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− | {{FFVII |
+ | {{sideicon|prime=FFVII}} |
+ | {{infobox enemy |
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⚫ | |||
− | | |
+ | | release = FFVII |
− | | |
+ | |name = Right Arm |
+ | |type = Boss |
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+ | | japanese = 右腕 |
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| romaji = Migi Ude |
| romaji = Migi Ude |
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| image = [[File:Carry-Armor-right-ffvii.png]] |
| image = [[File:Carry-Armor-right-ffvii.png]] |
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− | | |
+ | |location = [[Junon Underwater Reactor|Underwater Reactor]] |
+ | |formations = true |
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+ | |aiscript = true |
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+ | }} |
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⚫ | '''Right Arm''', referred to as '''Carry Armor Right Arm''' in the [[BradyGames]] guide, is a part of the [[Carry Armor]] boss found in ''[[Final Fantasy VII]]''. It, along with the [[Left Arm (Carry Armor)|Left Arm]], is able to pick a character up and damage them in battle, and Carry Armor needs an arm to conduct physical attacks. |
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+ | |||
+ | ==Stats== |
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+ | {{infobox enemy stats FFVII |
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⚫ | |||
+ | | location = [[Junon Underwater Reactor|Underwater Reactor]] |
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| level = 45 |
| level = 45 |
||
− | | |
+ | | hp = 10000 |
− | | |
+ | | mp = 100 |
− | | |
+ | | attack = 80 |
− | | |
+ | | magic atk = 55 |
− | | |
+ | | defense = 100 |
− | | |
+ | | magic def = 150 |
− | | |
+ | | dexterity = 80 |
− | | |
+ | | defense% = 1 |
− | | |
+ | | luck = 0 |
− | | |
+ | | exp = 1400 |
− | | |
+ | | ap = 95 |
− | | |
+ | | gil = 0 |
− | | |
+ | | lightning = Weak |
− | | |
+ | | poison = Immune |
− | | |
+ | | gravity = Immune |
− | | |
+ | | death = Immune |
− | | |
+ | | sleep = Immune |
+ | | poison status = Immune |
||
− | | Attacks = ''Arm Punch'', ''Damage Attack'', Arm Grab |
||
− | | |
+ | | sadness = Immune |
+ | | fury = Immune |
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− | | Status = [[Death (Ability)|Death]], [[Sleep (Status)|Sleep]], [[Poison (Status)|Poison]], [[Sadness]], [[Fury (Status)|Fury]], [[Confusion]], [[Silence (Status)|Silence]], [[Toad (Status)|Frog]], [[Mini (Status)|Small]], [[Gradual Petrify#Final Fantasy VII|Slow Numb]], [[Petrify]], [[Doom (Status)|Death Sentence]], [[Control|Manipulate]], [[Berserk (Status)|Berserk]], [[Slow (Status)|Slow]], [[Stop (Status)|Stop]], [[Paralysis|Paralyze]], [[Blind (Status)|Darkness]] |
||
+ | | confusion = Immune |
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⚫ | |||
+ | | silence = Immune |
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+ | | haste = Immune |
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+ | | slow = Immune |
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+ | | stop = Immune |
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+ | | frog = Immune |
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+ | | small = Immune |
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+ | | slow-numb = Immune |
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+ | | petrify = Immune |
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+ | | death-sentence = Immune |
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+ | | manipulate = Immune |
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+ | | berserk = Immune |
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+ | | peerless = Immune |
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+ | | paralyzed = Immune |
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+ | | darkness = Immune |
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+ | | seizure = Immune |
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+ | | abilities = ''[[Final Fantasy VII enemy abilities#Arm Punch|Arm Punch]]'', [[Final Fantasy VII enemy abilities#Arm Grab|Arm Grab]], ''[[Final Fantasy VII enemy abilities#Arm Punch|Arm Punch]]'', [[Final Fantasy VII enemy abilities#Arm Grab|Arm Grab]], ''[[Final Fantasy VII enemy abilities#Damage Attack|Damage Attack]]'', ''[[Final Fantasy VII enemy abilities#Free Right Character|Free Right Character]]'', ''[[Final Fantasy VII enemy abilities#Free Left Character|Free Left Character]]'', ''[[Final Fantasy VII enemy abilities#Vanish|Vanish]]'' |
||
⚫ | |||
}} |
}} |
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⚫ | |||
− | == |
+ | ==Formations== |
+ | {|class="FFVII article-table" style="width:380px" |
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+ | |-class="a" |
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+ | !style="width:10%"|# |
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+ | !style="width:90%"|Formation |
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+ | |- |
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+ | !class="b"|{{LA|Final Fantasy VII enemy formations#780|780}} |
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+ | |Carry Armor, Right Arm, Left Arm |
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+ | |- |
