| 1 |
function scr_enemy_mode_shift_martlet_pacifistscr_enemy_mode_shift_martlet_pacifistfunction scr_enemy_mode_shift_martlet_pacifist(arg0)
{
var reset_counters = false;
var enemy_mode = global.enemy_mode;
switch (enemy_mode)
{
case 0:
if (arg0 == "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 (arg0 == "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 (arg0 == "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 (arg0 == "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)
{
... (arg0) |
| 2 |
{ |
| 3 |
var reset_counters = false; |
| 4 |
var enemy_mode = global.enemy_mode; |
| 5 |
switch (enemy_mode) |
| 6 |
{ |
| 7 |
case 0: |
| 8 |
if (arg0 == "Fight 1") |
| 9 |
{ |
| 10 |
if (global.enemy_hit == true) |
| 11 |
{ |
| 12 |
global.enemy_mode_previous = global.enemy_mode; |
| 13 |
global.enemy_mode = 3; |
| 14 |
reset_counters = true; |
| 15 |
} |
| 16 |
else if (global.enemy_hit == false) |
| 17 |
{ |
| 18 |
global.enemy_mode_previous = global.enemy_mode; |
| 19 |
global.enemy_mode = 1; |
| 20 |
reset_counters = true; |
| 21 |
} |
| 22 |
} |
| 23 |
else |
| 24 |
{ |
| 25 |
global.enemy_mode_previous = global.enemy_mode; |
| 26 |
global.enemy_mode = 4; |
| 27 |
reset_counters = true; |
| 28 |
} |
| 29 |
break; |
| 30 |
case 1: |
| 31 |
if (arg0 == "Fight 1") |
| 32 |
{ |
| 33 |
if (global.enemy_hit == true) |
| 34 |
{ |
| 35 |
global.enemy_mode_previous = global.enemy_mode; |
| 36 |
global.enemy_mode = 2; |
| 37 |
reset_counters = true; |
| 38 |
} |
| 39 |
else if (global.enemy_hit == false) |
| 40 |
{ |
| 41 |
if (global.miss_count >= 3) |
| 42 |
{ |
| 43 |
global.enemy_mode_previous = global.enemy_mode; |
| 44 |
global.enemy_mode = 5; |
| 45 |
reset_counters = true; |
| 46 |
} |
| 47 |
} |
| 48 |
} |
| 49 |
break; |
| 50 |
case 2: |
| 51 |
global.enemy_mode_previous = global.enemy_mode; |
| 52 |
global.enemy_mode = 3; |
| 53 |
reset_counters = true; |
| 54 |
break; |
| 55 |
case 3: |
| 56 |
if (arg0 == "Fight 1") |
| 57 |
{ |
| 58 |
if (global.enemy_hit == true) |
| 59 |
{ |
| 60 |
if (global.hit_count >= 7) |
| 61 |
{ |
| 62 |
global.enemy_mode_previous = global.enemy_mode; |
| 63 |
global.enemy_mode = 10; |
| 64 |
reset_counters = true; |
| 65 |
} |
| 66 |
} |
| 67 |
else if (global.enemy_hit == false) |
| 68 |
{ |
| 69 |
if ((global.no_hit_count + global.miss_count) >= 3) |
| 70 |
{ |
| 71 |
global.enemy_mode_previous = global.enemy_mode; |
| 72 |
global.enemy_mode = 5; |
| 73 |
reset_counters = true; |
| 74 |
} |
| 75 |
} |
| 76 |
} |
| 77 |
else if ((global.no_hit_count + global.miss_count) >= 3) |
| 78 |
{ |
| 79 |
global.enemy_mode_previous = global.enemy_mode; |
| 80 |
global.enemy_mode = 5; |
| 81 |
reset_counters = true; |
| 82 |
} |
| 83 |
break; |
| 84 |
case 4: |
| 85 |
if (arg0 == "Fight 1") |
| 86 |
{ |
| 87 |
if (global.enemy_hit == true) |
| 88 |
{ |
| 89 |
global.enemy_mode_previous = global.enemy_mode; |
| 90 |
global.enemy_mode = 2; |
| 91 |
reset_counters = true; |
| 92 |
} |
| 93 |
else if (global.turns_passed >= 4) |
| 94 |
{ |
| 95 |
global.enemy_mode_previous = global.enemy_mode; |
| 96 |
global.enemy_mode = 5; |
| 97 |
reset_counters = true; |
| 98 |
} |
| 99 |
} |
| 100 |
else if (global.turns_passed >= 4) |
| 101 |
{ |
| 102 |
global.enemy_mode_previous = global.enemy_mode; |
| 103 |
global.enemy_mode = 5; |
| 104 |
reset_counters = true; |
| 105 |
