DrFetus

EO5 Superboss AI

May 7th, 2017
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  1. Star Devourer
  2. =============
  3. When any part of Star Devourer is paralyzed or blinded, do not cast Full Burst. (Checked for at the very start of the turn.)
  4.  
  5. When HP falls under 91%, restore a random body part at the end of the turn. (Targets self.)
  6. When HP falls under 81%, restore a random body part at the end of the turn. (Targets self.)
  7. When HP falls under 71%, restore a random body part at the end of the turn. (Targets self.)
  8. When HP falls under 61%, restore a random body part at the end of the turn. (Targets self.)
  9. When HP falls under 51%, restore a random body part at the end of the turn. (Targets self.)
  10. When HP falls under 41%, restore a random body part at the end of the turn. (Targets self.)
  11. When HP falls under 31%, restore a random body part at the end of the turn. (Targets self.)
  12. When HP falls under 21%, restore a random body part at the end of the turn. (Targets self.)
  13. When HP falls under 11%, restore a random body part at the end of the turn. (Targets self.)
  14.  
  15. NOTE: Star Devourer can only restore 2 body parts at most within a given turn. If Star Devourer's HP jumps below multiple thresholds (ie, jumps from 100% to 65% HP), Star Devourer will restore 2 body parts on each turn over the next 3 turns.
  16.  
  17. When Bombs Chamber, Energy Tube, Sound Cannon, Left Sword, Right Sword, and Rocket are all alive and are capable of acting, cast Full Burst. (Standard targeting.)
  18.  
  19. From 100% HP to 91% HP:
  20.  
  21. Cast skills in this order. If self already has the respective body part, do nothing on that turn. What body part Star Devourer decides to restore is decided at the beginning of the turn.
  22. Restore Agile Sword. (Targets self.)
  23. Restore Sound Cannon. (Targets self.)
  24. Restore Rocket Engine. (Targets self.)
  25. Restore Towering Sword. (Targets self.)
  26. Restore Energy Tube. (Targets self.)
  27. Restore Bombs Chamber. (Targets self.)
  28.  
  29. Loop until HP falls below 91%.
  30.  
  31. From 90% HP to 31% HP:
  32. Cast skills in this order. If self already has the respective body part, summon the next body part in line instead. What body part Star Devourer decides to restore is decided at the beginning of the turn.
  33. Restore Agile Sword. (Targets self.)
  34. Restore Sound Cannon. (Targets self.)
  35. Restore Rocket Engine. (Targets self.)
  36. Restore Towering Sword. (Targets self.)
  37. Restore Energy Tube. (Targets self.)
  38. Restore Bombs Chamber. (Targets self.)
  39.  
  40. Loop until HP falls below 31%.
  41.  
  42. From 30% HP to death:
  43. Restore a random non-existing body part. (Targets self.)
  44.  
  45. Rocket Engine
  46. =============
  47. If Star Devourer is petrified, panicking, or asleep, do nothing.
  48.  
  49. If Star Devourer's HP is below 31%:
  50. If any part of Star Devourer has their legs, arms, or head bound, or are paralyzed, cursed, blind, poisoned, panicking, asleep, or petrified, and Heat Field has not been cast on the last 3 turns, cast Heat Field. (Targets self.)
  51.  
  52. If Heat Field was not cast on the last 3 turns, cast Heat Field. (Target self.)
  53.  
  54. If Exhaust was not cast on the last 2 turns, 40% chance to cast Exhaust. (Standard targeting.)
  55.  
  56. If Sonic Mirage was not cast on the last turn, 30% chance to cast Sonic Mirage. (Targets self.)
  57.  
  58. If Sonic Mirage does not get cast, 70% chance to cast Heat Field. (Targets self.)
  59.  
  60. If Heat Field does not get cast, 30% chance to cast Heat Field. (Targets self.)
  61.  
  62. Else:
  63. 33% chance to cast Exhaust. (Standard targeting.)
  64. 33% chance to cast Sonic Mirage. (Targets self.)
  65. 34% chance to cast Heat Field. (Targets self.)
  66.  
  67. Do not cast Exhaust if it was cast last turn.
  68. Do not cast Sonic Mirage if it was cast last turn.
  69. Do not cast Heat Field if it was cast last turn.
  70.  