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+ | !class="b"|{{LA|Final Fantasy VII enemy formations#781|781}} |
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+ | |Carry Armor, Right Arm, Left Arm |
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+ | |- |
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+ | !class="b"|{{LA|Final Fantasy VII enemy formations#782|782}} |
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+ | |Carry Armor, Right Arm, Left Arm |
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+ | |- |
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+ | !class="b"|{{LA|Final Fantasy VII enemy formations#783|783}} |
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+ | |Carry Armor, Right Arm, Left Arm |
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+ | |} |
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+ | |||
+ | ==Locations== |
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+ | {|class="article-table" style="width:380px;text-align:left" |
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+ | |- |
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+ | !colspan="2" class="no-table"|[[Junon Underwater Reactor|Underwater Reactor]] |
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+ | |- |
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+ | |style="width:50%"|Submarine Dock |
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+ | |[[#780|780]] (event) |
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+ | |} |
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+ | |||
+ | ==AI script== |
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+ | AI: Setup |
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+ | { |
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+ | :TempVar:CAGroup = Carry Armor, Right Arm and Left Arm with |
||
+ | ::::::: same Formation ID |
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+ | :Right Arm's [4300] = [2040] |
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+ | :SpclChance = 16 |
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+ | } |
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+ | AI: Main |
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+ | { |
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+ | :If (Right Arm's CustomVar:ArmFull == 0) Then |
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+ | :{ |
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+ | ::If (Rnd(1..SpclChance) == 1) Then |
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+ | ::{ |
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+ | :::If (At Least One Opponent doesn't have Imprisoned Status) Then |
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+ | :::{ |
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+ | ::::Choose Random Opponent without Imprisoned Status |
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+ | ::::Right Arm's [4300] = Target |
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+ | ::::If (Right Arm's IdleAnim == Both Arms Empty) Then |
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+ | ::::{ |
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+ | :::::Use Arm Grab (Empty Left Version) on Target |
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+ | :::::TempVar:CAGroup's IdleAnim = Right Arm Full |
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+ | ::::} Else If (Right Arm's IdleAnim == Left Arm Full) Then { |
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+ | :::::Use Arm Grab (Full Left Version) on Target |
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+ | :::::TempVar:CAGroup's IdleAnim = Both Arms Full |
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+ | ::::} |
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+ | ::::Deactivate Target |
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+ | ::::Right Arm's CustomVar:ArmFull = 1 |
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+ | :::} |
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+ | ::} Else If ((At Least One Opponent doesn't have Imprisoned Status) |
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+ | :::::: & (1/2 Chance)) Then { |
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+ | :::Choose Random Opponent without Imprisoned Status |
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+ | :::Use <Arm Punch> on Target |
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+ | ::} |
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+ | :} |
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+ | } |
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+ | AI: Counter - General |
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+ | { |
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+ | :If (Right Arm's IdleAnim == Both Arms Empty) Then |
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+ | :{ |
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+ | ::Right Arm's HurtAnim = Flinch (Both Arms Empty) |
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+ | :} Else If (Right Arm's IdleAnim == Right Arm Full) Then { |
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+ | ::Right Arm's HurtAnim = Flinch (Right Arm Full) |
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+ | :} Else If (Right Arm's IdleAnim == Left Arm Full) Then { |
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+ | ::Right Arm's HurtAnim = Flinch (Left Arm Full) |
