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function scr_determine_special_effect_end_enemy(arg0) |
2 |
{ |
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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") |
9 |
{ |
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switch (battle_enemy_name) |
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{ |
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case "martlet pacifist": |
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scr_enemy_mode_shift_end_martlet_pacifistscr_enemy_mode_shift_end_martlet_pacifistfunction scr_enemy_mode_shift_end_martlet_pacifist()
{
var reset_counters = false;
var enemy_mode = global.enemy_mode;
switch (enemy_mode)
{
case 5:
if (global.turns_passed >= 6)
{
global.enemy_mode_previous = global.enemy_mode;
global.enemy_mode = 6;
reset_counters = true;
}
break;
case 6:
if (global.action_3_selected_count >= 2)
{
global.enemy_mode_previous = global.enemy_mode;
global.enemy_mode = 7;
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;
case 1:
case 4:
case 5:
case 6:
case 7:
global.enemy_mode_gen = 1;
break;
case 2:
case 3:
global.enemy_mode_gen = 2;
break;
case 8:
case 9:
global.enemy_mode_gen = 3;
break;
case 10:
case 11:
case 12:
global.enemy_mode_gen = 4;
break;
}
if (global.enemy_mode_gen != enemy_mode_gen_current)
global.enemy_mode_gen_previous = enemy_mode_gen_current;
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))
{
global.enemy_mode_previous = global.enemy_mode;
global.enemy_mode = 12;
reset_counters = true;
enemy_mode = global.enemy_mode;
enemy_mode_gen_current = global.enemy_mode_gen;
global.enemy_mode_gen = 4;
if (global.enemy_mode_gen != enemy_mode_gen_current)
global.enemy_mode_gen_previous = enemy_mode_gen_current;
}
switch (enemy_mode)
{
case 6:
case 7:
global.action_amount = 3;
break;
default:
global.action_amount = 2;
}
switch (enemy_mode)
{
case 7:
global.action_3_important = true;
break;
default:
global.action_3_important = false;
}
if (reset_counters == true)
{
global.turns_passed = 0;
global.action_1_selected_count = 0;
global.action_2_selected_count = 0;
global.action_3_selected_count = 0;
global.spare_selected_count = 0;
global.hit_count = 0;
global.miss_count = 0;
global.no_hit_count = 0;
global.hurt_self_count = 0;
global.hurt_self_turn_count = 0;
global.item_use_count = 0;
global.item_gift_count = 0;
}
} (arg0); |
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break; |
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case "martlet genocide": |
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scr_enemy_mode_shift_end_martlet_genocidescr_enemy_mode_shift_end_martlet_genocidefunction scr_enemy_mode_shift_end_martlet_genocide()
{
var reset_counters = false;
var enemy_mode = global.enemy_mode;
switch (enemy_mode)
{
case 2:
if (global.hit_count >= 3)
{
global.enemy_mode_previous = global.enemy_mode;
global.enemy_mode = 3;
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;
case 1:
global.enemy_mode_gen = 1;
break;
case 2:
case 3:
global.enemy_mode_gen = 2;
break;
case 4:
global.enemy_mode_gen = 3;
break;
case 5:
case 6:
global.enemy_mode_gen = 4;
break;
}
if (global.enemy_mode_gen != enemy_mode_gen_current)
global.enemy_mode_gen_previous = enemy_mode_gen_current;
if (reset_counters == true)
{
global.turns_passed = 0;
global.action_1_selected_count = 0;
global.action_2_selected_count = 0;
global.spare_selected_count = 0;
global.hit_count = 0;
global.miss_count = 0;
global.no_hit_count = 0;
global.hurt_self_count = 0;
global.hurt_self_turn_count = 0;
global.item_use_count = 0;
global.item_gift_count = 0;
}
} (arg0); |
17 |
break; |
18 |
} |
19 |
} |
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global.special_effect_end_value = ""; |
21 |
} |