Notes:
I use Enemy FB for low-level and no-level games, while F9 is for the upper levels.

F9: Magus (Prime)  0CC999
*** Stock [length: 12D hex] ***
** Normal/idle actions Block **
08 03 94 11 - if current HP is [<=] to -custom amount- [here, it is 67.5% of max: 4500/6666]
FE - End Condition
0B 3E 96 00 00 - lowers Defense [150/255]
12 69 03 00 00 3F 04 40 04 41 04 42 04 3C 32 2F - "Magus risks casting a spell" attack / Absorb Magic OFF
00 00 06 05 - face nearest? (wander mode: if an enemy is not "static", moves to -byte3- using -byte4- method)
00 00 06 04 - face nearest?
02 6B 05 00 00 23 - attack with DarkMatter
FE - End Actions
00 00 00 00 - null/idle
FE - End Condition
00 00 06 05 - face nearest?
02 6C 05 00 00 2D - attack with Hell Geyser
01 00 05 05 - Physical attack 00 to random PC
00 00 06 05 - face nearest?
FE - End Actions
FF - End Block

** Counter-attacks Block **
08 03 94 11 - if current HP is [<=] to -custom amount- [here, it is 67.5% of max: 4500/6666]
FE - End Condition
00 00 06 00 - stand there during DarkMatter phase
FE - End Action
11 00 00 00 - check if hit by a PC's tech
FE - End Condition
04 - Choose one random action from the current section
12 9F 04 00 00 3F 03 40 84 41 84 42 84 3C 32 35 - attack with Lightning2 / Absorb Magic ON *EXCEPT* Light
12 9E 04 00 00 3F 84 40 84 41 03 42 84 3C 32 38 - attack with Ice 2 / Absorb Magic ON *EXCEPT* Water/ice
12 9D 04 00 00 3F 84 40 84 41 84 42 03 3C 32 37 - attack with Fire2 / Absorb Magic ON *EXCEPT* Fire
12 6A 04 00 00 3F 84 40 03 41 84 42 84 3C 32 36 - attack with DarkBomb / Absorb Magic ON *EXCEPT* Shadow
FE - End Action
0B 03 3C 31 - if current Mg Def [<=] 49 (previously hit by Masamune)
FE - End Condition
04 - Choose one random action from the current section
12 9F 04 00 00 3F 03 40 84 41 84 42 84 3C 32 35 - attack with Lightning2 / Absorb Magic ON *EXCEPT* Light
12 9E 04 00 00 3F 84 40 84 41 03 42 84 3C 32 38 - attack with Ice 2 / Absorb Magic ON *EXCEPT* Water/ice
12 9D 04 00 00 3F 84 40 84 41 84 42 03 3C 32 37 - attack with Fire2 / Absorb Magic ON *EXCEPT* Fire
12 6A 04 00 00 3F 84 40 03 41 84 42 84 3C 32 36 - attack with DarkBomb / Absorb Magic ON *EXCEPT* Shadow
FE - End Action
18 3D 04 29 - check if Masamune is equipped by attacking PC
FE - End Condition
0B 3C 14 00 2E - lowers Mg Def [20/99]
FE - End Action
00 00 00 00 - in other words, a Physical Attack NOT by the Masamune
FE - End Condition
04 - Choose one random action from the current section
12 9F 04 00 00 3F 03 40 84 41 84 42 84 3C 32 35 - attack with Lightning2 / Absorb Magic ON *EXCEPT* Light
12 9E 04 00 00 3F 84 40 84 41 03 42 84 3C 32 38 - attack with Ice 2 / Absorb Magic ON *EXCEPT* Water/ice
12 9D 04 00 00 3F 84 40 84 41 84 42 03 3C 32 37 - attack with Fire2 / Absorb Magic ON *EXCEPT* Fire
12 6A 04 00 00 3F 84 40 03 41 84 42 84 3C 32 36 - attack with DarkBomb / Absorb Magic ON *EXCEPT* Shadow
FE - End Action
FF - End Block


