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Carry Armor is the boss in the Junon Underwater Reactor. The boss fight consists of three separate entities: the main body, and the left and right arms. The arms can hit players or grab and immobilize them, and the main body has a powerful Lapis Laser attack. == Stats == === Carry Armor === {| class="wikitable" !Level !HP !MP !ATK !Magic Atk !Defence !Magic Def !Dex !Def % !Luck !Exp !AP !Gil |- |45 |24000 |200 |90 |55 |200 |300 |80 |1 |0 |2800 |240 |4000 |} ==== Elements ==== Lightning (200%) Poison (0%) Gravity (0%) ==== Drops ==== God's Hand (100%) === Right Arm === {| !Level !HP !MP !ATK !Magic Atk !Defence !Magic Def !Dex !Def % !Luck !Exp !AP !Gil |- |45 |10000 |100 |80 |55 |200 |300 |80 |1 |0 |1400 |95 |0 |} ==== Elements ==== Lightning (200%) Poison (0%) Gravity (0%) === Left Arm === {| !Level !HP !MP !ATK !Magic Atk !Defence !Magic Def !Dex !Def % !Luck !Exp !AP !Gil |- |45 |10000 |100 |80 |55 |200 |300 |80 |1 |0 |1500 |90 |0 |} ==== Elements ==== Lightning (200%) Poison (0%) Gravity (0%) == AI Script == === Carry Armor: Setup === <syntaxhighlight lang="text" line="1"> Turn off Death Handling for Carry Armor SpclChance = 4 If (1/3 Chance) Then { Choose All Opponents Use Lapis Laser on Target } </syntaxhighlight> === Carry Armor: Main === <syntaxhighlight lang="text" line="1"> If (Count == 0) Then { If ((At Least One Opponent doesn't have Imprisoned Status) AND (Rnd(1..SpclChance) == 1)) Then { Choose All Opponents without Imprisoned Status Use Lapis Laser on Target } Count = 1 } Else { Count = 0 } </syntaxhighlight> === Carry Armor: Counter - General === <syntaxhighlight lang="text" line="1"> If (Carry Armor's IdleAnim == Both Arms Empty) Then { Carry Armor's HurtAnim = Flinch (Both Arms Empty) } Else If (Carry Armor's IdleAnim == Right Arm Full) Then { Carry Armor's HurtAnim = Flinch (Right Arm Full) } Else If (Carry Armor's IdleAnim == Left Arm Full) Then { Carry Armor's HurtAnim = Flinch (Left Arm Full) } Else If (Carry Armor's IdleAnim == Both Arms Full) Then { Carry Armor's HurtAnim = Flinch (Both Arms Full) } If (Right Arm's [4300] != [2040]) Then { Choose Right Arm's [4300] Use <Damage Attack> on Target } If (Left Arm's [4300] != [2040]) Then { Choose Left Arm's [4300] Use <Damage Attack> on Target } If (Carry Armor's HP <= 25% of Carry Armor's Max HP) Then { SpclChance = 1 } Else If (Carry Armor's HP <= 50% of Carry Armor's Max HP) Then { SpclChance = 2 } Else If (Carry Armor's HP <= 75% of Carry Armor's Max HP) Then { SpclChance = 3 } Else { SpclChance = 4 } </syntaxhighlight> === Carry Armor: Counter - Death === <syntaxhighlight lang="text" line="1"> Set Right Arm as Self If (Right Arm's CustomVar:ArmFull = 1) Then { Choose Right Arm's [4300] Remove Target's Imprisoned Status Activate Target Use <Free Right Character> on Target } Set Left Arm as Self If (Left Arm's CustomVar:ArmFull = 1) Then { Choose Left Arm's [4300] Remove Target's Imprisoned Status Activate Target Use <Free Left Character> on Target } Set Carry Armor as Self Choose Self Use <Vanish> on Target Remove Right Arm and Left Arm </syntaxhighlight> === Right Arm: Setup === <syntaxhighlight lang="text" line="1"> TempVar:CAGroup = Carry Armor, Right Arm and Left Arm withsame Formation ID Right Arm's [4300] = [2040] SpclChance = 16 </syntaxhighlight> === Right Arm: Main === <syntaxhighlight lang="text" line="1"> If (Right Arm's CustomVar:ArmFull == 0) Then { If (Rnd(1..SpclChance) == 1) Then { If (At Least One Opponent doesn't have Imprisoned Status) Then { Choose Random Opponent without Imprisoned Status Right Arm's [4300] = Target If (Right Arm's IdleAnim == Both Arms Empty) Then { Use Arm Grab (Empty Left Version) on Target TempVar:CAGroup's IdleAnim = Right Arm Full } Else If (Right Arm's IdleAnim == Left Arm Full) Then { Use Arm Grab (Full Left Version) on Target TempVar:CAGroup's IdleAnim = Both Arms Full } Deactivate Target Right Arm's CustomVar:ArmFull = 1 } } Else If ((At Least One Opponent doesn't have Imprisoned Status) & (1/2 Chance)) Then { Choose Random Opponent without Imprisoned Status Use <Arm Punch> on Target } } </syntaxhighlight> === Right