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	<title>Carry Armor - Revision history</title>
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	<updated>2026-05-30T08:53:43Z</updated>
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		<id>http://ff7speedruns.com/index.php?title=Carry_Armor&amp;diff=1439&amp;oldid=prev</id>
		<title>AceZephyr: 1 revision imported: Import from old wiki</title>
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		<updated>2024-06-10T06:02:56Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported: Import from old wiki&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:02, 10 June 2024&lt;/td&gt;
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		<author><name>AceZephyr</name></author>
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		<id>http://ff7speedruns.com/index.php?title=Carry_Armor&amp;diff=1438&amp;oldid=prev</id>
		<title>ff7&gt;Acezephyr at 15:28, 3 May 2023</title>
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		<updated>2023-05-03T15:28:47Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
=== Carry Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!HP&lt;br /&gt;
!MP&lt;br /&gt;
!ATK&lt;br /&gt;
!Magic Atk&lt;br /&gt;
!Defence&lt;br /&gt;
!Magic Def&lt;br /&gt;
!Dex&lt;br /&gt;
!Def %&lt;br /&gt;
!Luck&lt;br /&gt;
!Exp&lt;br /&gt;
!AP&lt;br /&gt;
!Gil&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|24000&lt;br /&gt;
|200&lt;br /&gt;
|90&lt;br /&gt;
|55&lt;br /&gt;
|200&lt;br /&gt;
|300&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|2800&lt;br /&gt;
|240&lt;br /&gt;
|4000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Elements ====&lt;br /&gt;
Lightning (200%)&lt;br /&gt;
&lt;br /&gt;
Poison (0%)&lt;br /&gt;
&lt;br /&gt;
Gravity (0%)&lt;br /&gt;
&lt;br /&gt;
==== Drops ====&lt;br /&gt;
God&amp;#039;s Hand (100%)&lt;br /&gt;
&lt;br /&gt;
=== Right Arm ===&lt;br /&gt;
{|&lt;br /&gt;
!Level&lt;br /&gt;
!HP&lt;br /&gt;
!MP&lt;br /&gt;
!ATK&lt;br /&gt;
!Magic Atk&lt;br /&gt;
!Defence&lt;br /&gt;
!Magic Def&lt;br /&gt;
!Dex&lt;br /&gt;
!Def %&lt;br /&gt;
!Luck&lt;br /&gt;
!Exp&lt;br /&gt;
!AP&lt;br /&gt;
!Gil&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|10000&lt;br /&gt;
|100&lt;br /&gt;
|80&lt;br /&gt;
|55&lt;br /&gt;
|200&lt;br /&gt;
|300&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1400&lt;br /&gt;
|95&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Elements ====&lt;br /&gt;
Lightning (200%)&lt;br /&gt;
&lt;br /&gt;
Poison (0%)&lt;br /&gt;
&lt;br /&gt;
Gravity (0%)&lt;br /&gt;
&lt;br /&gt;
=== Left Arm ===&lt;br /&gt;
{|&lt;br /&gt;
!Level&lt;br /&gt;
!HP&lt;br /&gt;
!MP&lt;br /&gt;
!ATK&lt;br /&gt;
!Magic Atk&lt;br /&gt;
!Defence&lt;br /&gt;
!Magic Def&lt;br /&gt;
!Dex&lt;br /&gt;
!Def %&lt;br /&gt;
!Luck&lt;br /&gt;
!Exp&lt;br /&gt;
!AP&lt;br /&gt;
!Gil&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|10000&lt;br /&gt;
|100&lt;br /&gt;
|80&lt;br /&gt;
|55&lt;br /&gt;
|200&lt;br /&gt;
|300&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1500&lt;br /&gt;
