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Diamond Weapon
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== Stats == {| class="wikitable" !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 === Fire (50%) Lightning (200%) Gravity (0%) === Steal === Rising Sun (32) == AI Script == === Main === <syntaxhighlight lang="text" line="1"> 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) } </syntaxhighlight> === Counter - Death === <syntaxhighlight lang="text" line="1"> 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 </syntaxhighlight> === Counter - PreTurn === <syntaxhighlight lang="text" line="1"> 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 } } </syntaxhighlight>
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