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1
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function scr_insomnitot_solo_no_attackscr_insomnitot_solo_no_attack
function scr_insomnitot_solo_no_attack()
{
global.action_1_selected_count = 0;
global.action_2_selected_count = 0;
global.action_3_selected_count = 0;
global.turns_passed += 1;
global.last_action_selected = "Nothing";
global.hurt_self = global.hit_self;
global.hit_self = false;
global.enemy_hurt = global.enemy_hit;
global.enemy_hit = false;
global.item_used = global.item_use;
global.item_use = "Nothing";
global.item_gifted = global.item_gift;
global.item_gift = "Nothing";
global.determine_attack_priority = 1;
script_execute(scr_determine_enemy_attack_yellow);
with (obj_heart_battle_menu)
event_user(0);
instance_destroy();
} ()
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2
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{
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3
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global.action_1_selected_count = 0;
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4
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global.action_2_selected_count = 0;
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5
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global.action_3_selected_count = 0;
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6
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global.turns_passed += 1;
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7
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global.last_action_selected = "Nothing";
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8
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global.hurt_self = global.hit_self;
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9
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global.hit_self = false;
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10
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global.enemy_hurt = global.enemy_hit;
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11
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global.enemy_hit = false;
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12
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global.item_used = global.item_use;
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13
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global.item_use = "Nothing";
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14
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global.item_gifted = global.item_gift;
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15
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global.item_gift = "Nothing";
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16
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global.determine_attack_priority = 1;
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17
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script_execute(scr_determine_enemy_attack_yellow);
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18
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with (obj_heart_battle_menu)
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19
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event_user(0);
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20
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instance_destroy();
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21
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}
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