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== AI Script == === Setup === <syntaxhighlight lang="text" line="1"> SpclChance = 8 Count = Rnd(0..4) </syntaxhighlight> === Main === <syntaxhighlight lang="text" line="1"> 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 } </syntaxhighlight> === Counter - General === <syntaxhighlight lang="text" line="1"> 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 } </syntaxhighlight>
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