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Mover is a rare enemy from Final Fantasy VII appearing in the swamp room of the Northern Cave. They only have a 4.69% chance of appearing in the one area they are in. Movers were not featured in the original Final Fantasy VII strategy guide bestiary.

They are highly desirable enemies to encounter as they have low HP and other stats, but provide a huge amount of AP and gil and drop the rare Turbo Ethers every time, and morph into Protect Ring accessories. Movers are the only enemies in the game that give no EXP upon defeat.

Stats[]

Formations[]

# Formation
890 Mover A, Mover B, Mover C

Locations[]

Northern Cave
Water Crossing 890
Water Path 890

AI script[]

AI: Setup {

TempVar:MoverGroup = All Movers in Battle
If (Self is Mover A) Then
{
Mover's IdleAnim = 1st Mover
Mover's HurtAnim = Flinch (1st Mover)
Mover's EvdeAnim = Evade (1st Mover)
} Else If (Self is Mover B) Then {
Mover's IdleAnim = 2nd Mover
Mover's HurtAnim = Flinch (2nd Mover)
Mover's EvdeAnim = Evade (2nd Mover)
} Else If (Self is Mover C) Then {
Mover's IdleAnim = 3rd Mover
Mover's HurtAnim = Flinch (3rd Mover)
Mover's EvdeAnim = Evade (3rd Mover)
}
Mover's CustomVar:TurnsTilTriangle = 5
TempVar:TurnsTilBodyblow = Rnd(0..3)

} AI: Main {

If ((At Least One in TempVar:MoverGroup has Death Status)
OR (Mover's CustomVar:TurnsTilTriangle > 0)) Then
{
If (TempVar:TurnsTilBodyblow == 0) Then
{
Choose Random Opponent
If (Mover's IdleAnim == 1st Mover) Then
{
Use <Bodyblow> (1st Version) on Target
} Else If (Mover's IdleAnim == 2nd Mover) Then {
Use <Bodyblow> (2nd Version) on Target
} Else If (Mover's IdleAnim == 3rd Mover) Then {
Use <Bodyblow> (3rd Version) on Target
}
TempVar:TurnsTilBodyblow = 3
} Else {
TempVar:TurnsTilBodyblow = TempVar:TurnsTilBodyblow - 1
If (Mover's CustomVar:TurnsTilTriangle > 0) Then
{
Mover's CustomVar:TurnsTilTriangle =
Mover's CustomVar:TurnsTilTriangle - 1
}
}
} Else {
Choose Random Opponent
If (Mover's IdleAnim == 1st Mover) Then
{
Use <Triangle Attack> (1st Version) on Target
} Else If (Mover's IdleAnim == 2nd Mover) Then {
Use <Triangle Attack> (2nd Version) on Target
} Else If (Mover's IdleAnim == 3rd Mover) Then {
Use <Triangle Attack> (3rd Version) on Target
}
TempVar:MoverGroup's CustomVar:TurnsTilTriangle = 5
}

}

Gallery[]

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