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{{FFIX Enemies
+
{{sideicon|prime=FFIX}}
  +
{{DISPLAYTITLE:Mover (''Final Fantasy IX'')}}
  +
{{infobox enemy
  +
| release = FFIX
  +
|name = Mover
  +
| image = Mover-ffix.png
  +
| japanese = ムーバー
  +
| romaji = Mūbā
  +
|location = [[Terra (Final Fantasy IX)|Terra]]; [[Pandemonium (Final Fantasy IX)|Pandemonium]]
  +
|aiscript=true
  +
}}
  +
The '''Mover''' is an enemy from ''[[Final Fantasy IX]]''. It appears in threes and has unique death behavior compared to other enemies in the game.
  +
{{See|Mover}}
  +
==Stats==
  +
{{infobox enemy stats FFIX
 
| name = Mover
 
| name = Mover
  +
| location = [[Terra (Final Fantasy IX)|Terra]]; [[Pandemonium (Final Fantasy IX)|Pandemonium]]
| image = [[File:Mover-FFIX.jpg|200px]]
 
| Location = [[Terra (Final Fantasy IX)|Terra]]; [[Pandemonium (Final Fantasy IX)|Pandemonium]]
+
| prev = Hecteyes (Final Fantasy IX)
  +
| bestiary = 152
  +
| next = Amdusias (Final Fantasy IX)
  +
| sec 1 = Middle
  +
| 1 level = 52
  +
| 1 hp = 7352
  +
| 1 mp = 2064
  +
| 1 attack power = 68
  +
| 1 speed = 30
  +
| 1 strength = 20
  +
| 1 magic = 20
  +
| 1 spirit = 35
  +
| 1 defense = 10
  +
| 1 evade = 6
  +
| 1 magic defense = 8
  +
| 1 magic evade = 7
  +
| 1 exp = 23801
  +
| 1 gil = 2300
  +
| 1 aerial = true
  +
| 1 heavy = true
  +
| 1 fire = Weak
  +
| 1 ice = Weak
  +
| 1 thunder = Weak
  +
| 1 earth = Immune
  +
| 1 water = Weak
  +
| 1 wind = Weak
  +
| 1 holy = Weak
  +
| 1 shadow = Weak
  +
| 1 petrify = Immune
  +
| 1 venom = Immune
  +
| 1 virus = Immune
  +
| 1 silence = Immune
  +
| 1 darkness = Immune
  +
| 1 trouble = Immune
  +
| 1 zombie = Immune
  +
| 1 confuse = Immune
  +
| 1 berserk = Immune
  +
| 1 stop = Immune
  +
| 1 auto-life = Immune
  +
| 1 trance = Immune
  +
| 1 defend = Immune
  +
| 1 poison = Immune
  +
| 1 sleep = Immune
  +
| 1 regen = Immune
  +
| 1 haste = Immune
  +
| 1 slow = Immune
  +
| 1 float = Immune
  +
| 1 shell = Immune
  +
| 1 protect = Immune
  +
| 1 heat = Immune
  +
| 1 freeze = Immune
  +
| 1 vanish = Immune
  +
| 1 doom = Immune
  +
| 1 mini = Immune
  +
| 1 reflect = Immune
  +
| 1 gradual petrify = Immune
  +
| 1 drop 1 = [[Final Fantasy IX jewels#Opal|Opal]]
  +
| 1 drop 2 = [[Final Fantasy IX items#Phoenix Down|Phoenix Down]]
  +
| 1 drop 3 = [[Final Fantasy IX items#Vaccine|Vaccine]]
  +
| 1 drop 4 = [[Final Fantasy IX items#Ether|Ether]]
  +
| 1 steal 1 = [[Final Fantasy IX jewels#Opal|Opal]]
  +
| 1 steal 2 = [[Final Fantasy IX items#Vaccine|Vaccine]]
  +
| 1 steal 3 = [[Final Fantasy IX items#Tent|Tent]]
  +
| 1 card = Mover
  +
| 1 abilities = [[Final Fantasy IX enemy abilities#Virus Combo|Virus Combo]], [[Final Fantasy IX enemy abilities#Firaga|Firaga]], [[Final Fantasy IX enemy abilities#Delta Attack|Delta Attack]]
  +
| sec 2 = Right
 