0CC999
*** My modified version [length: 110 hex] ***
** Normal/idle actions Block **
08 03 DF 27 - if current HP is [<=] to -custom amount- [here, it is 61.25%: 10207/16665  OLD: 67.5% 5844/8658]
FE - End Condition
0B 3E B8 00 00 - lowers Defense [243/255] to 184
12 69 03 00 00 3F 03 40 05 41 04 42 03 3C 31 2F - "Magus risks casting a spell" / Absorb Magic OFF
00 00 08 05 - face lowest hp?
00 00 0D 04 - face PC with pos. status? [Atk Up/MP Reg/Shld/Brr/Bersk]
02 6B 05 00 00 23 - attack with DarkMatter
FE - End Actions
00 00 00 00 - null/idle
FE - End Condition
0F 00 - null/extra turn //00 00 05 05 - face random?
02 6C 05 00 00 2D - attack with Hell Geyser
01 00 05 05 - Physical attack 00 to random PC
0C 3C 09 00 - recover 9 Mg Def										<--look at this
FE - End Actions
FF - End Block

** Counter-attacks Block **
08 03 DF 27 - if current HP is [<=] to -custom amount- [here, it is 61.25%: 10207/16665  OLD: 67.5% 5844/8658]
FE - End Condition
0F 00 - no counters in DarkMatter phase
FE - End Action
0B 03 3C 2A - if current Mg Def [<=] 42 (previously hit by Masamune)
FE - End Condition
04 - Choose one random action from the current section
0F 00 - null/extra turn (allow a chance for that 19 Mg Def)
12 9F 04 00 00 3F 01 40 83 41 85 42 86 3C 2B 35 - attack with Lightning2 / Absorb Magic ON *EXCEPT* Light
12 9E 04 00 00 3F 87 40 83 41 03 42 86 3C 2B 38 - attack with Ice 2 / Absorb Magic ON *EXCEPT* Water/ice
12 9D 04 00 00 3F 87 40 83 41 85 42 02 3C 2B 37 - attack with Fire2 / Absorb Magic ON *EXCEPT* Fire
12 61 04 00 00 3F 87 40 04 41 85 42 86 3C 2B C4 - attack with DarkMist / Absorb Magic ON *EXCEPT* Shadow
FE - End Action
15 02 00 00 - check if hit by magic
FE - End Condition
04 - Choose one random action from the current section
12 9F 04 00 00 3F 02 40 82 41 83 42 84 3C 37 C4 - attack with Lightning2 / Absorb Magic ON *EXCEPT* Light
12 9E 04 00 00 3F 85 40 82 41 04 42 84 3C 37 C4 - attack with Ice 2 / Absorb Magic ON *EXCEPT* Water/ice
12 9D 04 00 00 3F 85 40 82 41 83 42 03 3C 37 C4 - attack with Fire2 / Absorb Magic ON *EXCEPT* Fire
12 6A 04 00 00 3F 85 40 05 41 83 42 84 3C 37 36 - attack with DarkBomb / Absorb Magic ON *EXCEPT* Shadow
FE - End Action
18 3D 04 29 - check if Masamune is equipped by attacking PC (now Frog's physical techs are intercepted by this)
FE - End Condition
0C 3C 8C 2E - lowers Mg Def by 12 [min 31/100; 19 *might* be possible with Haste]			<--and this
FE - End Action
00 00 00 00 - Physical Attack/tech or anything else
FE - End Condition
04 - Choose one random action from the current section / C4 = "Counterattacks with magic"
12 6A 04 00 00 3F 83 40 82 41 85 42 84 3C 3D C4 - DarkBomb / Absorb Magic ON
12 61 03 00 00 3F 82 40 85 41 84 42 83 3C 3D C4 - DarkMist / Absorb Magic ON
02 62 05 00 00 C4 - Protective Seal / Disable Status Defenses
FE - End Action
FF - End Block


