//============================================================================= // TDS Custom Battle Action Text // Version: 1.0 //============================================================================= // Add to Imported List var Imported = Imported || {} ; Imported.TDS_CustomBattleActionText = true; // Initialize Alias Object var _TDS_ = _TDS_ || {} ; _TDS_.CustomBattleActionText = _TDS_.CustomBattleActionText || {}; //============================================================================= /*: * @plugindesc * This plugins allows you to set customized messages for actions. * * @author TDS */ //============================================================================= //============================================================================= // ** Window_BattleLog //----------------------------------------------------------------------------- // The window for displaying battle progress. No frame is displayed, but it is // handled as a window for convenience. //============================================================================= // Alias Listing //============================================================================= _TDS_.CustomBattleActionText.Window_BattleLog_displayAction = Window_BattleLog.prototype.displayAction; _TDS_.CustomBattleActionText.Window_BattleLog_displayActionResults = Window_BattleLog.prototype.displayActionResults; //============================================================================= // * Make Custom Action Text //============================================================================= Window_BattleLog.prototype.makeCustomActionText = function(subject, target, item) { var user = subject; var result = target.result(); var hit = result.isHit(); var success = result.success; var critical = result.critical; var missed = result.missed; var evaded = result.evaded; var hpDam = result.hpDamage; var mpDam = result.mpDamage; var tpDam = result.tpDamage; var addedStates = result.addedStates; var removedStates = result.removedStates; var strongHit = result.elementStrong; var weakHit = result.elementWeak; var text = ''; var type = item.meta.BattleLogType.toUpperCase(); var switches = $gameSwitches; var unitLowestIndex = target.friendsUnit().getLowestIndexMember(); function parseNoEffectEmotion(tname, em) { if(em.toLowerCase().contains("afraid")) { if(tname === $gameActors.actor(1).name()) {return "OMORI cannot be AFRAID!\r\n"} return target.name() + " cannot be AFRAID!\r\n"; } let finalString = `${tname} can't get ${em}`; if(finalString.length >= 40) { let voinIndex = 0; for(let i = 40; i >= 0; i--) { if(finalString[i] === " ") { voinIndex = i; break; } } finalString = [finalString.slice(0, voinIndex).trim(), "\r\n", finalString.slice(voinIndex).trimLeft()].join('') } return finalString; } function parseNoStateChange(tname,stat,hl) { let noStateChangeText = `${tname}'s ${stat} can't go\r\nany ${hl}`; // TARGET NAME - STAT - HIGHER/LOWER return noStateChangeText } // Type case //OMORI// if (hpDam != 0) { var hpDamageText = target.name() + ' takes ' + hpDam + ' damage!'; if (strongHit) { hpDamageText = '...It was a moving attack!\r\n' + hpDamageText; } else if (weakHit) { hpDamageText = '...It was a dull attack.\r\n' + hpDamageText; } } else if (result.isHit() === true) { var hpDamageText = user.name() + "'s attack did nothing."; } else { var hpDamageText = user.name() + "'s attack whiffed!"; } if (critical) { hpDamageText = 'IT HIT RIGHT IN THE HEART!\r\n' + hpDamageText; } if (mpDam > 0) { var mpDamageText = target.name() + ' lost ' + mpDam + ' JUICE...'; hpDamageText = hpDamageText + "\r\n" + mpDamageText; } else { var mpDamageText = ''; } switch (type) { case 'BLANK': // ATTACK text = '...'; break; case 'ATTACK': // ATTACK text = user.name() + ' attacks ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'MULTIHIT': text = user.name() + "does moving damage!\r\n"; break; case 'OBSERVE': // OBSERVE text = user.name() + ' focuses his vision and observes.\r\n'; text += target.name() + '!'; break; case 'OBSERVE TARGET': // OBSERVE TARGET //text = user.name() + " observes " + target.name() + ".\r\n"; text = target.name() + ' has their eyes on\r\n'; text += user.name() + '!'; break; case 'OBSERVE ALL': // OBSERVE TARGET //text = user.name() + " observes " + target.name() + ".\r\n"; text = user.name() + ' focuses his vision and observes.\r\n'; text += target.name() + '!'; text = target.name() + ' has their eyes on everyone!'; break; case 'SAD POEM': // SAD POEM text = user.name() + ' reads a sad poem.\r\n'; if(!target._noEffectMessage) { if(target.isStateAffected(12)) {text += target.name() + ' feels MISERABLE...';} else if(target.isStateAffected(11)) {text += target.name() + ' feels DEPRESSED..';} else if(target.isStateAffected(10)) {text += target.name() + ' feels SAD.';} } else {text += parseNoEffectEmotion(target.name(), "SADDER!")} break; case 'STAB': // STAB text = user.name() + ' stabs ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'TRICK': // TRICK text = user.name() + ' tricks ' + target.name() + '.\r\n'; if(target.isEmotionAffected("happy")) { if(!target._noStateMessage) {text += target.name() + '\'s SPEED fell!\r\n';} else {text += parseNoStateChange(target.name(), "SPEED", "lower!\r\n")} } text += hpDamageText; break; case 'SHUN': // SHUN text = user.name() + ' shuns ' + target.name() + '.\r\n'; if(target.isEmotionAffected("sad")) { if(!target._noStateMessage) {text += target.name() + '\'s DEFENSE fell.\r\n';} else {text += parseNoStateChange(target.name(), "DEFENSE", "lower!\r\n")} } text += hpDamageText; break; case 'MOCK': // MOCK text = user.name() + ' mocks ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'HACKAWAY': // Hack Away text = user.name() + ' swings his knife around wildy!'; break; case 'PICK POCKET': //Pick Pocket text = user.name() + ' tries to take an item!\r\n'; text += 'from ' + target.name(); break; case 'BREAD SLICE': //Bread Slice text = user.name() + ' slices ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'HIDE': // Hide text = user.name() + ' fades into the background... '; break; case 'QUICK ATTACK': // Quick Attack text = user.name() + ' lunges at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'EXPLOIT HAPPY': //Exploit Happy text = user.name() + ' exploits ' + target.name() + '\'s happiness!\r\n'; text += hpDamageText; break; case 'EXPLOIT SAD': // Exploit Sad text = user.name() + ' exploits ' + target.name() + '\'s\r\n'; text += 'sadness!\r\n'; text += hpDamageText; break; case 'EXPLOIT ANGRY': // Exploit Angry text = user.name() + ' exploits ' + target.name() + '\'s\r\n'; text += 'anger!\r\n'; text += hpDamageText; break; case 'EXPLOIT EMOTION': // Exploit Emotion text = user.name() + " exploits " + target.name() + "'s EMOTIONS"; if(text.length >= 34) { text = user.name() + ' exploits ' + target.name() + '\'s\r\n'; text += 'EMOTIONS!\r\n'; } else {text += "\r\n"} text += hpDamageText; break; case 'FINAL STRIKE': // Final Strike text = user.name() + ' unleashes his ultimate attack!'; break; case 'TRUTH': // PAINFUL TRUTH text = user.name() + ' whispers something to\r\n'; text += target.name() + '.\r\n'; text += hpDamageText + "\r\n"; if(!target._noEffectMessage) { text += target.name() + " feels SAD.\r\n"; } else {text += parseNoEffectEmotion(target.name(), "SADDER!\r\n")} if(user.isStateAffected(12)) {text += user.name() + " feels MISERABLE...";} else if(user.isStateAffected(11)) {text += user.name() + " feels DEPRESSED..";} else if(user.isStateAffected(10)) {text += user.name() + " feels SAD.";} break; case 'ATTACK AGAIN': // ATTACK AGAIN 2 text = user.name() + ' attacks again!\r\n'; text += hpDamageText; break; case 'TRIP': // TRIP text = user.name() + ' trips ' + target.name() + '!\r\n'; if(!target._noStateMessage) {text += target.name() + '\'s SPEED fell!\r\n';} else {text += parseNoStateChange(target.name(), "SPEED", "lower!\r\n")} text += hpDamageText; break; case 'TRIP 2': // TRIP 2 text = user.name() + ' trips ' + target.name() + '!\r\n'; if(!target._noStateMessage) {text += target.name() + '\'s SPEED fell!\r\n';} else {text += parseNoStateChange(target.name(), "SPEED", "lower!\r\n")} if(!target._noEffectMessage) {text += target.name() + ' feels SAD.\r\n';} else {text += parseNoEffectEmotion(target.name(), "SADDER!\r\n")} text += hpDamageText; break; case 'STARE': // STARE text = user.name() + ' stares at ' + target.name() + '.\r\n'; text += target.name() + ' feels uncomfortable.'; break; case 'RELEASE ENERGY': // RELEASE ENERGY text = user.name() + ' and friends come together and\r\n'; text += 'use their ultimate attack!'; break; case 'VERTIGO': // OMORI VERTIGO if(target.index() <= unitLowestIndex) { text = user.name() + ' throws the foes off balance!\r\n'; text += 'All foes\' ATTACK fell!\r\n'; } text += hpDamageText; break; case 'CRIPPLE': // OMORI CRIPPLE if(target.index() <= unitLowestIndex) { text = user.name() + ' cripples the foes!\r\n'; text += "All foes' SPEED fell.\r\n"; } text += hpDamageText; break; case 'SUFFOCATE': // OMORI SUFFOCATE if(target.index() <= unitLowestIndex) { text = user.name() + ' suffocates the foes!\r\n'; text += 'All foes feel a shortness of breath.\r\n'; text += "All foes' DEFENSE fell.\r\n"; } text += hpDamageText; break; //AUBREY// case 'PEP TALK': // PEP TALK text = user.name() + ' cheers on ' + target.name() + '!\r\n'; if(!target._noEffectMessage) { if(target.isStateAffected(8)) {text += target.name() + ' feels MANIC!!!';} else if(target.isStateAffected(7)) {text += target.name() + ' feels ECSTATIC!!';} else if(target.isStateAffected(6)) {text += target.name() + ' feels HAPPY!';} } else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")} break; case 'TEAM SPIRIT': // TEAM SPIRIT text = user.name() + ' cheers on ' + target.name() + '!\r\n'; if(!target._noEffectMessage) { if(target.isStateAffected(8)) {text += target.name() + ' feels MANIC!!!\r\n';} else if(target.isStateAffected(7)) {text += target.name() + ' feels ECSTATIC!!\r\n';} else if(target.isStateAffected(6)) {text += target.name() + ' feels HAPPY!\r\n';} } else {text += parseNoEffectEmotion(target.name(), "HAPPIER!\r\n")} if(!user._noEffectMessage) { if(user.isStateAffected(8)) {text += user.name() + ' feels MANIC!!!';} else if(user.isStateAffected(7)) {text += user.name() + ' feels ECSTATIC!!';} else if(user.isStateAffected(6)) {text += user.name() + ' feels HAPPY!';} } else {text += parseNoEffectEmotion(user.name(), "HAPPIER!