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1
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function scr_determine_attacking_damage_stat_criticalscr_determine_attacking_damage_stat_critical
function scr_determine_attacking_damage_stat_critical()
{
var player_weapon = global.player_weapon;
var player_weapon_modifier = global.player_weapon_modifier;
var enemy_count = global.enemy_count;
switch (player_weapon)
{
case "Toy Gun":
switch (player_weapon_modifier)
{
case "Pebble Ammo":
case "Cff Bean Ammo":
case "Glass Ammo":
case "Super Ammo":
case "Silver Ammo":
var hit_count = 1;
break;
case "Ice Pellets":
var hit_count = 2;
break;
case "Flint":
case "Friendliness Pellets":
case "Nails":
var hit_count = 3;
break;
default:
var hit_count = 1;
}
global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5);
if (enemy_count >= 2)
global.attacking_damage_stat_critical_2 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + 2) * 2.5);
if (enemy_count >= 3)
global.attacking_damage_stat_critical_3 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + 2) * 2.5);
break;
case "Wild Revolver":
switch (player_weapon_modifier)
{
case "Pebble Ammo":
case "Cff Bean Ammo":
case "Glass Ammo":
case "Super Ammo":
case "Silver Ammo":
var hit_count = 1;
break;
case "Ice Pellets":
var hit_count = 2;
break;
case "Flint":
case "Friendliness Pellets":
case "Nails":
var hit_count = 3;
break;
default:
var hit_count = 1;
}
global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5);
if (enemy_count >= 2)
global.attacking_damage_stat_critical_2 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + 2) * 3.5);
if (enemy_count >= 3)
global.attacking_damage_stat_critical_3 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + 2) * 3.5);
break;
default:
global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5);
if (enemy_count >= 2)
global.attacking_damage_stat_critical_2 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + 2) * 2.5);
if (enemy_count >= 3)
global.attacking_damage_stat_critical_3 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + 2) * 2.5);
}
} ()
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2
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{
|
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3
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var player_weapon = global.player_weapon;
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4
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var player_weapon_modifier = global.player_weapon_modifier;
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5
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var enemy_count = global.enemy_count;
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6
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switch (player_weapon)
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7
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{
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8
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case "Toy Gun":
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9
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switch (player_weapon_modifier)
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10
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{
|
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11
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case "Pebble Ammo":
|
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12
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case "Cff Bean Ammo":
|
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13
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case "Glass Ammo":
|
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14
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case "Super Ammo":
|
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15
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case "Silver Ammo":
|
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16
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var hit_count = 1;
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17
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break;
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18
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case "Ice Pellets":
|
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19
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var hit_count = 2;
|
|
20
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break;
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21
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case "Flint":
|
|
22
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case "Friendliness Pellets":
|
|
23
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case "Nails":
|
|
24
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var hit_count = 3;
|
|
25
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break;
|
|
26
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default:
|
|
27
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var hit_count = 1;
|
|
28
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}
|
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29
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global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5);
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30
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if (enemy_count >= 2)
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31
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global.attacking_damage_stat_critical_2 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + 2) * 2.5);
|
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32
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if (enemy_count >= 3)
|
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33
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global.attacking_damage_stat_critical_3 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + 2) * 2.5);
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34
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break;
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35
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case "Wild Revolver":
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36
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switch (player_weapon_modifier)
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37
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{
|
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38
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case "Pebble Ammo":
|
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39
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case "Cff Bean Ammo":
|
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40
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case "Glass Ammo":
|
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41
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case "Super Ammo":
|
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42
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case "Silver Ammo":
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43
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var hit_count = 1;
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44
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break;
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45
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case "Ice Pellets":
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46
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var hit_count = 2;
|
|
47
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break;
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48
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case "Flint":
|
|
49
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case "Friendliness Pellets":
|
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50
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case "Nails":
|
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51
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var hit_count = 3;
|
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52
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break;
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53
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default:
|
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54
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var hit_count = 1;
|
|
55
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}
|
|
56
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global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5);
|
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57
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if (enemy_count >= 2)
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58
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global.attacking_damage_stat_critical_2 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + 2) * 3.5);
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59
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if (enemy_count >= 3)
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60
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global.attacking_damage_stat_critical_3 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + 2) * 3.5);
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61
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break;
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62
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default:
|
|
63
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global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5);
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|
64
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if (enemy_count >= 2)
|
|
65
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global.attacking_damage_stat_critical_2 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + 2) * 2.5);
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66
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if (enemy_count >= 3)
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67
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global.attacking_damage_stat_critical_3 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + 2) * 2.5);
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68
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}
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69
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}
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