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 |
} |