Jenova∙SYNTHESIS: Difference between revisions

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Latest revision as of 06:03, 10 June 2024

Jenova∙SYNTHESIS is the first of three bosses in the final sequence of the game.

Stats[edit | edit source]

Level HP MP ATK Magic Atk Defence Magic Def Dex Def % Luck Exp AP Gil
61 600001 600 150 120 502 903 120 1 0 60000 500 0
  1. Jenova∙SYNTHESIS B has 10000 HP, Jenova∙SYNTHESIS C has 8000 HP
  2. When Jenova∙SYNTHESIS B is dead, Jenova∙SYNTHESIS A has 80 defense
  3. When Jenova∙SYNTHESIS C is dead, Jenova∙SYNTHESIS A has 150 magic defense

AI Script[edit | edit source]

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.

Setup[edit | edit source]

TempVar:Ultima = 9
GlobalVar:JenovaKoR = 0
If (Self is Jenova*SYNTHESISA) Then {
    Turn on Death Handling for Jenova*SYNTHESISA
    Jenova*SYNTHESISA's [4278] = 3
    TempVar:AvgPLv: = Average Party Level
    TempVar:CharNum: = Number of Party Members
    TempVar:Cloud'sLv = Cloud's Level
    TempVar:CharLv99:= No. of Characters at L99
    TempVar:Char<Lv45 = No. of Characters below L45
    TempVar:Char<Lv35 = No. of Characters below L35
}
If (Self is Jenova*SYNTHESISB) Then {
    Jenova*SYNTHESISB's Max HP = 10000
    Jenova*SYNTHESISB's: HP = 10000
    Jenova*SYNTHESISB's [4278] = 16
    Jenova*SYNTHESISB's EXP Value = 0
    Jenova*SYNTHESISB's Gil Value = 0
}
If (Self is Jenova*SYNTHESISC) Then {
    Jenova*SYNTHESISC's Max HP = 8000
    Jenova*SYNTHESISC's: HP = 8000
    Jenova*SYNTHESISC's [4278] = 20
    Jenova*SYNTHESISC's EXP Value = 0
    Jenova*SYNTHESISC's Gil Value = 0
}

Main[edit | edit source]

If (Self is Jenova*SYNTHESISA) Then {
    If (TempVar:Ultima < 6) Then {
        If (TempVar:Ultima == 0) Then {
            Choose All Opponents
            Use Ultima on Target
            If (TempVar:Cloud'sLv > 60) Then {
                GlobalVar:BizarroParty = 3
            } Else {
                GlobalVar:BizarroParty = 2
            }
            If ((Count < 6) OR (TempVar:Char<Lv45 == 0)) Then {
                GlobalVar:BizarroParty = 3
            }
            If ((TempVar:Char<Lv45 > 0) OR (TempVar:CharNum < 8)
                    OR (TempVar:AvgPLv < 68)) Then {
                GlobalVar:BizarroParty = 2
            }
            If ((Count > 12) OR (TempVar:AvgPLv < 54)
                    OR (TempVar:Char<Lv35 > 0)) Then {
                GlobalVar:BizarroParty = 1
            }
            GlobalVar:BzHeadDeaths = 0
            GlobalVar:BzDead-MainHead = 0
            GlobalVar:BzDead-MainCore = 0
            GlobalVar:BzDead-MainRMgc = 0
            GlobalVar:BzDead-MainLMgc = 0
            GlobalVar:BzDead-MainRShl = 0
            GlobalVar:BzDead-MainRArm = 0
            GlobalVar:BzDead-Sub1Core = 0
            GlobalVar:BzDead-Sub1LArm = 0
            GlobalVar:BzDead-Sub1LShl = 0
            GlobalVar:BzDead-Sub1RArm = 0
            GlobalVar:BzDead-Sub2Core = 0
            GlobalVar:BzDead-Sub2LArm = 0
            GlobalVar:BizarroMainStart = 0
            GlobalVar:BizarroSub1Start = 0
            GlobalVar:BizarroSub2Start = 0
            GlobalVar:CharLv99 = TempVar:CharLv99
            Remove All Enemies
        } Else If (TempVar:Ultima == 1) Then {
            Print Message [1]
        } Else If (TempVar:Ultima == 2) Then {
            Print Message [2]
        } Else If (TempVar:Ultima == 3) Then {
            Print Message [3]
        } Else If (TempVar:Ultima == 4) Then {
            Print Message [4]
        } Else If (TempVar:Ultima == 5) Then {
            Print Message [5]
        }
        TempVar:Ultima = TempVar:Ultima - 1
    } Else {
        If (Count < 250) Then {
            Count = Count + 1
        } Else {
            Count = Count - 9
        }
        Choose Random Opponent
        TempVar:Sequence = (Count MOD 5)
        If (TempVar:Sequence == 1 or 3) Then {
            If (Jenova*SYNTHESISB doesn't have Death Status) Then {
                If (Jenova*SYNTHESISC doesn't have Death Status) Then {
                    Use <Repeating Slap> (C Alive Version) on Target
                } Else {
                    Use <Repeating Slap> (C Dead Version) on Target
                }
            } Else {
                Jenova*SYNTHESISA's Def = 80
            }
        } Else If (TempVar:Sequence == 2 or 4) Then {
            If (Jenova*SYNTHESISC doesn't have Death Status) Then {
                If (Jenova*SYNTHESISB doesn't have Death Status) Then {
                    Use Absorb (B Alive Version) on Target
                } Else {
                    Use Absorb (B Dead Version) on Target
                }
            } Else {
                Jenova*SYNTHESISA's MDf = 150
            }
        } Else {
            If ((Jenova*SYNTHESISC has Death Status)
                    AND (Jenova*SYNTHESISB has Death Status)) Then {
                Choose Self
                Use <Right Hand Revived> on Target
                Remove all Statuses from Jenova*SYNTHESISC
                Jenova*SYNTHESISC's HP = [Jenova*SYNTHESISC's Max HP / 4]
                All Allies' IdleAnim = Left Arm Dead
                Use <Left Hand Revived> on Target
                Remove all Statuses from Jenova*SYNTHESISB
                Jenova*SYNTHESISB's HP = [Jenova*SYNTHESISB's Max HP / 4]
                All Allies' IdleAnim = Normal
                All Allies' HurtAnim = Flinch (Normal)
                Jenova*SYNTHESISA's Def = 100
                Jenova*SYNTHESISA's MDf = 180
            } Else If ((Jenova*SYNTHESISC has Death Status)
                    AND (Jenova*SYNTHESISB doesn't have Death Status)) Then {
                Choose Random Opponent
                If (Jenova*SYNTHESISA's MP >= 34) Then {
                    Use Stop on Target
                }
            } Else If ((Jenova*SYNTHESISC doesn't have Death Status)
                    AND (Jenova*SYNTHESISB has Death Status)) Then {
                Choose All Allies
                If (Jenova*SYNTHESISA's MP >= 64) Then {
                    Use Cure3 on Target
                }
            } Else {
                Choose All Opponents
                If (Jenova*SYNTHESISA's MP >= 36) Then {
                    Use Bio2 on Target
                }
            }
        }
    }
}