|90&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Elements ====&lt;br /&gt;
Lightning (200%)&lt;br /&gt;
&lt;br /&gt;
Poison (0%)&lt;br /&gt;
&lt;br /&gt;
Gravity (0%)&lt;br /&gt;
&lt;br /&gt;
== AI Script ==&lt;br /&gt;
&lt;br /&gt;
=== Carry Armor: Setup ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Turn off Death Handling for Carry Armor&lt;br /&gt;
SpclChance = 4&lt;br /&gt;
If (1/3 Chance) Then {&lt;br /&gt;
    Choose All Opponents&lt;br /&gt;
    Use Lapis Laser on Target&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Carry Armor: Main ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
If (Count == 0) Then {&lt;br /&gt;
    If ((At Least One Opponent doesn&amp;#039;t have Imprisoned Status)&lt;br /&gt;
        AND (Rnd(1..SpclChance) == 1)) Then {&lt;br /&gt;
        Choose All Opponents without Imprisoned Status&lt;br /&gt;
        Use Lapis Laser on Target&lt;br /&gt;
    }&lt;br /&gt;
    Count = 1&lt;br /&gt;
} Else {&lt;br /&gt;
    Count = 0&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Carry Armor: Counter - General ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
If (Carry Armor&amp;#039;s IdleAnim == Both Arms Empty) Then {&lt;br /&gt;
    Carry Armor&amp;#039;s HurtAnim = Flinch (Both Arms Empty)&lt;br /&gt;
} Else If (Carry Armor&amp;#039;s IdleAnim == Right Arm Full) Then {&lt;br /&gt;
    Carry Armor&amp;#039;s HurtAnim = Flinch (Right Arm Full)&lt;br /&gt;
} Else If (Carry Armor&amp;#039;s IdleAnim == Left Arm Full) Then {&lt;br /&gt;
    Carry Armor&amp;#039;s HurtAnim = Flinch (Left Arm Full)&lt;br /&gt;
} Else If (Carry Armor&amp;#039;s IdleAnim == Both Arms Full) Then {&lt;br /&gt;
    Carry Armor&amp;#039;s HurtAnim = Flinch (Both Arms Full)&lt;br /&gt;
}&lt;br /&gt;
If (Right Arm&amp;#039;s [4300] != [2040]) Then {&lt;br /&gt;
    Choose Right Arm&amp;#039;s [4300]&lt;br /&gt;
    Use &amp;lt;Damage Attack&amp;gt; on Target&lt;br /&gt;
}&lt;br /&gt;
If (Left Arm&amp;#039;s [4300] != [2040]) Then {&lt;br /&gt;
    Choose Left Arm&amp;#039;s [4300]&lt;br /&gt;
    Use &amp;lt;Damage Attack&amp;gt; on Target&lt;br /&gt;
}&lt;br /&gt;
If (Carry Armor&amp;#039;s HP &amp;lt;= 25% of Carry Armor&amp;#039;s Max HP) Then {&lt;br /&gt;
    SpclChance = 1&lt;br /&gt;
} Else If (Carry Armor&amp;#039;s HP &amp;lt;= 50% of Carry Armor&amp;#039;s Max HP) Then {&lt;br /&gt;
    SpclChance = 2&lt;br /&gt;
} Else If (Carry Armor&amp;#039;s HP &amp;lt;= 75% of Carry Armor&amp;#039;s Max HP) Then {&lt;br /&gt;
    SpclChance = 3&lt;br /&gt;
} Else {&lt;br /&gt;
    SpclChance = 4&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Carry Armor: Counter - Death ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Set Right Arm as Self&lt;br /&gt;
If (Right Arm&amp;#039;s CustomVar:ArmFull = 1) Then {&lt;br /&gt;
    Choose Right Arm&amp;#039;s [4300]&lt;br /&gt;
    Remove Target&amp;#039;s Imprisoned Status&lt;br /&gt;
    Activate Target&lt;br /&gt;
    Use &amp;lt;Free Right Character&amp;gt; on Target&lt;br /&gt;
