function scr_determine_attacking_damage_stat_critical() { var player_weapon = global.player_weapon; var player_weapon_modifier = global.player_weapon_modifier; var enemy_count = global.enemy_count; switch (player_weapon) { case "Toy Gun": switch (player_weapon_modifier) { case "Pebble Ammo": case "Cff Bean Ammo": case "Glass Ammo": case "Super Ammo": case "Silver Ammo": var hit_count = 1; break; case "Ice Pellets": var hit_count = 2; break; case "Flint": case "Friendliness Pellets": case "Nails": var hit_count = 3; break; default: var hit_count = 1; } 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); if (enemy_count >= 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); if (enemy_count >= 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); break; case "Wild Revolver": switch (player_weapon_modifier) { case "Pebble Ammo": case "Cff Bean Ammo": case "Glass Ammo": case "Super Ammo": case "Silver Ammo": var hit_count = 1; break; case "Ice Pellets": var hit_count = 2; break; case "Flint": case "Friendliness Pellets": case "Nails": var hit_count = 3; break; default: var hit_count = 1; } 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); if (enemy_count >= 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); if (enemy_count >= 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); break; default: 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); if (enemy_count >= 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); if (enemy_count >= 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); } }