I've always been puzzled as to precisely why the Jersey enemy never switches back and forth between its forms. It's always been described as "a bug", never specifically WHAT bug. Reading the AI code recently on the wiki, I saw exactly what the bug is:
AI: Counter - Magical {
If (Jersey's IdleAnim ==
Flinch (Lean-to-Left)) Then
{
(etc)
Whereas the "Physical" counter above it specifies:
AI: Counter - Physical {
If (Jersey's IdleAnim == Lean-to-Right) Then
{
(etc)
So the "bug" is evidently the programmer having a Homer moment and putting "Flinch" in there where it doesn't belong.
Is there an easy way to patch this in the enemy AI scripts so that this enemy behaves as intended, and is a bit more of a challenge?
(I've been reading some of the AI coding topics but it looks like knowledge of direct memory patching is required, unless I'm having a Homer moment myself...)