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function scr_determine_attacking_damage_stat_criticalscr_determine_attacking_damage_stat_criticalfunction 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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{ |
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var player_weapon = global.player_weapon; |
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var player_weapon_modifier = global.player_weapon_modifier; |
5 |
var enemy_count = global.enemy_count; |
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switch (player_weapon) |
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{ |
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case "Toy Gun": |
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switch (player_weapon_modifier) |
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{ |
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case "Pebble Ammo": |
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case "Cff Bean Ammo": |
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case "Glass Ammo": |
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case "Super Ammo": |
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case "Silver Ammo": |
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var hit_count = 1; |
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break; |
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case "Ice Pellets": |
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var hit_count = 2; |
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break; |
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case "Flint": |
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case "Friendliness Pellets": |
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case "Nails": |
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var hit_count = 3; |
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break; |
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default: |
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var hit_count = 1; |
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} |
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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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if (enemy_count >= 2) |
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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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if (enemy_count >= 3) |
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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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break; |
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case "Wild Revolver": |
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switch (player_weapon_modifier) |
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{ |
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case "Pebble Ammo": |
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case "Cff Bean Ammo": |
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case "Glass Ammo": |
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case "Super Ammo": |
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case "Silver Ammo": |
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var hit_count = 1; |
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break; |
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case "Ice Pellets": |
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var hit_count = 2; |
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break; |
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case "Flint": |
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case "Friendliness Pellets": |
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case "Nails": |
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var hit_count = 3; |
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break; |
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default: |
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var hit_count = 1; |
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} |
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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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if (enemy_count >= 2) |
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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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if (enemy_count >= 3) |
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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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break; |
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default: |
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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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if (enemy_count >= 2) |
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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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if (enemy_count >= 3) |
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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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} |
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} |