| 1 |
if (instance_exists(obj_dialogue_battle_flee)) |
| 2 |
{ |
| 3 |
switch (global.enemy_count) |
| 4 |
{ |
| 5 |
case 1: |
| 6 |
if (global.enemy_dead == false) |
| 7 |
global.enemy_exp = 0; |
| 8 |
global.player_exp += global.enemy_exp; |
| 9 |
global.player_gold += global.enemy_gold; |
| 10 |
break; |
| 11 |
case 2: |
| 12 |
if (global.enemy_dead == false) |
| 13 |
global.enemy_exp = 0; |
| 14 |
if (global.enemy_dead_2 == false) |
| 15 |
global.enemy_exp_2 = 0; |
| 16 |
global.player_exp += (global.enemy_exp + global.enemy_exp_2); |
| 17 |
global.player_gold += (global.enemy_gold + global.enemy_gold_2); |
| 18 |
break; |
| 19 |
case 3: |
| 20 |
if (global.enemy_dead == false) |
| 21 |
global.enemy_exp = 0; |
| 22 |
if (global.enemy_dead_2 == false) |
| 23 |
global.enemy_exp_2 = 0; |
| 24 |
if (global.enemy_dead_3 == false) |
| 25 |
global.enemy_exp_3 = 0; |
| 26 |
global.player_exp += (global.enemy_exp + global.enemy_exp_2 + global.enemy_exp_3); |
| 27 |
global.player_gold += (global.enemy_gold + global.enemy_gold_2 + global.enemy_gold_3); |
| 28 |
break; |
| 29 |
} |
| 30 |
if (global.player_exp >= global.player_exp_next[global.player_level]) |
| 31 |
{ |
| 32 |
for (var i = global.player_level; i <= 20; i += 1) |
| 33 |
{ |
| 34 |
if (global.player_exp >= global.player_exp_next[i]) |
| 35 |
{ |
| 36 |
global.player_level = i + 1; |
| 37 |
global.max_hp_self = global.player_hp_next[i]; |
| 38 |
global.player_attack = global.player_attack_next[i]; |
| 39 |
global.player_defense = global.player_defense_next[i]; |
| 40 |
} |
| 41 |
else |
| 42 |
{ |
| 43 |
break; |
| 44 |
} |
| 45 |
} |
| 46 |
} |
| 47 |
} |
| 48 |
obj_pl.image_alpha = 1; |
| 49 |
if (global.party_member != -4) |
| 50 |
global.party_member.image_alpha = 1; |
| 51 |
scr_cutscene_end(); |
| 52 |
room_goto(asset_get_index(global.current_room_overworld)); |
| 53 |
fade_out = true; |