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	<title>Jenova∙SYNTHESIS - Revision history</title>
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	<updated>2026-05-30T02:28:13Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>http://ff7speedruns.com/index.php?title=Jenova%E2%88%99SYNTHESIS&amp;diff=1489&amp;oldid=prev</id>
		<title>AceZephyr: 1 revision imported: Import from old wiki</title>
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		<updated>2024-06-10T06:03:03Z</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 06:03, 10 June 2024&lt;/td&gt;
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&lt;!-- diff cache key ff7_wiki:diff:1.41:old-1488:rev-1489 --&gt;
&lt;/table&gt;</summary>
		<author><name>AceZephyr</name></author>
	</entry>
	<entry>
		<id>http://ff7speedruns.com/index.php?title=Jenova%E2%88%99SYNTHESIS&amp;diff=1488&amp;oldid=prev</id>
		<title>ff7&gt;Acezephyr: Created page with &quot;Jenova∙SYNTHESIS is the first of three bosses in the final sequence of the game.  == Stats == {| class=&quot;wikitable&quot; !Level !HP !MP !ATK !Magic Atk !Defence !Magic Def !Dex !D...&quot;</title>
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		<updated>2022-06-15T02:32:53Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Jenova∙SYNTHESIS is the first of three bosses in the final sequence of the game.  == Stats == {| class=&amp;quot;wikitable&amp;quot; !Level !HP !MP !ATK !Magic Atk !Defence !Magic Def !Dex !D...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Jenova∙SYNTHESIS is the first of three bosses in the final sequence of the game.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&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;
|61&lt;br /&gt;
|60000&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|600&lt;br /&gt;
|150&lt;br /&gt;
|120&lt;br /&gt;
|50&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|90&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|60000&lt;br /&gt;
|500&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Jenova∙SYNTHESIS B has 10000 HP, Jenova∙SYNTHESIS C has 8000 HP&lt;br /&gt;
# When Jenova∙SYNTHESIS B is dead, Jenova∙SYNTHESIS A has 80 defense&lt;br /&gt;
# When Jenova∙SYNTHESIS C is dead, Jenova∙SYNTHESIS A has 150 magic defense&lt;br /&gt;
&lt;br /&gt;
== AI Script ==&lt;br /&gt;
The battle consists of three instances of Jenova∙SYNTHESIS: one that acts as the main body, and two that act as tentacles. They all have the same AI scripts, which is why the scripts check which enemy the current executor is.&lt;br /&gt;
&lt;br /&gt;
=== 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:Ultima = 9&lt;br /&gt;
GlobalVar:JenovaKoR = 0&lt;br /&gt;
If (Self is Jenova*SYNTHESISA) Then {&lt;br /&gt;
    Turn on Death Handling for Jenova*SYNTHESISA&lt;br /&gt;
    Jenova*SYNTHESISA&amp;#039;s [4278] = 3&lt;br /&gt;
    TempVar:AvgPLv: = Average Party Level&lt;br /&gt;
    TempVar:CharNum: = Number of Party Members&lt;br /&gt;
    TempVar:Cloud&amp;#039;sLv = Cloud&amp;#039;s Level&lt;br /&gt;
    TempVar:CharLv99:= No. of Characters at L99&lt;br /&gt;
    TempVar:Char&amp;lt;Lv45 = No. of Characters below L45&lt;br /&gt;
    TempVar:Char&amp;lt;Lv35 = No. of Characters below L35&lt;br /&gt;
}&lt;br /&gt;
If (Self is Jenova*SYNTHESISB) Then {&lt;br /&gt;
    Jenova*SYNTHESISB&amp;#039;s Max HP = 10000&lt;br /&gt;
    Jenova*SYNTHESISB&amp;#039;s: HP = 10000&lt;br /&gt;
    Jenova*SYNTHESISB&amp;#039;s [4278] = 16&lt;br /&gt;
