Carry Armor
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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.
Stats[edit | edit source]
Carry Armor[edit | edit source]
Level | HP | MP | ATK | Magic Atk | Defence | Magic Def | Dex | Def % | Luck | Exp | AP | Gil |
---|---|---|---|---|---|---|---|---|---|---|---|---|
45 | 24000 | 200 | 90 | 55 | 200 | 300 | 80 | 1 | 0 | 2800 | 240 | 4000 |
Elements[edit | edit source]
Lightning (200%)
Poison (0%)
Gravity (0%)
Drops[edit | edit source]
God's Hand (100%)
Right Arm[edit | edit source]
Level | HP | MP | ATK | Magic Atk | Defence | Magic Def | Dex | Def % | Luck | Exp | AP | Gil |
---|---|---|---|---|---|---|---|---|---|---|---|---|
45 | 10000 | 100 | 80 | 55 | 200 | 300 | 80 | 1 | 0 | 1400 | 95 | 0 |
Elements[edit | edit source]
Lightning (200%)
Poison (0%)
Gravity (0%)
Left Arm[edit | edit source]
Level | HP | MP | ATK | Magic Atk | Defence | Magic Def | Dex | Def % | Luck | Exp | AP | Gil |
---|---|---|---|---|---|---|---|---|---|---|---|---|
45 | 10000 | 100 | 80 | 55 | 200 | 300 | 80 | 1 | 0 | 1500 | 90 | 0 |
Elements[edit | edit source]
Lightning (200%)
Poison (0%)
Gravity (0%)
AI Script[edit | edit source]
Carry Armor: Setup[edit | edit source]
Turn off Death Handling for Carry Armor
SpclChance = 4
If (1/3 Chance) Then {
Choose All Opponents
Use Lapis Laser on Target
}
Carry Armor: Main[edit | edit source]
If (Count == 0) Then {
If ((At Least One Opponent doesn't have Imprisoned Status)
AND (Rnd(1..SpclChance) == 1)) Then {
Choose All Opponents without Imprisoned Status
Use Lapis Laser on Target
}
Count = 1
} Else {
Count = 0
}
Carry Armor: Counter - General[edit | edit source]
If (Carry Armor's IdleAnim == Both Arms Empty) Then {
Carry Armor's HurtAnim = Flinch (Both Arms Empty)
} Else If (Carry Armor's IdleAnim == Right Arm Full) Then {
Carry Armor's HurtAnim = Flinch (Right Arm Full)
} Else If (Carry Armor's IdleAnim == Left Arm Full) Then {
Carry Armor's HurtAnim = Flinch (Left Arm Full)
} Else If (Carry Armor's IdleAnim == Both Arms Full) Then {
Carry Armor's HurtAnim = Flinch (Both Arms Full)
}
If (Right Arm's [4300] != [2040]) Then {
Choose Right Arm's [4300]
Use <Damage Attack> on Target
}
If (Left Arm's [4300] != [2040]) Then {
Choose Left Arm's [4300]
Use <Damage Attack> on Target
}
If (Carry Armor's HP <= 25% of Carry Armor's Max HP) Then {
SpclChance = 1
} Else If (Carry Armor's HP <= 50% of Carry Armor's Max HP) Then {
SpclChance = 2
} Else If (Carry Armor's HP <= 75% of Carry Armor's Max HP) Then {
SpclChance = 3
} Else {
SpclChance = 4
}
Carry Armor: Counter - Death[edit | edit source]
Set Right Arm as Self
If (Right Arm's CustomVar:ArmFull = 1) Then {
Choose Right Arm's [4300]
Remove Target's Imprisoned Status
Activate Target
Use <Free Right Character> on Target
}
Set Left Arm as Self
If (Left Arm's CustomVar:ArmFull = 1) Then {
Choose Left Arm's [4300]
Remove Target's Imprisoned Status
Activate Target
Use <Free Left Character> on Target
}
Set Carry Armor as Self
Choose Self
Use <Vanish> on Target
Remove Right Arm and Left Arm
Right Arm: Setup[edit | edit source]
TempVar:CAGroup = Carry Armor, Right Arm and Left Arm withsame Formation ID
Right Arm's [4300] = [2040]
SpclChance = 16
Right Arm: Main[edit | edit source]
If (Right Arm's CustomVar:ArmFull == 0) Then {
If (Rnd(1..SpclChance) == 1) Then {
If (At Least One Opponent doesn't have Imprisoned Status) Then {
Choose Random Opponent without Imprisoned Status
Right Arm's [4300] = Target
If (Right Arm's IdleAnim == Both Arms Empty) Then {
Use Arm Grab (Empty Left Version) on Target
TempVar:CAGroup's IdleAnim = Right Arm Full
} Else If (Right Arm's IdleAnim == Left Arm Full) Then {
Use Arm Grab (Full Left Version) on Target
TempVar:CAGroup's IdleAnim = Both Arms Full
}
Deactivate Target
Right Arm's CustomVar:ArmFull = 1
}
} Else If ((At Least One Opponent doesn't have Imprisoned Status)
& (1/2 Chance)) Then {
