Diamond Weapon

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Stats[edit | edit source]

Level HP MP ATK Magic Atk Defence Magic Def Dex Def % Luck Exp AP Gil
49 30000 30000 50 50 250 250 180 1 0 35000 3500 25000

Elements[edit | edit source]

Fire (50%)

Lightning (200%)

Gravity (0%)

Steal[edit | edit source]

Rising Sun (32)

AI Script[edit | edit source]

Main[edit | edit source]

If (Count == 0) Then {
    Choose Random Opponent
    Use <Diamond Fire> on Target
    If (2/3 Chance) Then {
        Count = 1
    }
} Else If (Count == 1) Then {
    Choose Random Opponent with highest HP
    Use <Foot Stamp> on Target
    If (3/4 Chance) Then {
        Count = 0
    }
} Else If (Count == 2) Then {
    Print Message [Countdown]
    Choose Self
    Use <> on Target
    Diamond Weapon's IdleAnim = Countdown Stance
    Diamond Weapon's HurtAnim = Flinch (Countdown Stance)
    Stage = 1
    Choose Random Opponent
    Use <Diamond Fire> on Target
    Count = Count + 1
    Print Message [3]
} Else If (Count == 3) Then {
    Choose Random Opponent
    Use <Diamond Fire> on Target
    Count = Count + 1
    Print Message [2]
} Else If (Count == 4) Then {
    Choose Random Opponent
    Use <Diamond Fire> on Target
    Count = Count + 1
    Print Message [1]
} Else {
    Print Message [0]
    Choose All Opponents
    Use Diamond Flash on Target
    Choose Self
    Use <> on Target
    Count = 0
    Stage = 0
    TempVar:L/SLimit = 0
    Diamond Weapon's IdleAnim = Normal Stance
    Diamond Weapon's HurtAnim = Flinch (Normal Stance)
}

Counter - Death[edit | edit source]

If (Stage != 0) Then {
    Diamond Weapon's IdleAnim = Normal Stance
    Choose Self
    Use <> on Target
}
Diamond Weapon's IdleAnim = 20 (???)
Choose Self
Use <(Report)> on Target
RunCmd 0x22/0x0F

Counter - PreTurn[edit | edit source]

TempVar:FlashLimit = 1
If (Diamond Weapon's HP <= 50% of Diamond Weapon's Max HP) Then {
    TempVar:FlashLimit = 2
}
Diamond Weapon's Physical Immunity = On
If ((Command is Summon or W-Summon or Limit) OR (Stage == 1)) Then {
    Diamond Weapon's Physical Immunity = Off
    TempVar:L/SCount = TempVar:L/SCount + 1
    If ((TempVar:L/SCount > TempVar:FlashLimit) & (Stage == 0)) Then {
        Count = 2
    }
}