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function 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) //gml_Script_scr_enemy_mode_shift_martlet_genocide |
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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 0: |
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if (argument0 == "Fight 1") |
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{ |
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if (global.enemy_hit == true) |
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{ |
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global.enemy_mode_previous = global.enemy_mode |
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global.enemy_mode = 2 |
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reset_counters = true |
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} |
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else if (global.enemy_hit == false) |
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{ |
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global.enemy_mode_previous = global.enemy_mode |
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global.enemy_mode = 1 |
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reset_counters = true |
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} |
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} |
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else if (argument0 == "Action 1") |
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{ |
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global.enemy_mode_previous = global.enemy_mode |
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global.enemy_mode = 4 |
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reset_counters = true |
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} |
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else |
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{ |
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global.enemy_mode_previous = global.enemy_mode |
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global.enemy_mode = 1 |
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reset_counters = true |
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} |
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break |
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case 1: |
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if (argument0 == "Fight 1") |
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{ |
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if (global.enemy_hit == true) |
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{ |
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global.enemy_mode_previous = global.enemy_mode |
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global.enemy_mode = 2 |
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reset_counters = true |
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} |
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} |
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else if (argument0 == "Action 1") |
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{ |
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global.enemy_mode_previous = global.enemy_mode |
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global.enemy_mode = 4 |
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reset_counters = true |
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} |
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break |
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case 2: |
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if (argument0 == "Action 1") |
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{ |
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global.enemy_mode_previous = global.enemy_mode |
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global.enemy_mode = 4 |
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reset_counters = true |
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} |
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break |
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case 3: |
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if (argument0 == "Fight 1") |
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{ |
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if (global.enemy_low_hp == true) |
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{ |
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global.enemy_mode_previous = global.enemy_mode |
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global.enemy_mode = 5 |
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reset_counters = true |
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} |
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} |
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break |
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case 4: |
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if (argument0 == "Fight 1") |
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{ |
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if (global.enemy_hit == true) |
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{ |
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if (global.action_1_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 = 3 |
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reset_counters = true |
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} |
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else |
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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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} |
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} |
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break |
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} |
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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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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 4: |
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global.enemy_mode_gen = 3 |
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break |
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case 5: |
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case 6: |
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global.enemy_mode_gen = 4 |
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break |
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} |
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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 (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.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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} |