| level = 52
 
| level = 52
| HP = 7,352
+
| 2 hp = 3268
| MP = 2,064
+
| 2 mp = 2065
| Speed = 30
+
| 2 attack power = 68
| Battle Power = 20
+
| 2 speed = 30
|Attack Power = 68
+
| 2 strength = 20
| Defense = 20
+
| 2 magic = 20
| Magic Power = 20
+
| 2 spirit = 35
| Magic Defense = 8
+
| 2 defense = 10
| Evade = 6
+
| 2 evade = 6
| MBlock = 7
+
| 2 magic defense = 8
| Spirit = 35
+
| 2 magic evade = 7
| japan = ムーバー
+
| 2 exp = 0
| romaji = Mūbā
+
| 2 gil = 0
| Exp = 23,801
+
| 2 aerial = true
| AP = 3
+
| 2 heavy = true
| Gil = 2,300
+
| 2 fire = Weak
  +
| 2 ice = Weak
| Steal = Opal, Vaccine, Tent
 
  +
| 2 thunder = Weak
| Win = Phoenix Down, Opal, Vaccine, Ether
 
| Card = Mover
+
| 2 earth = Immune
  +
| 2 water = Weak
| Weak Against = [[Fire (Element)|Fire]], [[Ice (Element)|Ice]], [[Wind]], [[Water (Element)|Water]], [[Lightning (Element)|Thunder]], [[Holy (Element)|Holy]], [[Dark (Element)|Dark]]
 
| Resistant to = N/A
+
| 2 wind = Weak
  +
| 2 holy = Weak
| Immune to = [[Quake|Earth]]
 
| Absorbs = N/A
+
| 2 shadow = Weak
  +
| 2 petrify = Immune
| Protected Against = All status
 
  +
| 2 venom = Immune
| Attack = [[Virus (Status)|Virus]], [[Firaga]], [[Delta Attack]]
 
| Eat = N/A
+
| 2 virus = Immune
| Class = Flying
+
| 2 silence = Immune
  +
| 2 darkness = Immune
| Other Information = Flying, Cannot be scanned
 
  +
| 2 trouble = Immune
  +
| 2 zombie = Immune
  +
| 2 confuse = Immune
  +
| 2 berserk = Immune
  +
| 2 stop = Immune
  +
| 2 auto-life = Immune
  +
| 2 trance = Immune
  +
| 2 defend = Immune
  +
| 2 poison = Immune
  +
| 2 sleep = Immune
  +
| 2 regen = Immune
  +
| 2 haste = Immune
  +
| 2 slow = Immune
  +
| 2 float = Immune
  +
| 2 shell = Immune
  +
| 2 protect = Immune
  +
| 2 heat = Immune
  +
| 2 freeze = Immune
  +
| 2 vanish = Immune
  +
| 2 doom = Immune
  +
| 2 mini = Immune
  +
| 2 reflect = Immune
  +
| 2 gradual petrify = Immune
  +
| 2 abilities = [[Final Fantasy IX enemy abilities#Virus Combo|Virus Combo]], [[Final Fantasy IX enemy abilities#Firaga|Firaga]], [[Final Fantasy IX enemy abilities#Delta Attack|Delta Attack]]
  +
| sec 3 = Left
  +
| 3 level = 52
  +
| 3 hp = 7353
  +
| 3 mp = 2062
  +
| 3 attack power = 68
  +
| 3 speed = 30
  +
| 3 strength = 20
  +
| 3 magic = 20
  +
| 3 spirit = 35
  +
| 3 defense = 10
  +
| 3 evade = 6
  +
| 3 magic defense = 8
  +
| 3 magic evade = 7
  +
| 3 exp = 0
  +
| 3 gil = 0
  +
| 3 aerial = true
  +
| 3 heavy = true
  +
| 3 fire = Weak
  +
| 3 ice = Weak
  +
| 3 thunder = Weak
  +
| 3 earth = Immune
  +
| 3 water = Weak
  +
| 3 wind = Weak
  +
| 3 holy = Weak
  +
| 3 shadow = Weak
  +
| 3 petrify = Immune
  +
| 3 venom = Immune
  +
| 3 virus = Immune
  +
| 3 silence = Immune
  +
| 3 darkness = Immune
  +
| 3 trouble = Immune
  +
| 3 zombie = Immune
  +
| 3 confuse = Immune
  +
| 3 berserk = Immune
  +
| 3 stop = Immune
  +
| 3 auto-life = Immune
  +
| 3 trance = Immune
  +
| 3 defend = Immune
  +
| 3 poison = Immune
  +
| 3 sleep = Immune
  +
| 3 regen = Immune
  +
| 3 haste = Immune
  +
| 3 slow = Immune
  +
| 3 float = Immune
  +
| 3 shell = Immune
  +
| 3 protect = Immune
  +
| 3 heat = Immune
  +
| 3 freeze = Immune
  +
| 3 vanish = Immune
  +
| 3 doom = Immune
  +
| 3 mini = Immune
  +
| 3 reflect = Immune
  +
| 3 gradual petrify = Immune
  +
| 3 abilities = [[Final Fantasy IX enemy abilities#Virus Combo|Virus Combo]], [[Final Fantasy IX enemy abilities#Firaga|Firaga]], [[Final Fantasy IX enemy abilities#Delta Attack|Delta Attack]]
  +
| ap = 3
 
