Demons Gate

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Demons Gate is the last boss in the Temple of the Ancients.

Stats[edit | edit source]

Level HP MP ATK Magic Atk Defence Magic Def Dex Def % Luck Exp AP Gil
45 10000 400 150 96 100 450 120 0 0 3800 220 4000

Elements[edit | edit source]

Poison (0%)

Gravity (0%)

Drops[edit | edit source]

Gigas Armlet (100%)

Strategies[edit | edit source]

Good Luck (todo)

AI Script[edit | edit source]

Setup[edit | edit source]

SpclChance = 8
Count = Rnd(0..4)

Main[edit | edit source]

If (Count == 0 or 1) Then {
    If (At Least One Opponent has neither Slow-numb nor Petrify Status) Then {
        Choose Random Opponent without Slow-numb and Petrify Status
        Use <Falling Rocks> on Target
    }
    If (Rnd(1..SpclChance) == 1) Then {
        If (At Least One Opponent has neither Slow-numb nor Petrify Status) Then {
            Choose Random Opponent without Slow-numb and Petrify Status
            Use <Falling Rocks> on Target
        }
    }
    Count = Count + 1
} Else If (Count = 2) Then {
    If (At Least One Opponent has neither Slow-numb nor Petrify Status) Then {
        Choose All Opponents without Slow-numb and Petrify Status
        Use Cave-in on Target
    }
    Count = 3
} Else If (Count = 3) Then {
    If (At Least One Opponent has neither Slow-numb nor Petrify Status) Then {
        If (Rnd(1..SpclChance) == 1) Then {
            Choose Random Opponent without Slow-numb and Petrify Status
            Use Petrif-Eye on Target
        } Else {
            Choose Random Opponent without Slow-numb and Petrify Status
            Use <Falling Rocks> on Target
        }
    }
    Count = Rnd(0..2)
} Else If (Count = 4) Then {
    Choose Self
    Use <Advance> on Target
    Demons Gate's IdleAnim = Demon Rush Position
    1/3 Chance: Count = 5
    2/3 Chance: Count = 6
} Else If (Count = 5) Then {
    Count = 6
} Else {
    If (At Least One Opponent doesn't have Petrify Status) Then {
        Choose All Opponents without Petrify Status
        Use Demon Rush on Target
    }
    Choose Self
    Use <Retreat> on Target
    Demons Gate's IdleAnim = Normal Position
    Stage = 0
    Count = 0
}

Counter - General[edit | edit source]

If (Demons Gate's IdleAnim = Normal Position) Then {
    Demons Gate's HurtAnim = Flinch (Normal Position)
} Else {
    Demons Gate's HurtAnim = Flinch (Demon Rush Position)
}
If (Demons Gate's HP <= 25% of Demons Gate's Max HP) Then {
    If ((SpclChance == 3) & (Stage == 0)) Then {
        Count = 4
        Stage = 1
    }
    SpclChance = 2
} Else If (Demons Gate's HP <= 50% of Demons Gate's Max HP) Then {
    If ((SpclChance == 4) & (Stage == 0)) Then {
        Count = 4
        Stage = 1
    }
    SpclChance = 3
} Else If (Demons Gate's HP <= 75% of Demons Gate's Max HP) Then {
    If ((SpclChance == 8) & (Stage == 0)) Then {
        Count = 4
        Stage = 1
    }
    SpclChance = 4
} Else {
    SpclChance = 8
}