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zeromus_script [2021/09/02 00:33] – Big edits wylemzeromus_script [2023/12/26 20:45] (current) – external edit A User Not Logged in
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 ======Zeromus' Battle Script====== ======Zeromus' Battle Script======
 +Zeromus' full stats can be found [[zeromus|here]].
 +
 A description of all of Zeromus' spells can be found [[#spells|at the end of this article]]. A description of all of Zeromus' spells can be found [[#spells|at the end of this article]].
  
 =====Pre-Transform===== =====Pre-Transform=====
 ====Main Script==== ====Main Script====
-Actions Notes +Command queued Other actions 
-Disrupt, Shake | Chain[[#note_on_chains|*]] |+| [[#note_on_chains|Start a chain]] | 
 +| Disrupt | | 
 +| Shake | | 
 +| End chain | | 
 + 
 +This repeats until the Crystal is used.
  
 After the Crystal is used, Zeromus' sprite changes and he starts his initial phase. After the Crystal is used, Zeromus' sprite changes and he starts his initial phase.
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 =====Initial Phase===== =====Initial Phase=====
 ====Main Script==== ====Main Script====
-Actions Notes ^+Command queued Other actions ^
 | Become vulnerable | |  | Become vulnerable | | 
 | Shake | |  | Shake | | 
-| Big Bang | 9 multipliers |+| Big Bang | Start next phase | 
 + 
 +//NOTE: The power of this first Big Bang is not explicitly set, but Zeromus' magic power defaults to 32 (9 multipliers).//
  
 ====Counters==== ====Counters====
-^ Attack Type Counter ^ Notes ^ +^ Attack type Reaction ^ Notes ^ 
-| Call (Summons) | Virus | 10 multipliers |+| Call (Summons) | Virus | Set magic power to 10 multipliers |
 | Holy magic | Weak | | | Holy magic | Weak | |
-| Any other magic | Nuke | 4 multipliers |+| Any other magic | Nuke | Set magic power to 4 multipliers |
  
-This phase is immediately followed by the Virus phase.+Because the Virus phase technically starts as soon as Zeromus queues the first Big Bang, the counter table switches to the next phase's at that point. This includes the HP check when direct damage is inflicted.
  
 =====Virus Phase===== =====Virus Phase=====
 ====Main Script==== ====Main Script====
-Actions Notes ^+Command queued Other actions ^
 | Nothing | | | Nothing | |
 | Shake | | | Shake | |
-| Big Bang | 8 multipliers |+| Big Bang | Set magic power to 8 multipliers |
 | Black Hole | | | Black Hole | |
 | Nothing | | | Nothing | |
 | Shake | | | Shake | |
-| Big Bang | 9 multipliers | +| Big Bang | Set magic power to 9 multipliers | 
-| Virus | 10 multipliers |+| Virus | Set magic power to 10 multipliers |
 | Black Hole | | | Black Hole | |
 | Nothing | | | Nothing | |
 | Shake | | | Shake | |
-| Big Bang | 9 multipliers |+| Big Bang | Set magic power to 9 multipliers |
 | Black Hole | | | Black Hole | |
  
 ====Counters==== ====Counters====
-^ Attack Type Counter ^ Notes ^+^ Attack type Reaction ^ Notes ^ 
 +| Direct damage | HP check | If HP ≤ 16000, refill to full and switch to Nuke phase |
 | Holy magic | Weak | | | Holy magic | Weak | |
-| Any other magic | Nuke | 4 multipliers |+| Any other magic | Nuke | Set magic power to 4 multipliers |
  
-If, at any point during this phase, Zeromus takes direct damage (or mp drain), and he's taken 45000 damage or more, he refills his HP to full (61000) and begins Nuke phase on his next turn. Otherwise, this phase repeats.+If, at any point during this phase, Zeromus takes direct damage (or MP drain), and he's taken 45000 damage or more, he refills his HP to full (61000) and enters the Nuke phase. Otherwise, this phase repeats.
  
 ===== Nuke phase ===== ===== Nuke phase =====
 ====Main Script==== ====Main Script====
-Actions Notes ^+Command queued Other actions ^
 | Nothing | | | Nothing | |
 | Shake | | | Shake | |
-| Big Bang | 8 multipliers |+| Big Bang | Set magic power to 8 multipliers |
 | Black Hole | | | Black Hole | |
-| Nuke | 4 multipliers |+| Nuke | Set magic power to 4 multipliers |
 | Nothing | | | Nothing | |
 | Nothing | | | Nothing | |
 | Shake | | | Shake | |
-| Big Bang | 9 multipliers |+| Big Bang | Set magic power to 9 multipliers |
  
 ====Counters==== ====Counters====
-^ Attack Type Counter ^ Notes ^ +^ Attack type Reaction ^ Notes ^ 
-| Call (Summons) | Virus | 10 multipliers |+| Direct damage | HP Check | If HP ≤ 12000, switch to Meteo phase | 
 +| Call (Summons) | Virus | Set magic power to 10 multipliers |
 | Holy magic | Weak | | | Holy magic | Weak | |
-| Any other magic | Nuke | 4 multipliers |+| Any other magic | Nuke | Set magic power to 4 multipliers |
  
-If, at any point during this phase, Zeromus takes direct damage (or mp drain), and his health drops to 12000 or lower, he begins Meteo phase on his next turn. Otherwise, this phase repeats.+If, at any point during this phase, Zeromus takes direct damage (or mp drain), and his health drops to 12000 or lower, he enters the Meteo phase. Otherwise, this phase repeats.
  
