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This page contains the stats for Bizarro∙Sephiroth fought with two parties.

StatsEdit

Two parties: Main Body

Two parties: Main Head

Two parties: Main Core

Two parties: Right Shoulder

Two parties: Right Arm

Two parties: Sub Body

Two parties: Sub Head

Two parties: Sub Core

Two parties: Left Shoulder

Two parties: Left Arm

AI scriptEdit

AI: Setup {

TempVar:MainBody = Bizarro∙Sephiroth A
TempVar:Head::= Bizarro∙Sephiroth B
TempVar:Core::= Bizarro∙Sephiroth C
TempVar:RightShld = Bizarro∙Sephiroth D
TempVar:RightArm = Bizarro∙Sephiroth E
Turn off Death Handling for Bizarro∙Sephiroth
If (Self is TempVar:MainBody) Then
{
TempVar:CharLv99 = GlobalVar:CharLv99
If (GlobalVar:JenovaKoR == 1) Then
{
TempVar:JenovaBonus = 60000
} Else {
TempVar:JenovaBonus = 0
}
TempVar:MainBody's Max HP = 40000 + TempVar:CharLv99 * 5000
+ TempVar:JenovaBonus
TempVar:Head's Max HP::= 4000 - ((8 - TempVar:CharLv99) * 250)
TempVar:Core's Max HP::= 14000 + TempVar:CharLv99 * 1750
TempVar:RightShld's Max HP = 6000 + TempVar:CharLv99 * 750
TempVar:RightArm's Max HP = 4000 + TempVar:CharLv99 * 500
If (GlobalVar:BizarroMainStart == 0) Then
{
TempVar:MainBody's HP = TempVar:MainBody's Max HP
TempVar:Head's HP::= TempVar:Head's Max HP
TempVar:Core's HP::= TempVar:Core's Max HP
TempVar:RightShld's HP = TempVar:RightShld's Max HP
TempVar:RightArm's HP = TempVar:RightArm's Max HP
GlobalVar:BizarroMainStart = 1
GlobalVar:MainCount = 0
GlobalVar:Sub1Count = 0
GlobalVar:Sub2Count = 0
GlobalVar:MainCoreTurns = 0
GlobalVar:Sub1CoreTurns = 0
GlobalVar:Sub2CoreTurns = 0
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
Print Message [Think about the sequence of the 5 targets]
Print Message [ and beat them!]
}
Count = GlobalVar:MainCount
Print Message [If a part dies, change to a different party.]
} Else If (Self is TempVar:Head) Then {
TempVar:Head's [4278] = 20
If (GlobalVar:BzDead-MainHead == 1) Then
{
Inflict Death on TempVar:Head
Remove TempVar:Head
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
}
} Else If (Self is TempVar:Core) Then {
TempVar:Core's [4278] = 7
TempVar:Core's Physical Immunity = On
TempVar:Core's Magical Immunity = On
If ((GlobalVar:BzDead-Sub1Core == 1)
& (GlobalVar:BzDead-MainRArm == 1)
& (GlobalVar:BzDead-MainRShl == 1)) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
}
If (GlobalVar:BzDead-MainCore == 1) Then
{
Inflict Death on TempVar:Core
Remove TempVar:Core
}
GlobalVar:MainCoreTurns = 0
} Else If (Self is TempVar:RightShld) Then {
TempVar:RightShld's [4278] = 29
If (GlobalVar:BzDead-MainRShl == 1) Then
{
Inflict Death on TempVar:RightShld
Remove TempVar:RightShld
}
TempVar:RightShld's Additional Absorbs = Ice, Lightning
} Else If (Self is TempVar:RightArm) Then {
TempVar:RightArm's [4278] = 30
If (GlobalVar:BzDead-MainRArm == 1) Then
{
Inflict Death on TempVar:RightArm
Remove TempVar:RightArm
}
TempVar:RightArm's Additional Absorbs = Ice, Lightning
} Else {
Remove Self
}
GlobalVar:ChangeParty = 0

