Undertale Yellow script viewer

← back to main script listing

gml_GlobalScript_scr_enemy_mode_shift_martlet_genocide

(view raw script w/o annotations or w/e)
1
function scr_enemy_mode_shift_martlet_genocide
scr_enemy_mode_shift_martlet_genocide

function 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
}