}&lt;br /&gt;
Set Left Arm as Self&lt;br /&gt;
If (Left Arm&amp;#039;s CustomVar:ArmFull = 1) Then {&lt;br /&gt;
    Choose Left Arm&amp;#039;s [4300]&lt;br /&gt;
    Remove Target&amp;#039;s Imprisoned Status&lt;br /&gt;
    Activate Target&lt;br /&gt;
    Use &amp;lt;Free Left Character&amp;gt; on Target&lt;br /&gt;
}&lt;br /&gt;
Set Carry Armor as Self&lt;br /&gt;
Choose Self&lt;br /&gt;
Use &amp;lt;Vanish&amp;gt; on Target&lt;br /&gt;
Remove Right Arm and Left Arm&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Right Arm: Setup ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
TempVar:CAGroup = Carry Armor, Right Arm and Left Arm withsame Formation ID&lt;br /&gt;
Right Arm&amp;#039;s [4300] = [2040]&lt;br /&gt;
SpclChance = 16&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Right Arm: Main ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
If (Right Arm&amp;#039;s CustomVar:ArmFull == 0) Then {&lt;br /&gt;
    If (Rnd(1..SpclChance) == 1) Then {&lt;br /&gt;
        If (At Least One Opponent doesn&amp;#039;t have Imprisoned Status) Then {&lt;br /&gt;
            Choose Random Opponent without Imprisoned Status&lt;br /&gt;
            Right Arm&amp;#039;s [4300] = Target&lt;br /&gt;
            If (Right Arm&amp;#039;s IdleAnim == Both Arms Empty) Then {&lt;br /&gt;
                Use Arm Grab (Empty Left Version) on Target&lt;br /&gt;
                TempVar:CAGroup&amp;#039;s IdleAnim = Right Arm Full&lt;br /&gt;
            } Else If (Right Arm&amp;#039;s IdleAnim == Left Arm Full) Then {&lt;br /&gt;
                Use Arm Grab (Full Left Version) on Target&lt;br /&gt;
                TempVar:CAGroup&amp;#039;s IdleAnim = Both Arms Full&lt;br /&gt;
            }&lt;br /&gt;
            Deactivate Target&lt;br /&gt;
            Right Arm&amp;#039;s CustomVar:ArmFull = 1&lt;br /&gt;
        }&lt;br /&gt;
    } Else If ((At Least One Opponent doesn&amp;#039;t have Imprisoned Status)&lt;br /&gt;
                    &amp;amp; (1/2 Chance)) Then {&lt;br /&gt;
        Choose Random Opponent without Imprisoned Status&lt;br /&gt;
        Use &amp;lt;Arm Punch&amp;gt; on Target&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Right Arm: Counter - General ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
If (Right Arm&amp;#039;s IdleAnim == Both Arms Empty) Then {&lt;br /&gt;
    Right Arm&amp;#039;s HurtAnim = Flinch (Both Arms Empty)&lt;br /&gt;
} Else If (Right Arm&amp;#039;s IdleAnim == Right Arm Full) Then {&lt;br /&gt;
    Right Arm&amp;#039;s HurtAnim = Flinch (Right Arm Full)&lt;br /&gt;
} Else If (Right Arm&amp;#039;s IdleAnim == Left Arm Full) Then {&lt;br /&gt;
    Right Arm&amp;#039;s HurtAnim = Flinch (Left Arm Full)&lt;br /&gt;
} Else If (Right Arm&amp;#039;s IdleAnim == Both Arms Full) Then {&lt;br /&gt;
    Right Arm&amp;#039;s HurtAnim = Flinch (Both Arms Full)&lt;br /&gt;
}&lt;br /&gt;
If (Right Arm&amp;#039;s [4300] != [2040]) Then {&lt;br /&gt;
    Choose Right Arm&amp;#039;s [4300]&lt;br /&gt;