Arm: Counter - General === <syntaxhighlight lang="text" line="1"> If (Right Arm's IdleAnim == Both Arms Empty) Then { Right Arm's HurtAnim = Flinch (Both Arms Empty) } Else If (Right Arm's IdleAnim == Right Arm Full) Then { Right Arm's HurtAnim = Flinch (Right Arm Full) } Else If (Right Arm's IdleAnim == Left Arm Full) Then { Right Arm's HurtAnim = Flinch (Left Arm Full) } Else If (Right Arm's IdleAnim == Both Arms Full) Then { Right Arm's HurtAnim = Flinch (Both Arms Full) } If (Right Arm's [4300] != [2040]) Then { Choose Right Arm's [4300] Use <Damage Attack> on Target } If (Left Arm's [4300] != [2040]) Then { Choose Left Arm's [4300] Use <Damage Attack> on Target } If (Right Arm's HP <= 25% of Right Arm's Max HP) Then { SpclChance = 2 } Else If (Right Arm's HP <= 50% of Right Arm's Max HP) Then { SpclChance = 8 } Else If (Right Arm's HP <= 75% of Right Arm's Max HP) Then { SpclChance = 32 } Else { SpclChance = 128 } </syntaxhighlight> === Right Arm: Counter - Death === <syntaxhighlight lang="text" line="1"> If (Carry Armor doesn't have Death Status) Then { Choose Right Arm's [4300] If (Target has Imprisoned Status) Then { Remove Target's Imprisoned Status Activate Target Use <Free Right Character> on Target Right Arm's [4300] = [2040] Right Arm's CustomVar:ArmFull = 0 Choose Self Use <Vanish> on Target If (Left Arm's CustomVar:ArmFull == 0) Then { TempVar:CAGroup's IdleAnim = Both Arms Empty } Else { TempVar:CAGroup's IdleAnim = Left Arm Full } } } Else { Turn off Death Handling for Right Arm } </syntaxhighlight> === Left Arm: Setup === <syntaxhighlight lang="text" line="1"> TempVar:CAGroup = Carry Armor, Right Arm and Left Arm with same Formation ID Left Arm's [4300] = [2040] SpclChance = 16 </syntaxhighlight> === Left Arm: Main === <syntaxhighlight lang="text" line="1"> If (Left Arm's CustomVar:ArmFull == 0) Then { If (Rnd(1..SpclChance) == 1) Then { If (At Least One Opponent doesn't have Imprisoned Status) Then { Choose Random Opponent without Imprisoned Status Left Arm's [4300] = Target If (Left Arm's IdleAnim == Both Arms Empty) Then { Use Arm Grab (Empty Right Version) on Target TempVar:CAGroup's IdleAnim = Left Arm Full } Else If (Left Arm's IdleAnim == Right Arm Full) Then { Use Arm Grab (Full Right Version) on Target TempVar:CAGroup's IdleAnim = Both Arms Full } Deactivate Target Left Arm's CustomVar:ArmFull = 1 } } Else If ((At Least One Opponent doesn't have Imprisoned Status) AND (1/2 Chance)) Then { Choose Random Opponent without Imprisoned Status Use <Arm Punch> on Target } } </syntaxhighlight> === Left Arm: Counter - General === <syntaxhighlight lang="text" line="1"> If (Left Arm's IdleAnim == Both Arms Empty) Then { Left Arm's HurtAnim = Flinch (Both Arms Empty) } Else If (Left Arm's IdleAnim == Right Arm Full) Then { Left Arm's HurtAnim = Flinch (Right Arm Full) } Else If (Left Arm's IdleAnim == Left Arm Full) Then { Left Arm's HurtAnim = Flinch (Left Arm Full) } Else If (Left Arm's IdleAnim == Both Arms Full) Then { Left Arm's HurtAnim = Flinch (Both Arms Full) } If (Left Arm's [4300] != [2040]) Then { Choose Left Arm's [4300] Use <Damage Attack> on Target } If (Right Arm's [4300] != [2040]) Then { Choose Right Arm's [4300] Use <Damage Attack> on Target } If (Left Arm's HP <= 25% of Left Arm's Max HP) Then { SpclChance = 2 } Else If (Left Arm's HP <= 50% of Left Arm's Max HP) Then { SpclChance = 8 } Else If (Left Arm's HP <= 75% of Left Arm's Max HP) Then { SpclChance = 32 } Else { SpclChance = 128 } </syntaxhighlight> === Left Arm: Counter - Death === <syntaxhighlight lang="text" line="1"> If (Carry Armor doesn't have Death Status) Then { Choose Left Arm's [4300] If (Target has Imprisoned Status) Then { Remove Target's Imprisoned Status Activate Target Use <Free Left Character> on Target Left Arm's [4300] = [2040] Left Arm's CustomVar:ArmFull = 0 Choose Self Use <Vanish> on Target If (Right Arm's CustomVar:ArmFull == 0) Then { TempVar:CAGroup's IdleAnim = Both Arms Empty } Else { TempVar:CAGroup's IdleAnim = Right Arm Full } } } Else { Turn off Death Handling for Left Arm } </syntaxhighlight>
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