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gml_GlobalScript_scr_enemy_mode_shift_end_martlet_pacifist

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function scr_enemy_mode_shift_end_martlet_pacifist
scr_enemy_mode_shift_end_martlet_pacifist

function 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 } ...
() //gml_Script_scr_enemy_mode_shift_end_martlet_pacifist
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{
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    var reset_counters = false
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    var enemy_mode = global.enemy_mode
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    switch enemy_mode
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    {
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        case 5:
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            if (global.turns_passed >= 6)
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            {
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                global.enemy_mode_previous = global.enemy_mode
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                global.enemy_mode = 6
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                reset_counters = true
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            }
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            break
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        case 6:
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            if (global.action_3_selected_count >= 2)
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            {
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                global.enemy_mode_previous = global.enemy_mode
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                global.enemy_mode = 7
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                reset_counters = true
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            }
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            break
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    }
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    enemy_mode = global.enemy_mode
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    var enemy_mode_gen_preprevious = global.enemy_mode_gen_previous
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    var enemy_mode_gen_current = global.enemy_mode_gen
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    switch enemy_mode
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    {
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        case 0:
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            global.enemy_mode_gen = 0
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            break
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        case 1:
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        case 4:
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        case 5:
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        case 6:
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        case 7:
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            global.enemy_mode_gen = 1
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            break
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        case 2:
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        case 3:
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            global.enemy_mode_gen = 2
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            break
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        case 8:
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        case 9:
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            global.enemy_mode_gen = 3
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            break
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        case 10:
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        case 11:
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        case 12:
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            global.enemy_mode_gen = 4
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            break
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    }
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    if (global.enemy_mode_gen != enemy_mode_gen_current)
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        global.enemy_mode_gen_previous = enemy_mode_gen_current
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    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))
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    {
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        global.enemy_mode_previous = global.enemy_mode
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        global.enemy_mode = 12
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        reset_counters = true
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        enemy_mode = global.enemy_mode
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        enemy_mode_gen_current = global.enemy_mode_gen
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        global.enemy_mode_gen = 4
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        if (global.enemy_mode_gen != enemy_mode_gen_current)
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            global.enemy_mode_gen_previous = enemy_mode_gen_current
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    }
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    switch enemy_mode
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    {
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        case 6:
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        case 7:
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            global.action_amount = 3
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            break
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        default:
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            global.action_amount = 2
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    }
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    switch enemy_mode
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    {
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        case 7:
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            global.action_3_important = true
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            break
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        default:
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            global.action_3_important = false
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    }
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    if (reset_counters == true)
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    {
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        global.turns_passed = 0
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        global.action_1_selected_count = 0
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        global.action_2_selected_count = 0
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        global.action_3_selected_count = 0
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        global.spare_selected_count = 0
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        global.hit_count = 0
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        global.miss_count = 0
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        global.no_hit_count = 0
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        global.hurt_self_count = 0
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        global.hurt_self_turn_count = 0
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        global.item_use_count = 0
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        global.item_gift_count = 0
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    }
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}