\r\n")} break; case 'HEADBUTT': // HEADBUTT text = user.name() + ' headbutts ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'HOMERUN': // Homerun text = user.name() + ' knocks ' + target.name() + '\r\n'; text += 'out of the park!\r\n'; text += hpDamageText; break; case 'THROW': // Wind-up Throw text = user.name() + ' throws her weapon!'; break; case 'POWER HIT': //Power Hit text = user.name() + ' smashes ' + target.name() + '!\r\n'; if(!target._noStateMessage) {text += target.name() + '\'s DEFENSE fell.\r\n';} else {text += parseNoStateChange(target.name(), "DEFENSE", "lower!\r\n")} text += hpDamageText; break; case 'LAST RESORT': // Last Resort text = user.name() + ' strikes ' + target.name() + '\r\n'; text += 'with all her strength!\r\n'; text += hpDamageText; break; case 'COUNTER ATTACK': // Counter Attack text = user.name() + ' readies her bat!'; break; case 'COUNTER HEADBUTT': // Counter Headbutt text = user.name() + ' readies her head!'; break; case 'COUNTER ANGRY': //Counter Angry text = user.name() + ' braces herself!'; break; case 'LOOK OMORI 1': // Look at Omori 2 text = 'OMORI didn\'t notice ' + user.name() + ', so\r\n'; text += user.name() + ' attacks again!\r\n'; text += hpDamageText; break; case 'LOOK OMORI 2': // Look at Omori 2 text = 'OMORI still didn\'t notice ' + user.name() + ', so\r\n'; text += user.name() + ' attacks harder!\r\n'; text += hpDamageText; break; case 'LOOK OMORI 3': // Look at Omori 3 text = 'OMORI finally notices ' + user.name() + '!\r\n'; text += user.name() + ' swings her bat in happiness!\r\n'; text += hpDamageText; break; case 'LOOK KEL 1': // Look at Kel 1 text = 'KEL eggs AUBREY on!\r\n'; text += target.name() + " feels ANGRY!"; break; case 'LOOK KEL 2': // Look at Kel 2 text = 'KEL eggs AUBREY on!\r\n'; text += 'KEL\'s and AUBREY\'s ATTACK rose!\r\n'; var AUBREY = $gameActors.actor(2); var KEL = $gameActors.actor(3); if(AUBREY.isStateAffected(14) && KEL.isStateAffected(14)) {text += 'KEL and AUBREY feel ANGRY!';} else if(AUBREY.isStateAffected(14) && KEL.isStateAffected(15)) { text += 'KEL feels ENRAGED!!\r\n'; text += 'AUBREY feels ANGRY!'; } else if(AUBREY.isStateAffected(15) && KEL.isStateAffected(14)) { text += 'KEL feels ANGRY!\r\n'; text += 'AUBREY feels ENRAGED!!'; } else if(AUBREY.isStateAffected(15) && KEL.isStateAffected(15)) {text += 'KEL and AUBREY feel ENRAGED!!';} else {text += 'KEL and AUBREY feel ANGRY!';} break; case 'LOOK HERO': // LOOK AT HERO 1 text = 'HERO tells AUBREY to focus!\r\n'; if(target.isStateAffected(6)) {text += target.name() + " feels HAPPY!\r\n"} else if(target.isStateAffected(7)) {text += target.name() + " feels ECSTATIC!!\r\n"} text += user.name() + '\'s DEFENSE rose!!'; break; case 'LOOK HERO 2': // LOOK AT HERO 2 text = 'HERO cheers AUBREY!\r\n'; text += 'AUBREY\'s DEFENSE rose!!\r\n'; if(target.isStateAffected(6)) {text += target.name() + " feels HAPPY!\r\n"} else if(target.isStateAffected(7)) {text += target.name() + " feels ECSTATIC!!\r\n"} if(!!$gameTemp._statsState[0]) { var absHp = Math.abs($gameTemp._statsState[0] - $gameActors.actor(2).hp); if(absHp > 0) {text += `AUBREY recovers ${absHp} HEART!\r\n`;} } if(!!$gameTemp._statsState[1]) { var absMp = Math.abs($gameTemp._statsState[1] - $gameActors.actor(2).mp); if(absMp > 0) {text += `AUBREY recovers ${absMp} JUICE...`;} } $gameTemp._statsState = undefined; break; case 'TWIRL': // ATTACK text = user.name() + ' attacks ' + target.name() + '!\r\n'; text += hpDamageText; break; //KEL// case 'ANNOY': // ANNOY text = user.name() + ' annoys ' + target.name() + '!\r\n'; if(!target._noEffectMessage) { if(target.isStateAffected(14)) {text += target.name() + ' feels ANGRY!';} else if(target.isStateAffected(15)) {text += target.name() + ' feels ENRAGED!!';} else if(target.isStateAffected(16)) {text += target.name() + ' feels FURIOUS!!!';} } else {text += parseNoEffectEmotion(target.name(), "ANGRIER!")} break; case 'REBOUND': // REBOUND text = user.name() + '\'s ball ricochets everywhere!'; break; case 'FLEX': // FLEX text = user.name() + ' flexes and feels his best!\r\n'; text += user.name() + " HIT RATE rose!\r\n" break; case 'JUICE ME': // JUICE ME text = user.name() + ' passes the COCONUT to ' + target.name() + '!\r\n' var absMp = Math.abs(mpDam); if(absMp > 0) { text += `${target.name()} recovers ${absMp} JUICE...\r\n` } text += hpDamageText; break; case 'RALLY': // RALLY text = user.name() + ' gets everyone pumped up!\r\n'; if(user.isStateAffected(7)) {text += user.name() + " feels ECSTATIC!!\r\n"} else if(user.isStateAffected(6)) {text += user.name() + " feels HAPPY!\r\n"} text += "Everyone gains ENERGY!\r\n" for(let actor of $gameParty.members()) { if(actor.name() === $gameActors.actor(3).name()) {continue;} var result = actor.result(); if(result.mpDamage >= 0) {continue;} var absMp = Math.abs(result.mpDamage); text += `${actor.name()} recovers ${absMp} JUICE...\r\n` } break; case 'SNOWBALL': // SNOWBALL text = user.name() + ' throws a SNOWBALL at\r\n'; text += target.name() + '!\r\n'; if(!target._noEffectMessage) {text += target.name() + " feels SAD.\r\n"} else {text += parseNoEffectEmotion(target.name(), "SADDER!\r\n")} text += hpDamageText; break; case 'TICKLE': // TICKLE text = user.name() + ' tickles ' + target.name() + '!\r\n' text += `${target.name()} let their guard down!` break; case 'RICOCHET': // RICOCHET text = user.name() + ' does a fancy ball trick!\r\n'; text += hpDamageText; break; case 'CURVEBALL': // CURVEBALL text = user.name() + ' throws a curveball...\r\n'; text += target.name() + ' is thrown for a loop.\r\n'; switch($gameTemp._randomState) { case 6: if(!target._noEffectMessage) {text += target.name() + " feels HAPPY!\r\n"} else {text += parseNoEffectEmotion(target.name(), "HAPPIER!\r\n")} break; case 14: if(!target._noEffectMessage) {text += target.name() + " feels ANGRY!\r\n"} else {text += parseNoEffectEmotion(target.name(), "ANGRIER!\r\n")} break; case 10: if(!target._noEffectMessage) {text += target.name() + " feels SAD.\r\n"} else {text += parseNoEffectEmotion(target.name(), "SADDER!\r\n")} break; } text += hpDamageText; break; case 'MEGAPHONE': // MEGAPHONE if(target.index() <= unitLowestIndex) {text = user.name() + ' runs around and annoys everyone!\r\n';} if(target.isStateAffected(16)) {text += target.name() + ' feels FURIOUS!!!\r\n'} else if(target.isStateAffected(15)) {text += target.name() + ' feels ENRAGED!!\r\n'} else if(target.isStateAffected(14)) {text += target.name() + ' feels ANGRY!\r\n'} break; case 'DODGE ATTACK': // DODGE ATTACK text = user.name() + ' gets ready to dodge!'; break; case 'DODGE ANNOY': // DODGE ANNOY text = user.name() + ' starts teasing the foes!'; break; case 'DODGE TAUNT': // DODGE TAUNT text = user.name() + ' starts taunting the foes!\r\n'; text += "All foes' HIT RATE fell for the turn!" break; case 'PASS OMORI': // KEL PASS OMORI text = 'OMORI wasn\'t looking and gets bopped!\r\n'; text += 'OMORI takes 1 damage!'; break; case 'PASS OMORI 2': //KEL PASS OMORI 2 text = 'OMORI catches KEL\'s ball!\r\n'; text += 'OMORI throws the ball at\r\n'; text += target.name() + '!\r\n'; var OMORI = $gameActors.actor(1); if(OMORI.isStateAffected(6)) {text += "OMORI feels HAPPY!\r\n"} else if(OMORI.isStateAffected(7)) {text += "OMORI feels ECSTATIC!!\r\n"} text += hpDamageText; break; case 'PASS AUBREY': // KEL PASS AUBREY text = 'AUBREY knocks the ball out of the park!\r\n'; text += hpDamageText; break; case 'PASS HERO': // KEL PASS HERO if(target.index() <= unitLowestIndex) {text = user.name() + ' dunks on the foes!\r\n';} text += hpDamageText; break; case 'PASS HERO 2': // KEL PASS HERO if(target.index() <= unitLowestIndex) { text = user.name() + ' dunks on the foes with style!\r\n'; text += "All foes' ATTACK fell!\r\n"; } text += hpDamageText; break; //HERO// case 'MASSAGE': // MASSAGE text = user.name() + ' massages ' + target.name() + '!\r\n'; if(!!target.isAnyEmotionAffected(true)) { text += target.name() + ' calms down...'; } else {text += "It had no effect..."} break; case 'COOK': // COOK text = user.name() + ' makes a cookie just for ' + target.name() + '!'; break; case 'FAST FOOD': //FAST FOOD text = user.name() + ' prepares a quick meal for ' + target.name() + '.'; break; case 'JUICE': // JUICE text = user.name() + ' makes a refreshment for ' + target.name() + '.'; break; case 'SMILE': // SMILE text = user.name() + ' smiles at ' + target.name() + '!\r\n'; if(!target._noStateMessage) {text += target.name() + '\'s ATTACK fell.';} else {text += parseNoStateChange(target.name(), "ATTACK", "lower!\r\n")} break; case 'DAZZLE': text = user.name() + ' smiles at ' + target.name() + '!\r\n'; if(!target._noStateMessage) {text += target.name() + '\'s ATTACK fell.\r\n';} else {text += parseNoStateChange(target.name(), "ATTACK", "lower!\r\n")} if(!target._noEffectMessage) { text += target.name() + ' feels HAPPY!'; } else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")} break; case 'TENDERIZE': // TENDERIZE text = user.name() + ' intensely massages\r\n'; text += target.name() + '!\r\n'; if(!target._noStateMessage) {text += target.name() + '\'s DEFENSE fell!\r\n';} else {text += parseNoStateChange(target.name(), "DEFENSE", "lower!\r\n")} text += hpDamageText; break; case 'SNACK TIME': // SNACK TIME text = user.name() + ' makes cookies for everyone!'; break; case 'TEA TIME': // TEA TIME text = user.name() + ' brings out some tea for a break.\r\n'; text += target.name() + ' feels refreshed!\r\n'; if(result.hpDamage < 0) { var absHp = Math.abs(result.hpDamage); text += `${target.name()} recovers ${absHp} HEART!\r\n` } if(result.mpDamage < 0) { var absMp = Math.abs(result.mpDamage); text += `${target.name()} recovers ${absMp} JUICE...\r\n` } break; case 'SPICY FOOD': // SPICY FOOD text = user.name() + ' cooks some spicy food!\r\n'; text += hpDamageText; break; case 'SINGLE TAUNT': // SINGLE TAUNT text = user.name() + ' draws ' + target.name() + '\'s\r\n'; text += 'attention.'; break; case 'TAUNT': // TAUNT text = user.name() + ' draws the foe\'s attention.'; break; case 'SUPER TAUNT': // SUPER TAUNT text = user.name() + ' draws the foe\'s attention.\r\n'; text += user.name() + ' prepares to block enemy attacks.'; break; case 'ENCHANT': // ENCHANT text = user.name() + ' draws the foe\'s attention\r\n'; text += 'with a smile.\r\n'; if(!target._noEffectMessage) {text += target.name() + " feels HAPPY!";} else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")} break; case 'MENDING': //MENDING text = user.name() + ' caters to ' + target.name() + '.