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gml_GlobalScript_scr_enemy_mode_shift_end_martlet_genocide

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function scr_enemy_mode_shift_end_martlet_genocide
scr_enemy_mode_shift_end_martlet_genocide

function 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; } }
()
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{
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    var reset_counters = false;
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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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            {
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                global.enemy_mode_previous = global.enemy_mode;
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                global.enemy_mode = 3;
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                reset_counters = true;
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            }
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            break;
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    }
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    enemy_mode = global.enemy_mode;
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    var enemy_mode_gen_preprevious = global.enemy_mode_gen_previous;
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    var enemy_mode_gen_current = global.enemy_mode_gen;
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    switch (enemy_mode)
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    {
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        case 0:
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            global.enemy_mode_gen = 0;
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            break;
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        case 1:
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            global.enemy_mode_gen = 1;
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            break;
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        case 2:
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        case 3:
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            global.enemy_mode_gen = 2;
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            break;
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        case 4:
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            global.enemy_mode_gen = 3;
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            break;
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        case 5:
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        case 6:
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            global.enemy_mode_gen = 4;
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            break;
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    }
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    if (global.enemy_mode_gen != enemy_mode_gen_current)
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        global.enemy_mode_gen_previous = enemy_mode_gen_current;
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    if (reset_counters == true)
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    {
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        global.turns_passed = 0;
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        global.action_1_selected_count = 0;
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        global.action_2_selected_count = 0;
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        global.spare_selected_count = 0;
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        global.hit_count = 0;
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        global.miss_count = 0;
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        global.no_hit_count = 0;
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        global.hurt_self_count = 0;
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        global.hurt_self_turn_count = 0;
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        global.item_use_count = 0;
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        global.item_gift_count = 0;
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    }
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}