    Jenova*SYNTHESISB&amp;#039;s EXP Value = 0&lt;br /&gt;
    Jenova*SYNTHESISB&amp;#039;s Gil Value = 0&lt;br /&gt;
}&lt;br /&gt;
If (Self is Jenova*SYNTHESISC) Then {&lt;br /&gt;
    Jenova*SYNTHESISC&amp;#039;s Max HP = 8000&lt;br /&gt;
    Jenova*SYNTHESISC&amp;#039;s: HP = 8000&lt;br /&gt;
    Jenova*SYNTHESISC&amp;#039;s [4278] = 20&lt;br /&gt;
    Jenova*SYNTHESISC&amp;#039;s EXP Value = 0&lt;br /&gt;
    Jenova*SYNTHESISC&amp;#039;s Gil Value = 0&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 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 (Self is Jenova*SYNTHESISA) Then {&lt;br /&gt;
    If (TempVar:Ultima &amp;lt; 6) Then {&lt;br /&gt;
        If (TempVar:Ultima == 0) Then {&lt;br /&gt;
            Choose All Opponents&lt;br /&gt;
            Use Ultima on Target&lt;br /&gt;
            If (TempVar:Cloud&amp;#039;sLv &amp;gt; 60) Then {&lt;br /&gt;
                GlobalVar:BizarroParty = 3&lt;br /&gt;
            } Else {&lt;br /&gt;
                GlobalVar:BizarroParty = 2&lt;br /&gt;
            }&lt;br /&gt;
            If ((Count &amp;lt; 6) OR (TempVar:Char&amp;lt;Lv45 == 0)) Then {&lt;br /&gt;
                GlobalVar:BizarroParty = 3&lt;br /&gt;
            }&lt;br /&gt;
            If ((TempVar:Char&amp;lt;Lv45 &amp;gt; 0) OR (TempVar:CharNum &amp;lt; 8)&lt;br /&gt;
                    OR (TempVar:AvgPLv &amp;lt; 68)) Then {&lt;br /&gt;
                GlobalVar:BizarroParty = 2&lt;br /&gt;
            }&lt;br /&gt;
            If ((Count &amp;gt; 12) OR (TempVar:AvgPLv &amp;lt; 54)&lt;br /&gt;
                    OR (TempVar:Char&amp;lt;Lv35 &amp;gt; 0)) Then {&lt;br /&gt;
                GlobalVar:BizarroParty = 1&lt;br /&gt;
            }&lt;br /&gt;
            GlobalVar:BzHeadDeaths = 0&lt;br /&gt;
            GlobalVar:BzDead-MainHead = 0&lt;br /&gt;
            GlobalVar:BzDead-MainCore = 0&lt;br /&gt;
            GlobalVar:BzDead-MainRMgc = 0&lt;br /&gt;
            GlobalVar:BzDead-MainLMgc = 0&lt;br /&gt;
            GlobalVar:BzDead-MainRShl = 0&lt;br /&gt;
            GlobalVar:BzDead-MainRArm = 0&lt;br /&gt;
            GlobalVar:BzDead-Sub1Core = 0&lt;br /&gt;
            GlobalVar:BzDead-Sub1LArm = 0&lt;br /&gt;
            GlobalVar:BzDead-Sub1LShl = 0&lt;br /&gt;
            GlobalVar:BzDead-Sub1RArm = 0&lt;br /&gt;
            GlobalVar:BzDead-Sub2Core = 0&lt;br /&gt;
            GlobalVar:BzDead-Sub2LArm = 0&lt;br /&gt;
            GlobalVar:BizarroMainStart = 0&lt;br /&gt;
            GlobalVar:BizarroSub1Start = 0&lt;br /&gt;
            GlobalVar:BizarroSub2Start = 0&lt;br /&gt;
            GlobalVar:CharLv99 = TempVar:CharLv99&lt;br /&gt;
            Remove All Enemies&lt;br /&gt;
        } Else If (TempVar:Ultima == 1) Then {&lt;br /&gt;
            Print Message [1]&lt;br /&gt;
        } Else If (TempVar:Ultima == 2) Then {&lt;br /&gt;
            Print Message [2]&lt;br /&gt;
        } Else If (TempVar:Ultima == 3) Then {&lt;br /&gt;
            Print Message [3]&lt;br /&gt;
        } Else If (TempVar:Ultima == 4) Then {&lt;br /&gt;
            Print Message [4]&lt;br /&gt;
        } Else If (TempVar:Ultima == 5) Then {&lt;br /&gt;
            Print Message [5]&lt;br /&gt;
        }&lt;br /&gt;
        TempVar:Ultima = TempVar:Ultima - 1&lt;br /&gt;
    } Else {&lt;br /&gt;
        If (Count &amp;lt; 250) Then {&lt;br /&gt;
            Count = Count + 1&lt;br /&gt;
        } Else {&lt;br /&gt;
            Count = Count - 9&lt;br /&gt;
        }&lt;br /&gt;