  71. If Star Devourer's HP is below 61%:
  72. If Heat Field was cast on the last turn:
  73. 50% chance to cast Exhaust. (Standard targeting.)
  74. 50% chance to cast Sonic Mirage. (Targets self.)
  75.  
  76. If Exhaust was cast on the last turn:
  77. 50% chance to cast Heat Field. (Targets self.)
  78. 50% chance to cast Sonic Mirage. (Targets self.)
  79.  
  80. If Sonic Mirage was cast on the last turn:
  81. 50% chance to cast Heat Field. (Targets self.)
  82. 50% chance to cast Exhaust. (Standard targeting.)
  83.  
  84. Else:
  85. 33% chance to cast Heat Field. (Standard targeting.)
  86. 33% chance to cast Exhaust. (Targets self.)
  87. 34% chance to cast Sonic Mirage. (Targets self.)
  88.  
  89. Do not cast Exhaust if it was cast last turn.
  90. Do not cast Sonic Mirage if it was cast last turn.
  91. Do not cast Heat Field if it was cast last turn.
  92.  
  93. Else:
  94. Turn 1: Cast Sonic Mirage. (Targets self.)
  95. Turn 2: Cast Exhaust. (Standard targeting.)
  96. Turn 3: Cast Heat Field. (Targets self.)
  97.  
  98. Loop from turn 1 once turn 3 is reached.
  99.  
  100. Agile Sword
  101. ===========
  102. If Star Devourer is petrified, panicking, or asleep, do nothing.
  103.  
  104. If Star Devourer's HP is below 31%:
  105. If Sonic Thrust was not cast on the last 3 turns, 30% chance to cast Sonic Thrust. (Targets the front row.)
  106.  
  107. If Sonic Thrust does not get cast, 50% chance to cast Parry. (Targets self.)
  108.  
  109. Else:
  110. 60% chance to cast Sonic Thrust. (Targets the front row.)
  111. 40% chance to cast Swipe. (Standard targeting.)
  112.  
  113. Do not cast Swipe if it was cast last turn.
  114. Do not cast Parry if it was cast last turn.
  115. Do not cast Sonic Thrust if it was cast last turn.
  116.  
  117. If Star Devourer's HP is below 61%:
  118. If Sonic Thrust was cast on the last turn:
  119. 50% chance to cast Parry. (Targets self.)
  120. 50% chance to cast Swipe. (Standard targeting.)
  121.  
  122. If Parry was cast on the last turn:
  123. 50% chance to cast Sonic Thrust. (Targets the front row.)
  124. 50% chance to cast Swipe. (Standard targeting.)
  125.  
  126. If Swipe was cast on the last turn:
  127. 50% chance to cast Sonic Thrust. (Targets the front row.)
  128. 50% chance to cast Parry. (Targets self.)
  129.  
  130. Else:
  131. 33% chance to cast Sonic Thrust. (Targets the front row.)
  132. 33% chance to cast Parry. (Targets self.)
  133. 34% chance to cast Swipe. (Standard targeting.)
  134.  
  135. Do not cast Swipe if it was cast last turn.
  136. Do not cast Parry if it was cast last turn.
  137. Do not cast Sonic Thrust if it was cast last turn.
  138.  
  139. Else:
  140. Turn 1: Cast Sonic Thrust. (Targets the front row.)
  141. Turn 2: Cast Parry. (Targets self.)
  142. Turn 3: Cast Swipe. (Standard targeting.)
  143.  
  144. Loop from turn 1 once turn 3 is reached.
  145.  
  146. Towering Sword
  147. ==============
  148. If Star Devourer is petrified, panicking, or asleep, do nothing.
  149.  
  150. If Star Devourer's HP is below 31%:
  151. If no one else already cast Elemental Decoy, 60% chance to cast Slam. (Standard targeting.)
  152.  
  153. If Blade Break has not been cast on the last 3 turns, 80% chance to cast Blade Break. (Standard targeting.)
  154.  
  155. Else:
  156. 60% chance to cast Storm Edge. (Standard targeting.)
  157. 20% chance to cast Slam. (Standard targeting.)
  158. 20% chance to cast Blade Break. (Standard targeting.)
  159.  
  160. Do not cast Storm Edge if it was cast last turn.
  161. Do not cast Slam if it was cast last turn.
  162. Do not cast Blade Break if it was cast last turn.
  163.  
