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www.eng/js/plugins/SRD_WaitOptions.js
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236
www.eng/js/plugins/SRD_WaitOptions.js
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/*:
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* @plugindesc Adds more options for waiting in your events.
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* @author SumRndmDde
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*
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* @param SE Wait Buffer
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* @desc This is a guarenteed amount of waiting frames that occur when checking for SE to end.
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* @default 4
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*
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* @help
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*
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* Wait Options
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* Version 1.01
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* SumRndmDde
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*
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*
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* This is a plugin that adds more options for waiting during events.
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*
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*
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* ==========================================================================
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* Plugin Commands
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* ==========================================================================
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*
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* How to wait for a specific amount of time:
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*
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*
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* Wait [number] Frames
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*
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* Allows you to wait for a certain amount of frames.
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*
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*
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* Wait [number] Seconds
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*
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* Allows you to wait for a certain amount of seconds.
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*
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*
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* Wait [number] Minutes
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*
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* Allows you to wait for a certain amount of minutes.
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*
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*
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* ==========================================================================
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*
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*
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* Wait for Route
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*
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* Waits for all movement routes to complete.
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*
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*
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* Wait for Animation
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*
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* Waits for all animations to complete.
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*
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*
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* Wait for Balloon
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*
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* Waits for all balloon animations to complete.
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*
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*
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* Wait for Message
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*
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* Waits for all messages to complete (best for parallel processes).
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*
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*
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* Wait for Transfer
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*
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* Waits for map transfer to complete
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*
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*
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* Wait for Scroll
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*
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* Waits for scrolling to complete.
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*
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*
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* Wait for Gather
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*
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* Waits for all followers to gather.
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*
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*
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* Wait for Action
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*
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* Waits for battle action to complete.
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*
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*
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* Wait for Video
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*
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* Waits for all videos to complete playing.
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*
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*
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* Wait for Image
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*
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* Waits for images to load.
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*
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*
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* Wait for SE
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*
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* Waits for all sound effects to stop playing.
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*
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*
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* Wait for ME
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*
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* Waits for all music effects to stop playing.
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*
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*
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* ==========================================================================
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*
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*
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* Cancel Wait
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*
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* Cancels all waiting.
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*
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*
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* ==========================================================================
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* How to Make Custom Waiting Conditions
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* ==========================================================================
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*
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* Wait for Condition [condition]
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*
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* Waits for a custom coindition.
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*
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*
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* Example:
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*
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* Wait for Condition $gameVariable.value(3) > 5
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*
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* This will wait until Variable 3 is greater than 5.
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*
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*
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* ==========================================================================
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* End of Help File
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* ==========================================================================
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*
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* Welcome to the bottom of the Help file.
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*
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*
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* Thanks for reading!
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* If you have questions, or if you enjoyed this Plugin, please check
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* out my YouTube channel!
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*
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* https://www.youtube.com/c/SumRndmDde
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*
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*
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* Until next time,
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* ~ SumRndmDde
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*
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*/
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var SRD = SRD || {};
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SRD.WaitOptions = SRD.WaitOptions || {};
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var Imported = Imported || {};
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Imported["SumRndmDde Wait Options"] = 1.01;
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(function(_) {
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"use strict";
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var params = PluginManager.parameters('SRD_WaitOptions');
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_.seWait = parseInt(params['SE Wait Buffer']);
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var _Game_Interpreter_clear = Game_Interpreter.prototype.clear;
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Game_Interpreter.prototype.clear = function() {
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_Game_Interpreter_clear.apply(this, arguments);
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this._waitConditions = [];
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};
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var _Game_Interpreter_updateWaitMode = Game_Interpreter.prototype.updateWaitMode;
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Game_Interpreter.prototype.updateWaitMode = function() {
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if(this._waitMode === 'se') {
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if(AudioManager._seBuffers.length === 0) {
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this._waitMode = '';
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} else {
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var playing = false;
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for(var i = 0; i < AudioManager._seBuffers.length; i++) {
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if(AudioManager._seBuffers[i].isPlaying()) {
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playing = true;
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}
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}
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if(playing) return true;
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}
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} else if(this._waitMode === 'me') {
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if(AudioManager._meBuffer) {
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return true;
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} else {
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this._waitMode = '';
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}
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}
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var waiting = _Game_Interpreter_updateWaitMode.apply(this, arguments);
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for(var i = 0; i < this._waitConditions.length; i++) {
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if(!eval(this._waitConditions[i])) {
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waiting = true;
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if(!this._waitMode) this._waitMode = 'condition';
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break;
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} else {
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this._waitConditions.pop(i, 1);
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i--;
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}
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}
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return waiting;
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};
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var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function(command, args) {
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_Game_Interpreter_pluginCommand.apply(this, arguments);
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if(command.trim().toLowerCase() === 'wait') {
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if(args[0].trim().toLowerCase() === 'for') {
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if(args[1].trim().toLowerCase() === 'condition') {
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var condition = '';
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for(var i = 2; i < args.length; i++) {
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condition += args[i] + ' ';
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}
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this._waitConditions.push(condition);
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} else {
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this.setWaitMode(args[1].trim().toLowerCase());
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if(this._waitMode === 'se') {
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this.wait(_.seWait);
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}
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}
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} else if(args[0].match(/(\d+)/i)) {
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var value = parseInt(RegExp.$1);
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if(args[1].trim().toLowerCase() === 'frames') {
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this.wait(value);
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} else if(args[1].trim().toLowerCase() === 'seconds') {
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this.wait(value * 60);
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} else if(args[1].trim().toLowerCase() === 'minutes') {
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this.wait(value * 60 * 60);
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}
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}
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} else if(command.trim().toLowerCase() === 'cancel' && args[0].trim().toLowerCase() === 'wait') {
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this.setWaitMode('');
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this.wait(0);
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}
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};
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})(SRD.WaitOptions);
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