    Use &amp;lt;Damage Attack&amp;gt; on Target&lt;br /&gt;
}&lt;br /&gt;
If (Left Arm&amp;#039;s [4300] != [2040]) Then {&lt;br /&gt;
    Choose Left Arm&amp;#039;s [4300]&lt;br /&gt;
    Use &amp;lt;Damage Attack&amp;gt; on Target&lt;br /&gt;
}&lt;br /&gt;
If (Right Arm&amp;#039;s HP &amp;lt;= 25% of Right Arm&amp;#039;s Max HP) Then {&lt;br /&gt;
    SpclChance = 2&lt;br /&gt;
} Else If (Right Arm&amp;#039;s HP &amp;lt;= 50% of Right Arm&amp;#039;s Max HP) Then {&lt;br /&gt;
    SpclChance = 8&lt;br /&gt;
} Else If (Right Arm&amp;#039;s HP &amp;lt;= 75% of Right Arm&amp;#039;s Max HP) Then {&lt;br /&gt;
    SpclChance = 32&lt;br /&gt;
} Else {&lt;br /&gt;
    SpclChance = 128&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Right Arm: Counter - Death ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
If (Carry Armor doesn&amp;#039;t have Death Status) Then {&lt;br /&gt;
    Choose Right Arm&amp;#039;s [4300]&lt;br /&gt;
    If (Target has Imprisoned Status) Then {&lt;br /&gt;
        Remove Target&amp;#039;s Imprisoned Status&lt;br /&gt;
        Activate Target&lt;br /&gt;
        Use &amp;lt;Free Right Character&amp;gt; on Target&lt;br /&gt;
        Right Arm&amp;#039;s [4300] = [2040]&lt;br /&gt;
        Right Arm&amp;#039;s CustomVar:ArmFull = 0&lt;br /&gt;
        Choose Self&lt;br /&gt;
        Use &amp;lt;Vanish&amp;gt; on Target&lt;br /&gt;
        If (Left Arm&amp;#039;s CustomVar:ArmFull == 0) Then {&lt;br /&gt;
            TempVar:CAGroup&amp;#039;s IdleAnim = Both Arms Empty&lt;br /&gt;
        } Else {&lt;br /&gt;
            TempVar:CAGroup&amp;#039;s IdleAnim = Left Arm Full&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
} Else {&lt;br /&gt;
    Turn off Death Handling for Right Arm&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Left Arm: Setup ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
TempVar:CAGroup = Carry Armor, Right Arm and Left Arm with same Formation ID&lt;br /&gt;
Left Arm&amp;#039;s [4300] = [2040]&lt;br /&gt;
SpclChance = 16&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Left Arm: Main ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
If (Left Arm&amp;#039;s CustomVar:ArmFull == 0) Then {&lt;br /&gt;
    If (Rnd(1..SpclChance) == 1) Then {&lt;br /&gt;
        If (At Least One Opponent doesn&amp;#039;t have Imprisoned Status) Then {&lt;br /&gt;
            Choose Random Opponent without Imprisoned Status&lt;br /&gt;
            Left Arm&amp;#039;s [4300] = Target&lt;br /&gt;
            If (Left Arm&amp;#039;s IdleAnim == Both Arms Empty) Then {&lt;br /&gt;
                Use Arm Grab (Empty Right Version) on Target&lt;br /&gt;
                TempVar:CAGroup&amp;#039;s IdleAnim = Left Arm Full&lt;br /&gt;
            } Else If (Left Arm&amp;#039;s IdleAnim == Right Arm Full) Then {&lt;br /&gt;
                Use Arm Grab (Full Right Version) on Target&lt;br /&gt;
                TempVar:CAGroup&amp;#039;s IdleAnim = Both Arms Full&lt;br /&gt;
            }&lt;br /&gt;
            Deactivate Target&lt;br /&gt;