  164. If Star Devourer's HP is below 61%:
  165. If Blade Break was cast on the last turn:
  166. 50% chance to cast Slam. (Standard targeting.)
  167. 50% chance to cast Storm Edge. (Standard targeting.)
  168.  
  169. If Slam was cast on the last turn:
  170. 50% chance to cast Blade Break. (Standard targeting.)
  171. 50% chance to cast Storm Edge. (Standard targeting.)
  172.  
  173. If Storm Edge was cast on the last turn:
  174. 50% chance to cast Blade Break. (Standard targeting.)
  175. 50% chance to cast Slam. (Standard targeting.)
  176.  
  177. Else:
  178. 30% chance to cast Blade Break. (Standard targeting.)
  179. 40% chance to cast Slam. (Standard targeting.)
  180. 30% chance to cast Storm Edge. (Standard targeting.)
  181.  
  182. Do not cast Storm Edge if it was cast last turn.
  183. Do not cast Slam if it was cast last turn.
  184. Do not cast Blade Break if it was cast last turn.
  185.  
  186. Else:
  187. Turn 1: Cast Slam. (Targets the front row.)
  188. Turn 2: Cast Storm Edge. (Targets self.)
  189. Turn 3: Cast Blade Break. (Standard targeting.)
  190.  
  191. Loop from turn 1 once turn 3 is reached.
  192.  
  193. Sound Cannon
  194. ============
  195. If Star Devourer is petrified, panicking, or asleep, do nothing.
  196.  
  197. If Star Devourer's HP is below 31%:
  198. If Clear Noise was not cast on the last 3 turns, cast Clear Noise. (Standard targeting.)
  199.  
  200. If no one has their head bound, 70% chance to cast Eerie Siren. (Standard targeting.)
  201.  
  202. If no one is asleep, 70% chance to cast Relief Echo. (Standard targeting.)
  203.  
  204. If no one is paralyzed, 70% chance to cast Clear Noise. (Standard targeting.)
  205.  
  206. Else:
  207. 33% chance to cast Clear Noise. (Standard targeting.)
  208. 33% chance to cast Eerie Siren. (Standard targeting.)
  209. 34% chance to cast Relief Echo. (Standard targeting.)
  210.  
  211. Do not cast Eerie Siren if it was cast last turn.
  212. Do not cast Relief Echo if it was cast last turn.
  213. Do not cast Clear Noise if it was cast last turn.
  214.  
  215. If Star Devourer's HP is below 61%:
  216. If Clear Noise was cast on the last turn:
  217. 50% chance to cast Relief Echo. (Standard targeting.)
  218. 50% chance to cast Eerie Siren. (Standard targeting.)
  219.  
  220. If Relief Echo was cast on the last turn:
  221. 50% chance to cast Clear Noise. (Standard targeting.)
  222. 50% chance to cast Eerie Siren. (Standard targeting.)
  223.  
  224. If Eerie Siren was cast on the last turn:
  225. 50% chance to cast Clear Noise. (Standard targeting.)
  226. 50% chance to cast Relief Echo. (Standard targeting.)
  227.  
  228. Else:
  229. 40% chance to cast Clear Noise. (Standard targeting.)
  230. 30% chance to cast Relief Echo. (Standard targeting.)
  231. 30% chance to cast Eerie Siren. (Standard targeting.)
  232.  
  233. Do not cast Eerie Siren if it was cast last turn.
  234. Do not cast Relief Echo if it was cast last turn.
  235. Do not cast Clear Noise if it was cast last turn.
  236.  
  237. Else:
  238. Turn 1: Cast Eerie Siren. (Standard targeting.)
  239. Turn 2: Cast Relief Echo. (Standard targeting.)
  240. Turn 3: Cast Clear Noise. (Targets self.)
  241.  
  242. Loop from turn 1 once turn 3 is reached.
  243.  
  244. Energy Tube
  245. ===========
  246. If Star Devourer is petrified, panicking, or asleep, do nothing.
  247.  
  248. If Star Devourer's HP is below 31%:
  249. If Star Devourer is below 51% of its maximum HP and Energy Refill was not cast on the last 3 turns, 80% chance to cast Energy Refill. (Targets Star Devourer.)