 ===== Meteo Phase ===== ===== Meteo Phase =====
 ====Main Script==== ====Main Script====
-Actions Notes +Command queued Other actions 
-Meteo | 1 multiplier; Chain[[#note_on_chains|*]] |+| [[#note_on_chains|Start a chain]] | | 
 +| Meteo | Set magic power to 1 multiplier | 
 +| End chain | |
 | Nothing | | | Nothing | |
  
 ====Counters==== ====Counters====
-^ Attack Type Counter ^ Notes ^ +^ Attack type Reaction ^ Notes ^ 
-| Call (Summons) | Virus | 10 multipliers |+| Call (Summons) | Virus | Set magic power to 10 multipliers |
 | Holy magic | Weak | | | Holy magic | Weak | |
-| Any other magic | Nuke | 4 multipliers |+| Any other magic | Nuke | Set magic power to 4 multipliers |
  
 Repeats until the fight ends. Repeats until the fight ends.
  
 ====Note on Chains==== ====Note on Chains====
-When an enemy starts a chain, all actions in the chain are executed at once, whereas normally it takes one turn to queue a command and one turn to execute it.+Normally it takes one turn for an enemy to queue a command and one turn to execute it. This is what allows Big Bangs to be nerfed: Zeromus' magic power is set when the spell is queued, but can be modified by provoking a counter-Nuke before the spell is actually executed. 
 + 
 +However, if an enemy script starts a chain, all other battle participants' timers are immediately frozen and all actions in the chain are executed in turn. This allows an enemy to act more quickly and without any possible interruption.
  
 This also means Meteo's spell power cannot be modified (buffed/nerfed). This also means Meteo's spell power cannot be modified (buffed/nerfed).
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 Zeromus only refills his HP and moves into the Nuke phase if he takes (non-lethal) //direct damage//((Note that this includes the MP drain effect from Psych, Lilith Rod, and Succubus)) and his HP is at 16000 or less. Reflected spells bypass this check, allowing for much quicker kills. Reflect strats can be safer too, as Zeromus will not enter the Meteo phase. Zeromus only refills his HP and moves into the Nuke phase if he takes (non-lethal) //direct damage//((Note that this includes the MP drain effect from Psych, Lilith Rod, and Succubus)) and his HP is at 16000 or less. Reflected spells bypass this check, allowing for much quicker kills. Reflect strats can be safer too, as Zeromus will not enter the Meteo phase.
  
 +Since the HP refill check does not activate until the first Big Bang is queued, a party with extremely high damage output can actually kill Zeromus without relying on reflected spells. However, any non-fatal direct damage after the Big Bang is queued will cause the HP refill (and transition to Nuke phase) to take place.
 =====Phase Change Notes===== =====Phase Change Notes=====
 One way to know when Zeromus changes phases is by counting damage, but there are also visible signs of the transition. One way to know when Zeromus changes phases is by counting damage, but there are also visible signs of the transition.
  
 When direct damage tips Zeromus into the Nuke or Meteo phases, it does so by triggering a counter script that is similar to a normal "Do nothing" turn. This script can take a few seconds to run, leading to a noticeable lull in the fight that is indicative of a phase change. When direct damage tips Zeromus into the Nuke or Meteo phases, it does so by triggering a counter script that is similar to a normal "Do nothing" turn. This script can take a few seconds to run, leading to a noticeable lull in the fight that is indicative of a phase change.
 +
 +If a direct damage spell does not incur a counter, that also means the spell itself pushed Zeromus into the next phase.
  
 A "fake shake", where Zeromus shakes but never casts Big Bang, means that Zeromus changed phases in between the shake and the Big Bang. Two shakes without a Big Bang in between are a sign that Zeromus has entered the Nuke phase. A "fake shake", where Zeromus shakes but never casts Big Bang, means that Zeromus changed phases in between the shake and the Big Bang. Two shakes without a Big Bang in between are a sign that Zeromus has entered the Nuke phase.
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 ====Disrupt==== ====Disrupt====
 Target: Entire party\\ Target: Entire party\\
-Effect: Removes Wall, Barrier, Image, Float and Berserk status, as well as resetting the speed modifier to its default value.((Removing any Fast/Hermes or Slow effects on party members))+Effect: Removes Wall, Barrier, Image, Float and Berserk status, as well as resetting the target'speed modifier to its default value.((Removing any Fast/Hermes or Slow effects on party members))
  
 ====Shake==== ====Shake====
-Effect: Very scary. Does nothing except signal that the next action in the script will be a Big Bang.+Effect: Very scary. Does nothing.
  
 ====Big Bang==== ====Big Bang====
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 (Identical to Disrupt)\\ (Identical to Disrupt)\\
 Target: Entire party\\ Target: Entire party\\
-Effect: Removes Wall, Barrier, Image, Float and Berserk status, as well as resetting the speed modifier to its default value.((Removing any Fast/Hermes or Slow effects on party members))+Effect: Removes Wall, Barrier, Image, Float and Berserk status, as well as resetting the target'speed modifier to its default value.((Removing any Fast/Hermes or Slow effects on party members))
  
 ====Nuke==== ====Nuke====
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 Target: Entire party (split damage)\\ Target: Entire party (split damage)\\
 Multipliers: 10 (Scripted cast: modifiable. Counter: not modifiable)\\ Multipliers: 10 (Scripted cast: modifiable. Counter: not modifiable)\\
-Effect: 128-192 non-elemental damage per multiplier, divided by the number of targets (or possibly always split 5 ways?)+Effect: 128-192 non-elemental damage per multiplier, divided by the number of targets.((NOTE: If there is only one target, the damage still appears to be split))
  
 ====Meteo==== ====Meteo====
zeromus_script.1630542825.txt.gz · Last modified: 2021/09/02 00:33 (external edit)