\r\n'; text += user.name() + ' is now ' + target.name() + '\'s personal chef!'; break; case 'SHARE FOOD': //SHARE FOOD if(target.name() !== user.name()) { text = user.name() + ' shares food with ' + target.name() + '!' } break; case 'CALL OMORI': // CALL OMORI text = user.name() + ' signals to OMORI!\r\n'; if(!!$gameTemp._statsState[0]) { var absHp = Math.abs($gameTemp._statsState[0] - $gameActors.actor(1).hp); if(absHp > 0) {text += `OMORI recovers ${absHp} HEART!\r\n`;} } if(!!$gameTemp._statsState[1]) { var absMp = Math.abs($gameTemp._statsState[1] - $gameActors.actor(1).mp); if(absMp > 0) {text += `OMORI recovers ${absMp} JUICE...`;} } $gameTemp._statsState = undefined; break; case 'CALL KEL': // CALL KEL text = user.name() + ' psyches up KEL!\r\n'; if(!!$gameTemp._statsState[0]) { var absHp = Math.abs($gameTemp._statsState[0] - $gameActors.actor(3).hp); if(absHp > 0) {text += `KEL recovers ${absHp} HEART!\r\n`;} } if(!!$gameTemp._statsState[1]) { var absMp = Math.abs($gameTemp._statsState[1] - $gameActors.actor(3).mp); if(absMp > 0) {text += `KEL recovers ${absMp} JUICE...`;} } break; case 'CALL AUBREY': // CALL AUBREY text = user.name() + ' encourages AUBREY!\r\n'; if(!!$gameTemp._statsState[0]) { var absHp = Math.abs($gameTemp._statsState[0] - $gameActors.actor(2).hp); if(absHp > 0) {text += `AUBREY recovers ${absHp} HEART!\r\n`;} } if(!!$gameTemp._statsState[1]) { var absMp = Math.abs($gameTemp._statsState[1] - $gameActors.actor(2).mp); if(absMp > 0) {text += `AUBREY recovers ${absMp} JUICE...`;} } break; //PLAYER// case 'CALM DOWN': // PLAYER CALM DOWN if(item.id !== 1445) {text = user.name() + ' calms down.\r\n';} // Process if Calm Down it's not broken; if(Math.abs(hpDam) > 0) {text += user.name() + ' recovers ' + Math.abs(hpDam) + ' HEART!';} break; case 'FOCUS': // PLAYER FOCUS text = user.name() + ' focuses.'; break; case 'PERSIST': // PLAYER PERSIST text = user.name() + ' persists.'; break; case 'OVERCOME': // PLAYER OVERCOME text = user.name() + ' overcomes.'; break; //UNIVERSAL// case 'FIRST AID': // FIRST AID text = user.name() + ' tends to ' + target.name() + '!\r\n'; text += target.name() + ' recovers ' + Math.abs(target._result.hpDamage) + ' HEART!'; break; case 'PROTECT': // PROTECT text = user.name() + ' stands in front of ' + target.name() + '!'; break; case 'GAURD': // GAURD text = user.name() + ' prepares to block attacks.'; break; //FOREST BUNNY// case 'BUNNY ATTACK': // FOREST BUNNY ATTACK text = user.name() + ' nibbles at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'BUNNY NOTHING': // BUNNY DO NOTHING text = user.name() + ' is hopping around!'; break; case 'BE CUTE': // BE CUTE text = user.name() + ' winks at ' + target.name() + '!\r\n'; text += target.name() + '\'s ATTACK fell...'; break; case 'SAD EYES': //SAD EYES text = user.name() + ' looks sadly at ' + target.name() + '.\r\n'; if(!target._noEffectMessage) {text += target.name() + ' feels SAD.';} else {text += parseNoEffectEmotion(target.name(), "SADDER!")} break; //FOREST BUNNY?// case 'BUNNY ATTACK2': // BUNNY? ATTACK text = user.name() + ' nibbles at ' + target.name() + '?\r\n'; text += hpDamageText; break; case 'BUNNY NOTHING2': // BUNNY? DO NOTHING text = user.name() + ' is hopping around?'; break; case 'BUNNY CUTE2': // BE CUTE? text = user.name() + ' winks at ' + target.name() + '?\r\n'; text += target.name() + '\'s ATTACK fell?'; break; case 'SAD EYES2': // SAD EYES? text = user.name() + ' looks sadly at ' + target.name() + '...\r\n'; if(!target._noEffectMessage) {text += target.name() + ' feels SAD?';} else {text += parseNoEffectEmotion(target.name(), "SADDER!")} break; //SPROUT MOLE// case 'SPROUT ATTACK': // SPROUT MOLE ATTACK text = user.name() + ' bumps into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'SPROUT NOTHING': // SPROUT NOTHING text = user.name() + ' is rolling around.'; break; case 'RUN AROUND': // RUN AROUND text = user.name() + ' runs around!'; break; case 'HAPPY RUN AROUND': //HAPPY RUN AROUND text = user.name() + ' runs around energetically!'; break; //MOON BUNNY// case 'MOON ATTACK': // MOON BUNNY ATTACK text = user.name() + ' bops into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'MOON NOTHING': // MOON BUNNY NOTHING text = user.name() + ' is spacing out.'; break; case 'BUNNY BEAM': // BUNNY BEAM text = user.name() + ' fires a laser!\r\n'; text += hpDamageText; break; //DUST BUNNY// case 'DUST NOTHING': // DUST NOTHING text = user.name() + ' is trying to keep\r\n'; text += 'itself together.'; break; case 'DUST SCATTER': // DUST SCATTER text = user.name() + ' explodes!'; break; //U.F.O// case 'UFO ATTACK': // UFO ATTACK text = user.name() + ' crashes into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'UFO NOTHING': // UFO NOTHING text = user.name() + ' is losing interest.'; break; case 'STRANGE BEAM': // STRANGE BEAM text = user.name() + ' flashes a strange light!\r\n'; text += target.name() + " feels a random EMOTION!" break; case 'ORANGE BEAM': // ORANGE BEAM text = user.name() + ' fires an orange laser!\r\n'; text += hpDamageText; break; //VENUS FLYTRAP// case 'FLYTRAP ATTACK': // FLYTRAP ATTACK text = user.name() + ' strikes ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'FLYTRAP NOTHING': // FLYTRAP NOTHING text = user.name() + ' is chomping at nothing.'; break; case 'FLYTRAP CRUNCH': // FLYTRAP text = user.name() + ' chomps ' + target.name() + '!\r\n'; text += hpDamageText; break; //WORMHOLE// case 'WORM ATTACK': // WORM ATTACK text = user.name() + ' slaps ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'WORM NOTHING': // WORM NOTHING text = user.name() + ' is wiggling around...'; break; case 'OPEN WORMHOLE': // OPEN WORMHOLE text = user.name() + ' opens up a wormhole!'; break; //MIXTAPE// case 'MIXTAPE ATTACK': // MIXTAPE ATTACK text = user.name() + ' slaps ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'MIXTAPE NOTHING': // MIXTAPE NOTHING text = user.name() + ' is untangling itself.'; break; case 'TANGLE': // TANGLE text = target.name() + ' becomes caught in ' + user.name() + '!\r\n'; text += target.name() + '\'s SPEED fell...'; break; //DIAL-UP// case 'DIAL ATTACK': // DIAL ATTACK text = user.name() + ' is slow.\r\n'; var pronumn = target.name() === $gameActors.actor(2).name() ? "her" : "him"; text += `${target.name()} hurts ${pronumn}self in frustration!\r\n`; text += hpDamageText; break; case 'DIAL NOTHING': // DIAL NOTHING text = user.name() + ' is buffering...'; break; case 'DIAL SLOW': // DIAL SLOW text = user.name() + ' sloooooooooows down.\r\n'; text += 'Everyone\'s SPEED fell...'; break; //DOOMBOX// case 'DOOM ATTACK': // DOOM ATTACK text = user.name() + ' slams into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'DOOM NOTHING': // DOOM NOTHING text = user.name() + ' is adjusting the radio.'; break; case 'BLAST MUSIC': // BLAST MUSIC text = user.name() + ' drops some sick beats!'; break; //SHARKPLANE// case 'SHARK ATTACK': // SHARK PLANE text = user.name() + ' rams into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'SHARK NOTHING': // SHARK NOTHING text = user.name() + ' is picking its teeth.'; break; case 'OVERCLOCK ENGINE': // OVERCLOCK ENGINE text = user.name() + ' revs its engine!\r\n'; if(!target._noStateMessage) { text += user.name() + '\'s SPEED rose!'; } else {text += parseNoStateChange(user.name(), "SPEED", "higher!")} break; case 'SHARK CRUNCH': // SHARK text = user.name() + ' chomps ' + target.name() + '!\r\n'; text += hpDamageText; break; //SNOW BUNNY// case 'SNOW BUNNY ATTACK': // SNOW ATTACK text = user.name() + ' kicks snow at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'SNOW NOTHING': // SNOW NOTHING text = user.name() + ' is chilling out.'; break; case 'SMALL SNOWSTORM': // SMALL SNOWSTORM text = user.name() + ' shoves snow at everyone,\r\n'; text += 'causing the world\'s tiniest snowstorm!'; break; //SNOW ANGEL// case 'SNOW ANGEL ATTACK': //SNOW ANGEL ATTACK text = user.name() + ' touches ' + target.name() + '\r\n'; text += 'with its cold hands.\r\n'; text += hpDamageText; break; case 'UPLIFTING HYMN': //UPLIFTING HYMN if(target.index() <= unitLowestIndex) { text = user.name() + ' sings a beautiful song...\r\n'; text += 'Everyone feels HAPPY!'; } target._noEffectMessage = undefined; break; case 'PIERCE HEART': //PIERCE HEART text = user.name() + ' pierces ' + target.name() + '\'s HEART.\r\n'; text += hpDamageText; break; //SNOW PILE// case 'SNOW PILE ATTACK': //SNOW PILE ATTACK text = user.name() + ' throws snow at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'SNOW PILE NOTHING': //SNOW PILE NOTHING text = user.name() + ' is feeling frosty.'; break; case 'SNOW PILE ENGULF': //SNOW PILE ENGULF text = user.name() + ' engulfs ' + target.name() + ' in snow!\r\n'; text += user.name() + '\'s SPEED fell.\r\n'; text += user.name() + '\'s DEFENSE fell.'; break; case 'SNOW PILE MORE SNOW': //SNOW PILE MORE SNOW text = user.name() + ' piles snow on itself!\r\n'; text += user.name() + '\'s ATTACK rose!\r\n'; text += user.name() + '\'s DEFENSE rose!'; break; //CUPCAKE BUNNY// case 'CCB ATTACK': //CUP CAKE BUNNY ATTACK text = user.name() + ' bumps into ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'CCB NOTHING': //CUP CAKE BUNNY NOTHING text = user.name() + ' hops in place.'; break; case 'CCB SPRINKLES': //CUP CAKE BUNNY SPRINKLES text = user.name() + ' covers ' + target.name() + '\r\n'; text += 'in sprinkles.\r\n'; if(!target._noEffectMessage) {text += target.name() + ' feels HAPPY!\r\n';} else {text += parseNoEffectEmotion(target.name(), "HAPPIER!\r\n")} text += target.name() + "'s STATS rose!" break; //MILKSHAKE BUNNY// case 'MSB ATTACK': //MILKSHAKE BUNNY ATTACK text = user.name() + ' spills milkshake on ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'MSB NOTHING': //MILKSHAKE BUNNY NOTHING text = user.name() + ' spins in a circle.'; break; case 'MSB SHAKE': //MILKSHAKE BUNNY SHAKE text = user.name() + ' begins shaking furiously!\r\n'; text += 'Milkshake flies everywhere!'; break; //PANCAKE BUNNY// case 'PAN ATTACK': //PANCAKE BUNNY ATTACK text = user.name() + ' nibbles on ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'PAN NOTHING': //PANCAKE BUNNY NOTHING text = user.name() + ' does a flip!