}}
 
}}
{{See Also|Mover}}
 
The '''Mover''' is an enemy from ''[[Final Fantasy IX]]''. It appears in threes. Movers are exceptionally dangerous when all three are present, as they can align themselves into a formation that triggers the lethal [[Delta Attack]] spell. Destroying at least one of the Movers will eliminate this threat.
 
   
  +
==Battle==
==[[Tetra Master]]==
 
  +
Movers are exceptionally dangerous when all three are present, as they can align into a formation that triggers the lethal [[Delta Attack (ability)|Delta Attack]] spell. Destroying at least one of the Movers will eliminate this threat.
[[File:Card050.png|thumb|left|Mover]]
 
*Card 050
 
*Location: [[Treno]], Card Stadium
 
   
  +
For some reason, Movers can't die from a [[Wht Mag (Final Fantasy IX)|White Magic]] spell, an [[Final Fantasy IX items|item]] or a [[Mug]]: their AI specifically prevents it by setting their HP to 1 (or one more than their death threshold to be accurate). Two movers can't die together (they can all die together, but not just two of them). Using a spell that should kill exactly two Movers, will kill only one, while the other's HP is set to the threshold. Any attack after that will kill it, even a 0-damage [[Minus Strike]].
   
  +
Spells countered with Return Magic also can't kill Movers unless they die together, because the death of one Mover is actually a counter, and it is not possible to counter a counter.
   
  +
== AI script ==
  +
{{AI FFIX|code=
  +
Function Mover_Loop
  +
:if ( !initflag )
  +
::set initflag = TRUE
  +
::set mover1 = SV_EnemyTeam[ENEMY_ID] ==$ 0
  +
::set mover2 = SV_EnemyTeam[ENEMY_ID] ==$ 1
  +
::set mover3 = SV_EnemyTeam[ENEMY_ID] ==$ 2
  +
::set mover1[SHADOW] = 0
  +
::set mover2[SHADOW] = 0
  +
::set mover3[SHADOW] = 0
  +
::set hplimitdeath = 65535L - SV_FunctionEnemy[HP]
  +
::set mover1[MAX_HP] = 65535L
  +
::set mover2[MAX_HP] = 65535L - SV_FunctionEnemy[HP] / 2
  +
::set mover3[MAX_HP] = 65535L
  +
::set mover1[HP] = 65535L
  +
::set mover2[HP] = mover2[MAX_HP]
  +
::set mover3[HP] = 65535L
  +
::RunBattleCode( Enable ATB )
  +
::while ( GetBattleState != 4 )
  +
:::Wait( 1 )
  +
:if ( waitingcounter && ( GetAttacker == SV_FunctionEnemy ) )
  +
::set waitingcounter = FALSE
  +
:Wait( 1 )
  +
:loop
   
