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gml_GlobalScript_scr_determine_special_effect_enemy

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function scr_determine_special_effect_enemy
scr_determine_special_effect_enemy

function scr_determine_special_effect_enemy(arg0) { var battle_enemy_name = global.battle_enemy_name; if (global.game_mode == "customs") { } else if (global.game_mode == "yellow") { switch (battle_enemy_name) { case "martlet pacifist": scr_enemy_mode_shift_martlet_pacifist(arg0); break; case "martlet genocide": scr_enemy_mode_shift_martlet_genocide(arg0); break; } } global.special_effect_end_value = arg0; }
(arg0)
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{
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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 "martlet pacifist":
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                scr_enemy_mode_shift_martlet_pacifist
scr_enemy_mode_shift_martlet_pacifist

function 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);
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                break;
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            case "martlet genocide":
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                scr_enemy_mode_shift_martlet_genocide
scr_enemy_mode_shift_martlet_genocide

function scr_enemy_mode_shift_martlet_genocide(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 = 2; reset_counters = true; } else if (global.enemy_hit == false) { global.enemy_mode_previous = global.enemy_mode; global.enemy_mode = 1; reset_counters = true; } } else if (arg0 == "Action 1") { global.enemy_mode_previous = global.enemy_mode; global.enemy_mode = 4; reset_counters = true; } else { global.enemy_mode_previous = global.enemy_mode; global.enemy_mode = 1; 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 (arg0 == "Action 1") { global.enemy_mode_previous = global.enemy_mode; global.enemy_mode = 4; reset_counters = true; } break; case 2: if (arg0 == "Action 1") { global.enemy_mode_previous = global.enemy_mode; global.enemy_mode = 4; reset_counters = true; } break; case 3: if (arg0 == "Fight 1") { if (global.enemy_low_hp == true) { 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) { if (global.action_1_selected_count < 2) { global.enemy_mode_previous = global.enemy_mode; global.enemy_mode = 3; reset_counters = true; } else { global.enemy_mode_previous = global.enemy_mode; global.enemy_mode = 6; 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: ...
(arg0);
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                break;
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        }
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    }
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    global.special_effect_end_value = arg0;
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}