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gml_Object_obj_final_boss_circle_Other_10

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1
var fight_number = global.fight_number;
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var enemy_vulnerable_hold;
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if (fight_number == 1)
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    enemy_vulnerable_hold = global.enemy_vulnerable;
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else if (fight_number == 2)
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    enemy_vulnerable_hold = global.enemy_vulnerable_2;
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else if (fight_number == 3)
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    enemy_vulnerable_hold = global.enemy_vulnerable_3;
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var player_weapon_attack_original = global.player_weapon_attack;
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var player_attack_original = global.player_attack;
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switch (global.player_weapon_modifier)
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{
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    case "Silver Ammo":
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        if (shot_type == "weak")
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        {
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            global.player_attack *= 0.5;
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            global.player_weapon_attack *= 0.5;
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        }
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        else if (shot_type == "strong")
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        {
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            global.player_attack *= 1.75;
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            global.player_weapon_attack *= 1.75;
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        }
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        break;
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}
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if (global.battling_boss == true)
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    scr_damage_determination_boss
scr_damage_determination_boss

function scr_damage_determination_boss(arg0) { switch (arg0) { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5); r = random_range(0, 2); switch (shot_type) { case "strong": b = 2.5; break; case "medium": b = 2; break; default: b = 1.5; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * b); break; case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5); r = random_range(0, 2); b = 1.5; var b_diff = 1 / circle_count; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff; switch (st_temp) { case 3: b += b_diff; break; case 2: b += (0.8 * b_diff); break; default: b += (0.6 * b_diff); } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * clamp(b, 1.5, 3)); break; case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; switch (shot_type) { case "strong": b += b_inc; break; case "medium": b += (b_inc * 0.5); break; default: b = 0; } var st_temp; for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc * 0.5); break; default: b += 0; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * b); break; case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc / 2); break; default: b += 0; } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: ...
(dd_type);
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else if (global.fight_number == 1)
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    scr_damage_determination_enemy
scr_damage_determination_enemy

function scr_damage_determination_enemy(arg0) { if (live_call()) return global.live_result; switch (arg0) { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5); r = random_range(0, 2); switch (shot_type) { case "strong": b = 2.5; break; case "medium": b = 2; break; default: b = 1.5; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_attack) - global.enemy_defense_stat) + r) * b); break; case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5); r = random_range(0, 2); b = 1.5; var b_diff = 1 / circle_count; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff; switch (st_temp) { case 3: b += b_diff; break; case 2: b += (0.8 * b_diff); break; default: b += (0.6 * b_diff); } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * clamp(b, 1.5, 3)); break; case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; switch (shot_type) { case "strong": b += b_inc; break; case "medium": b += (b_inc * 0.5); break; default: b = 0; } var st_temp; for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc * 0.5); break; default: b += 0; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * b); break; case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc / 2); break; default: b += 0; } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) ...
(dd_type);
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else if (global.fight_number == 2)
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    scr_damage_determination_enemy_2
scr_damage_determination_enemy_2

function scr_damage_determination_enemy_2(arg0) { switch (arg0) { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2; global.attacking_damage_stat_critical_2 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + 2) * 2.5); r = random_range(0, 2); switch (shot_type) { case "strong": b = 2.5; break; case "medium": b = 2; break; default: b = 1.5; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_attack) - global.enemy_defense_stat_2) + r) * b); break; case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2; global.attacking_damage_stat_critical_2 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + 2) * 2.5); r = random_range(0, 2); b = 1.5; var b_diff = 1 / circle_count; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff; switch (st_temp) { case 3: b += b_diff; break; case 2: b += (0.8 * b_diff); break; default: b += (0.6 * b_diff); } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + r) * clamp(b, 1.5, 3)); break; case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2; global.attacking_damage_stat_critical_2 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; switch (shot_type) { case "strong": b += b_inc; break; case "medium": b += (b_inc * 0.5); break; default: b = 0; } var st_temp; for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc * 0.5); break; default: b += 0; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + r) * b); break; case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2; global.attacking_damage_stat_critical_2 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc / 2); break; default: b += 0; } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: ...
(dd_type);
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else if (global.fight_number == 3)
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    scr_damage_determination_enemy_3
scr_damage_determination_enemy_3

function scr_damage_determination_enemy_3(arg0) { switch (arg0) { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3; global.attacking_damage_stat_critical_3 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + 2) * 2.5); r = random_range(0, 2); switch (shot_type) { case "strong": b = 2.5; break; case "medium": b = 2; break; default: b = 1.5; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_attack) - global.enemy_defense_stat_3) + r) * b); break; case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3; global.attacking_damage_stat_critical_3 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + 2) * 2.5); r = random_range(0, 2); b = 1.5; var b_diff = 1 / circle_count; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff; switch (st_temp) { case 3: b += b_diff; break; case 2: b += (0.8 * b_diff); break; default: b += (0.6 * b_diff); } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + r) * clamp(b, 1.5, 3)); break; case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3; global.attacking_damage_stat_critical_3 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; switch (shot_type) { case "strong": b += b_inc; break; case "medium": b += (b_inc * 0.5); break; default: b = 0; } var st_temp; for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc * 0.5); break; default: b += 0; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + r) * b); break; case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3; global.attacking_damage_stat_critical_3 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc / 2); break; default: b += 0; } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: ...
(dd_type);
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global.player_attack = player_attack_original;
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global.player_weapon_attack = player_weapon_attack_original;
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if (fight_number == 1)
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    global.enemy_vulnerable = enemy_vulnerable_hold;
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else if (fight_number == 2)
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    global.enemy_vulnerable_2 = enemy_vulnerable_hold;
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else if (fight_number == 3)
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    global.enemy_vulnerable_3 = enemy_vulnerable_hold;