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1
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function scr_battle_force_actionscr_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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2
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{
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3
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_charactor = arg0;
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4
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_charinstance = obj_herokris;
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5
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if (_charactor == "noelle")
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6
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{
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_charinstance = obj_heronoelle;
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8
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_charnum = 4;
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9
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}
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10
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if (_charactor == "ralsei")
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11
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{
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_charinstance = obj_heroralsei;
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13
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_charnum = 3;
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14
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}
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15
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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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48
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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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77
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scr_actselectscr_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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78
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}
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}
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80
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}
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}
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}
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