Demons Gate: Difference between revisions
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ff7>Acezephyr (Created page with "Demons Gate is the last boss in the Temple of the Ancients. == Stats == {| class="wikitable" !Level !HP !MP !ATK !Magic Atk !Defence !Magic Def !Dex !Def % !Luck !Exp !AP !Gi...") |
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Revision as of 06:02, 10 June 2024
Demons Gate is the last boss in the Temple of the Ancients.
Stats
Level | HP | MP | ATK | Magic Atk | Defence | Magic Def | Dex | Def % | Luck | Exp | AP | Gil |
---|---|---|---|---|---|---|---|---|---|---|---|---|
45 | 10000 | 400 | 150 | 96 | 100 | 450 | 120 | 0 | 0 | 3800 | 220 | 4000 |
Elements
Poison (0%)
Gravity (0%)
Drops
Gigas Armlet (100%)
Strategies
Good Luck (todo)
AI Script
Setup
SpclChance = 8
Count = Rnd(0..4)
Main
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
}
Counter - General
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
}