;clear variable $03, bit 08 F2 01 02 ;target becomes targettable: monster 2 E5 32 ;battle scene: Dodo returns to Valentina's formation FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 FC 14 00 00 ;if only one monster alive E5 33 ;battle scene: Valentina & Dodo are beaten, fly away EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 E5 33 ;battle scene: Valentina & Dodo are beaten, fly away EA 00 00 1E ;target is removed from battle: all allies, and self FE ;wait 1 turn, recheck ifs from start FF ;end all
Vomer [53] 39393B E0 03 03 38 ;3 attacks: attack/attack/bone throw A FF ;end common commands, start counter commands FC 01 03 03 ;if monster has been attacked by command: Special/Special F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Water Crystal [96] 3957BC FC 10 01 28 ;if target is dead: monster 1 (restore) F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 44 48 4C ;3 spells: Crystal/Diamond Saw/Ice Rock FE ;wait 1 turn, recheck ifs from start F0 54 54 59 ;3 spells: Blizzard/Blizzard/Solidify FF ;end common commands, start counter commands FF ;end all
Wiggler [1F] 3933CB ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 E0 01 28 01 ;3 attacks: attack/water droplet/attack E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start F0 53 53 FB ;3 spells: Sand Storm/Sand Storm/nothing FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 E2 1B ;targetting: self 7B ;1 attack: Vigor up! E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FF ;end all
Wind Crystal [98] 3957F8 FC 10 01 28 ;if target is dead: monster 1 (restore) F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 41 43 49 ;3 spells: Lightning Orb/Bolt/Electroshock FE ;wait 1 turn, recheck ifs from start F0 52 57 5A ;3 spells: Static E!/Light Beam/Petal Blast FF ;end common commands, start counter commands FF ;end all
Yaridovich [E2] 394C26 FC 12 03 01 ;if variable $03, bit 01 clear EF 58 ;1 spell: Water Blast E7 00 03 01 ;set variable $03, bit 01 FE ;wait 1 turn, recheck ifs from start FC 0D 02 03 ;if variable $02 is greater than/equal to 3 FC 11 00 01 ;if variable $00, bit 01 set E7 01 00 01 ;clear variable $00, bit 01 E8 02 ;zero out variable $02 E7 01 03 01 ;clear variable $03, bit 01 E5 17 ;battle scene: Yaridovich mirage is destroyed EA 00 00 14 ;target is removed from battle: monster 2 FE ;wait 1 turn, recheck ifs from start FC 11 00 01 ;if variable $00, bit 01 set E0 01 50 1F ;3 attacks: attack/Pierce/orb shot FE ;wait 1 turn, recheck ifs from start FC 0C 01 02 ;if variable $01 is less than 2 F0 45 47 58 ;3 spells: Flame Stone/Willy Wisp/Water Blast E6 00 01 ;increment variable $01 FE ;wait 1 turn, recheck ifs from start E8 01 ;zero out variable $01 E7 00 00 01 ;set variable $00, bit 01 E3 85 ;battle dialogue: "Mirage attack!" E5 16 ;battle scene: Yaridovich splits into mirage FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 FC 10 00 1C ;if target is alive: all allies, excluding self E5 17 ;battle scene: Yaridovich mirage is destroyed EA 00 00 14 ;target is removed from battle: monster 2 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 07 00 00 ;if HP is below: 0 F1 03 ;execute special animation sequence EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Yaridovich (mirage) [BC] 394C8B ED 07 ;generate random number between 0 and 7 FC 0C 05 02 ;if generated number is less than 2 F0 56 52 43 ;3 spells: Meteor Blast/Static E!/Bolt E6 00 02 ;increment variable $02 E8 05 ;zero out RNG variable FE ;wait 1 turn, recheck ifs from start 01 ;1 attack: attack E6 00 02 ;increment variable $02 FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E8 02 ;zero out variable $02 E5 17 ;battle scene: Yaridovich mirage is destroyed E7 01 00 01 ;clear variable $00, bit 01 E7 01 03 01 ;clear variable $03, bit 01 EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FF ;end all
Zeostar [B2] 393618 E0 02 02 30 ;3 attacks: attack/attack/Viro Plasm FF ;end common commands, start counter commands FC 01 02 02 ;if monster has been attacked by command: Attack/Attack E2 1F ;targetting: random ally, or self EF 4F ;1 spell: Recover E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FF ;end all
Zombone [DB] 39496A FC 12 04 01 ;if variable $04, bit 01 clear E7 00 04 01 ;set variable $04, bit 01 EF 5C ;1 spell: Boulder FE ;wait 1 turn, recheck ifs from start E8 05 ;zero out RNG variable ED 07 ;generate random number between 0 and 7 FC 0C 05 04 ;if generated number is less than 4 F0 4A 4B 5C ;3 spells: Blast/Storm/Boulder FE ;wait 1 turn, recheck ifs from start E0 01 01 41 ;3 attacks: attack/attack/Scream FF ;end common commands, start counter commands FC 07 00 00 ;if HP is below: 0 E5 2D ;battle scene: Zombone dies EA 00 00 1B ;target is removed from battle: self FE ;wait 1 turn, recheck ifs from start FC 03 6E 6E ;if monster has been affected by item: Pure Water/Pure Water E2 1B ;targetting: self 00 ;1 attack: attack E2 25 ;targetting: random opponent FE ;wait 1 turn, recheck ifs from start FC 05 00 00 ;if monster has been attacked E0 01 FB FB ;3 attacks: attack/nothing/nothing FE ;wait 1 turn, recheck ifs from start FF ;end all