} |
| 106 |
break; |
| 107 |
case 5: |
| 108 |
if (arg0 == "Fight 1") |
| 109 |
{ |
| 110 |
if (global.enemy_hit == true) |
| 111 |
{ |
| 112 |
global.enemy_mode_previous = global.enemy_mode; |
| 113 |
global.enemy_mode = 2; |
| 114 |
reset_counters = true; |
| 115 |
} |
| 116 |
} |
| 117 |
break; |
| 118 |
case 6: |
| 119 |
if (arg0 == "Fight 1") |
| 120 |
{ |
| 121 |
if (global.enemy_hit == true) |
| 122 |
{ |
| 123 |
global.enemy_mode_previous = global.enemy_mode; |
| 124 |
global.enemy_mode = 2; |
| 125 |
reset_counters = true; |
| 126 |
} |
| 127 |
} |
| 128 |
break; |
| 129 |
case 7: |
| 130 |
if (arg0 == "Fight 1") |
| 131 |
{ |
| 132 |
if (global.enemy_hit == true) |
| 133 |
{ |
| 134 |
global.enemy_mode_previous = global.enemy_mode; |
| 135 |
global.enemy_mode = 2; |
| 136 |
reset_counters = true; |
| 137 |
} |
| 138 |
} |
| 139 |
else if (arg0 == "Action 3") |
| 140 |
{ |
| 141 |
global.enemy_mode_previous = global.enemy_mode; |
| 142 |
global.enemy_mode = 11; |
| 143 |
reset_counters = true; |
| 144 |
} |
| 145 |
break; |
| 146 |
} |
| 147 |
enemy_mode = global.enemy_mode; |
| 148 |
var enemy_mode_gen_preprevious = global.enemy_mode_gen_previous; |
| 149 |
var enemy_mode_gen_current = global.enemy_mode_gen; |
| 150 |
switch (enemy_mode) |
| 151 |
{ |
| 152 |
case 0: |
| 153 |
global.enemy_mode_gen = 0; |
| 154 |
break; |
| 155 |
case 1: |
| 156 |
case 4: |
| 157 |
case 5: |
| 158 |
case 6: |
| 159 |
case 7: |
| 160 |
global.enemy_mode_gen = 1; |
| 161 |
break; |
| 162 |
case 2: |
| 163 |
case 3: |
| 164 |
global.enemy_mode_gen = 2; |
| 165 |
break; |
| 166 |
case 8: |
| 167 |
case 9: |
| 168 |
global.enemy_mode_gen = 3; |
| 169 |
break; |
| 170 |
case 10: |
| 171 |
case 11: |
| 172 |
case 12: |
| 173 |
global.enemy_mode_gen = 4; |
| 174 |
break; |
| 175 |
} |
| 176 |
if (global.enemy_mode_gen != enemy_mode_gen_current) |
| 177 |
global.enemy_mode_gen_previous = enemy_mode_gen_current; |
| 178 |
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)) |
| 179 |
{ |
| 180 |
global.enemy_mode_previous = global.enemy_mode; |
| 181 |
global.enemy_mode = 12; |
| 182 |
reset_counters = true; |
| 183 |
enemy_mode = global.enemy_mode; |
| 184 |
enemy_mode_gen_current = global.enemy_mode_gen; |
| 185 |
global.enemy_mode_gen = 4; |
| 186 |
if (global.enemy_mode_gen != enemy_mode_gen_current) |
| 187 |
global.enemy_mode_gen_previous = enemy_mode_gen_current; |
| 188 |
} |
| 189 |
switch (enemy_mode) |
| 190 |
{ |
| 191 |
case 6: |
| 192 |
case 7: |
| 193 |
global.action_amount = 3; |
| 194 |
break; |
| 195 |
default: |
| 196 |
global.action_amount = 2; |
| 197 |
} |
| 198 |
switch (enemy_mode) |
| 199 |
{ |
| 200 |
case 7: |
| 201 |
global.action_3_important = true; |
| 202 |
break; |
| 203 |
default: |
| 204 |
global.action_3_important = false; |
| 205 |
} |
| 206 |
if (reset_counters == true) |
| 207 |
{ |
| 208 |
global.turns_passed = 0; |
| 209 |
global.action_1_selected_count = 0; |
| 210 |
global.action_2_selected_count = 0; |
| 211 |
global.action_3_selected_count = 0; |
| 212 |
global.spare_selected_count = 0; |
| 213 |
global.hit_count = 0; |
| 214 |
global.miss_count = 0; |
| 215 |
global.no_hit_count = 0; |
| 216 |
global.hurt_self_count = 0; |
| 217 |
global.hurt_self_turn_count = 0; |
| 218 |
global.item_use_count = 0; |
| 219 |
global.item_gift_count = 0; |
| 220 |
} |
| 221 |
} |