        Choose Random Opponent&lt;br /&gt;
        TempVar:Sequence = (Count MOD 5)&lt;br /&gt;
        If (TempVar:Sequence == 1 or 3) Then {&lt;br /&gt;
            If (Jenova*SYNTHESISB doesn&amp;#039;t have Death Status) Then {&lt;br /&gt;
                If (Jenova*SYNTHESISC doesn&amp;#039;t have Death Status) Then {&lt;br /&gt;
                    Use &amp;lt;Repeating Slap&amp;gt; (C Alive Version) on Target&lt;br /&gt;
                } Else {&lt;br /&gt;
                    Use &amp;lt;Repeating Slap&amp;gt; (C Dead Version) on Target&lt;br /&gt;
                }&lt;br /&gt;
            } Else {&lt;br /&gt;
                Jenova*SYNTHESISA&amp;#039;s Def = 80&lt;br /&gt;
            }&lt;br /&gt;
        } Else If (TempVar:Sequence == 2 or 4) Then {&lt;br /&gt;
            If (Jenova*SYNTHESISC doesn&amp;#039;t have Death Status) Then {&lt;br /&gt;
                If (Jenova*SYNTHESISB doesn&amp;#039;t have Death Status) Then {&lt;br /&gt;
                    Use Absorb (B Alive Version) on Target&lt;br /&gt;
                } Else {&lt;br /&gt;
                    Use Absorb (B Dead Version) on Target&lt;br /&gt;
                }&lt;br /&gt;
            } Else {&lt;br /&gt;
                Jenova*SYNTHESISA&amp;#039;s MDf = 150&lt;br /&gt;
            }&lt;br /&gt;
        } Else {&lt;br /&gt;
            If ((Jenova*SYNTHESISC has Death Status)&lt;br /&gt;
                    AND (Jenova*SYNTHESISB has Death Status)) Then {&lt;br /&gt;
                Choose Self&lt;br /&gt;
                Use &amp;lt;Right Hand Revived&amp;gt; on Target&lt;br /&gt;
                Remove all Statuses from Jenova*SYNTHESISC&lt;br /&gt;
                Jenova*SYNTHESISC&amp;#039;s HP = [Jenova*SYNTHESISC&amp;#039;s Max HP / 4]&lt;br /&gt;
                All Allies&amp;#039; IdleAnim = Left Arm Dead&lt;br /&gt;
                Use &amp;lt;Left Hand Revived&amp;gt; on Target&lt;br /&gt;
                Remove all Statuses from Jenova*SYNTHESISB&lt;br /&gt;
                Jenova*SYNTHESISB&amp;#039;s HP = [Jenova*SYNTHESISB&amp;#039;s Max HP / 4]&lt;br /&gt;
                All Allies&amp;#039; IdleAnim = Normal&lt;br /&gt;
                All Allies&amp;#039; HurtAnim = Flinch (Normal)&lt;br /&gt;
                Jenova*SYNTHESISA&amp;#039;s Def = 100&lt;br /&gt;
                Jenova*SYNTHESISA&amp;#039;s MDf = 180&lt;br /&gt;
            } Else If ((Jenova*SYNTHESISC has Death Status)&lt;br /&gt;
                    AND (Jenova*SYNTHESISB doesn&amp;#039;t have Death Status)) Then {&lt;br /&gt;
                Choose Random Opponent&lt;br /&gt;
                If (Jenova*SYNTHESISA&amp;#039;s MP &amp;gt;= 34) Then {&lt;br /&gt;
                    Use Stop on Target&lt;br /&gt;
                }&lt;br /&gt;
            } Else If ((Jenova*SYNTHESISC doesn&amp;#039;t have Death Status)&lt;br /&gt;
                    AND (Jenova*SYNTHESISB has Death Status)) Then {&lt;br /&gt;
                Choose All Allies&lt;br /&gt;
                If (Jenova*SYNTHESISA&amp;#039;s MP &amp;gt;= 64) Then {&lt;br /&gt;
                    Use Cure3 on Target&lt;br /&gt;
                }&lt;br /&gt;
            } Else {&lt;br /&gt;
                Choose All Opponents&lt;br /&gt;
                If (Jenova*SYNTHESISA&amp;#039;s MP &amp;gt;= 36) Then {&lt;br /&gt;
                    Use Bio2 on Target&lt;br /&gt;
                }&lt;br /&gt;
