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