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gml_GlobalScript_scr_battle_force_action

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function 
scr_battle_force_action
scr_battle_force_action

function
scr_battle_force_action(arg0, arg1, arg2, arg3)
{ _charactor = arg0; _charinstance = obj_herokris; if (_charactor == "noelle") { _charinstance = obj_heronoelle; _charnum = 4; } if (_charactor == "ralsei") { _charinstance = obj_heroralsei; _charnum = 3; } if (_charactor == "susie") { _charinstance = obj_herosusie; _charnum = 2; } if (_charactor == "kris") { _charinstance = obj_herokris; _charnum = 1; } if (instance_exists(_charinstance)) { with (_charinstance) { if (arg1 == "hurt") hurt = 1; if (arg1 == "defend") global.faceaction[myself] = 4; if (arg1 == "attack") { points = 150; state = 1; force = 1; global.chartarget[myself] = arg2; } if (arg1 == "spell") { state = 2; attacktimer = 0; force = 1; global.chartarget[myself] = arg2; global.faceaction[myself] = 2; global.charaction[myself] = 2; global.charspecial[myself] = arg3; } if (arg1 == "spare") { state = 2; attacktimer = 0; force = 1; global.chartarget[myself] = arg2; global.faceaction[myself] = 2; global.charaction[myself] = 2; global.charspecial[myself] = 100; } if (arg1 == "item") { state = 2; attacktimer = 0; force = 1; global.chartarget[myself] = arg2; global.faceaction[myself] = 2; global.charaction[myself] = 2; global.charspecial[myself] = 100; } if (arg1 == "act") { state = 6; global.actingchoice[_charnum] = arg3; with (obj_battlecontroller) { actsimul[arg3] = global.actsimul[arg2][arg3];
scr_actselect(arg2, arg3);
} } } } }
(arg0, arg1, arg2, arg3)
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{
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    _charactor = arg0;
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    _charinstance = obj_herokris;
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    if (_charactor == "noelle")
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    {
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        _charinstance = obj_heronoelle;
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        _charnum = 4;
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    }
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    if (_charactor == "ralsei")
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    {
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        _charinstance = obj_heroralsei;
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        _charnum = 3;
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    }
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    if (_charactor == "susie")
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    {
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        _charinstance = obj_herosusie;
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        _charnum = 2;
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    }
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    if (_charactor == "kris")
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    {
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        _charinstance = obj_herokris;
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        _charnum = 1;
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    }
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    if (instance_exists(_charinstance))
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    {
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        with (_charinstance)
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        {
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            if (arg1 == "hurt")
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                hurt = 1;
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            if (arg1 == "defend")
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                global.faceaction[myself] = 4;
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            if (arg1 == "attack")
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            {
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                points = 150;
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                state = 1;
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                force = 1;
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                global.chartarget[myself] = arg2;
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            }
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            if (arg1 == "spell")
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            {
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                state = 2;
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                attacktimer = 0;
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                force = 1;
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                global.chartarget[myself] = arg2;
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                global.faceaction[myself] = 2;
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                global.charaction[myself] = 2;
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                global.charspecial[myself] = arg3;
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            }
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            if (arg1 == "spare")
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            {
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                state = 2;
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                attacktimer = 0;
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                force = 1;
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                global.chartarget[myself] = arg2;
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                global.faceaction[myself] = 2;
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                global.charaction[myself] = 2;
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                global.charspecial[myself] = 100;
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            }
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            if (arg1 == "item")
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            {
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                state = 2;
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                attacktimer = 0;
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                force = 1;
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                global.chartarget[myself] = arg2;
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                global.faceaction[myself] = 2;
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                global.charaction[myself] = 2;
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                global.charspecial[myself] = 100;
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            }
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            if (arg1 == "act")
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            {
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                state = 6;
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                global.actingchoice[_charnum] = arg3;
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                with (obj_battlecontroller)
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                {
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                    actsimul[arg3] = global.actsimul[arg2][arg3];
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scr_actselect
scr_actselect

function
scr_actselect(arg0, arg1)
{ if (i_ex(global.monsterinstance[arg0])) { if (global.char[global.charturn] == 1) global.monsterinstance[arg0].acting = arg1 + 1; if (global.char[global.charturn] == 2) global.monsterinstance[arg0].actingsus = arg1 + 1; if (global.char[global.charturn] == 3) global.monsterinstance[arg0].actingral = arg1 + 1; if (global.char[global.charturn] == 4) global.monsterinstance[arg0].actingnoe = arg1 + 1; } if (global.char[global.charturn] == 1) { global.actingsimul[0] = actsimul[arg1]; global.acting[0] = 1; global.actingsingle[0] = 1; global.actingtarget[global.charturn] = arg0; if (global.actactor[arg0][arg1] == 2) global.acting[charpos[1]] = 1; if (global.actactor[arg0][arg1] == 3) global.acting[charpos[2]] = 1; if (global.actactor[arg0][arg1] == 4) { global.acting[2] = 1; global.acting[1] = 1; } if (global.actactor[arg0][arg1] == 5) global.acting[charpos[3]] = 1; for (i = 0; i < 3; i += 1) { if (global.acting[i] == 1) { global.faceaction[i] = 6; global.charaction[i] = 9; } } } else { global.actingtarget[global.charturn] = arg0; global.actingsingle[global.charturn] = 1; global.actingsimul[global.charturn] = actsimul[arg1]; global.faceaction[global.charturn] = 6; global.charaction[global.charturn] = 9; } }
(arg2, arg3);
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                }
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            }
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        }
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    }
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}