Greetings. I'm using the most up-to-date version of Yanfly's Battle AI Core, and I'm having some unusual trouble getting enemies to correctly use skills that have a high 'Speed' parameter - as in, the skill should always come first in the turn. Instead, the plugin seems to use the enemy's AGI to determine when to use the skill under circumstances that are described nowhere in the plugin's help text. Code: <AI Priority> State === LockOn: Wide Laser User HP% Param <= 20%: Camera Laser II, Lowest HP Random 30%: Slice Thrice Random 30%: Reconstruct, User Random 40%: Venom Bash Always: Counter-Lock <AI Priority> The above (coupled with maximum AI level) is the priority list for a particular mini-boss that attacks the player party with a powerful laser attack if they're inflicted with the Lock-On state. The Counter-Lock skill is exactly what it sounds like - the boss applies a state to itself that increases its Counter Rate to 100% for the remainder of the turn, and uses Yanfly's Counter Control to set its default counter skill to a skill not listed here simply named Lock-On - which, as the name implies, merely applies the Lock-On state to the attacker. The issue that arises is that the Counter-Lock skill has a speed of 2000 and thus should always activate before anything else in the turn; however, the boss uses its own AGI stat to determine when to use the skill, as if the Speed modifier was never applied at all. Stranger still, if I remove the three skills ABOVE the Counter-Lock entry in that list, it works just fine! The Speed modifier only seems to work so long as the priority list has 3 or less entries in it, including the Counter-Lock entry. What is responsible for this incredibly odd behavior? Why is it happening, and is there anything I can do to correct it? Thanks.