function 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; } }