            Left Arm&amp;#039;s CustomVar:ArmFull = 1&lt;br /&gt;
        }&lt;br /&gt;
    } Else If ((At Least One Opponent doesn&amp;#039;t have Imprisoned Status)&lt;br /&gt;
                    AND (1/2 Chance)) Then {&lt;br /&gt;
        Choose Random Opponent without Imprisoned Status&lt;br /&gt;
        Use &amp;lt;Arm Punch&amp;gt; on Target&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Left Arm: Counter - General ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
If (Left Arm&amp;#039;s IdleAnim == Both Arms Empty) Then {&lt;br /&gt;
    Left Arm&amp;#039;s HurtAnim = Flinch (Both Arms Empty)&lt;br /&gt;
} Else If (Left Arm&amp;#039;s IdleAnim == Right Arm Full) Then {&lt;br /&gt;
    Left Arm&amp;#039;s HurtAnim = Flinch (Right Arm Full)&lt;br /&gt;
} Else If (Left Arm&amp;#039;s IdleAnim == Left Arm Full) Then {&lt;br /&gt;
    Left Arm&amp;#039;s HurtAnim = Flinch (Left Arm Full)&lt;br /&gt;
} Else If (Left Arm&amp;#039;s IdleAnim == Both Arms Full) Then {&lt;br /&gt;
    Left Arm&amp;#039;s HurtAnim = Flinch (Both Arms Full)&lt;br /&gt;
}&lt;br /&gt;
If (Left Arm&amp;#039;s [4300] != [2040]) Then {&lt;br /&gt;
    Choose Left Arm&amp;#039;s [4300]&lt;br /&gt;
    Use &amp;lt;Damage Attack&amp;gt; on Target&lt;br /&gt;
}&lt;br /&gt;
If (Right Arm&amp;#039;s [4300] != [2040]) Then {&lt;br /&gt;
    Choose Right Arm&amp;#039;s [4300]&lt;br /&gt;
    Use &amp;lt;Damage Attack&amp;gt; on Target&lt;br /&gt;
}&lt;br /&gt;
If (Left Arm&amp;#039;s HP &amp;lt;= 25% of Left Arm&amp;#039;s Max HP) Then {&lt;br /&gt;
    SpclChance = 2&lt;br /&gt;
} Else If (Left Arm&amp;#039;s HP &amp;lt;= 50% of Left Arm&amp;#039;s Max HP) Then {&lt;br /&gt;
    SpclChance = 8&lt;br /&gt;
} Else If (Left Arm&amp;#039;s HP &amp;lt;= 75% of Left Arm&amp;#039;s Max HP) Then {&lt;br /&gt;
    SpclChance = 32&lt;br /&gt;
} Else {&lt;br /&gt;
    SpclChance = 128&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Left Arm: Counter - Death ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
If (Carry Armor doesn&amp;#039;t have Death Status) Then {&lt;br /&gt;
    Choose Left Arm&amp;#039;s [4300]&lt;br /&gt;
    If (Target has Imprisoned Status) Then {&lt;br /&gt;
        Remove Target&amp;#039;s Imprisoned Status&lt;br /&gt;
        Activate Target&lt;br /&gt;
        Use &amp;lt;Free Left Character&amp;gt; on Target&lt;br /&gt;
        Left Arm&amp;#039;s [4300] = [2040]&lt;br /&gt;
        Left Arm&amp;#039;s CustomVar:ArmFull = 0&lt;br /&gt;
        Choose Self&lt;br /&gt;
        Use &amp;lt;Vanish&amp;gt; on Target&lt;br /&gt;
        If (Right Arm&amp;#039;s CustomVar:ArmFull == 0) Then {&lt;br /&gt;
            TempVar:CAGroup&amp;#039;s IdleAnim = Both Arms Empty&lt;br /&gt;
        } Else {&lt;br /&gt;
            TempVar:CAGroup&amp;#039;s IdleAnim = Right Arm Full&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
} Else {&lt;br /&gt;
    Turn off Death Handling for Left Arm&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>ff7&gt;Acezephyr</name></author>
	</entry>
</feed>