   
  +
<abbr title="Due to a special link, all the 3 Movers are considered as a single enemy in some sense. Only one ATB or Counter function is used.">Function Mover_ATB</abbr>
  +
:if ( firstdown ││ seconddown )
  +
::set SV_Target = RandomInTeam(SV_PlayerTeam)
  +
::if ( ( GetRandom % 3 ) && ( SV_FunctionEnemy[MP] >= 24 ) )
  +
:::Attack( Firaga )
  +
::else
  +
:::Attack( Virus Combo )
  +
:elseif ( SV_FunctionEnemy[STAND_ANIMATION] == 0 )
  +
::if ( GetRandom & 1 )
  +
:::set SV_Target = RandomInTeam(SV_PlayerTeam)
  +
:::Attack( Virus Combo )
  +
::else
  +
:::set SV_Target = SV_FunctionEnemy
  +
:::Attack( <abbr title="Changes the STAND_ANIMATION to 1">Continue1</abbr> )
  +
:else
  +
::set SV_Target = SV_FunctionEnemy
  +
::Attack( <abbr title="Changes the STAND_ANIMATION back to 0">Continue2</abbr> )
   
  +
==Gallery==
 
  +
<abbr title="Due to a special link, all the 3 Movers are considered as a single enemy in some sense. Only one ATB or Counter function is used.">Function Mover_Counter</abbr>
{{Gallery
 
  +
:if ( ( GetAttackCommandId == Skill ) && ( GetAttackId == What's That?! ) )
|File:FFIX Delta Attack.png|Delta Attack.
 