\r\n'; text += 'So talented!'; break; //STRAWBERRY SHORT SNAKE// case 'SSS ATTACK': //STRAWBERRY SHORT SNAKE ATTACK text = user.name() + ' sinks its fangs into ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'SSS NOTHING': //STRAWBERRY SHORT SNAKE NOTHING text = user.name() + ' hisses.'; break; case 'SSS SLITHER': //STRAWBERRY SHORT SNAKE SLITHER text = user.name() + ' slithers around gleefully!\r\n'; if(!user._noEffectMessage) {text += user.name() + ' feels HAPPY!';} else {text += parseNoEffectEmotion(user.name(), "HAPPIER!")} break; //PORCUPIE// case 'PORCUPIE ATTACK': //PORCUPIE ATTACK text = user.name() + ' pokes ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'PORCUPIE NOTHING': //PORCUPIE NOTHING text = user.name() + ' sniffs around.'; break; case 'PORCUPIE PIERCE': //PORCUPIE PIERCE text = user.name() + ' impales ' + target.name() + '!\r\n'; text += hpDamageText; break; //BUN BUNNY// case 'BUN ATTACK': //BUN ATTACK text = user.name() + ' bumps buns with ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'BUN NOTHING': //BUN NOTHING text = user.name() + ' is loafing around.'; break; case 'BUN HIDE': //BUN HIDE text = user.name() + ' hides in its bun.'; break; //TOASTY// case 'TOASTY ATTACK': //TOASTY ATTACK text = user.name() + ' charges into ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'TOASTY NOTHING': //TOASTY NOTHING text = user.name() + ' picks its nose.'; break; case 'TOASTY RILE': //TOASTY RILE if(target.index() <= unitLowestIndex) { text = user.name() + ' gives a controversial speech!\r\n'; text += 'Everyone feels ANGRY!'; } target._noEffectMessage = undefined; break; //SOURDOUGH// case 'SOUR ATTACK': //SOURDOUGH ATTACK text = user.name() + ' steps on ' + target.name() + '\'s toe!\r\n'; text += hpDamageText; break; case 'SOUR NOTHING': //SOURDOUGH NOTHING text = user.name() + ' kicks some dirt.'; break; case 'SOUR BAD WORD': //SOURDOUGH BAD WORD text = 'Oh no! ' + user.name() + ' says a bad word!\r\n'; text += hpDamageText; break; //SESAME// case 'SESAME ATTACK': //SESAME ATTACK text = user.name() + ' throws seeds at ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'SESAME NOTHING': //SESAME Nothing text = user.name() + ' scratches their head.'; break; case 'SESAME ROLL': //SESAME BREAD ROLL if(target.index() <= unitLowestIndex) { text = user.name() + ' rolls over everyone!\r\n'; } text += hpDamageText; break; //CREEPY PASTA// case 'CREEPY ATTACK': //CREEPY ATTACK text = user.name() + ' makes ' + target.name() + ' feel\r\n'; text += 'uncomfortable.\r\n'; text += hpDamageText; break; case 'CREEPY NOTHING': //CREEPY NOTHING text = user.name() + ' does nothing... menacingly!'; break; case 'CREEPY SCARE': //CREEPY SCARE text = user.name() + ' shows everyone their worst\r\n'; text += 'nightmares!'; break; //COPY PASTA// case 'COPY ATTACK': //COPY ATTACK text = user.name() + ' bops ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'DUPLICATE': //DUPLICATE text = user.name() + ' copies itself! '; break; //HUSH PUPPY// case 'HUSH ATTACK': //HUSH ATTACK text = user.name() + ' rams into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'HUSH NOTHING': //HUSH NOTHING text = user.name() + ' tries to bark...\r\n'; text += 'But nothing happened...'; break; case 'MUFFLED SCREAMS': //MUFFLED SCREAMS text = user.name() + ' starts screaming!\r\n'; if(!target._noEffectMessage && target.name() !== "OMORI") { text += target.name() + ' feels AFRAID.'; } else {text += parseNoEffectEmotion(target.name(), "AFRAID")} break; //GINGER DEAD MAN// case 'GINGER DEAD ATTACK': //GINGER DEAD MAN ATTACK text = user.name() + ' stabs ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'GINGER DEAD NOTHING': //GINGER DEAD MAN DO NOTHING text = user.name() + '\'s head falls off...\r\n'; text += user.name() + ' puts it back on.'; break; case 'GINGER DEAD THROW HEAD': //GINGER DEAD MAN THROW HEAD text = user.name() + ' throws his head at\r\n'; text += target.name() + '!\r\n'; text += hpDamageText; break; //LIVING BREAD// case 'LIVING BREAD ATTACK': //LIVING BREAD ATTACK text = user.name() + ' swipes at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'LIVING BREAD NOTHING': //LIVING BREAD ATTACK text = user.name() + ' slowly inches toward\r\n'; text += target.name() + '!'; break; case 'LIVING BREAD BITE': //LIVING BREAD BITE text = user.name() + ' bites ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'LIVING BREAD BAD SMELL': //LIVING BREAD BAD SMELL text = user.name() + ' smells bad!\r\n'; text += target.name() + '\'s DEFENSE went down!'; break; //Bug Bunny// case 'BUG BUN ATTACK': //Bug Bun Attack text = user.name() + ' swipes at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'BUG BUN NOTHING': //Bug Bun Nothing text = user.name() + ' tries to balance on its head. '; break; case 'SUDDEN JUMP': //SUDDEN JUMP text = user.name() + ' suddenly lunges at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'SCUTTLE': //Bug Bun Scuttle text = user.name() + ' happily scuttles around.\r\n'; text += 'It was really cute!\r\n'; if(!user._noEffectMessage) {text += user.name() + ' feels HAPPY!';} else {text += parseNoEffectEmotion(user.name(), "HAPPIER!")} break; //RARE BEAR// case 'BEAR ATTACK': //BEAR ATTACK text = user.name() + ' slashes at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'BEAR HUG': //BEAR HUG text = user.name() + ' hugs ' + target.name() + '!\r\n'; text += target.name() + '\'s SPEED fell!\r\n'; text += hpDamageText; break; case 'ROAR': //ROAR text = user.name() + ' lets out a huge roar!\r\n'; if(!user._noEffectMessage) {text += user.name() + ' feels ANGRY!';} else {text += parseNoEffectEmotion(user.name(), "ANGRIER!")} break; //POTTED PALM// case 'PALM ATTACK': //PALM ATTACK text = user.name() + ' slams into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'PALM NOTHING': //PALM NOTHING text = user.name() + ' is resting in its pot. '; break; case 'PALM TRIP': //PALM TRIP text = target.name() + ' trips on ' + user.name() + '\'s roots.\r\n'; text += hpDamageText + '.\r\n'; text += target.name() + '\'s SPEED fell.'; break; case 'PALM EXPLOSION': //PALM EXPLOSION text = user.name() + ' explodes!'; break; //SPIDER CAT// case 'SPIDER ATTACK': //SPIDER ATTACK text = user.name() + ' bites ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'SPIDER NOTHING': //SPIDER NOTHING text = user.name() + ' coughs up a web ball.'; break; case 'SPIN WEB': //SPIN WEB text = user.name() + ' shoots webs at ' + target.name() + '!\r\n'; text += target.name() + '\'s SPEED fell.'; break; //SPROUT MOLE?// case 'SPROUT ATTACK 2': // SPROUT MOLE? ATTACK text = user.name() + ' slaps ' + target.name() + '?\r\n'; text += hpDamageText; break; case 'SPROUT NOTHING 2': // SPROUT MOLE? NOTHING text = user.name() + ' is rolling around?'; break; case 'SPROUT RUN AROUND 2': // SPROUT MOLE? RUN AROUND text = user.name() + ' runs around?'; break; //HAROLD// case 'HAROLD ATTACK': //HAROLD ATTACK text = user.name() + ' swings his sword at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'HAROLD NOTHING': // HAROLD NOTHING text = user.name() + ' adjusts his helmet.'; break; case 'HAROLD PROTECT': // HAROLD PROTECT text = user.name() + ' protects himself.'; break; case 'HAROLD WINK': //HAROLD WINK text = user.name() + ' winks at ' + target.name() + '.\r\n'; if(!target._noEffectMessage) {text += target.name() + ' feels HAPPY!';} else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")} break; //MARSHA// case 'MARSHA ATTACK': //MARSHA ATTACK text = user.name() + ' swings her axe at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'MARSHA NOTHING': //MARSHA NOTHING text = user.name() + ' falls over. '; break; case 'MARSHA SPIN': //MARSHA NOTHING text = user.name() + ' starts spinning at mach speed!\r\n'; text += hpDamageText; break; case 'MARSHA CHOP': //MARSHA CHOP text = user.name() + ' slams her axe into ' + target.name() + '!\r\n'; text += hpDamageText; break; //THERESE// case 'THERESE ATTACK': //THERESE ATTACK text = user.name() + ' shoots an arrow at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'THERESE NOTHING': //THERESE NOTHING text = user.name() + ' drops an arrow.'; break; case 'THERESE SNIPE': //THERESE SNIPE text = user.name() + ' snipes ' + target.name() + '\'s weak point!\r\n'; text += hpDamageText; break; case 'THERESE INSULT': //THERESE INSULT text = user.name() + ' calls ' + target.name() + ' a poopy head!\r\n'; if(!target._noEffectMessage) {text += target.name() + ' feels ANGRY!\r\n';} else {text += parseNoEffectEmotion(target.name(), "ANGRIER!\r\n")} text += hpDamageText; break; case 'DOUBLE SHOT': //THERESE DOUBLE SHOT text = user.name() + ' fires two arrows at once!'; break; //LUSCIOUS// case 'LUSCIOUS ATTACK': //LUSCIOUS ATTACK text = user.name() + ' tries casting a spell...\r\n'; text += user.name() + ' did something magical!\r\n'; text += hpDamageText; break; case 'LUSCIOUS NOTHING': //LUSCIOUS NOTHING text = user.name() + ' tries casting a spell...\r\n'; text += 'But nothing happened...'; break; case 'FIRE MAGIC': //FIRE MAGIC text = user.name() + ' tries casting a spell...\r\n'; text += user.name() + ' sets the party on fire!\r\n'; text += hpDamageText; break; case 'MISFIRE MAGIC': //MISFIRE MAGIC text = user.name() + ' tries casting a spell...\r\n'; text += user.name() + ' set the room on fire!!!\r\n'; text += hpDamageText; break; //HORSE HEAD// case 'HORSE HEAD ATTACK': //HORSE HEAD ATTACK text = user.name() + ' bites ' + target.name() + '\'s arm.\r\n'; text += hpDamageText; break; case 'HORSE HEAD NOTHING': //HORSE HEAD NOTHING text = user.name() + ' burps.'; break; case 'HORSE HEAD LICK': //HORSE HEAD LICK text = user.name() + ' licks ' + target.name() + '\'s hair\r\n'; text += hpDamageText + '\r\n'; if(!target._noEffectMessage) {text += target.name() + ' feels ANGRY!';} else {text += parseNoEffectEmotion(target.name(), "ANGRIER!")