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gml_GlobalScript_scr_determine_can_attack_attacking

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function scr_determine_can_attack_attacking
scr_determine_can_attack_attacking

function scr_determine_can_attack_attacking() { var game_mode = global.game_mode; var battle_enemy_name = global.battle_enemy_name; if (global.game_mode == "customs") { } else if (global.game_mode == "yellow") { switch (battle_enemy_name) { case "decibat": if (global.enemy_sparing == true) return false; else return true; break; case "dalv": if (global.enemy_sparing == true || global.action_2_important == true) return false; else return true; break; case "insomnitot solo": if (global.enemy_sparing == true && global.enemy_low_hp == false) return false; else return true; break; case "insomnitot duo": if (((global.enemy_sparing == true && global.enemy_low_hp == false) || (global.enemy_dead + global.enemy_spared) >= 1) && ((global.enemy_sparing_2 == true && global.enemy_low_hp_2 == false) || (global.enemy_dead_2 + global.enemy_spared_2) >= 1)) return false; else return true; break; case "know cone insomnitot duo": if ((global.enemy_dead + global.enemy_spared) >= 1 && (global.enemy_sparing_2 == true && global.enemy_low_hp_2 == false)) return false; else return true; break; case "cactony slither duo": return true; break; case "martlet pacifist": var enemy_mode = global.enemy_mode; switch (enemy_mode) { case 2: case 3: case 7: return true; break; case 4: if (global.turns_passed == 3) return true; else return false; break; case 5: if (global.turns_passed <= 4) return true; else return false; break; case 6: if (global.last_action_selected == "Action 3 Phase 2" || global.last_action_selected == "Action 3 Phase 1") return true; else return false; break; default: return false; } break; case "martlet genocide": var enemy_mode = global.enemy_mode; switch (enemy_mode) { case 2: if (global.hit_count >= 3) return true; else return false; break; case 3: return true; break; default: return false; } break; case "dummy training pacifist": return false; break; default: return true; } } }
()
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{
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    var game_mode = global.game_mode;
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    var battle_enemy_name = global.battle_enemy_name;
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    if (global.game_mode == "customs")
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    {
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    }
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    else if (global.game_mode == "yellow")
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    {
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        switch (battle_enemy_name)
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        {
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            case "decibat":
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                if (global.enemy_sparing == true)
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                    return false;
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                else
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                    return true;
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                break;
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            case "dalv":
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                if (global.enemy_sparing == true || global.action_2_important == true)
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                    return false;
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                else
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                    return true;
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                break;
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            case "insomnitot solo":
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                if (global.enemy_sparing == true && global.enemy_low_hp == false)
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                    return false;
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                else
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                    return true;
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                break;
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            case "insomnitot duo":
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                if (((global.enemy_sparing == true && global.enemy_low_hp == false) || (global.enemy_dead + global.enemy_spared) >= 1) && ((global.enemy_sparing_2 == true && global.enemy_low_hp_2 == false) || (global.enemy_dead_2 + global.enemy_spared_2) >= 1))
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                    return false;
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                else
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                    return true;
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                break;
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            case "know cone insomnitot duo":
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                if ((global.enemy_dead + global.enemy_spared) >= 1 && (global.enemy_sparing_2 == true && global.enemy_low_hp_2 == false))
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                    return false;
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                else
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                    return true;
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                break;
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            case "cactony slither duo":
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                return true;
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                break;
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            case "martlet pacifist":
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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 2:
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                    case 3:
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                    case 7:
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                        return true;
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                        break;
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                    case 4:
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                        if (global.turns_passed == 3)
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                            return true;
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                        else
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                            return false;
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                        break;
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                    case 5:
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                        if (global.turns_passed <= 4)
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                            return true;
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                        else
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                            return false;
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                        break;
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                    case 6:
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                        if (global.last_action_selected == "Action 3 Phase 2" || global.last_action_selected == "Action 3 Phase 1")
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                            return true;
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                        else
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                            return false;
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                        break;
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                    default:
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                        return false;
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                }
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                break;
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            case "martlet genocide":
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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 2:
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                        if (global.hit_count >= 3)
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                            return true;
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                        else
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                            return false;
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                        break;
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                    case 3:
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                        return true;
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                        break;
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                    default:
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                        return false;
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                }
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                break;
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            case "dummy training pacifist":
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                return false;
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                break;
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            default:
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                return true;
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        }
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    }
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}