            }&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 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 (Self is Jenova*SYNTHESISA) Then {&lt;br /&gt;
    If ((Jenova*SYNTHESISA&amp;#039;s HP &amp;lt; 15000) AND (TempVar:Ultima &amp;gt; 5)) Then {&lt;br /&gt;
        TempVar:Ultima = 5&lt;br /&gt;
    }&lt;br /&gt;
    If ((Last Command was Summon or W-Summon)&lt;br /&gt;
            AND (Last Attack was Knights of Round)) Then {&lt;br /&gt;
        GlobalVar:JenovaKoR = 1&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 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 (Self is Jenova*SYNTHESISA) Then {&lt;br /&gt;
    If ((Last Command was Summon or W-Summon)&lt;br /&gt;
            AND (Last Attack was Knights of Round)) Then {&lt;br /&gt;
        GlobalVar:JenovaKoR = 1&lt;br /&gt;
    }&lt;br /&gt;
    Remove All Enemies&lt;br /&gt;
    If (TempVar:Cloud&amp;#039;sLv &amp;gt; 60) Then {&lt;br /&gt;
        GlobalVar:BizarroParty = 3&lt;br /&gt;
    } Else {&lt;br /&gt;
        GlobalVar:BizarroParty = 2&lt;br /&gt;
    }&lt;br /&gt;
    If ((Count &amp;lt; 6) OR (TempVar:Char&amp;lt;Lv45 == 0)) Then {&lt;br /&gt;
        GlobalVar:BizarroParty = 3&lt;br /&gt;
    }&lt;br /&gt;
    If ((TempVar:Char&amp;lt;Lv45 &amp;gt; 0) OR (TempVar:CharNum &amp;lt; 8)&lt;br /&gt;
            OR (TempVar:AvgPLv &amp;lt; 68)) Then {&lt;br /&gt;
        GlobalVar:BizarroParty = 2&lt;br /&gt;
    }&lt;br /&gt;
    If ((Count &amp;gt; 12) OR (TempVar:AvgPLv &amp;lt; 54)&lt;br /&gt;
            OR (TempVar:Char&amp;lt;Lv35 &amp;gt; 0)) Then {&lt;br /&gt;
        GlobalVar:BizarroParty = 1&lt;br /&gt;
    }&lt;br /&gt;
    GlobalVar:BzHeadDeaths = 0&lt;br /&gt;
    GlobalVar:BzDead-MainHead = 0&lt;br /&gt;
    GlobalVar:BzDead-MainCore = 0&lt;br /&gt;
    GlobalVar:BzDead-MainRMgc = 0&lt;br /&gt;
    GlobalVar:BzDead-MainLMgc = 0&lt;br /&gt;
    GlobalVar:BzDead-MainRShl = 0&lt;br /&gt;
    GlobalVar:BzDead-MainRArm = 0&lt;br /&gt;
    GlobalVar:BzDead-Sub1Core = 0&lt;br /&gt;
    GlobalVar:BzDead-Sub1LArm = 0&lt;br /&gt;
    GlobalVar:BzDead-Sub1LShl = 0&lt;br /&gt;
    GlobalVar:BzDead-Sub1RArm = 0&lt;br /&gt;
    GlobalVar:BzDead-Sub2Core = 0&lt;br /&gt;
    GlobalVar:BzDead-Sub2LArm = 0&lt;br /&gt;
    GlobalVar:BizarroMainStart = 0&lt;br /&gt;
    GlobalVar:BizarroSub1Start = 0&lt;br /&gt;
    GlobalVar:BizarroSub2Start = 0&lt;br /&gt;
    GlobalVar:CharLv99 = TempVar:CharLv99&lt;br /&gt;
} Else If (Jenova*SYNTHESISA does not have Death Status) Then {&lt;br /&gt;
    Choose Jenova*SYNTHESISA&lt;br /&gt;
    If (Self is Jenova*SYNTHESISB) Then {&lt;br /&gt;
        Target&amp;#039;s Def = 80&lt;br /&gt;
    } Else {&lt;br /&gt;
        Target&amp;#039;s MDf = 150&lt;br /&gt;
    }&lt;br /&gt;
    If (Jenova*SYNTHESISC doesn&amp;#039;t have Death Status) Then {&lt;br /&gt;
        If (Jenova*SYNTHESISB has Death Status) Then {&lt;br /&gt;
            All Allies&amp;#039; IdleAnim = Left Arm Dead&lt;br /&gt;
            All Allies&amp;#039; HurtAnim = Flinch (Left Arm Dead)&lt;br /&gt;
        }&lt;br /&gt;
    } Else If (Jenova*SYNTHESISB has Death Status) Then {&lt;br /&gt;
        All Allies&amp;#039; IdleAnim = Both Arms Dead&lt;br /&gt;
        All Allies&amp;#039; HurtAnim = Flinch (Both Arms Dead)&lt;br /&gt;
    } Else {&lt;br /&gt;
        All Allies&amp;#039; IdleAnim = Right Arm Dead&lt;br /&gt;
        All Allies&amp;#039; HurtAnim = Flinch (Right Arm Dead)&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>ff7&gt;Acezephyr</name></author>
	</entry>
</feed>