} break; case 'HORSE HEAD WHINNY': //HORSE HEAD WHINNY text = user.name() + ' whinnies happily!'; break; //HORSE BUTT// case 'HORSE BUTT ATTACK': //HORSE BUTT ATTACK text = user.name() + ' stomps on ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'HORSE BUTT NOTHING': //HORSE BUTT NOTHING text = user.name() + ' farts.'; break; case 'HORSE BUTT KICK': //HORSE BUTT KICK text = user.name() + ' kicks ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'HORSE BUTT PRANCE': //HORSE BUTT PRANCE text = user.name() + ' prances around.'; break; //FISH BUNNY// case 'FISH BUNNY ATTACK': //FISH BUNNY ATTACK text = user.name() + ' swims into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'FISH BUNNY NOTHING': //FISH BUNNY NOTHING text = user.name() + ' swims in a circle. '; break; case 'SCHOOLING': //SCHOOLING text = user.name() + ' calls for friends! '; break; //MAFIA ALLIGATOR// case 'MAFIA ATTACK': //MAFIA ATTACK text = user.name() + ' karate chomps ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'MAFIA NOTHING': //MAFIA NOTHING text = user.name() + ' cracks his knuckles.'; break; case 'MAFIA ROUGH UP': //MAFIA ROUGH UP text = user.name() + ' roughs up ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'MAFIA BACK UP': //MAFIA ALLIGATOR BACKUP text = user.name() + ' calls for backup!'; break; //MUSSEL// case 'MUSSEL ATTACK': //MUSSEL ATTACK text = user.name() + ' punches ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'MUSSEL FLEX': //MUSSEL FLEX text = user.name() + ' flexes and feels its best!\r\n'; text += user.name() + "'s HIT RATE rose!\r\n" break; case 'MUSSEL HIDE': //MUSSEL HIDE text = user.name() + ' hides in its shell.'; break; //REVERSE MERMAID// case 'REVERSE ATTACK': //REVERSE ATTACK text = target.name() + ' bumps into ' + user.name() + '!\r\n'; text += hpDamageText; break; case 'REVERSE NOTHING': //REVERSE NOTHING text = user.name() + ' does a backflip!\r\n'; text += 'WOW!'; break; case 'REVERSE RUN AROUND': //REVERSE RUN AROUND text = 'Everyone runs from ' + user.name() + ',\r\n'; text += 'but they run into it instead...\r\n'; text += hpDamageText; break; //SHARK FIN// case 'SHARK FIN ATTACK': //SHARK FIN ATTACK text = user.name() + ' charges at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'SHARK FIN NOTHING': //SHARK FIN NOTHING text = user.name() + ' swims in a circle.'; break; case 'SHARK FIN BITE': //SHARK FIN BITE text = user.name() + ' chomps ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'SHARK WORK UP': //SHARK FIN WORK UP text = user.name() + ' works itself up!\r\n'; text += user.name() + '\'s SPEED increased!\r\n'; if(!user._noEffectMessage) { text += user.name() + ' feels ANGRY!'; } else {text += parseNoEffectEmotion(user.name(), "ANGRIER!")} break; //ANGLER FISH// case 'ANGLER ATTACK': //ANGLER FISH ATTACK text = user.name() + ' bites ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'ANGLER NOTHING': //ANGLER FISH NOTHING text = user.name() + '\'s stomach growls.'; break; case 'ANGLER LIGHT OFF': //ANGLER FISH LIGHT OFF text = user.name() + ' turns off its light.\r\n'; text += user.name() + ' fades into the darkness.'; break; case 'ANGLER BRIGHT LIGHT': //ANGLER FISH BRIGHT LIGHT text = 'Everyone sees their life flash\r\n'; text += 'before their eyes!'; break; case 'ANGLER CRUNCH': //ANGLER FISH CRUNCH text = user.name() + ' impales ' + target.name() + ' with its teeth!\r\n'; text += hpDamageText; break; //SLIME BUNNY// case 'SLIME BUN ATTACK': //SLIME BUNNY ATTACK text = user.name() + ' nuzzles up against ' + target.name() +'.\r\n'; text += hpDamageText; break; case 'SLIME BUN NOTHING': //SLIME BUN NOTHING text = user.name() + ' smiles at everyone.\r\n'; break; case 'SLIME BUN STICKY': //SLIME BUN STICKY text = user.name() + ' feels lonely and cries.\r\n'; if(!target._noStateMessage) {text += target.name() + '\'s SPEED fell!\r\n';} else {text += parseNoStateChange(target.name(), "SPEED", "lower!\r\n")} text += target.name() + " feels SAD."; break; //WATERMELON MIMIC// case 'WATERMELON RUBBER BAND': //WATERMELON MIMIC RUBBER BAND text = user.name() + ' flings a RUBBER BAND!\r\n'; text += hpDamageText; break; case 'WATERMELON JACKS': //WATERMELON MIMIC JACKS text = user.name() + ' throws JACKS everywhere!\r\n'; text += hpDamageText; break; case 'WATERMELON DYNAMITE': //WATERMELON MIMIC DYNAMITE text = user.name() + ' lobs DYNAMITE!\r\n'; text += 'OH NO!\r\n'; text += hpDamageText; break; case 'WATERMELON WATERMELON SLICE': //WATERMELON MIMIC WATERMELON SLICE text = user.name() + ' throws WATERMELON JUICE!\r\n'; text += hpDamageText; break; case 'WATERMELON GRAPES': //WATERMELON MIMIC GRAPES text = user.name() + ' throws GRAPE SODA!\r\n'; text += hpDamageText; break; case 'WATEMELON FRENCH FRIES': //WATERMELON MIMIC FRENCH FRIES text = user.name() + ' throws FRENCH FRIES!\r\n'; text += hpDamageText; break; case 'WATERMELON CONFETTI': //WATERMELON MIMIC CONFETTI if(target.index() <= unitLowestIndex) { text = user.name() + ' throws CONFETTI!\r\n'; text += "Everyone feels HAPPY!" } target._noEffectMessage = undefined; break; case 'WATERMELON RAIN CLOUD': //WATERMELON MIMIC RAIN CLOUD if(target.index() <= unitLowestIndex) { text = user.name() + ' summons a RAIN CLOUD!\r\n'; text += "Everyone feels SAD." } target._noEffectMessage = undefined; break; case 'WATERMELON AIR HORN': //WATERMELON MIMIC AIR HORN if(target.index() <= unitLowestIndex) { text = user.name() + ' uses a GIANT AIRHORN!\r\n'; text += "Everyone feels ANGRY!" } target._noEffectMessage = undefined; break; //SQUIZZARD// case 'SQUIZZARD ATTACK': //SQUIZZARD ATTACK text = user.name() + ' uses magic on ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'SQUIZZARD NOTHING': //SQUIZZARD NOTHING text = user.name() + ' mutters nonsense.'; break; case 'SQUID WARD': //SQUID WARD text = user.name() + ' creates a squid ward.\r\n'; text += target.name() + '\'s DEFENSE increased.'; break; case 'SQUID MAGIC': //SQUID MAGIC text = user.name() + ' casts some squid magic!\r\n'; text += 'Everyone starts feeling weird...'; break; //WORM-BOT// case 'BOT ATTACK': //MECHA WORM ATTACK text = user.name() + ' slams into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'BOT NOTHING': //MECHA WORM NOTHING text = user.name() + ' crunches loudly!'; break; case 'BOT LASER': //MECHA WORM CRUNCH text = user.name() + ' fires a laser at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'BOT FEED': //MECHA WORM FEED text = user.name() + ' eats ' + target.name() + '!\r\n'; text += hpDamageText; break; //SNOT BUBBLE// case 'SNOT INFLATE': //SNOT INFLATE text = user.name() + '\'s snot inflated!\r\n'; text += target.name() + '\'s ATTACK rose!'; break; case 'SNOT POP': //SNOT POP text = user.name() + ' explodes!\r\n'; text += 'Snot flies everywhere!!\r\n'; text += hpDamageText; break; //LAB RAT// case 'LAB ATTACK': //LAB RAT ATTACK text = user.name() + ' fires a tiny mouse laser!\r\n'; text += hpDamageText; break; case 'LAB NOTHING': //LAB RAT NOTHING text = user.name() + ' lets out a little steam.'; break; case 'LAB HAPPY GAS': //LAB RAT HAPPY GAS text = user.name() + ' releases HAPPY gas!\r\n'; text += 'Everyone feels HAPPY!'; target._noEffectMessage = undefined; break; case 'LAB SCURRY': //LAB RAT SCURRY text = user.name() + ' scurries around!\r\n'; break; //MECHA MOLE// case 'MECHA MOLE ATTACK': //MECHA MOLE ATTACK text = user.name() + ' fires a laser at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'MECHA MOLE NOTHING': //MECHA MOLE NOTHING text = user.name() + '\'s eye glows a little.'; break; case 'MECHA MOLE EXPLODE': //MECHA MOLE EXPLODE text = user.name() + ' sheds a single tear.\r\n'; text += user.name() + ' gloriously explodes!'; break; case 'MECHA MOLE STRANGE LASER': //MECHA MOLE STRANGE LASER text = user.name() + '\'s eyes emits a strange\r\n'; text += 'light. ' + target.name() + ' felt strange.'; break; case 'MECHA MOLE JET PACK': //MECHA MOLE JET PACK text = 'A jet pack appeared on ' + user.name() + '!\r\n'; text += user.name() + ' flew through everyone!'; break; //CHIMERA CHICKEN// case 'CHICKEN RUN AWAY': //CHIMERA CHICKEN RUN AWAY text = user.name() + ' runs away.'; break; case 'CHICKEN NOTHING': //CHICKEN DO NOTHING text = user.name() + ' clucks. '; break; //SALLI// case 'SALLI ATTACK': //SALLI ATTACK text = user.name() + ' runs into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'SALLI NOTHING': //SALLI NOTHING text = user.name() + ' did a small flip!'; break; case 'SALLI SPEED UP': //SALLI SPEED UP text = user.name() + ' starts speeding around the room!\r\n'; if(!target._noStateMessage) { text += user.name() + '\'s SPEED rose!'; } else {text += parseNoStateChange(user.name(), "SPEED", "higher!")} break; case 'SALLI DODGE ANNOY': //SALLI STARE text = user.name() + ' begins focusing intensely! '; break; //CINDI// case 'CINDI ATTACK': //CINDI ATTACK text = user.name() + ' punches ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'CINDI NOTHING': //CINDI NOTHING text = user.name() + ' spins in a circle.'; break; case 'CINDI SLAM': //CINDI SLAM text = user.name() + ' slams her arm into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'CINDI COUNTER ATTACK': //CINDI COUNTER ATTACK text = user.name() + ' readies themselves!'; break; //DOROTHI// case 'DOROTHI ATTACK': //DOROTHI ATTACK text = user.name() + ' stomps on ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'DOROTHI NOTHING': //DOROTHI NOTHING text = user.name() + ' cries into the darkness.'; break; case 'DOROTHI KICK': //DOROTHI KICK text = user.name() + ' kicks ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'DOROTHI HAPPY': //DOROTHI HAPPY text = user.name() + ' prances around!'; break; //NANCI// case 'NANCI ATTACK': //NANCI ATTACK text = user.name() + ' stabs her claws into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'NANCI NOTHING': //NANCI NOTHING text = user.name() + ' sways back and forth.'; break; case 'NANCI ANGRY': //NANCI ANGRY text = user.name() + ' starts boiling up!'; break; //MERCI// case 'MERCI ATTACK': //MERCI ATTACK text = user.name() + ' touches ' + target.name() + '\'s chest.\r\n'; text += target.name() + ' feels their organs being torn!\r\n'; text += hpDamageText; break; case 'MERCI NOTHING': //MERCI NOTHING text = user.name() + ' gives an eerie smile.'; break; case 'MERCI MELODY': //MERCI LAUGH text = user.name() + ' sings a song.\r\n'; text += target.name() + ' hears a familiar melody.\r\n'; if(target.isStateAffected(6)) {text += target.name() + " feels HAPPY!\r\n"} else if(target.isStateAffected(7)) {text += target.name() + " feels ECSTATIC!!\r\n"} else if(target.isStateAffected(8)) {text += target.name() + " feels MANIC!!!\r\n"} break; case 'MERCI SCREAM': //MERCI SCREAM text = user.name() + ' makes a horrifying shriek!\r\n'; text += hpDamageText; break; //LILI// case 'LILI ATTACK': //LILI ATTACK text = user.name() + ' stares into ' + target.name() + '\'s soul!\r\n'; text += hpDamageText; break; case 'LILI NOTHING': //LILI NOTHING text = user.name() + ' winks.'; break; case 'LILI MULTIPLY': //LILI MULTIPLY text = user.name() + '\'s eye falls off!