| 1 |
function scr_determine_special_effect_enemy(arg0) |
| 2 |
{ |
| 3 |
var battle_enemy_name = global.battle_enemy_name; |
| 4 |
if (global.game_mode == "customs") |
| 5 |
{ |
| 6 |
} |
| 7 |
else if (global.game_mode == "yellow") |
| 8 |
{ |
| 9 |
switch (battle_enemy_name) |
| 10 |
{ |
| 11 |
case "martlet pacifist": |
| 12 |
scr_enemy_mode_shift_martlet_pacifistscr_enemy_mode_shift_martlet_pacifistfunction 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); |
| 13 |
break; |
| 14 |
case "martlet genocide": |
| 15 |
scr_enemy_mode_shift_martlet_genocidescr_enemy_mode_shift_martlet_genocidefunction 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); |
| 16 |
break; |
| 17 |
} |
| 18 |
} |
| 19 |
global.special_effect_end_value = arg0; |
| 20 |
} |