| 1 |
function 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) |
| 2 |
{ |
| 3 |
var reset_counters = false; |
| 4 |
var enemy_mode = global.enemy_mode; |
| 5 |
switch (enemy_mode) |
| 6 |
{ |
| 7 |
case 0: |
| 8 |
if (arg0 == "Fight 1") |
| 9 |
{ |
| 10 |
if (global.enemy_hit == true) |
| 11 |
{ |
| 12 |
global.enemy_mode_previous = global.enemy_mode; |
| 13 |
global.enemy_mode = 2; |
| 14 |
reset_counters = true; |
| 15 |
} |
| 16 |
else if (global.enemy_hit == false) |
| 17 |
{ |
| 18 |
global.enemy_mode_previous = global.enemy_mode; |
| 19 |
global.enemy_mode = 1; |
| 20 |
reset_counters = true; |
| 21 |
} |
| 22 |
} |
| 23 |
else if (arg0 == "Action 1") |
| 24 |
{ |
| 25 |
global.enemy_mode_previous = global.enemy_mode; |
| 26 |
global.enemy_mode = 4; |
| 27 |
reset_counters = true; |
| 28 |
} |
| 29 |
else |
| 30 |
{ |
| 31 |
global.enemy_mode_previous = global.enemy_mode; |
| 32 |
global.enemy_mode = 1; |
| 33 |
reset_counters = true; |
| 34 |
} |
| 35 |
break; |
| 36 |
case 1: |
| 37 |
if (arg0 == "Fight 1") |
| 38 |
{ |
| 39 |
if (global.enemy_hit == true) |
| 40 |
{ |
| 41 |
global.enemy_mode_previous = global.enemy_mode; |
| 42 |
global.enemy_mode = 2; |
| 43 |
reset_counters = true; |
| 44 |
} |
| 45 |
} |
| 46 |
else if (arg0 == "Action 1") |
| 47 |
{ |
| 48 |
global.enemy_mode_previous = global.enemy_mode; |
| 49 |
global.enemy_mode = 4; |
| 50 |
reset_counters = true; |
| 51 |
} |
| 52 |
break; |
| 53 |
case 2: |
| 54 |
if (arg0 == "Action 1") |
| 55 |
{ |
| 56 |
global.enemy_mode_previous = global.enemy_mode; |
| 57 |
global.enemy_mode = 4; |
| 58 |
reset_counters = true; |
| 59 |
} |
| 60 |
break; |
| 61 |
case 3: |
| 62 |
if (arg0 == "Fight 1") |
| 63 |
{ |
| 64 |
if (global.enemy_low_hp == true) |
| 65 |
{ |
| 66 |
global.enemy_mode_previous = global.enemy_mode; |
| 67 |
global.enemy_mode = 5; |
| 68 |
reset_counters = true; |
| 69 |
} |
| 70 |
} |
| 71 |
break; |
| 72 |
case 4: |
| 73 |
if (arg0 == "Fight 1") |
| 74 |
{ |
| 75 |
if (global.enemy_hit == true) |
| 76 |
{ |
| 77 |
if (global.action_1_selected_count < 2) |
| 78 |
{ |
| 79 |
global.enemy_mode_previous = global.enemy_mode; |
| 80 |
global.enemy_mode = 3; |
| 81 |
reset_counters = true; |
| 82 |
} |
| 83 |
else |
| 84 |
{ |
| 85 |
global.enemy_mode_previous = global.enemy_mode; |
| 86 |
global.enemy_mode = 6; |
| 87 |
reset_counters = true; |
| 88 |
} |
| 89 |
} |
| 90 |
} |
| 91 |
break; |
| 92 |
} |
| 93 |
enemy_mode = global.enemy_mode; |
| 94 |
var enemy_mode_gen_preprevious = global.enemy_mode_gen_previous; |
| 95 |
var enemy_mode_gen_current = global.enemy_mode_gen; |
| 96 |
switch (enemy_mode) |
| 97 |
{ |
| 98 |
case 0: |
| 99 |
global.enemy_mode_gen = 0; |
| 100 |
break; |
| 101 |
case 1: |
| 102 |
global.enemy_mode_gen = 1; |
| 103 |
break; |
| 104 |
case 2: |
| 105 |
case 3: |
| 106 |
global.enemy_mode_gen = 2; |
| 107 |
break; |
| 108 |
case 4: |
| 109 |
global.enemy_mode_gen = 3; |
| 110 |
break; |
| 111 |
case 5: |
| 112 |
case 6: |
| 113 |
global.enemy_mode_gen = 4; |
| 114 |
break; |
| 115 |
} |
| 116 |
if (global.enemy_mode_gen != enemy_mode_gen_current) |
| 117 |
global.enemy_mode_gen_previous = enemy_mode_gen_current; |
| 118 |
if (reset_counters == true) |
| 119 |
{ |
| 120 |
global.turns_passed = 0; |
| 121 |
global.action_1_selected_count = 0; |
| 122 |
global.action_2_selected_count = 0; |
| 123 |
global.spare_selected_count = 0; |
| 124 |
global.hit_count = 0; |
| 125 |
global.miss_count = 0; |
| 126 |
global.no_hit_count = 0; |
| 127 |
global.hurt_self_count = 0; |
| 128 |
global.hurt_self_turn_count = 0; |
| 129 |
global.item_use_count = 0; |
| 130 |
global.item_gift_count = 0; |
| 131 |
} |
| 132 |
} |