\r\n'; text += 'The eye grew into another ' + user.name() + '!'; break; case 'LILI CRY': //LILI CRY text = 'Tears well up in ' + user.name() + '\'s eyes.\r\n'; text += target.name() + " feels SAD." break; case 'LILI SAD EYES': //LILI SAD EYES text = target.name() + ' saw sadness in ' + user.name() + '\'s eyes.\r\n'; text += target.name() + ' became reluctant to attack ' + user.name(); + '.\r\n' break; //HOUSEFLY// case 'HOUSEFLY ATTACK': //HOUSEFLY ATTACK text = user.name() + ' landed on ' + target.name() + '\'s face.\r\n'; text += target.name() + ' slaps himself in the face!\r\n'; text += hpDamageText; break; case 'HOUSEFLY NOTHING': //HOUSEFLY NOTHING text = user.name() + ' buzzes around quickly!'; break; case 'HOUSEFLY ANNOY': //HOUSEFLY ANNOY text = user.name() + ' buzzes around ' + target.name() + '\'s ear!\r\n'; if(!target._noEffectMessage) {text += target.name() + ' feels ANGRY!';} else {text += parseNoEffectEmotion(target.name(), "ANGRIER!")} break; //RECYCLIST// case 'FLING TRASH': //FLING TRASH text = user.name() + ' flings TRASH at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'GATHER TRASH': //GATHER TRASH text = user.name() + ' finds TRASH on the ground\r\n'; text += 'and sweeps it in their bag!\r\n'; text += hpDamageText; break; case 'RECYCLIST CALL FOR FRIENDS': //RECYCLIST CALL FOR FRIENDS text = user.name() + ' did the RECYCULTIST\'s call!!'; break; //STRAY DOG// case 'STRAY DOG ATTACK': //STRAY DOG ATTACK text = user.name() + ' uses a biting attack!\r\n'; text += hpDamageText; break; case 'STRAY DOG HOWL': //STRAY DOG HOWL text = user.name() + ' makes a piercing howl!'; break; //CROW// case 'CROW ATTACK': //CROW ATTACK text = user.name() + ' pecks at ' + target.name() + '\'s eyes.\r\n'; text += hpDamageText; break; case 'CROW GRIN': //CROW GRIN text = user.name() + ' has a big grin on his face.'; break; case 'CROW STEAL': //CROW STEAL text = user.name() + ' steals something!'; break; // BEE // case 'BEE ATTACK': //BEE Attack text = user.name() + ' stings ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'BEE NOTHING': //BEE NOTHING text = user.name() + ' flies around quickly!'; break; // GHOST BUNNY // case 'GHOST BUNNY ATTACK': //GHOST BUNNY ATTACK text = user.name() + ' phases through ' + target.name() + '!\r\n'; text += target.name() + ' feels tired.\r\n'; text += mpDamageText; break; case 'GHOST BUNNY NOTHING': //GHOST BUNNY DO NOTHING text = user.name() + ' floats in place.'; break; //TOAST GHOST// case 'TOAST GHOST ATTACK': //TOAST GHOST ATTACK text = user.name() + ' phases through ' + target.name() + '!\r\n'; text += target.name() + ' feels tired.\r\n'; text += hpDamageText; break; case 'TOAST GHOST NOTHING': //TOAST GHOST NOTHING text = user.name() + ' makes a spooky noise.'; break; //SPROUT BUNNY// case 'SPROUT BUNNY ATTACK': //SPROUT BUNNY ATTACK text = user.name() + ' slaps ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'SPROUT BUNNY NOTHING': //SPROUT BUNNY NOTHING text = user.name() + ' nibbles on some grass.'; break; case 'SPROUT BUNNY FEED': //SPROUT BUNNY FEED text = user.name() + ' feeds ' + target.name() + '.\r\n'; text += `${user.name()} recovers ${Math.abs(hpDam)} HEART!` break; //CELERY// case 'CELERY ATTACK': //CELERY ATTACK text = user.name() + ' rams into ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'CELERY NOTHING': //CELERY NOTHING text = user.name() + ' falls over.'; break; //CILANTRO// case 'CILANTRO ATTACK': //CILANTRO ATTACK text = user.name() + ' whacks ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'CILANTRO NOTHING': //CILANTRO DO NOTHING text = user.name() + ' contemplates life.'; break; case 'GARNISH': //CILANTRO GARNISH text = user.name() + ' sacrifices themselves\r\n'; text += 'to improve ' + target.name() + '.'; break; //GINGER// case 'GINGER ATTACK': //GINGER ATTACK text = user.name() + ' snaps and attacks ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'GINGER NOTHING': //GINGER NOTHING text = user.name() + ' finds inner peace.'; break; case 'GINGER SOOTHE': //GINGER SOOTHE text = user.name() + ' calms down ' + target.name() + '.\r\n'; break; //YE OLD MOLE// case 'YE OLD ROLL OVER': //MEGA SPROUT MOLE ROLL OVER text = user.name() + ' rolls over everyone!'; text += hpDamageText; break; //KITE KID// case 'KITE KID ATTACK': // KITE KID ATTACK text = user.name() + ' throws JACKS at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'KITE KID BRAG': // KITE KID BRAG text = user.name() + ' brags about KID\'s KITE!\r\n'; if(!target._noEffectMessage) { text += target.name() + ' feels HAPPY!'; } else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")} break; case 'REPAIR': // REPAIR text = user.name() + ' tapes up KID\'s KITE!\r\n'; text += 'KID\'S KITE feels good as new!'; break; //KID'S KITE// case 'KIDS KITE ATTACK': // KIDS KITE ATTACK text = user.name() + ' dives at ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'KITE NOTHING': // KITE NOTHING text = user.name() + ' puffs its chest proudly!'; break; case 'FLY 1': // FLY 1 text = user.name() + ' flies up really high!'; break; case 'FLY 2': // FLY 2 text = user.name() + ' swoops down!!'; break; //PLUTO// case 'PLUTO NOTHING': // PLUTO NOTHING text = user.name() + ' strikes a pose!\r\n'; break; case 'PLUTO HEADBUTT': // PLUTO HEADBUTT text = user.name() + ' bolts forward and slams ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'PLUTO BRAG': // PLUTO BRAG text = user.name() + ' brags about his muscles!\r\n'; if(!user._noEffectMessage) { text += user.name() + ' feels HAPPY!'; } else {text += parseNoEffectEmotion(user.name(), "HAPPIER!")} break; case 'PLUTO EXPAND': // PLUTO EXPAND text = user.name() + ' pumps himself up!!\r\n'; if(!target._noStateMessage) { text += user.name() + '\'s ATTACK and DEFENSE rose!!\r\n'; text += user.name() + '\'s SPEED fell.'; } else { text += parseNoStateChange(user.name(), "ATTACK", "higher!\r\n") text += parseNoStateChange(user.name(), "DEFENSE", "higher!\r\n") text += parseNoStateChange(user.name(), "SPEED", "lower!") } break; case 'EXPAND NOTHING': // PLUTO NOTHING text = user.name() + '\'s muscles\r\n'; text += 'intimidated you.'; break; //RIGHT ARM// case 'R ARM ATTACK': // R ARM ATTACK text = user.name() + ' chops ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'GRAB': // GRAB text = user.name() + ' grabs ' + target.name() + '!\r\n'; text += target.name() + '\'s SPEED fell.\r\n'; text += hpDamageText; break; //LEFT ARM// case 'L ARM ATTACK': // L ARM ATTACK text = user.name() + ' punches ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'POKE': // POKE text = user.name() + ' pokes ' + target.name() + '!\r\n'; if(!target._noEffectMessage) { text += target.name() + ' feels ANGRY!\r\n'; } else {text += parseNoEffectEmotion(target.name(), "ANGRIER!\r\n")} text += hpDamageText; break; //DOWNLOAD WINDOW// case 'DL DO NOTHING': // DL DO NOTHING text = user.name() + ' is at 99%.'; break; case 'DL DO NOTHING 2': // DL DO NOTHING 2 text = user.name() + ' is still at 99%...'; break; case 'DOWNLOAD ATTACK': // DOWNLOAD ATTACK text = user.name() + ' crashes and burns!'; break; //SPACE EX-BOYFRIEND// case 'SXBF ATTACK': // SXBF ATTACK text = user.name() + ' kicks ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'SXBF NOTHING': // SXBF NOTHING text = user.name() + ' looks wistfully\r\n'; text += 'into the distance.'; break; case 'ANGRY SONG': // ANGRY SONG text = user.name() + ' wails intensely!'; break; case 'ANGSTY SONG': // ANGSTY SONG text = user.name() + ' sings sadly...\r\n'; if(target.isStateAffected(10)) {text += target.name() + ' feels SAD.';} else if(target.isStateAffected(11)) {text += target.name() + ' feels DEPRESSED..';} else if(target.isStateAffected(12)) {text += target.name() + ' feels MISERABLE...';} break; case 'BIG LASER': // BIG LASER text = user.name() + ' fires his laser!\r\n'; text += hpDamageText; break; case 'BULLET HELL': // BULLET HELL text = user.name() + ' fired his\r\n'; text += 'laser wildly in desperation!'; break; case 'SXBF DESPERATE': // SXBF NOTHING text = user.name() + '\r\n'; text += 'grit his teeth!'; break; //THE EARTH// case 'EARTH ATTACK': // EARTH ATTACK text = user.name() + ' attacks ' + target.name() + '!\r\n'; text += hpDamageText break; case 'EARTH NOTHING': // EARTH NOTHING text = user.name() + ' is rotating slowly.'; break; case 'EARTH CRUEL': // EARTH CRUEL text = user.name() + ' is cruel to ' + target.name() + '!\r\n'; if(target.isStateAffected(10)) {text += target.name() + ' feels SAD.';} else if(target.isStateAffected(11)) {text += target.name() + ' feels DEPRESSED..';} else if(target.isStateAffected(12)) {text += target.name() + ' feels MISERABLE...';} break; case 'CRUEL EPILOGUE': // EARTH CRUEL if(target.index() <= unitLowestIndex) { text = user.name() + " is cruel to everyone...\r\n"; text += "Everyone feels SAD." } break; case 'PROTECT THE EARTH': // PROTECT THE EARTH text = user.name() + ' uses its strongest attack!'; break; //SPACE BOYFRIEND// case 'SBF ATTACK': //SPACE BOYFRIEND ATTACK text = user.name() + ' swiftly kicks ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'SBF LASER': //SPACE BOYFRIEND LASER text = user.name() + ' fires his laser!\r\n'; text += hpDamageText; break; case 'SBF CALM DOWN': //SPACE BOYFRIEND CALM DOWN text = user.name() + ' empties his mind\r\n'; text += 'and removes all EMOTION.'; break; case 'SBF ANGRY SONG': //SPACE BOYFRIEND ANGRY SONG if(target.index() <= unitLowestIndex) { text = user.name() + ' wails with all his rage!\r\n'; text += "Everyone feels ANGRY!\r\n"; } text += hpDamageText; break; case 'SBF ANGSTY SONG': //SPACE BOYFRIEND ANGSTY SONG if(target.index() <= unitLowestIndex) { text = user.name() + ' sings with all the darkness\r\n'; text += 'in his soul!\r\n'; text += "Everyone feels SAD.\r\n"; } text += mpDamageText; break; case 'SBF JOYFUL SONG': //SPACE BOYFRIEND JOYFUL SONG if(target.index() <= unitLowestIndex) { text = user.name() + ' sings with all the joy\r\n'; text += "in his heart!\r\n" text += "Everyone feels HAPPY!\r\n"; } text += hpDamageText; break; //NEFARIOUS CHIP// case 'EVIL CHIP ATTACK': //NEFARIOUS CHIP ATTACK text = user.name() + ' charges into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'EVIL CHIP NOTHING': //NEFARIOUS CHIP NOTHING text = user.name() + ' strokes his evil\r\n'; text += 'moustache!'; break; case 'EVIL LAUGH': //NEFARIOUS LAUGH text = user.name() + ' laughs like the evil\r\n'; text += 'villain he is!\r\n'; if(!target._noEffectMessage) {text += target.name() + " feels HAPPY!"