Choose Random Opponent without Imprisoned Status
Use <Arm Punch> on Target
}
}
Right Arm: Counter - General[edit | edit source]
If (Right Arm's IdleAnim == Both Arms Empty) Then {
Right Arm's HurtAnim = Flinch (Both Arms Empty)
} Else If (Right Arm's IdleAnim == Right Arm Full) Then {
Right Arm's HurtAnim = Flinch (Right Arm Full)
} Else If (Right Arm's IdleAnim == Left Arm Full) Then {
Right Arm's HurtAnim = Flinch (Left Arm Full)
} Else If (Right Arm's IdleAnim == Both Arms Full) Then {
Right Arm's HurtAnim = Flinch (Both Arms Full)
}
If (Right Arm's [4300] != [2040]) Then {
Choose Right Arm's [4300]
Use <Damage Attack> on Target
}
If (Left Arm's [4300] != [2040]) Then {
Choose Left Arm's [4300]
Use <Damage Attack> on Target
}
If (Right Arm's HP <= 25% of Right Arm's Max HP) Then {
SpclChance = 2
} Else If (Right Arm's HP <= 50% of Right Arm's Max HP) Then {
SpclChance = 8
} Else If (Right Arm's HP <= 75% of Right Arm's Max HP) Then {
SpclChance = 32
} Else {
SpclChance = 128
}
Right Arm: Counter - Death[edit | edit source]
If (Carry Armor doesn't have Death Status) Then {
Choose Right Arm's [4300]
If (Target has Imprisoned Status) Then {
Remove Target's Imprisoned Status
Activate Target
Use <Free Right Character> on Target
Right Arm's [4300] = [2040]
Right Arm's CustomVar:ArmFull = 0
Choose Self
Use <Vanish> on Target
If (Left Arm's CustomVar:ArmFull == 0) Then {
TempVar:CAGroup's IdleAnim = Both Arms Empty
} Else {
TempVar:CAGroup's IdleAnim = Left Arm Full
}
}
} Else {
Turn off Death Handling for Right Arm
}
Left Arm: Setup[edit | edit source]
TempVar:CAGroup = Carry Armor, Right Arm and Left Arm with same Formation ID
Left Arm's [4300] = [2040]
SpclChance = 16
Left Arm: Main[edit | edit source]
If (Left Arm's CustomVar:ArmFull == 0) Then {
If (Rnd(1..SpclChance) == 1) Then {
If (At Least One Opponent doesn't have Imprisoned Status) Then {
Choose Random Opponent without Imprisoned Status
Left Arm's [4300] = Target
If (Left Arm's IdleAnim == Both Arms Empty) Then {
Use Arm Grab (Empty Right Version) on Target
TempVar:CAGroup's IdleAnim = Left Arm Full
} Else If (Left Arm's IdleAnim == Right Arm Full) Then {
Use Arm Grab (Full Right Version) on Target
TempVar:CAGroup's IdleAnim = Both Arms Full
}
Deactivate Target
Left Arm's CustomVar:ArmFull = 1
}
} Else If ((At Least One Opponent doesn't have Imprisoned Status)
AND (1/2 Chance)) Then {
Choose Random Opponent without Imprisoned Status
Use <Arm Punch> on Target
}
}
Left Arm: Counter - General[edit | edit source]
If (Left Arm's IdleAnim == Both Arms Empty) Then {
Left Arm's HurtAnim = Flinch (Both Arms Empty)
} Else If (Left Arm's IdleAnim == Right Arm Full) Then {
Left Arm's HurtAnim = Flinch (Right Arm Full)
} Else If (Left Arm's IdleAnim == Left Arm Full) Then {
Left Arm's HurtAnim = Flinch (Left Arm Full)
} Else If (Left Arm's IdleAnim == Both Arms Full) Then {
Left Arm's HurtAnim = Flinch (Both Arms Full)
}
If (Left Arm's [4300] != [2040]) Then {
Choose Left Arm's [4300]
Use <Damage Attack> on Target
}
If (Right Arm's [4300] != [2040]) Then {
Choose Right Arm's [4300]
Use <Damage Attack> on Target
}
If (Left Arm's HP <= 25% of Left Arm's Max HP) Then {
SpclChance = 2
} Else If (Left Arm's HP <= 50% of Left Arm's Max HP) Then {
SpclChance = 8
} Else If (Left Arm's HP <= 75% of Left Arm's Max HP) Then {
SpclChance = 32
} Else {
SpclChance = 128
}
Left Arm: Counter - Death[edit | edit source]
If (Carry Armor doesn't have Death Status) Then {
Choose Left Arm's [4300]
If (Target has Imprisoned Status) Then {
Remove Target's Imprisoned Status
Activate Target
Use <Free Left Character> on Target
Left Arm's [4300] = [2040]
Left Arm's CustomVar:ArmFull = 0
Choose Self
Use <Vanish> on Target
If (Right Arm's CustomVar:ArmFull == 0) Then {
TempVar:CAGroup's IdleAnim = Both Arms Empty
} Else {
TempVar:CAGroup's IdleAnim = Right Arm Full
}
}
} Else {
Turn off Death Handling for Left Arm
}