  +
::return
  +
:if ( ( GetAttackCommandId == Item ) ││ ( GetAttackCommandId == <abbr title="All the 3 White Magic commands are concerned (Dagger's, Eiko's and Beatrix's)">Wht Mag</abbr> ) ││ ( GetAttackCommandId == Dbl Wht ) ││ ( GetAttackCommandId == Steal ) )
  +
::set downlist = 0
  +
::if ( mover1[HP] < hplimitdeath )
  +
:::set downlist = 4
  +
::if ( mover2[HP] < hplimitdeath )
  +
:::set downlist │= 1
  +
::if ( mover3[HP] < hplimitdeath )
  +
:::set downlist │= 2
  +
::if ( downlist & 4 )
  +
:::set mover1[HP] = hplimitdeath
  +
::if ( !firstdown && ( downlist & 1 ) )
  +
:::set mover2[HP] = hplimitdeath
  +
::if ( !seconddown && ( downlist & 2 ) )
  +
:::set mover3[HP] = hplimitdeath
  +
::if ( downlist == 7 )
  +
:::set alldown = TRUE
  +
:::if ( #( SV_EnemyTeam & mover2 ) )
  +
::::set mover2[HP] = 0
  +
:::if ( #( SV_EnemyTeam & mover3 ) )
  +
::::set mover3[HP] = 0
  +
:::if ( #( SV_EnemyTeam & mover1 ) )
  +
::::set mover1[HP] = 0
  +
:set downlist = 0
  +
:set SV_Target = SV_FunctionEnemy
  +
:if ( alldown )
  +
::return
  +
:if ( waitingcounter )
  +
::if ( mover1[HP] < hplimitdeath )
  +
:::set mover1[HP] = hplimitdeath
  +
::if ( ( mover2[HP] < hplimitdeath ) && !firstdown )
  +
:::set mover2[HP] = hplimitdeath
  +
::if ( ( mover3[HP] < hplimitdeath ) && !seconddown )
  +
:::set mover3[HP] = hplimitdeath
  +
::return
  +
:if ( firstdown )
  +
::if ( seconddown )
  +
:::if ( mover1[HP] < hplimitdeath )
  +
::::set alldown = TRUE
  +
::::if ( #( SV_EnemyTeam & mover2 ) )
  +
:::::set mover2[HP] = 0
  +
::::if ( #( SV_EnemyTeam & mover3 ) )
  +
:::::set mover3[HP] = 0
  +
::::if ( #( SV_EnemyTeam & mover1 ) )
  +
:::::set mover1[HP] = 0
  +
:::return
  +
::if ( mover1[HP] < hplimitdeath )
  +
:::if ( mover3[HP] < hplimitdeath )
  +
::::set alldown = TRUE
  +
::::if ( #( SV_EnemyTeam & mover2 ) )
  +
:::::set mover2[HP] = 0
  +
::::if ( #( SV_EnemyTeam & mover3 ) )
  +
:::::set mover3[HP] = 0
  +
::::if ( #( SV_EnemyTeam & mover1 ) )
  +
:::::set mover1[HP] = 0
  +
::::return
  +
:::set mover1[HP] = mover3[HP]
  +
:::set mover3[HP] = hplimitdeath - 1
  +
::if ( mover3[HP] >= hplimitdeath )
  +
:::return
  +
::set mover1[STAND_ANIMATION] = 0
  +
::set waitingcounter = TRUE
  +
::set downlist = 2
  +
::Attack( Spin )
  +
:if ( seconddown )
  +
::if ( mover1[HP] < hplimitdeath )
  +
:::if ( mover2[HP] < hplimitdeath )
  +
::::set alldown = TRUE
  +
::::if ( #( SV_EnemyTeam & mover2 ) )
  +
:::::set mover2[HP] = 0
  +
::::if ( #( SV_EnemyTeam & mover3 ) )
  +
:::::set mover3[HP] = 0
  +
::::if ( #( SV_EnemyTeam & mover1 ) )
  +
:::::set mover1[HP] = 0
  +
::::return
  +
:::set mover1[HP] = mover2[HP]
  +
:::set mover2[HP] = hplimitdeath - 1
  +
::if ( mover2[HP] >= hplimitdeath )
  +
:::return
  +
::set mover1[STAND_ANIMATION] = 0
  +
::set waitingcounter = TRUE
  +
::set downlist = 1
  +
::Attack( Spin )
  +
:if ( mover1[HP] < hplimitdeath )
  +
::set downlist = 4
  +
:if ( mover2[HP] < hplimitdeath )
  +
::set downlist │= 1
  +
:if ( mover3[HP] < hplimitdeath )
  +
::set downlist │= 2
  +
:if ( ( downlist == 0 ) && ( mover1[STAND_ANIMATION] == 1 ) )
  +
::set waitingcounter = TRUE
  +
::set SV_Target = GetAttacker
  +
::Attack( Delta Attack )
  +
:elseif ( downlist == 1 )
  +
::set mover1[STAND_ANIMATION] = 0
  +
::set waitingcounter = TRUE
  +
::set downlist = 1
  +
::Attack( Spin )
  +
:elseif ( downlist == 4 )
  +
::set mover1[HP] = mover3[HP]
  +
::set mover3[HP] = hplimitdeath - 1
  +
:elseif ( downlist == 2 )
  +
::set mover1[STAND_ANIMATION] = 0
  +
::set waitingcounter = TRUE
  +
::set downlist = 2
  +
::Attack( Spin )
  +
:elseif ( downlist == 5 )
  +
::set mover1[HP] = mover3[HP]
  +
::set mover3[HP] = hplimitdeath - 1
  +
:elseif ( downlist == 6 )
  +
::set mover1[HP] = mover2[HP]
  +
::set mover2[HP] = hplimitdeath - 1
  +
:elseif ( downlist == 3 )
  +
::set mover1[STAND_ANIMATION] = 0
  +
::set waitingcounter = TRUE
  +
::set downlist = 3
  +
::Attack( Spin )
  +
:elseif ( downlist == 7 )
  +
::set alldown = TRUE
  +
::if ( #( SV_EnemyTeam & mover2 ) )
  +
:::set mover2[HP] = 0
  +
::if ( #( SV_EnemyTeam & mover3 ) )
  +
:::set mover3[HP] = 0
  +
::if ( #( SV_EnemyTeam & mover1 ) )
  +
:::set mover1[HP] = 0
  +
  +
  +
<abbr title="Due to a special link, all the 3 Movers are considered as a single enemy in some sense. Only one ATB or Counter function is used.">Function Mover_CounterEx</abbr>
  +
:if ( GetAttackCommandId == Enemy Counter )
  +
::set SV_FunctionEnemy[PREVENT_ATTACK] = 1
  +
::if ( downlist & 1 )
  +
:::set firstdown = TRUE
  +
:::set mover2[TARGETABLE] = 0
  +
:::set mover1[MODEL_OFF] = <abbr title="Due to the same special link, only one 3D model is used and hiding a part of this model imitates the disappearance of a Mover">12</abbr>
  +
::if ( downlist & 2 )
  +
:::set seconddown = TRUE
  +
:::set mover3[TARGETABLE] = 0
  +
:::set mover1[MODEL_OFF] = <abbr title="Due to the same special link, only one 3D model is used and hiding a part of this model imitates the disappearance of a Mover">48</abbr>
  +
:set downlist = 0
  +
:if ( mover1[HP] < hplimitdeath )
  +
::set downlist = 4
  +
:if ( mover2[HP] < hplimitdeath )
  +
::set downlist │= 1
  +
:if ( mover3[HP] < hplimitdeath )
  +
::set downlist │= 2
  +
:if ( downlist & 4 )
  +
::set mover1[HP] = hplimitdeath
  +
:if ( !firstdown && ( downlist & 1 ) )
  +
::set mover2[HP] = hplimitdeath
  +
:if ( !seconddown && ( downlist & 2 ) )
  +
::set mover3[HP] = hplimitdeath
  +
:if ( downlist == 7 )
  +
::set alldown = TRUE
  +
::if ( #( SV_EnemyTeam & mover2 ) )
  +
:::set mover2[HP] = 0
  +
::if ( #( SV_EnemyTeam & mover3 ) )
  +
:::set mover3[HP] = 0
  +
::if ( #( SV_EnemyTeam & mover1 ) )
  +
:::set mover1[HP] = 0
 