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+ | :} Else If (Right Arm's IdleAnim == Both Arms Full) Then { |
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+ | ::Right Arm's HurtAnim = Flinch (Both Arms Full) |
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+ | :} |
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+ | :If (Right Arm's [4300] != [2040]) Then |
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+ | :{ |
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+ | ::Choose Right Arm's [4300] |
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+ | ::Use <Damage Attack> on Target |
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+ | :} |
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+ | :If (Left Arm's [4300] != [2040]) Then |
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+ | :{ |
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+ | ::Choose Left Arm's [4300] |
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+ | ::Use <Damage Attack> on Target |
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+ | :} |
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+ | :If (Right Arm's HP <= 25% of Right Arm's Max HP) Then |
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+ | :{ |
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+ | ::SpclChance = 2 |
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+ | :} Else If (Right Arm's HP <= 50% of Right Arm's Max HP) Then { |
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+ | ::SpclChance = 8 |
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+ | :} Else If (Right Arm's HP <= 75% of Right Arm's Max HP) Then { |
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+ | ::SpclChance = 32 |
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+ | :} Else { |
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+ | ::SpclChance = 128 |
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+ | :} |
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+ | } |
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+ | AI: Counter - Death |
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+ | { |
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+ | :If (Carry Armor doesn't have Death Status) Then |
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+ | :{ |
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+ | ::Choose Right Arm's [4300] |
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+ | ::If (Target has Imprisoned Status) Then |
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+ | ::{ |
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+ | :::Remove Target's Imprisoned Status |
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+ | :::Activate Target |
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+ | :::Use <Free Right Character> on Target |
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+ | :::Right Arm's [4300] = [2040] |
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+ | :::Right Arm's CustomVar:ArmFull = 0 |
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+ | :::Choose Self |
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+ | :::Use <Vanish> on Target |
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+ | :::If (Left Arm's CustomVar:ArmFull == 0) Then |
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+ | :::{ |
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+ | ::::TempVar:CAGroup's IdleAnim = Both Arms Empty |
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+ | :::} Else { |
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+ | ::::TempVar:CAGroup's IdleAnim = Left Arm Full |
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+ | :::} |
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+ | ::} |
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+ | :} Else { |
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+ | ::Turn off Death Handling for Right Arm |
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+ | :} |
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+ | } |
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+ | |||
+ | ==Related enemies== |
||
*[[Carry Armor]] |
*[[Carry Armor]] |
||
*[[Left Arm (Carry Armor)|Left Arm]] |
*[[Left Arm (Carry Armor)|Left Arm]] |
||
− | [[Category: Final Fantasy VII |
+ | [[Category:Bosses in Final Fantasy VII]] |
Revision as of 20:35, 13 January 2019
Template:Sideicon Right Arm, referred to as Carry Armor Right Arm in the BradyGames guide, is a part of the Carry Armor boss found in Final Fantasy VII. It, along with the Left Arm, is able to pick a character up and damage them in battle, and Carry Armor needs an arm to conduct physical attacks.
Stats
Formations
# | Formation |
---|---|
780 | Carry Armor, Right Arm, Left Arm |
781 | Carry Armor, Right Arm, Left Arm |
782 | Carry Armor, Right Arm, Left Arm |
783 | Carry Armor, Right Arm, Left Arm |
Locations
Underwater Reactor | |
---|---|
Submarine Dock | 780 (event) |
AI script
AI: Setup {
- TempVar:CAGroup = Carry Armor, Right Arm and Left Arm with
- same Formation ID
- Right Arm's [4300] = [2040]
- SpclChance = 16
} AI: Main {
- 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
- }
- }
} AI: Counter - General {
- 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
- }
} AI: Counter - Death {
- 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
- }
}