Counter - General[edit | edit source]

If (Self is Jenova*SYNTHESISA) Then {
    If ((Jenova*SYNTHESISA's HP < 15000) AND (TempVar:Ultima > 5)) Then {
        TempVar:Ultima = 5
    }
    If ((Last Command was Summon or W-Summon)
            AND (Last Attack was Knights of Round)) Then {
        GlobalVar:JenovaKoR = 1
    }
}

Counter - Death[edit | edit source]

If (Self is Jenova*SYNTHESISA) Then {
    If ((Last Command was Summon or W-Summon)
            AND (Last Attack was Knights of Round)) Then {
        GlobalVar:JenovaKoR = 1
    }
    Remove All Enemies
    If (TempVar:Cloud'sLv > 60) Then {
        GlobalVar:BizarroParty = 3
    } Else {
        GlobalVar:BizarroParty = 2
    }
    If ((Count < 6) OR (TempVar:Char<Lv45 == 0)) Then {
        GlobalVar:BizarroParty = 3
    }
    If ((TempVar:Char<Lv45 > 0) OR (TempVar:CharNum < 8)
            OR (TempVar:AvgPLv < 68)) Then {
        GlobalVar:BizarroParty = 2
    }
    If ((Count > 12) OR (TempVar:AvgPLv < 54)
            OR (TempVar:Char<Lv35 > 0)) Then {
        GlobalVar:BizarroParty = 1
    }
    GlobalVar:BzHeadDeaths = 0
    GlobalVar:BzDead-MainHead = 0
    GlobalVar:BzDead-MainCore = 0
    GlobalVar:BzDead-MainRMgc = 0
    GlobalVar:BzDead-MainLMgc = 0
    GlobalVar:BzDead-MainRShl = 0
    GlobalVar:BzDead-MainRArm = 0
    GlobalVar:BzDead-Sub1Core = 0
    GlobalVar:BzDead-Sub1LArm = 0
    GlobalVar:BzDead-Sub1LShl = 0
    GlobalVar:BzDead-Sub1RArm = 0
    GlobalVar:BzDead-Sub2Core = 0
    GlobalVar:BzDead-Sub2LArm = 0
    GlobalVar:BizarroMainStart = 0
    GlobalVar:BizarroSub1Start = 0
    GlobalVar:BizarroSub2Start = 0
    GlobalVar:CharLv99 = TempVar:CharLv99
} Else If (Jenova*SYNTHESISA does not have Death Status) Then {
    Choose Jenova*SYNTHESISA
    If (Self is Jenova*SYNTHESISB) Then {
        Target's Def = 80
    } Else {
        Target's MDf = 150
    }
    If (Jenova*SYNTHESISC doesn't have Death Status) Then {
        If (Jenova*SYNTHESISB has Death Status) Then {
            All Allies' IdleAnim = Left Arm Dead
            All Allies' HurtAnim = Flinch (Left Arm Dead)
        }
    } Else If (Jenova*SYNTHESISB has Death Status) Then {
        All Allies' IdleAnim = Both Arms Dead
        All Allies' HurtAnim = Flinch (Both Arms Dead)
    } Else {
        All Allies' IdleAnim = Right Arm Dead
        All Allies' HurtAnim = Flinch (Right Arm Dead)
    }
}