} else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")} break; case 'EVIL COOKIES': //NEFARIOUS COOKIES text = user.name() + ' throws OATMEAL COOKIES at everyone!\r\n'; text += 'How evil!'; break; //BISCUIT AND DOUGHIE// case 'BD ATTACK': //BISCUIT AND DOUGHIE ATTACK text = user.name() + ' attack together!\r\n'; text += hpDamageText; break; case 'BD NOTHING': //BISCUIT AND DOUGHIE NOTHING text = user.name() + ' forget something\r\n'; text += 'in the oven!'; break; case 'BD BAKE BREAD': //BISCUIT AND DOUGHIE BAKE BREAD text = user.name() + ' pull out some\r\n'; text += 'BREAD from the oven!'; break; case 'BD COOK': //BISCUIT AND DOUGHIE CHEER UP text = user.name() + ' makes a cookie!\r\n'; text += `${target.name()} recovers ${Math.abs(hpDam)}\r\nHEART!` break; case 'BD CHEER UP': //BISCUIT AND DOUGHIE CHEER UP text = user.name() + ' do their best to not\r\n'; text += 'be SAD.'; break; //KING CRAWLER// case 'KC ATTACK': //KING CRAWLER ATTACK text = user.name() + ' slams into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'KC NOTHING': //KING CRAWLER NOTHING text = user.name() + ' lets out an ear-piercing\r\n'; text += 'screech!\r\n'; if(!target._noEffectMessage) { text += target.name() + " feels ANGRY!"; } else {text += parseNoEffectEmotion(target.name(), "ANGRIER!")} break; case 'KC CONSUME': //KING CRAWLER CONSUME text = user.name() + ' ate a\r\n'; text += "LOST SPROUT MOLE!\r\n" text += `${target.name()} recovers ${Math.abs(hpDam)} HEART!\r\n`; break; case 'KC RECOVER': //KING CRAWLER CONSUME text = `${target.name()} recovers ${Math.abs(hpDam)} HEART!\r\n`; if(!target._noEffectMessage) {text += target.name() + " feels HAPPY!"} else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")} break; case 'KC CRUNCH': //KING CRAWLER CRUNCH text = user.name() + ' chomps ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'KC RAM': //KING CRAWLER RAM text = user.name() + ' runs though the party!\r\n'; text += hpDamageText; break; //KING CARNIVORE// case "SWEET GAS": if(target.index() <= unitLowestIndex) { text = user.name() + " releases gas!\r\n"; text += "It smells sweet!\r\n"; text += "Everyone feels HAPPY!"; } target._noEffectMessage = undefined; break; //SPROUTMOLE LADDER// case 'SML NOTHING': //SPROUT MOLE LADDER NOTHING text = user.name() + ' stands firmly in place. '; break; case 'SML SUMMON MOLE': //SPROUT MOLE LADDER SUMMON SPROUT MOLE text = 'A SPROUT MOLE climbs up ' + user.name() + '!'; break; case 'SML REPAIR': //SPROUT MOLE LADDER REPAIR text = user.name() + ' was repaired.'; break; //UGLY PLANT CREATURE// case 'UPC ATTACK': //UGLY PLANT CREATURE ATTACK text = user.name() + ' wraps\r\n'; text += target.name() + ' with vines!\r\n'; text += hpDamageText; break; case 'UPC NOTHING': //UGLY PLANT CRATURE NOTHING text = user.name() + ' roars!'; break; //ROOTS// case 'ROOTS NOTHING': //ROOTS NOTHING text = user.name() + ' wiggles around.'; break; case 'ROOTS HEAL': //ROOTS HEAL text = user.name() + ' provides nutrients for\r\n'; text += target.name() + '.'; break; //BANDITO MOLE// case 'BANDITO ATTACK': //BANDITO ATTACK text = user.name() + ' cuts ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'BANDITO STEAL': //BANDITO STEAL text = user.name() + ' swiftly steals an item from\r\n'; text += 'the party!' break; case 'B.E.D.': //B.E.D. text = user.name() + ' pulls out the B.E.D.!\r\n'; text += hpDamageText; break; //SIR MAXIMUS// case 'MAX ATTACK': //SIR MAXIMUS ATTACK text = user.name() + ' swings his sword!\r\n'; text += hpDamageText; break; case 'MAX NOTHING': //SIR MAXIMUS NOTHING text = user.name() + ' pulled his back...\r\n'; if(!target._noEffectMessage) { text += target.name() + ' feels SAD.' } else {text += parseNoEffectEmotion(target.name(), "SADDER!")} break; case 'MAX STRIKE': //SIR MAXIMUS SWIFT STRIKE text = user.name() + ' strikes twice!'; break; case 'MAX ULTIMATE ATTACK': //SIR MAXIMUS ULTIMATE ATTACK text = '"NOW FOR MY ULTIMATE ATTACK!"'; text += hpDamageText; break; case 'MAX SPIN': //SIR MAXIMUS SPIN break; //SIR MAXIMUS II// case 'MAX 2 NOTHING': //SIR MAXIMUS II NOTHING text = user.name() + ' remembers his\r\n'; text += 'father\'s dying words.\r\n'; if(!target._noEffectMessage) { text += target.name() + ' feels SAD.' } else {text += parseNoEffectEmotion(target.name(), "SADDER!")} break; //SIR MAXIMUS III// case 'MAX 3 NOTHING': //SIR MAXIMUS III NOTHING text = user.name() + ' remembers his\r\n'; text += 'grandfather\'s dying words.\r\n'; text += target.name() + ' feels SAD.' break; //SWEETHEART// case 'SH ATTACK': //SWEET HEART ATTACK text = user.name() + ' slaps ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'SH INSULT': //SWEET HEART INSULT if(target.index() <= unitLowestIndex) { text = user.name() + " insults everyone!\r\n" text += "Everyone feels ANGRY!\r\n"; } text += hpDamageText; target._noEffectMessage = undefined; break; case 'SH SNACK': //SWEET HEART SNACK text = user.name() + ' orders a servant to bring her\r\n'; text += 'a SNACK.\r\n'; text += hpDamageText; break; case 'SH SWING MACE': //SWEET HEART SWING MACE text = user.name() + ' swings her mace with fervor!\r\n'; text += hpDamageText; break; case 'SH BRAG': //SWEET HEART BRAG text = user.name() + ' boasts about\r\n'; text += 'one of her many, many talents!\r\n'; if(!target._noEffectMessage) { if(target.isStateAffected(8)) {text += target.name() + ' feels MANIC!!!';} else if(target.isStateAffected(7)) {text += target.name() + ' feels ECSTATIC!!';} else if(target.isStateAffected(6)) {text += target.name() + ' feels HAPPY!';} } else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")} break; //MR. JAWSUM // case 'DESK SUMMON MINION': //MR. JAWSUM DESK SUMMON MINION text = user.name() + ' picks up the phone and\r\n'; text += 'calls a GATOR GUY!'; break; case 'JAWSUM ATTACK ORDER': //MR. JAWSUM DESK ATTACK ORDER if(target.index() <= unitLowestIndex) { text = user.name() + ' gives orders to attack!\r\n'; text += "Everyone feels ANGRY!"; } break; case 'DESK NOTHING': //MR. JAWSUM DESK DO NOTHING text = user.name() + ' begins counting CLAMS.'; break; //PLUTO EXPANDED// case 'EXPANDED ATTACK': //PLUTO EXPANDED ATTACK text = user.name() + ' throws the Moon at\r\n'; text += target.name() + '!\r\n'; text += hpDamageText; break; case 'EXPANDED SUBMISSION HOLD': //PLUTO EXPANDED SUBMISSION HOLD text = user.name() + ' puts ' + target.name() + '\r\n'; text += 'in a submission hold!\r\n'; text += target.name() + '\'s SPEED fell.\r\n'; text += hpDamageText; break; case 'EXPANDED HEADBUTT': //PLUTO EXPANDED HEADBUTT text = user.name() + ' slams his head\r\n'; text += 'into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'EXPANDED FLEX COUNTER': //PLUTO EXPANDED FLEX COUNTER text = user.name() + ' flexes his muscles and\r\n' text += 'prepares himself!'; break; case 'EXPANDED EXPAND FURTHER': //PLUTO EXPANDED EXPAND FURTHER text = user.name() + ' expands even further!\r\n'; if(!target._noStateMessage) { text += target.name() + '\'s ATTACK rose!\r\n'; text += target.name() + '\'s DEFENSE rose!\r\n'; text += target.name() + '\'s SPEED fell.'; } else { text += parseNoStateChange(user.name(), "ATTACK", "higher!\r\n") text += parseNoStateChange(user.name(), "DEFENSE", "higher!\r\n") text += parseNoStateChange(user.name(), "SPEED", "lower!") } break; case 'EXPANDED EARTH SLAM': //PLUTO EXPANDED EARTH SLAM text = user.name() + ' picks up the Earth\r\n'; text += 'and slams it into eveyone!'; break; case 'EXPANDED ADMIRATION': //PLUTO EXPANDED ADMIRATION text = user.name() + ' is admiring KEL\'s progress!\r\n'; if(target.isStateAffected(8)) {text += target.name() + ' feels MANIC!!!';} else if(target.isStateAffected(7)) {text += target.name() + ' feels ECSTATIC!!';} else if(target.isStateAffected(6)) {text += target.name() + ' feels HAPPY!';} break; //ABBI TENTACLE// case 'TENTACLE ATTACK': //ABBI TENTACLE ATTACK text = user.name() + ' slams ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'TENTACLE TICKLE': //ABBI TENTACLE TICKLE text = user.name() + " weakens " + target.name() + "!\r\n"; var pronumn = target.name() === $gameActors.actor(2).name() ? "her" : "his"; text += `${target.name()} let ${pronumn} guard down!` break; case 'TENTACLE GRAB': //ABBI TENTACLE GRAB text = user.name() + ' wraps around ' + target.name() + '!\r\n'; if(result.isHit()) { if(target.name() !== "OMORI" && !target._noEffectMessage) {text += target.name() + " feels AFRAID.\r\n";} else {text += parseNoEffectEmotion(target.name(), "AFRAID")} } text += hpDamageText; break; case 'TENTACLE GOOP': //ABBI TENTACLE GOOP text = target.name() + ' is drenched in dark liquid!\r\n'; text += target.name() + ' feels weaker...\r\n'; text += target.name() + '\'s ATTACK fell.\r\n'; text += target.name() + '\'s DEFENSE fell.\r\n'; text += target.name() + '\'s SPEED fell.'; break; //ABBI// case 'ABBI ATTACK': //ABBI ATTACK text = user.name() + ' attacks ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'ABBI REVIVE TENTACLE': //ABBI REVIVE TENTACLE text = user.name() + ' focuses her HEART.'; break; case 'ABBI VANISH': //ABBI VANISH text = user.name() + ' vanishes into the shadows...'; break; case 'ABBI ATTACK ORDER': //ABBI ATTACK ORDER if(target.index() <= unitLowestIndex) { text = user.name() + ' stretches her tentacles.\r\n'; text += "Everyone's ATTACK rose!!\r\n" text += "Everyone feels ANGRY!" } break; case 'ABBI COUNTER TENTACLE': //ABBI COUNTER TENTACLES text = user.name() + ' moves through the shadows...'; break; //ROBO HEART// case 'ROBO HEART ATTACK': //ROBO HEART ATTACK text = user.name() + ' fires rocket hands!\r\n'; text += hpDamageText; break; case 'ROBO HEART NOTHING': //ROBO HEART NOTHING text = user.name() + ' is buffering...'; break; case 'ROBO HEART LASER': //ROBO HEART LASER text = user.name() + ' opens her mouth and\r\n'; text += 'fires a laser!\r\n'; text += hpDamageText; break; case 'ROBO HEART EXPLOSION': //ROBO HEART EXPLOSION text = user.name() + ' sheds a single robot tear.\r\n'; text += user.name() + ' explodes!'; break; case 'ROBO HEART SNACK': //ROBO HEART SNACK text = user.name() + ' opens her mouth.\r\n'; text += 'A nutritious SNACK appears!\r\n'; text += hpDamageText; break; //MUTANT HEART// case 'MUTANT HEART ATTACK': //MUTANT HEART ATTACK text = user.name() + ' sings a song for ' + target.name() + '!\r\n'; text += 'It was not the best...