|
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_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);
|
|
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_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);
|
|
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_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);
|
|
96
|
}
|
|
97
|
}
|
|
98
|
else if (global.fight_number == 1)
|
|
99
|
{
|
|
100
|
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);
|
|
101
|
}
|
|
102
|
else if (global.fight_number == 2)
|
|
103
|
{
|
|
104
|
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);
|
|
105
|
}
|
|
106
|
else if (global.fight_number == 3)
|
|
107
|
{
|
|
108
|
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);
|
|
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;
|