}}
 
}}
  +
[[Category:Final Fantasy IX Enemies]]
 
  +
== [[Tetra Master (minigame)|Tetra Master]] ==
  +
{{Card FFIX
  +
|name = Mover
  +
|image = Card050.png
  +
|number = 050
  +
|location = [[Treno]], Card Stadium
  +
|align = left
  +
}}
  +
{{clear|left}}
  +
  +
== Gallery ==
  +
<gallery>
  +
Mover FFIX Art.jpg|Concept artwork.
  +
FFIX Delta Attack.png|Delta Attack.
  +
</gallery>
  +
[[Category:Enemies in Final Fantasy IX]]

Revision as of 21:19, 8 January 2020

Template:Sideicon

The Mover is an enemy from Final Fantasy IX. It appears in threes and has unique death behavior compared to other enemies in the game.

Stats

Middle

Right

Left

Battle

Movers are exceptionally dangerous when all three are present, as they can align into a formation that triggers the lethal Delta Attack spell. Destroying at least one of the Movers will eliminate this threat.

For some reason, Movers can't die from a White Magic spell, an item or a Mug: their AI specifically prevents it by setting their HP to 1 (or one more than their death threshold to be accurate). Two movers can't die together (they can all die together, but not just two of them). Using a spell that should kill exactly two Movers, will kill only one, while the other's HP is set to the threshold. Any attack after that will kill it, even a 0-damage Minus Strike.

Spells countered with Return Magic also can't kill Movers unless they die together, because the death of one Mover is actually a counter, and it is not possible to counter a counter.

