I'll try both listed above.
On a side note, there isn't a tutorial here that helps with enemy AI is there? I'm trying to understand (Random MOD = 3) etc. how that stuff works, or know how to make a simple 3 turn pattern. Like 1. Bodyblow 2. Confu 3. 50% Bodyblow, 50% Confu etc.
This is difficult

The best way to learn AI is with a top-down approach; think of how an enemy behaves/look up a description of their AI pattern on the FF7 Wiki, then look at the AI in the disassembler to try and decipher what's doing what. Then slowly build simple AIs using these before eventually moving onto more complex ones as you get more familiar with it.
Most pattern-based enemies use a LocalVar that increments by 1 each turn, before being reset to 0 when they've completed the cycle. Here's an example:
LocalVar:00A0 <- LocalVar:00A0 + 1
If (LocalVar:00A0 == 1)
{
TargetMask <- RandomBit(AllOpponentMask)
Perform("Attack"[0101], EnemyAttack)
}
Else
{
}
Else
{
If (LocalVar:00A0 == 2)
{
TargetMask <- RandomBit(AllOpponentMask)
Perform("Attack"[0102], EnemyAttack)
}
Else
{
}
Else
{
If (LocalVar:00A0 == 3)
{
Perform("Fractaliser"[0101], EnemyAttack)
LocalVar:00A0 <- 0
}
Else
{
POP(LocalVar:00A0)
SCRIPT END
So this is Main AI which runs when the enemy ATB gauge fills up and it executes a turn. First, a LocalVar is incremented by 1. It then goes through the script until it finds a valid If statement (LocalVar:00A0 = #) and executes any script found within that block. It then runs through the rest of the script executing any other valid commands it finds. In the If (LocalVar:00A0 == 3) block, you'll notice that there's not just an enemy attack but a line that pushes a value of 0 into LocalVar:00A0; this basically resets the whole thing (otherwise the var would be incremented to 4 and beyond on the next turn, meaning none of the If statements are valid and no attacks would be executed).
If you've done some programming in the past, then you might be wondering why there's two Else statements after each If statement. I'm not actually sure myself, but it recurs a lot throughout FF7 enemy AI so watch out for that.