1 |
var fight_number = global.fight_number; |
2 |
var battle_enemy_name = global.battle_enemy_name; |
3 |
var enemy_vulnerable_hold; |
4 |
if (fight_number == 1) |
5 |
enemy_vulnerable_hold = global.enemy_vulnerable; |
6 |
else if (fight_number == 2) |
7 |
enemy_vulnerable_hold = global.enemy_vulnerable_2; |
8 |
else if (fight_number == 3) |
9 |
enemy_vulnerable_hold = global.enemy_vulnerable_3; |
10 |
var player_weapon_attack_original = global.player_weapon_attack; |
11 |
var player_attack_original = global.player_attack; |
12 |
switch (global.player_weapon_modifier) |
13 |
{ |
14 |
case "Silver Ammo": |
15 |
if (shot_type == "weak") |
16 |
{ |
17 |
global.player_attack *= 0.5; |
18 |
global.player_weapon_attack *= 0.5; |
19 |
} |
20 |
else if (shot_type == "strong") |
21 |
{ |
22 |
global.player_attack *= 1.25; |
23 |
global.player_weapon_attack *= 1.25; |
24 |
} |
25 |
break; |
26 |
} |
27 |
if (global.battling_boss == true) |
28 |
{ |
29 |
if (battle_enemy_name == "dalv") |
30 |
{ |
31 |
if (global.action_2_important == true) |
32 |
global.enemy_sparing = true; |
33 |
scr_damage_determination_bossscr_damage_determination_bossfunction 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); |
34 |
} |
35 |
else if (battle_enemy_name == "axis genocide" && (global.geno_complete[4] || (global.geno_complete[3] && global.attack_cycle < global.attack_cycle_max))) |
36 |
{ |
37 |
global.attacking_damage_stat = 0; |
38 |
instance_create(319, 120, obj_text_damage_count); |
39 |
audio_play_sound(10, 20, false, 1, 0, random_range(0.8, 1.2)); |
40 |
damage_type = "normal"; |
41 |
var attack_code = instance_create(0, 0, obj_battle_boss_attacking_code); |
42 |
attack_code.alarm[1] = 20; |
43 |
} |
44 |
else if (battle_enemy_name == "axis" && instance_exists(obj_battle_enemy_axis_generator)) |
45 |
{ |
46 |
global.attacking_damage_stat = 0; |
47 |
instance_create(319, 120, obj_text_damage_count); |
48 |
audio_play_sound(354, 20, false, 1, 0, random_range(0.8, 1.2)); |
49 |
damage_type = "normal"; |
50 |
var attack_code = instance_create(0, 0, obj_battle_boss_attacking_code); |
51 |
attack_code.alarm[1] = 20; |
52 |
} |
53 |
else if (battle_enemy_name == "micro froggit") |
54 |
{ |
55 |
if (shot_type != "strong") |
56 |
{ |
57 |
global.attacking_damage_stat = 0; |
58 |
instance_create(319, 120, obj_text_damage_count); |
59 |
audio_play_sound(364, 20, false, 1, 0, random_range(0.8, 1.2)); |
60 |
damage_type = "normal"; |
61 |
var attack_code = instance_create(0, 0, obj_battle_boss_attacking_code); |
62 |
attack_code.alarm[1] = 20; |
63 |
} |
64 |
else |
65 |
{ |
66 |
scr_damage_determination_bossscr_damage_determination_bossfunction 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); |
67 |
} |
68 |
} |
69 |
else if (battle_enemy_name == "macro froggit") |
70 |
{ |
71 |
global.attacking_damage_stat = 0; |
72 |
instance_create(319, 120, obj_text_damage_count); |
73 |
audio_play_sound(635, 20, false, 1, 0, random_range(0.8, 1.2)); |
74 |
damage_type = "normal"; |
75 |
var attack_code = instance_create(0, 0, obj_battle_boss_attacking_code); |
76 |
attack_code.alarm[1] = 20; |
77 |
} |
78 |
else if (battle_enemy_name == "ceroba") |
79 |
{ |
80 |
global.attacking_damage_stat = 0; |
81 |
instance_create(319, 120, obj_text_damage_count); |
82 |
with (obj_ceroba_phase_2_shield) |
83 |
{ |
84 |
audio_play_sound(snd_ceroba_shield_impact, 1, 0); |
85 |
audio_play_sound(snd_monster_damage_miss, 1, 0); |
86 |
hit_show_timer = 30; |
87 |
bullet_hit_draw_timer = 5; |
88 |
} |
89 |
damage_type = "normal"; |
90 |
var attack_code = instance_create(0, 0, obj_battle_boss_attacking_code); |
91 |
attack_code.alarm[1] = 20; |
92 |
} |
93 |
else |
94 |
{ |
95 |
scr_damage_determination_bossscr_damage_determination_bossfunction 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); |
96 |
} |
97 |
} |
98 |
else if (global.fight_number == 1) |
99 |
{ |
100 |
scr_damage_determination_enemyscr_damage_determination_enemyfunction 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); |
101 |
} |
102 |
else if (global.fight_number == 2) |
103 |
{ |
104 |
scr_damage_determination_enemy_2scr_damage_determination_enemy_2function 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); |
105 |
} |
106 |
else if (global.fight_number == 3) |
107 |
{ |
108 |
scr_damage_determination_enemy_3scr_damage_determination_enemy_3function 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); |
109 |
} |
110 |
global.player_attack = player_attack_original; |
111 |
global.player_weapon_attack = player_weapon_attack_original; |
112 |
if (fight_number == 1) |
113 |
global.enemy_vulnerable = enemy_vulnerable_hold; |
114 |
else if (fight_number == 2) |
115 |
global.enemy_vulnerable_2 = enemy_vulnerable_hold; |
116 |
else if (fight_number == 3) |
117 |
global.enemy_vulnerable_3 = enemy_vulnerable_hold; |