} AI: Main {

If (Bizarro∙Sephiroth A to E all have Death Status) Then
{
Remove All Allies
GlobalVar:ChangeParty = 0
}
If (Self is TempVar:MainBody) Then
{
TempVar:MainBody's MP = TempVar:MainBody's Max MP
TempVar:CoreTurns = GlobalVar:MainCoreTurns
If (TempVar:CoreTurns > 0) Then
{
TempVar:CoreTurns = TempVar:CoreTurns + 1
GlobalVar:MainCoreTurns = TempVar:CoreTurns
}
TempVar:TurnTaken = 0
If (TempVar:Head has Death Status) Then
{
If ((TempVar:MainBody's CustomVar:HRvvTurns == 0) Then
{
Remove Death Status from TempVar:Head
Activate TempVar:Head
TempVar:Head's HP = TempVar:Head's Max HP
Print Message [Head Portion (B) Revived]
GlobalVar:BzDead-MainHead = 0
Choose Self
Use <> on Target
All Allies' IdleAnim = Normal
All Allies' HurtAnim = Flinch (Normal)
TempVar:TurnTaken = 1
} Else {
TempVar:MainBody's CustomVar:HRvvTurns =
TempVar:MainBody's CustomVar:HRvvTurns - 1
}
}
GlobalVar:MainCount = GlobalVar:MainCount + 1
Count = GlobalVar:MainCount
If (Count == 1) Then
{
If ((TempVar:Core doesn't have Death Status)
& (TempVar:RightShld has Death Status)
& (TempVar:RightArm has Death Status)
& (TempVar:CoreTurns > 8)) Then
{
Choose TempVar:RightShld and TempVar:RightArm
Remove Death Status from Target
Activate Target
Use Bizarro Enegy on Target
TempVar:Core's Physical Immunity = On
TempVar:Core's Magical Immunity = On
Print Message [Right Magic (D&E) Revived]
GlobalVar:BzDead-MainRArm = 0
GlobalVar:BzDead-MainRShl = 0
TempVar:CoreTurns = 0
If (TempVar:Head doesn't have Death Status) Then
{
All Allies' IdleAnim = Normal
All Allies' HurtAnim = Flinch (Normal)
} Else {
All Allies' IdleAnim = Head KOed
All Allies' HurtAnim = Flinch (Head KOed)
}
GlobalVar:MainCoreTurns = 0
TempVar:TurnTaken = 1
} Else {
If (TempVar:Head has Death Status) Then
{
Choose All Opponents (incl. Dead)
Use Aurora Fence on Target
Remove Sleep/Poison/Sadness/Fury/Confusion/Silence/Haste/Slow/
Stop/Frog/Small/Slow-numb/Petrify/Regen/Barrier
MBarrier/Reflect/Shield/Death-sentence/Manipulate/
Berserk/Peerless/Paralyzed/Seizure Statuses from Target
Remove Haste/Slow/Seizure Statuses from Self
TempVar:TurnTaken = 1
}
}
} Else If (Count == 2) Then {
If (TempVar:RightShld doesn't have Death Status) Then
{
Choose Random Opponent
Use Bolt3 on Target
TempVar:TurnTaken = 1
}
} Else If (Count == 3) Then {
If (TempVar:RightArm doesn't have Death Status) Then
{
Choose Random Opponent
Use Slow on Target
TempVar:TurnTaken = 1
}
} Else If (Count == 4) Then {
If (TempVar:Head doesn't have Death Status) Then
{
If ((TempVar:Core doesn't have Death Status)
{
Choose All Opponents
If (TempVar:MainBody's IdleAnim == Normal) Then
{
Use Stigma (Normal Version) on Target
} Else {
Use Stigma (Head KOed Version) on Target
}
} Else {
Choose All Opponents
Use Heartless Angel on Target
}
TempVar:TurnTaken = 1
}
} Else If (Count == 5 or 6) Then {
TempVar:TurnTaken = 1
} Else If (Count == 7) Then {
If (TempVar:RightArm doesn't have Death Status) Then
{
Choose Random Opponent
Use Sleepel on Target
TempVar:TurnTaken = 1
}
} Else {
Count = 0
If (TempVar:RightShld doesn't have Death Status) Then
{
Choose Random Opponent
Use Ice3 on Target
TempVar:TurnTaken = 1
}
}
If (TempVar:TurnTaken == 0) Then
{
Choose Random Opponent
If (TempVar:MainBody's IdleAnim == Normal) Then
{
Use <Sephiroth Shock> (Normal Version) on Target
} Else {
Use <Sephiroth Shock> (Head KOed Version) on Target
}
TempVar:TurnTaken = 1
}
} Else If (Self is TempVar:Core) Then {
Choose TempVar:MainBody
Use Bizarro Enegy on Target
TempVar:Core's MP = TempVar:Core's Max MP
}

