ok, basically, this 1st AI works with anything with fire and counter (dogs and horses), I hope it works for you^^
<rules>
<rule name="Premier">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="all" down="false"/>
</rule>
<rule name="Deuxieme">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="all" down="true"/>
</rule>
<rule name="Fire after counter">
<conditions>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="Counter after knockdown">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="all" down="true"/>
</rule>
<rule name="Counter after attack">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="all" down="false"/>
</rule>
<rule name="anti defense windmill counter">
<conditions>
<condition name="target_state" state="stop, walk"/>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="500"/>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="Anti Ranger">
<conditions>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="500"/>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="waiting">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="Pet Attack">
<conditions>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="loading fire">
<conditions>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="firstaid"/>
</rule>
<rule name="loading fire when healed.">
<conditions>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="healing"/>
</rule>
<rule name="Counter after smash">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="smash" down="true"/>
</rule>
</rules>
-----------------
and now the 2nd, Ice Counter, it's for birds and cats, and I guess anything else that has Ice too. lol
<rules>
<rule name="Premier">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="all" down="false"/>
</rule>
<rule name="Deuxieme">
<conditions>
<condition name="skill_preparable" pet_skill="counter"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
</sequence>
</pattern>
<event name="attacked" master_skill="all" down="true"/>
</rule>
<rule name="ice after counter">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="counter" down="true"/>
</rule>
<rule name="Counter after knockdown">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="all" down="true"/>
</rule>
<rule name="Counter after attack">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="all" down="false"/>
</rule>
<rule name="anti defense windmill counter">
<conditions>
<condition name="target_state" state="stop, walk"/>
<condition name="skill_preparable" pet_skill="firebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="500"/>
<cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="target_skill_prepare"/>
</rule>
<rule name="Anti Ranger">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="500"/>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="aimed"/>
</rule>
<rule name="waiting">
<conditions/>
<pattern>
<param_decl/>
<sequence/>
</pattern>
<event name="now_targeting"/>
</rule>
<rule name="Pet Attack">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
</sequence>
</pattern>
<event name="targeted" targeting_type="attack"/>
</rule>
<rule name="loading ice">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="firstaid"/>
</rule>
<rule name="loading ice when healed.">
<conditions>
<condition name="skill_preparable" pet_skill="icebolt"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="healing"/>
</rule>
<rule name="Counter after smash">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
</sequence>
</pattern>
<event name="attack" pet_attackable_skill="smash" down="true"/>
</rule>
</rules>