  250.  
  251. If self does not have the Cure Injection buff, 60% chance to cast Cure Injection. (Targets self.)
  252.  
  253. Else:
  254. 60% chance to cast Tonic Injection. (Targets self.)
  255. 40% chance to cast Energy Refill. (Targets Star Devourer.)
  256.  
  257. Do not cast Tonic Injection if it was cast last turn.
  258. Do not cast Cure Injection if it was cast last turn.
  259. Do not cast Energy Refill if it was cast last turn.
  260.  
  261. If Star Devourer's HP is below 61%:
  262. If Energy Refill was cast on the last turn:
  263. 50% chance to cast Cure Injection. (Targets self.)
  264. 50% chance to cast Tonic Injection. (Targets self.)
  265.  
  266. If Cure Injection was cast on the last turn:
  267. 50% chance to cast Energy Refill. (Targets Star Devourer.)
  268. 50% chance to cast Tonic Injection. (Targets self.)
  269.  
  270. If Tonic Injection was cast on the last turn:
  271. 50% chance to cast Energy Refill. (Targets Star Devourer.)
  272. 50% chance to cast Cure Injection. (Targets self.)
  273.  
  274. Else:
  275. 33% chance to cast Energy Refill. (Targets Star Devourer.)
  276. 33% chance to cast Cure Injection. (Targets self.)
  277. 34% chance to cast Tonic Injection. (Targets self.)
  278.  
  279. Do not cast Tonic Injection if it was cast last turn.
  280. Do not cast Cure Injection if it was cast last turn.
  281. Do not cast Energy Refill if it was cast last turn.
  282.  
  283. Else:
  284. Turn 1: Cast Tonic Injection. (Targets self.)
  285. Turn 2: Cast Cure Injection. (Targets self.)
  286. Turn 3: Cast Energy Refill. (Targets Star Devourer.)
  287.  
  288. Loop from turn 1 once turn 3 is reached.
  289.  
  290. Bomb Chamber
  291. ============
  292. If Star Devourer is petrified, panicking, or asleep, do nothing.
  293.  
  294. If Star Devourer's HP is below 31%:
  295. If no one else already cast Parry, 70% chance to cast Elemental Decoy. (Targets self.)
  296.  
  297. If Elemental Decoy does not get cast, 80% chance to cast Explosive Shot. (Standard targeting.)
  298.  
  299. If Explosive Shot does not get cast:
  300. 60% chance to cast Volt Shot. (Standard targeting.)
  301. 40% chance to cast Explosive Shot. (Standard targeting.)
  302.  
  303. Do not cast Elemental Decoy if it was cast last turn.
  304. Do not cast Volt Shot if it was cast last turn.
  305. Do not cast Explosive Shot if it was cast last turn.
  306.  
  307. If Star Devourer's HP is below 61%:
  308. If Elemental Decoy was cast on the last turn:
  309. 50% chance to cast Volt Shot. (Standard targeting.)
  310. 50% chance to cast Explosive Shot. (Standard targeting.)
  311.  
  312. If no one else already cast Parry, and Lighting Shot was cast on the last turn:
  313. 50% chance to cast Elemental Decoy. (Targets self.)
  314. 50% chance to cast Explosive Shot. (Standard targeting.)
  315.  
  316. If no one else already cast Parry, and Explosive Shot was cast on the last turn:
  317. 50% chance to cast Elemental Decoy. (Targets self.)
  318. 50% chance to cast Volt Shot. (Standard targeting.)
  319.  
  320. Else, if no one else already cast Parry:
  321. 40% chance to cast Elemental Decoy. (Targets self.)
  322. 30% chance to cast Volt Shot. (Standard targeting.)
  323. 30% chance to cast Explosive Shot. (Standard targeting.)
  324.  
  325. Do not cast Elemental Decoy if it was cast last turn.
  326. Do not cast Volt Shot if it was cast last turn.
  327. Do not cast Explosive Shot if it was cast last turn.
  328.  
  329. Else:
  330. Turn 1: Cast Explosive Shot. (Standard targeting.)
  331. Turn 2: Cast Volt Shot. (Standard targeting.)
  332. Turn 3: Cast Elemental Decoy. (Targets self.)
  333.  
  334. Loop from turn 1 once turn 3 is reached.
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