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function scr_determine_special_effect_end_enemy(argument0) //gml_Script_scr_determine_special_effect_end_enemy |
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{ |
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var game_mode = global.game_mode |
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var battle_enemy_name = global.battle_enemy_name |
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if (global.game_mode == "customs") |
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{ |
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} |
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else if (global.game_mode == "yellow") |
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{ |
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switch battle_enemy_name |
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{ |
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case "martlet pacifist": |
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scr_enemy_mode_shift_end_martlet_pacifistscr_enemy_mode_shift_end_martlet_pacifistfunction scr_enemy_mode_shift_end_martlet_pacifist() //gml_Script_scr_enemy_mode_shift_end_martlet_pacifist
{
var reset_counters = false
var enemy_mode = global.enemy_mode
switch enemy_mode
{
case 5:
if (global.turns_passed >= 6)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 6
reset_counters = true
}
break
case 6:
if (global.action_3_selected_count >= 2)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 7
reset_counters = true
}
break
}
enemy_mode = global.enemy_mode
var enemy_mode_gen_preprevious = global.enemy_mode_gen_previous
var enemy_mode_gen_current = global.enemy_mode_gen
switch enemy_mode
{
case 0:
global.enemy_mode_gen = 0
break
case 1:
case 4:
case 5:
case 6:
case 7:
global.enemy_mode_gen = 1
break
case 2:
case 3:
global.enemy_mode_gen = 2
break
case 8:
case 9:
global.enemy_mode_gen = 3
break
case 10:
case 11:
case 12:
global.enemy_mode_gen = 4
break
}
if (global.enemy_mode_gen != enemy_mode_gen_current)
global.enemy_mode_gen_previous = enemy_mode_gen_current
if ((enemy_mode_gen_preprevious == 1 && global.enemy_mode_gen_previous == 2 && global.enemy_mode_gen == 1) || (enemy_mode_gen_preprevious == 2 && global.enemy_mode_gen_previous == 1 && global.enemy_mode_gen == 2))
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 12
reset_counters = true
enemy_mode = global.enemy_mode
enemy_mode_gen_current = global.enemy_mode_gen
global.enemy_mode_gen = 4
if (global.enemy_mode_gen != enemy_mode_gen_current)
global.enemy_mode_gen_previous = enemy_mode_gen_current
}
switch enemy_mode
{
case 6:
case 7:
global.action_amount = 3
break
default:
global.action_amount = 2
}
switch enemy_mode
{
case 7:
global.action_3_important = true
break
default:
global.action_3_important = false
}
if (reset_counters == true)
{
global.turns_passed = 0
global.action_1_selected_count = 0
global.action_2_selected_count = 0
global.action_3_selected_count = 0
global.spare_selected_count = 0
global.hit_count = 0
global.miss_count = 0
global.no_hit_count = 0
global.hurt_self_count = 0
global.hurt_self_turn_count = 0
global.item_use_count = 0
global.item_gift_count = 0
}
... (argument0) |
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break |
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case "martlet genocide": |
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scr_enemy_mode_shift_end_martlet_genocidescr_enemy_mode_shift_end_martlet_genocidefunction scr_enemy_mode_shift_end_martlet_genocide() //gml_Script_scr_enemy_mode_shift_end_martlet_genocide
{
var reset_counters = false
var enemy_mode = global.enemy_mode
switch enemy_mode
{
case 2:
if (global.hit_count >= 3)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 3
reset_counters = true
}
break
}
enemy_mode = global.enemy_mode
var enemy_mode_gen_preprevious = global.enemy_mode_gen_previous
var enemy_mode_gen_current = global.enemy_mode_gen
switch enemy_mode
{
case 0:
global.enemy_mode_gen = 0
break
case 1:
global.enemy_mode_gen = 1
break
case 2:
case 3:
global.enemy_mode_gen = 2
break
case 4:
global.enemy_mode_gen = 3
break
case 5:
case 6:
global.enemy_mode_gen = 4
break
}
if (global.enemy_mode_gen != enemy_mode_gen_current)
global.enemy_mode_gen_previous = enemy_mode_gen_current
if (reset_counters == true)
{
global.turns_passed = 0
global.action_1_selected_count = 0
global.action_2_selected_count = 0
global.spare_selected_count = 0
global.hit_count = 0
global.miss_count = 0
global.no_hit_count = 0
global.hurt_self_count = 0
global.hurt_self_turn_count = 0
global.item_use_count = 0
global.item_gift_count = 0
}
} (argument0) |
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break |
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} |
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|
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} |
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global.special_effect_end_value = "" |
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} |