AI script

Function Mover_Loop
   if ( !initflag )
      set initflag = TRUE
      set mover1 = SV_EnemyTeam[ENEMY_ID] ==$ 0
      set mover2 = SV_EnemyTeam[ENEMY_ID] ==$ 1
      set mover3 = SV_EnemyTeam[ENEMY_ID] ==$ 2
      set mover1[SHADOW] = 0
      set mover2[SHADOW] = 0
      set mover3[SHADOW] = 0
      set hplimitdeath = 65535L - SV_FunctionEnemy[HP]
      set mover1[MAX_HP] = 65535L
      set mover2[MAX_HP] = 65535L - SV_FunctionEnemy[HP] / 2
      set mover3[MAX_HP] = 65535L
      set mover1[HP] = 65535L
      set mover2[HP] = mover2[MAX_HP]
      set mover3[HP] = 65535L
      RunBattleCode( Enable ATB )
      while ( GetBattleState != 4 )
         Wait( 1 )
   if ( waitingcounter && ( GetAttacker == SV_FunctionEnemy ) )
      set waitingcounter = FALSE
   Wait( 1 )
   loop


Function Mover_ATB
   if ( firstdown || seconddown )
      set SV_Target = RandomInTeam(SV_PlayerTeam)
      if ( ( GetRandom % 3 ) && ( SV_FunctionEnemy[MP] >= 24 ) )
         Attack( Firaga )
      else
         Attack( Virus Combo )
   elseif ( SV_FunctionEnemy[STAND_ANIMATION] == 0 )
      if ( GetRandom & 1 )
         set SV_Target = RandomInTeam(SV_PlayerTeam)
         Attack( Virus Combo )
      else
         set SV_Target = SV_FunctionEnemy
         Attack( Continue1 )
   else
      set SV_Target = SV_FunctionEnemy
      Attack( Continue2 )


Function Mover_Counter
   if ( ( GetAttackCommandId == Skill ) && ( GetAttackId == What's That?! ) )
      return
   if ( ( GetAttackCommandId == Item ) || ( GetAttackCommandId == Wht Mag ) || ( GetAttackCommandId == Dbl Wht ) || ( GetAttackCommandId == Steal ) )
      set downlist = 0
      if ( mover1[HP] < hplimitdeath )
         set downlist = 4
      if ( mover2[HP] < hplimitdeath )
         set downlist |= 1
      if ( mover3[HP] < hplimitdeath )
         set downlist |= 2
      if ( downlist & 4 )
         set mover1[HP] = hplimitdeath
      if ( !firstdown && ( downlist & 1 ) )
         set mover2[HP] = hplimitdeath
      if ( !seconddown && ( downlist & 2 ) )
         set mover3[HP] = hplimitdeath
      if ( downlist == 7 )
         set alldown = TRUE
         if ( #( SV_EnemyTeam & mover2 ) )
            set mover2[HP] = 0
         if ( #( SV_EnemyTeam & mover3 ) )
            set mover3[HP] = 0
         if ( #( SV_EnemyTeam & mover1 ) )
            set mover1[HP] = 0
   set downlist = 0
   set SV_Target = SV_FunctionEnemy
   if ( alldown )
      return
   if ( waitingcounter )
      if ( mover1[HP] < hplimitdeath )
         set mover1[HP] = hplimitdeath
      if ( ( mover2[HP] < hplimitdeath ) && !firstdown )
         set mover2[HP] = hplimitdeath
      if ( ( mover3[HP] < hplimitdeath ) && !seconddown )
         set mover3[HP] = hplimitdeath
      return
   if ( firstdown )
      if ( seconddown )
         if ( mover1[HP] < hplimitdeath )
            set alldown = TRUE
            if ( #( SV_EnemyTeam & mover2 ) )
               set mover2[HP] = 0
            if ( #( SV_EnemyTeam & mover3 ) )
               set mover3[HP] = 0
            if ( #( SV_EnemyTeam & mover1 ) )
               set mover1[HP] = 0
         return
      if ( mover1[HP] < hplimitdeath )
         if ( mover3[HP] < hplimitdeath )
            set alldown = TRUE
            if ( #( SV_EnemyTeam & mover2 ) )
               set mover2[HP] = 0
            if ( #( SV_EnemyTeam & mover3 ) )
               set mover3[HP] = 0
            if ( #( SV_EnemyTeam & mover1 ) )
               set mover1[HP] = 0
            return
         set mover1[HP] = mover3[HP]
         set mover3[HP] = hplimitdeath - 1
      if ( mover3[HP] >= hplimitdeath )
         return
      set mover1[STAND_ANIMATION] = 0
      set waitingcounter = TRUE
      set downlist = 2
      Attack( Spin )
   if ( seconddown )
      if ( mover1[HP] < hplimitdeath )
         if ( mover2[HP] < hplimitdeath )
            set alldown = TRUE
            if ( #( SV_EnemyTeam & mover2 ) )
               set mover2[HP] = 0
            if ( #( SV_EnemyTeam & mover3 ) )
               set mover3[HP] = 0
            if ( #( SV_EnemyTeam & mover1 ) )
               set mover1[HP] = 0
            return
         set mover1[HP] = mover2[HP]
         set mover2[HP] = hplimitdeath - 1
      if ( mover2[HP] >= hplimitdeath )
         return
      set mover1[STAND_ANIMATION] = 0
      set waitingcounter = TRUE
      set downlist = 1
      Attack( Spin )
   if ( mover1[HP] < hplimitdeath )
      set downlist = 4
   if ( mover2[HP] < hplimitdeath )
      set downlist |= 1
   if ( mover3[HP] < hplimitdeath )
      set downlist |= 2
   if ( ( downlist == 0 ) && ( mover1[STAND_ANIMATION] == 1 ) )
      set waitingcounter = TRUE
      set SV_Target = GetAttacker
      Attack( Delta Attack )
   elseif ( downlist == 1 )
      set mover1[STAND_ANIMATION] = 0
      set waitingcounter = TRUE
      set downlist = 1
      Attack( Spin )
   elseif ( downlist == 4 )
      set mover1[HP] = mover3[HP]
      set mover3[HP] = hplimitdeath - 1
   elseif ( downlist == 2 )
      set mover1[STAND_ANIMATION] = 0
      set waitingcounter = TRUE
      set downlist = 2
      Attack( Spin )
   elseif ( downlist == 5 )
      set mover1[HP] = mover3[HP]
      set mover3[HP] = hplimitdeath - 1
   elseif ( downlist == 6 )
      set mover1[HP] = mover2[HP]
      set mover2[HP] = hplimitdeath - 1
   elseif ( downlist == 3 )
      set mover1[STAND_ANIMATION] = 0
      set waitingcounter = TRUE
      set downlist = 3
      Attack( Spin )
   elseif ( downlist == 7 )
      set alldown = TRUE
      if ( #( SV_EnemyTeam & mover2 ) )
         set mover2[HP] = 0
      if ( #( SV_EnemyTeam & mover3 ) )
         set mover3[HP] = 0
      if ( #( SV_EnemyTeam & mover1 ) )
         set mover1[HP] = 0


