#2: Wind Wing's manipulate attack-list adjusted; White Wind replaces Sham Seal.#44: Bahba Fight in Battle Square (Pool B) now calls encounters from Pool B#56: Deathblow, Morph, and 4x-Attack were set to obey weapon-target data. 4x-Attack loses its random targeting from this however and will instead behave like 2x-Attack.#57: Elixir and Megalixir set to use Magical formula and prevent Cover. Megalixir doesn't suffer this issue but done anyway for consistency.#58: Lv4 Suicide had Reflect flag disabled.#59: Checked accessories, but they all have the Slow-Numb flag checked as well as Petrify. Contain Materia, however, did not so I enabled it for that.#60: Chance of Slow being inflicted was set to match the next highest status chance (20/63 which is something like 80% though there's other factors in practice).#61: White Wind no longer clears Resist or Death Force.#63: Trickplay had the 800gil addition removed from it's AI.#65: Air Buster's back-attack modifier set to default 16 (2x).#66: Added an Eyes check to Emerald's counter AI for Aire Tam Storm.#67: In death script, set Var0020 and Var0040 (Tentacle A and B) to have their Main Scripts be deactivated separately rather than a single instance of 'AllyMask'.#68: Cure script removed from Adamantoise's Main Script.#69: Toxic Frogs are now covered by the Kelzmelzer in front of them.#70: Rude's AI given two additions; Shoulder Tackle's condition for use is now var0060 = 1 and will set var0060 back to 0 after its use.#71: SOLDIER enemies can no longer be manipulated.#72: Rude's AI updated with more thorough targeting parameters in Midgar Raid.#73: Death Dealers given no restorative immunity so that Hierophant can heal them.#74: Church Encounter set to be unescapable.#75: All mentioned encounters had Pre-emptive flag disabled; Formation 977 had it re-enabled.#76: Cactuar now uses 1000 Needles; replaces 2nd instance of Mystery Kick in the AI.#77: Added a Turn to Air Buster after using Rear Gun so that he is now visually facing the direction he is actually facing; consider this a workaround.#78: Corrected Defence/Anim reset in post-action AI for Desert Sahagin and Sahagin.#79: Berserk action added for mentioned enemies. Dual Horn's ID#0271 attack has a fully functioning animation attached to it so a copy of Horn Lift's data was added for this attack albeit with the unused animation.#80: 2-Faced had a check added to its AI and will not act if Silenced.#81: Dragon Zombie will, when killed, purge itself of Silence through an AI flag and then check for MP before attempting to cast Pandora's Box and setting the global flag. A failsafe could also be added to have this enemy reactivate the flag under certain conditions.[Menu]#2: Odin Materia had the Death Sentence flag added to its protection so it will now be highlighted in status menus.#11: Cloud's required EXP has been changed to show that he requires 9EXP to reach the 619 EXP required (he starts with 610EXP; is the 6EXP stated in the ticket an error? It shows 610 as the starting value in the editor with 619 needed for Lv.7).Skipped[Battle]#47: Text issue, will likely be lost if I correct it here. The syntax appears to be correct in that it calls VAR:{TargetName} but it's likely that it considers the character performing the sneak attack as the target for this action. A different wording will clean this up; 'Sneak Attack!' for instance.#55: Set this in the Field script to be picked up with 255, 255, 255 for AP to have it drop as 1-star Mastered.#62: Warp Spell vs Chocobos[Menu]#12: Gil Plus seems to be an oddity. It has 0, 24, 32 set for its modifiers compared to 10, 24, 32 on EXP Plus. I set Gil Plus to use 10 instead of 0 like EXP Plus but I have a feeling this isn't the issue.#13: Silver Barrette is very odd. In the WallMarket editor, setting the Sellable flag will not persist and instead reverts back to being unchecked. Investigation needed.