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Шаблон:IncompleteTable Шаблон:Враги FFVII мульти Бронированный голем (англ. Armored Golem, яп. フルアーマーゴーレム, Furu Āmā Gōremu?) - враг из игры Final Fantasy VII. It will slowly approach and retreat from the party, its stats changing each time. In the shown template, the second tab is its stats if it doesn't advance after the first two, while the third through fifth tabs are its stats after it advances once, twice, and three times. The golem normally attacks with Snap and Golem Laser, both of which hit the party for mediocre damage. Once it is close enough, it uses the strong Megaton Punch attack, but the party should be able to kill it before that happens.
Программа ИИ
AI: Setup {
- TempVar:Row = 4
- TempVar:DfltAtt = Armored Golem's Att
- TempVar:DfltMAt = Armored Golem's MAt
- TempVar:DfltDef = Armored Golem's Def
- TempVar:DfltMDf = Armored Golem's MDf
- TempVar:LastHP = Armored Golem's HP
} AI: Main {
- TempVar:TurnTaken = 0
- If ((Armored Golem's HP < 50% of Armored Golem's Max HP)
- AND (Stage == 0) AND (TempVar:JustLeftDefense == 0)) Then
- {
- Choose Self
- Use <Defense Start> on Target
- Armored Golem's IdleAnim = Defense Mode
- Armored Golem's HurtAnim = Flinch (Defense Mode)
- Stage = 1
- TempVar:TurnTaken = 1
- }
- If ((TempVar:JustLeftDefense == 1) AND (TempVar:TurnTaken == 0)) Then
- {
- Choose All Opponents
- Use Golem Laser on Target
- TempVar:JustLeftDefense = 0
- } Else If (TempVar:TurnTaken == 0) Then {
- If (TempVar:Row == 1) Then
- {
- If (Stage == 0) Then
- {
- Choose Random Opponent
- Use Megaton Punch on Target
- } Else {
- Choose Self
- Use <Defense Down> on Target
- Armored Golem's IdleAnim = Normal Mode
- Armored Golem's HurtAnim = Flinch (Normal Mode)
- TempVar:JustLeftDefense = 1
- Stage = 0
- }
- } Else {
- If ((1/2 Chance) AND (Stage == 0)) Then
- {
- Choose All Opponents
- 2/3 Chance: Use Snap on Target
- 1/3 Chance: Use Golem Laser on Target
- } Else {
- If (TempVar:Row > 1) Then
- {
- Choose Self
- If (Stage == 1) Then
- {
- Use <Advance> (Defense Version) on Target
- } Else {
- Use <Advance> (Normal Version) on Target
- }
- TempVar:Row = TempVar:Row - 1
- }
- }
- }
- }
- If (Stage == 1) Then
- {
- Armored Golem's Def = 400
- Armored Golem's MDf = 470
- } Else {
- Armored Golem's Att = TempVar:DfltAtt - TempVar:Row * 4
- Armored Golem's MAt = TempVar:DfltMAt - TempVar:Row * 6
- Armored Golem's Def = TempVar:DfltDef + TempVar:Row * 8
- Armored Golem's MDf = TempVar:DfltMDf + TempVar:Row * 10
- }
} AI: Counter - General {
- TempVar:TurnTaken = 0
- TempVar:DmgCounter = TempVar:DmgCounter +
- (TempVar:LastHP - Armored Golem's HP)
- TempVar:LastHP = Armored Golem's HP
- If ((TempVar:DmgCounter > 1000) AND (TempVar:TurnTaken == 0)) Then
- {
- Choose Self
- If (TempVar:Row < 4) Then
- {
- If (Stage == 0) Then
- {
- Use <Retreat> (Normal Version) on Target
- } Else {
- Use <Retreat> (Defense Version) on Target
- }
- TempVar:Row = TempVar:Row + 1
- }
- TempVar:DmgCounter = 0
- }
- If (Stage == 1) Then
- {
- Armored Golem's Def = 400
- Armored Golem's MDf = 470
- } Else {
- Armored Golem's Att = TempVar:DfltAtt - TempVar:Row * 4
- Armored Golem's MAt = TempVar:DfltMAt - TempVar:Row * 6
- Armored Golem's Def = TempVar:DfltDef + TempVar:Row * 8
- Armored Golem's MDf = TempVar:DfltMDf + TempVar:Row * 10
- }
}
Галерея
Шаблон:Галерея
Похожие враги
- Golem
- Ice Golem