function scr_enemy_mode_shift_end_martlet_genocide() //gml_Script_scr_enemy_mode_shift_end_martlet_genocide { var reset_counters = false var enemy_mode = global.enemy_mode switch enemy_mode { case 2: if (global.hit_count >= 3) { global.enemy_mode_previous = global.enemy_mode global.enemy_mode = 3 reset_counters = true } break } enemy_mode = global.enemy_mode var enemy_mode_gen_preprevious = global.enemy_mode_gen_previous var enemy_mode_gen_current = global.enemy_mode_gen switch enemy_mode { case 0: global.enemy_mode_gen = 0 break case 1: global.enemy_mode_gen = 1 break case 2: case 3: global.enemy_mode_gen = 2 break case 4: global.enemy_mode_gen = 3 break case 5: case 6: global.enemy_mode_gen = 4 break } if (global.enemy_mode_gen != enemy_mode_gen_current) global.enemy_mode_gen_previous = enemy_mode_gen_current if (reset_counters == true) { global.turns_passed = 0 global.action_1_selected_count = 0 global.action_2_selected_count = 0 global.spare_selected_count = 0 global.hit_count = 0 global.miss_count = 0 global.no_hit_count = 0 global.hurt_self_count = 0 global.hurt_self_turn_count = 0 global.item_use_count = 0 global.item_gift_count = 0 } }