| 1 |
function 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;
}
} () |
| 2 |
{ |
| 3 |
var reset_counters = false; |
| 4 |
var enemy_mode = global.enemy_mode; |
| 5 |
switch (enemy_mode) |
| 6 |
{ |
| 7 |
case 5: |
| 8 |
if (global.turns_passed >= 6) |
| 9 |
{ |
| 10 |
global.enemy_mode_previous = global.enemy_mode; |
| 11 |
global.enemy_mode = 6; |
| 12 |
reset_counters = true; |
| 13 |
} |
| 14 |
break; |
| 15 |
case 6: |
| 16 |
if (global.action_3_selected_count >= 2) |
| 17 |
{ |
| 18 |
global.enemy_mode_previous = global.enemy_mode; |
| 19 |
global.enemy_mode = 7; |
| 20 |
reset_counters = true; |
| 21 |
} |
| 22 |
break; |
| 23 |
} |
| 24 |
enemy_mode = global.enemy_mode; |
| 25 |
var enemy_mode_gen_preprevious = global.enemy_mode_gen_previous; |
| 26 |
var enemy_mode_gen_current = global.enemy_mode_gen; |
| 27 |
switch (enemy_mode) |
| 28 |
{ |
| 29 |
case 0: |
| 30 |
global.enemy_mode_gen = 0; |
| 31 |
break; |
| 32 |
case 1: |
| 33 |
case 4: |
| 34 |
case 5: |
| 35 |
case 6: |
| 36 |
case 7: |
| 37 |
global.enemy_mode_gen = 1; |
| 38 |
break; |
| 39 |
case 2: |
| 40 |
case 3: |
| 41 |
global.enemy_mode_gen = 2; |
| 42 |
break; |
| 43 |
case 8: |
| 44 |
case 9: |
| 45 |
global.enemy_mode_gen = 3; |
| 46 |
break; |
| 47 |
case 10: |
| 48 |
case 11: |
| 49 |
case 12: |
| 50 |
global.enemy_mode_gen = 4; |
| 51 |
break; |
| 52 |
} |
| 53 |
if (global.enemy_mode_gen != enemy_mode_gen_current) |
| 54 |
global.enemy_mode_gen_previous = enemy_mode_gen_current; |
| 55 |
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)) |
| 56 |
{ |
| 57 |
global.enemy_mode_previous = global.enemy_mode; |
| 58 |
global.enemy_mode = 12; |
| 59 |
reset_counters = true; |
| 60 |
enemy_mode = global.enemy_mode; |
| 61 |
enemy_mode_gen_current = global.enemy_mode_gen; |
| 62 |
global.enemy_mode_gen = 4; |
| 63 |
if (global.enemy_mode_gen != enemy_mode_gen_current) |
| 64 |
global.enemy_mode_gen_previous = enemy_mode_gen_current; |
| 65 |
} |
| 66 |
switch (enemy_mode) |
| 67 |
{ |
| 68 |
case 6: |
| 69 |
case 7: |
| 70 |
global.action_amount = 3; |
| 71 |
break; |
| 72 |
default: |
| 73 |
global.action_amount = 2; |
| 74 |
} |
| 75 |
switch (enemy_mode) |
| 76 |
{ |
| 77 |
case 7: |
| 78 |
global.action_3_important = true; |
| 79 |
break; |
| 80 |
default: |
| 81 |
global.action_3_important = false; |
| 82 |
} |
| 83 |
if (reset_counters == true) |
| 84 |
{ |
| 85 |
global.turns_passed = 0; |
| 86 |
global.action_1_selected_count = 0; |
| 87 |
global.action_2_selected_count = 0; |
| 88 |
global.action_3_selected_count = 0; |
| 89 |
global.spare_selected_count = 0; |
| 90 |
global.hit_count = 0; |
| 91 |
global.miss_count = 0; |
| 92 |
global.no_hit_count = 0; |
| 93 |
global.hurt_self_count = 0; |
| 94 |
global.hurt_self_turn_count = 0; |
| 95 |
global.item_use_count = 0; |
| 96 |
global.item_gift_count = 0; |
| 97 |
} |
| 98 |
} |