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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
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