} AI: Counter - Death {

If (TempVar:Head has Death Status) Then
{
GlobalVar:BzDead-MainHead = 1
} Else {
GlobalVar:BzDead-MainHead = 0
}
If (TempVar:Core has Death Status) Then
{
GlobalVar:BzDead-MainCore = 1
} Else {
GlobalVar:BzDead-MainCore = 0
}
If (TempVar:RightShld has Death Status) Then
{
GlobalVar:BzDead-MainRShl = 1
} Else {
GlobalVar:BzDead-MainRShl = 0
}
If (TempVar:RightArm has Death Status) Then
{
GlobalVar:BzDead-MainRArm = 1
} Else {
GlobalVar:BzDead-Sub1Core = 0
GlobalVar:BzDead-MainRShl = 0
GlobalVar:BzDead-MainCore = 0
GlobalVar:BzDead-MainHead = 0
}
Choose Self
If (Self is TempVar:MainBody) Then
{
Use <Vanish> on Target
Remove All Allies
GlobalVar:ChangeParty = 0
} Else If (TempVar:MainBody doesn't have Death Status) Then {
Use <Vanish> on Target
}
If (Self is TempVar:MainBody) Then
{
GlobalVar:ChangeParty = 0
Remove All Allies
} Else If (Self is TempVar:Head) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Choose Self
Use <> on Target
Print Message [Head Portion (B) Dead]
TempVar:MainBody's IdleAnim = Head KOed
TempVar:MainBody's HurtAnim = Flinch (Head KOed)
TempVar:MainBody's CustomVar:HRvvTurns = Rnd(1..3)
If (GlobalVar:BzHeadDeaths < 249) Then
{
GlobalVar:BzHeadDeaths = GlobalVar:BzHeadDeaths + 1
}
GlobalVar:ChangeParty = 3
} Else {
GlobalVar:ChangeParty = 0
}
} Else If (Self is TempVar:Core) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
GlobalVar:MainCoreTurns = 0
Print Message [Right Core (C) Dead]
GlobalVar:ChangeParty = 3
} Else {
GlobalVar:ChangeParty = 0
}
} Else If (Self is TempVar:RightShld) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Right Magic (D) Dead]
If ((TempVar:RightArm has Death Status)
& (GlobalVar:BzDead-Sub1Core == 1)) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
GlobalVar:MainCoreTurns = 1
Print Message [Right Core (C) Defense Down]
}
GlobalVar:ChangeParty = 3
} Else {
GlobalVar:ChangeParty = 0
}
} Else If (Self is TempVar:RightArm) Then {
If (TempVar:MainBody doesn't have Death Status) Then
{
Print Message [Right Magic (E) Dead]
If ((TempVar:RightShld has Death Status)
& (GlobalVar:BzDead-Sub1Core)) Then
{
TempVar:Core's Physical Immunity = Off
TempVar:Core's Magical Immunity = Off
GlobalVar:MainCoreTurns = 1
Print Message [Right Core (C) Defense Down]
}
GlobalVar:ChangeParty = 3
} Else {
GlobalVar:ChangeParty = 0
}
}

}

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