FA: Magus  0CCAC6 -> 0CCAA9
unmodified


FB: Magus (unused) 0CCB1A - no name again; data was overlapping with enemy techs (e.g. Mage's "Lock" froze game)
*** Stock [length: 57 hex] ***
** Normal/idle actions Block **
07 03 00 00 - every 3(or 4?) PC attacks
FE - End Condition
01 01 06 01 - Physical attack 01 to nearest PC
0D 40 00 - state change?  Reptites use this for "revive from shock"
FE - End Actions
01 03 00 00 - if hp is [<=] 50%
FE - End Condition
01 00 06 04 - Physical attack 00 to nearest PC
FE - End Action
00 00 00 00 - if hp is [>] 50%
FE - End Condition
00 00 06 04 - face nearest?
01 00 06 05 - Physical attack 00 to nearest PC
FE - End Actions
FF - End Block

** Counter-attacks Block **
18 3D 04 29 - check if Masamune is equipped by attacking PC
FE - End Condition
00 00 06 00 - don't counter Masamune
FE - End Action
01 03 00 00 - if hp is [<=] 50%
FE - End Condition
04 - Choose one random action from the current section
02 9F 05 00 00 00 - attack with Lightning2
02 9E 05 00 00 00 - attack with Ice 2
02 9D 05 00 00 00 - attack with Fire2
01 01 06 01 - Physical attack 01 to nearest PC
FE - End Actions
00 00 00 00 - if hp is [>] 50%
FE - End Condition
0D 04 00 - state change?  Reptites use this for "shocked"
FE - End Action
FF - End Block


0CCAFD
*** A modified script [length: 9F hex] ***
** Normal/idle actions Block **
08 03 55 12 - if current HP is [<=] to -custom amount- [here, it is 64.375% of max: 4693/7290]
FE - End Condition
0B 3E A6 00 00 - lowers Defense [217/255] to 166
11 3F 02 40 04 41 03 42 02 2F - Absorb Magic OFF / "Magus risks casting a spell"
0F 00 - This "(blank) message by enemy" action gives you an extra turn.  Also, I've been substituting actions with this one to free bytes for more complex conditions or actions elsewhere.
0F 00 - null/extra turn
02 6B 05 00 00 23 - attack with DarkMatter
FE - End Actions
1B 02 00 00 - if less than 3 PCs
FE - End Condition
00 00 08 05 - face lowest hp?
01 00 37 05 - Physical attack 00 to highest hp
FE - End Action
17 5E 00 00 - 5% chance (01-63 more-less)
FE - End Condition
00 00 05 05 - face random?
02 6C 05 00 00 2D - attack with Hell Geyser
FE - End Actions
FF - End Block

** Counter-attacks Block **
08 03 55 12 - if current HP is [<=] to -custom amount- [here, it is 64.375% of max: 4693/7290]
FE - End Condition
0F 00 - no counters in DarkMatter phase
FE - End Action
0B 03 3F 03 - previously hit by Masamune If Light Def [<=] 3
FE - End Condition
04 - Choose one random action from the current section
02 9D 05 00 00 C4 - attack with Fire2
11 3F 86 40 82 41 84 42 85 00 - Absorb Magic ON
02 9E 05 00 00 C4 - attack with Ice 2
02 9F 05 00 00 C4 - attack with Lightning2
FE - End Action
15 02 00 00 - magic attacks
FE - End Condition
04 - Choose one random action from the current section / "Magic Defense ON"
02 9E 05 00 00 29 - attack with Ice 2
02 9F 05 00 00 29 - attack with Lightning2
02 9D 05 00 00 29 - attack with Fire2
FE - End Action
18 3D 04 29 - check if Masamune is equipped by attacking PC (now Frog's physical techs are intercepted by this)
FE - End Condition
11 3F 03 40 05 41 04 42 04 2E - Absorb Magic OFF
FE - End Action
00 00 00 00 - Physical Attack/tech or anything else
FE - End Condition
02 6A 05 00 00 9C - Dark Bomb
FE - End Action
FF - End Block