Function Mover_CounterEx
   if ( GetAttackCommandId == Enemy Counter )
      set SV_FunctionEnemy[PREVENT_ATTACK] = 1
      if ( downlist & 1 )
         set firstdown = TRUE
         set mover2[TARGETABLE] = 0
         set mover1[MODEL_OFF] = 12
      if ( downlist & 2 )
         set seconddown = TRUE
         set mover3[TARGETABLE] = 0
         set mover1[MODEL_OFF] = 48
   set downlist = 0
   if ( mover1[HP] < hplimitdeath )
      set downlist = 4
   if ( mover2[HP] < hplimitdeath )
      set downlist |= 1
   if ( mover3[HP] < hplimitdeath )
      set downlist |= 2
   if ( downlist & 4 )
      set mover1[HP] = hplimitdeath
   if ( !firstdown && ( downlist & 1 ) )
      set mover2[HP] = hplimitdeath
   if ( !seconddown && ( downlist & 2 ) )
      set mover3[HP] = hplimitdeath
   if ( downlist == 7 )
      set alldown = TRUE
      if ( #( SV_EnemyTeam & mover2 ) )
         set mover2[HP] = 0
      if ( #( SV_EnemyTeam & mover3 ) )
         set mover3[HP] = 0
      if ( #( SV_EnemyTeam & mover1 ) )
         set mover1[HP] = 0


Tetra Master

Tetra Master
Mover
#050
Location: Treno, Card Stadium


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