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; |
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global.enemy_mode = 2; |
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reset_counters = true; |
15 |
} |
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else if (global.enemy_hit == false) |
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{ |
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global.enemy_mode_previous = global.enemy_mode; |
19 |
global.enemy_mode = 1; |
20 |
reset_counters = true; |
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} |
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} |
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else if (arg0 == "Action 1") |
24 |
{ |
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global.enemy_mode_previous = global.enemy_mode; |
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global.enemy_mode = 4; |
27 |
reset_counters = true; |
28 |
} |
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else |
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{ |
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global.enemy_mode_previous = global.enemy_mode; |
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global.enemy_mode = 1; |
33 |
reset_counters = true; |
34 |
} |
35 |
break; |
36 |
case 1: |
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if (arg0 == "Fight 1") |
38 |
{ |
39 |
if (global.enemy_hit == true) |
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{ |
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global.enemy_mode_previous = global.enemy_mode; |
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global.enemy_mode = 2; |
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reset_counters = true; |
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} |
45 |
} |
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else if (arg0 == "Action 1") |
47 |
{ |
48 |
global.enemy_mode_previous = global.enemy_mode; |
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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 |
{ |
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global.enemy_mode_previous = global.enemy_mode; |
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global.enemy_mode = 5; |
68 |
reset_counters = true; |
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} |
70 |
} |
71 |
break; |
72 |
case 4: |
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if (arg0 == "Fight 1") |
74 |
{ |
75 |
if (global.enemy_hit == true) |
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{ |
77 |
if (global.action_1_selected_count < 2) |
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{ |
79 |
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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else |
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{ |
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global.enemy_mode_previous = global.enemy_mode; |
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global.enemy_mode = 6; |
87 |
reset_counters = true; |
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} |
89 |
} |
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} |
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break; |
92 |
} |
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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; |
96 |
switch (enemy_mode) |
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{ |
98 |
case 0: |
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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 |
} |