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*#General Counter (If script owner was target)
*#Physical Counter/Magical Counter (depending on damage type)
==== Binary "Cover Flags" ====
These flags are used in conjunction with row to determine if a target can be selected as the target of a '''short-range attack'''. The determination of this is worked out in this way:
An enemy exists in row 1 and another in row 2. If the enemy in row 1 shares a cover flag with the enemy in row 2 then the enemy in row 2 cannot be targeted until all enemies in row 1 that share a cover flag with the row 2 enemy is defeated.
It works like this. Two active enemies exist, A and B.
If ((B's row > A's row) and (B's cover flags AND A's cover flags) > 0) then enemy B cannot be targeted by short-range attacks.
for any enemies A and B.<br />
Example:<br />
Consider the Battery Cap x6 battle in the forest between Nibelheim and Rocket Town. Their cover flags (in binary) are:
Row 1: 00100
Row 2: 00110 01100
Row 3: 00011 00100 11000
The battery caps in row 2 cannot be targeted by a short-range attack until the one in row 1 has been defeated because they share the 0x4 cover flag. Once row 1 has been cleared:
Row 2: 00110 01100
Row 3: 00011 00100 11000
The battery cap on left in row 2 covers the left two in row 3 because it shares flag 0x4 with the one in the middle and flag 0x2 with the one on the far left. As long as it is active these in row 3 cannot be targeted.
Similarly, the battery cap on the right in row 2 shares the 0x4 flag with the middle of row 3 and the 0x8 flag with the far right of row 3 so these cannot be targeted until the right side of row 2 is defeated.<br />
It is also necessary to note that because row 1 does not share any flags with the extreme right and left of row 3, they can be targeted if the corresponding enemy in row 2 is defeated.<br />
Also of note is that enemies in the same row that share cover flags are not considered.<br />
Only the first five bits may be considered even though the value is stored as a word.<br />
== Useful downloads ==