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function scr_determine_special_effect_enemy(argument0) //gml_Script_scr_determine_special_effect_enemy |
2 |
{ |
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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") |
8 |
{ |
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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_martlet_pacifistscr_enemy_mode_shift_martlet_pacifistfunction scr_enemy_mode_shift_martlet_pacifist(argument0) //gml_Script_scr_enemy_mode_shift_martlet_pacifist
{
var reset_counters = false
var enemy_mode = global.enemy_mode
switch enemy_mode
{
case 0:
if (argument0 == "Fight 1")
{
if (global.enemy_hit == true)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 3
reset_counters = true
}
else if (global.enemy_hit == false)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 1
reset_counters = true
}
}
else
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 4
reset_counters = true
}
break
case 1:
if (argument0 == "Fight 1")
{
if (global.enemy_hit == true)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 2
reset_counters = true
}
else if (global.enemy_hit == false)
{
if (global.miss_count >= 3)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 5
reset_counters = true
}
}
}
break
case 2:
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 3
reset_counters = true
break
case 3:
if (argument0 == "Fight 1")
{
if (global.enemy_hit == true)
{
if (global.hit_count >= 7)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 10
reset_counters = true
}
}
else if (global.enemy_hit == false)
{
if ((global.no_hit_count + global.miss_count) >= 3)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 5
reset_counters = true
}
}
}
else if ((global.no_hit_count + global.miss_count) >= 3)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 5
reset_counters = true
}
break
case 4:
if (argument0 == "Fight 1")
{
if (global.enemy_hit == true)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 2
reset_counters = true
}
else if (global.turns_passed >= 4)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 5
reset_counters = true
}
}
else if (global.turns_passed >= 4)
{
... (argument0) |
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break |
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case "martlet genocide": |
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scr_enemy_mode_shift_martlet_genocidescr_enemy_mode_shift_martlet_genocidefunction scr_enemy_mode_shift_martlet_genocide(argument0) //gml_Script_scr_enemy_mode_shift_martlet_genocide
{
var reset_counters = false
var enemy_mode = global.enemy_mode
switch enemy_mode
{
case 0:
if (argument0 == "Fight 1")
{
if (global.enemy_hit == true)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 2
reset_counters = true
}
else if (global.enemy_hit == false)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 1
reset_counters = true
}
}
else if (argument0 == "Action 1")
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 4
reset_counters = true
}
else
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 1
reset_counters = true
}
break
case 1:
if (argument0 == "Fight 1")
{
if (global.enemy_hit == true)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 2
reset_counters = true
}
}
else if (argument0 == "Action 1")
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 4
reset_counters = true
}
break
case 2:
if (argument0 == "Action 1")
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 4
reset_counters = true
}
break
case 3:
if (argument0 == "Fight 1")
{
if (global.enemy_low_hp == true)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 5
reset_counters = true
}
}
break
case 4:
if (argument0 == "Fight 1")
{
if (global.enemy_hit == true)
{
if (global.action_1_selected_count < 2)
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 3
reset_counters = true
}
else
{
global.enemy_mode_previous = global.enemy_mode
global.enemy_mode = 6
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
... (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 = argument0 |
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} |