|
1
|
var fight_number = global.fight_number;
|
|
2
|
var enemy_vulnerable_hold;
|
|
3
|
if (fight_number == 1)
|
|
4
|
enemy_vulnerable_hold = global.enemy_vulnerable;
|
|
5
|
else if (fight_number == 2)
|
|
6
|
enemy_vulnerable_hold = global.enemy_vulnerable_2;
|
|
7
|
else if (fight_number == 3)
|
|
8
|
enemy_vulnerable_hold = global.enemy_vulnerable_3;
|
|
9
|
var player_weapon_attack_original = global.player_weapon_attack;
|
|
10
|
var player_attack_original = global.player_attack;
|
|
11
|
switch (global.player_weapon_modifier)
|
|
12
|
{
|
|
13
|
case "Silver Ammo":
|
|
14
|
if (shot_type == "weak")
|
|
15
|
{
|
|
16
|
global.player_attack *= 0.5;
|
|
17
|
global.player_weapon_attack *= 0.5;
|
|
18
|
}
|
|
19
|
else if (shot_type == "strong")
|
|
20
|
{
|
|
21
|
global.player_attack *= 1.75;
|
|
22
|
global.player_weapon_attack *= 1.75;
|
|
23
|
}
|
|
24
|
break;
|
|
25
|
}
|
|
26
|
if (global.battling_boss == true)
|
|
27
|
scr_damage_determination_bossscr_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);
|
|
28
|
else if (global.fight_number == 1)
|
|
29
|
scr_damage_determination_enemyscr_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);
|
|
30
|
else if (global.fight_number == 2)
|
|
31
|
scr_damage_determination_enemy_2scr_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);
|
|
32
|
else if (global.fight_number == 3)
|
|
33
|
scr_damage_determination_enemy_3scr_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);
|
|
34
|
global.player_attack = player_attack_original;
|
|
35
|
global.player_weapon_attack = player_weapon_attack_original;
|
|
36
|
if (fight_number == 1)
|
|
37
|
global.enemy_vulnerable = enemy_vulnerable_hold;
|
|
38
|
else if (fight_number == 2)
|
|
39
|
global.enemy_vulnerable_2 = enemy_vulnerable_hold;
|
|
40
|
else if (fight_number == 3)
|
|
41
|
global.enemy_vulnerable_3 = enemy_vulnerable_hold;
|