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; |