\r\n'; text += hpDamageText; break; case 'MUTANT HEART NOTHING': //MUTANT HEART NOTHING text = user.name() + ' strikes a pose!'; break; case 'MUTANT HEART HEAL': //MUTANT HEART HEAL text = user.name() + ' fixes her dress!'; text += hpDamageText; break; case 'MUTANT HEART WINK': //MUTANT HEART WINK text = user.name() + ' winks at ' + target.name() + '!\r\n'; text += 'It was kind of cute...\r\n'; if(!target._noEffectMessage){text += target.name() + ' feels HAPPY!';} else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")} break; case 'MUTANT HEART INSULT': //MUTANT HEART INSULT text = user.name() + ' accidently says something\r\n'; text += 'mean.\r\n'; if(!target._noEffectMessage){text += target.name() + ' feels ANGRY!';} else {text += parseNoEffectEmotion(target.name(), "ANGRIER!")} break; case 'MUTANT HEART KILL': //MUTANT HEART KILL text = 'MUTANTHEART slaps ' + user.name() +'!\r\n'; text += hpDamageText; break; //PERFECT HEART// case 'PERFECT STEAL HEART': //PERFECT HEART STEAL HEART text = user.name() + ' steals ' + target.name() + '\'s\r\n'; text += 'HEART.\r\n'; text += hpDamageText + "\r\n"; if(user.result().hpDamage < 0) {text += `${user.name()} recovers ${Math.abs(user.result().hpDamage)} HEART!\r\n`} break; case 'PERFECT STEAL BREATH': //PERFECT HEART STEAL BREATH text = user.name() + ' steals ' + target.name() + '\'s\r\n'; text += 'breath away.\r\n'; text += mpDamageText + "\r\n"; if(user.result().mpDamage < 0) {text += `${user.name()} recovers ${Math.abs(user.result().mpDamage)} JUICE...\r\n`} break; case 'PERFECT EXPLOIT EMOTION': //PERFECT HEART EXPLOIT EMOTION text = user.name() + ' exploits ' + target.name() + '\'s\r\n'; text += 'EMOTIONS!\r\n'; text += hpDamageText; break; case 'PERFECT SPARE': //PERFECT SPARE text = user.name() + ' decides to let\r\n'; text += target.name() + ' live.\r\n'; text += hpDamageText; break; case 'PERFECT ANGELIC VOICE': //UPLIFTING HYMN if(target.index() <= unitLowestIndex) { text = user.name() + ' sings a soulful song...\r\n'; if(!user._noEffectMessage) {text += user.name() + " feels SAD.\r\n"} else {text += parseNoEffectEmotion(user.name(), "SADDER!\r\n")} text += 'Everyone feels HAPPY!'; } break; case "PERFECT ANGELIC WRATH": if(target.index() <= unitLowestIndex) {text = user.name() + " unleashes her wrath.\r\n";} if(!target._noEffectMessage) { if(target.isStateAffected(8)) {text += target.name() + ' feels MANIC!!!\r\n';} else if(target.isStateAffected(7)) {text += target.name() + ' feels ECSTATIC!!\r\n';} else if(target.isStateAffected(6)) {text += target.name() + ' feels HAPPY!\r\n';} else if(target.isStateAffected(12)) {text += target.name() + ' feels MISERABLE...\r\n';} else if(target.isStateAffected(11)) {text += target.name() + ' feels DEPRESSED..\r\n';} else if(target.isStateAffected(10)) {text += target.name() + ' feels SAD.\r\n';} else if(target.isStateAffected(12)) {text += target.name() + ' feels FURIOUS!!!\r\n';} else if(target.isStateAffected(11)) {text += target.name() + ' feels ENRAGED!!\r\n';} else if(target.isStateAffected(10)) {text += target.name() + ' feels ANGRY!\r\n';} } else { if(target.isEmotionAffected("happy")) {text += parseNoEffectEmotion(target.name(), "HAPPIER!\r\n")} else if(target.isEmotionAffected("sad")) {text += parseNoEffectEmotion(target.name(), "SADDER!\r\n")} else if(target.isEmotionAffected("angry")) {text += parseNoEffectEmotion(target.name(), "ANGRIER!\r\n")} } text += hpDamageText; break; //SLIME GIRLS// case 'SLIME GIRLS COMBO ATTACK': //SLIME GIRLS COMBO ATTACK text = 'The ' + user.name() + ' attack all at once!\r\n'; text += hpDamageText; break; case 'SLIME GIRLS DO NOTHING': //SLIME GIRLS DO NOTHING text = 'MEDUSA throws a bottle...\r\n'; text += 'But nothing happened...'; break; case 'SLIME GIRLS STRANGE GAS': //SLIME GIRLS STRANGE GAS if(!target._noEffectMessage) { if(target.isStateAffected(8)) {text += target.name() + ' feels MANIC!!!\r\n';} else if(target.isStateAffected(7)) {text += target.name() + ' feels ECSTATIC!!\r\n';} else if(target.isStateAffected(6)) {text += target.name() + ' feels HAPPY!\r\n';} else if(target.isStateAffected(12)) {text += target.name() + ' feels MISERABLE...\r\n';} else if(target.isStateAffected(11)) {text += target.name() + ' feels DEPRESSED..\r\n';} else if(target.isStateAffected(10)) {text += target.name() + ' feels SAD.\r\n';} else if(target.isStateAffected(16)) {text += target.name() + ' feels FURIOUS!!!\r\n';} else if(target.isStateAffected(15)) {text += target.name() + ' feels ENRAGED!!\r\n';} else if(target.isStateAffected(14)) {text += target.name() + ' feels ANGRY!\r\n';} } else { if(target.isEmotionAffected("happy")) {text += parseNoEffectEmotion(target.name(), "HAPPIER!\r\n")} else if(target.isEmotionAffected("sad")) {text += parseNoEffectEmotion(target.name(), "SADDER!\r\n")} else if(target.isEmotionAffected("angry")) {text += parseNoEffectEmotion(target.name(), "ANGRIER!\r\n")} } break; case 'SLIME GIRLS DYNAMITE': //SLIME GIRLS DYNAMITE //text = 'MEDUSA threw a bottle...\r\n'; //text += 'And it explodes!\r\n'; text += hpDamageText; break; case 'SLIME GIRLS STING RAY': //SLIME GIRLS STING RAY text = 'MOLLY fires her stingers!\r\n'; text += target.name() + ' gets struck!\r\n'; text += hpDamageText; break; case 'SLIME GIRLS SWAP': //SLIME GIRLS SWAP text = 'MEDUSA does the thing!\r\n'; text += 'Your HEART and JUICE are switched!'; break; case 'SLIME GIRLS CHAIN SAW': //SLIME GIRLS CHAIN SAW text = 'MARINA pulls out a chainsaw!\r\n'; text += hpDamageText; break; //HUMPHREY SWARM// case 'H SWARM ATTACK': //HUMPHREY SWARM ATTACK text = 'HUMPHREY surrounds and attacks ' + target.name() + '!\r\n'; text += hpDamageText; break; //HUMPHREY LARGE// case 'H LARGE ATTACK': //HUMPHREY LARGE ATTACK text = 'HUMPHREY slams into ' + target.name() + '!\r\n'; text += hpDamageText; break; //HUMPHREY FACE// case 'H FACE CHOMP': //HUMPHREY FACE CHOMP text = 'HUMPHREY sinks his teeth into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'H FACE DO NOTHING': //HUMPHREY FACE DO NOTHING text = 'HUMPHREY stares at ' + target.name() + '!\r\n'; text += 'HUMPHREY\'s mouth waters incessantly.'; break; case 'H FACE HEAL': //HUMPHREY FACE HEAL text = 'HUMPHREY swallows a foe!\r\n'; text += `HUMPHREY recovers ${Math.abs(hpDam)} HEART!` break; //HUMPHREY UVULA// case 'UVULA DO NOTHING 1': //HUMPHREY UVULA DO NOTHING text = user.name() + ' smirks at ' + target.name() + '.\r\n'; break; case 'UVULA DO NOTHING 2': //HUMPHREY UVULA DO NOTHING text = user.name() + ' winks at ' + target.name() + '.\r\n'; break; case 'UVULA DO NOTHING 3': //HUMPHREY UVULA DO NOTHING text = user.name() + ' spits on ' + target.name() + '.\r\n'; break; case 'UVULA DO NOTHING 4': //HUMPHREY UVULA DO NOTHING text = user.name() + ' stares at ' + target.name() + '.\r\n'; break; case 'UVULA DO NOTHING 5': //HUMPHREY UVULA DO NOTHING text = user.name() + ' blinks at ' + target.name() + '.\r\n'; break; //FEAR OF FALLING// case 'DARK NOTHING': //SOMETHING IN THE DARK NOTHING text = user.name() + ' taunts ' + target.name() + '\r\n'; text += 'as he falls.'; break; case 'DARK ATTACK': //SOMETHING IN THE DARK ATTACK text = user.name() + ' shoves ' + target.name() + '.\r\n'; text += hpDamageText; break; //FEAR OF BUGS// case 'BUGS ATTACK': //FEAR OF BUGS ATTACK text = user.name() + ' bites ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'BUGS NOTHING': //FEAR OF BUGS NOTHING text = user.name() + ' is trying to talk to you...'; break; case 'SUMMON BABY SPIDER': //SUMMON BABY SPIDER text = 'A spider egg hatches\r\n'; text += 'A BABY SPIDER appeared.'; break; case 'BUGS SPIDER WEBS': //FEAR OF BUGS SPIDER WEBS text = user.name() + ' entangles ' + target.name() + '\r\n'; text += 'in sticky webs.\r\n'; text += target.name() + '\'s SPEED fell!\r\n'; break; //BABY SPIDER// case 'BABY SPIDER ATTACK': //BABY SPIDER ATTACK text = user.name() + ' bites ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'BABY SPIDER NOTHING': //BABY SPIDER NOTHING text = user.name() + ' makes a strange noise.'; break; //FEAR OF DROWNING// case 'DROWNING ATTACK': //FEAR OF DROWNING ATTACK text = 'Water pulls ' + target.name() + ' in different\r\n'; text += 'directions.\r\n'; text += hpDamageText; break; case 'DROWNING NOTHING': //FEAR OF DROWNING NOTHING text = user.name() + ' listens to ' + target.name() + " struggle."; break; case 'DROWNING DRAG DOWN': //FEAR OF DROWNING DRAG DOWN // text = user.name() + ' grabs\r\n'; // text += target.name() + '\s leg and drags him down!\r\n'; text = hpDamageText; break; //OMORI'S SOMETHING// case 'O SOMETHING ATTACK': //OMORI SOMETHING ATTACK text = user.name() + ' reaches through ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'O SOMETHING NOTHING': //OMORI SOMETHING NOTHING text = user.name() + ' sees through ' + target.name() + '.\r\n'; break; case 'O SOMETHING BLACK SPACE': //OMORI SOMETHING BLACK SPACE //text = user.name() + ' drags ' + target.name() + ' into\r\n'; //text += 'the shadows.'; text = hpDamageText; break; case 'O SOMETHING SUMMON': //OMORI SOMETHING SUMMON SOMETHING text = user.name() + ' calls something from\r\n'; text += 'the darkness.'; break; case 'O SOMETHING RANDOM EMOTION': //OMORI SOMETHING RANDOM EMOTION text = user.name() + ' plays with ' + target.name() +'\'s EMOTIONS.'; break; //BLURRY IMAGE// case 'BLURRY NOTHING': //BLURRY IMAGE NOTHING text = 'SOMETHING sways in the wind.'; break; //HANGING BODY// case 'HANG WARNING': text = 'You feel a chill run down your spine.'; break; case 'HANG NOTHING 1': text = 'You feel dizzy.'; break; case 'HANG NOTHING 2': text = 'You feel your lungs tighten up.'; break; case 'HANG NOTHING 3': text = 'You feel a sinking sensation in your\r\n'; text += 'stomach.'; break; case 'HANG NOTHING 4': text = 'You feel your heart beating out of\r\n'; text += 'your chest.'; break; case 'HANG NOTHING 5': text = 'You feel yourself trembling.'; break; case 'HANG NOTHING 6': text = 'You feel your knees weaken.'; break; case 'HANG NOTHING 7': text = 'You feel sweat dripping down your\r\n'; text += 'forehead.'; break; case 'HANG NOTHING 8': text = 'You feel your fist clenching on its own.'; break; case 'HANG NOTHING 9': text = 'You hear your heart beating.'; break; case 'HANG NOTHING 10': text = 'You hear your heart begin to steady.'; break; case 'HANG NOTHING 11': text = 'You hear your breathing begin to steady.'; break; case 'HANG NOTHING 12': text = 'You focus on what is straight\r\n'; text += 'in front of you.'; break; //AUBREY// case 'AUBREY NOTHING': //AUBREY NOTHING text = user.name() + ' spits on your shoe.'; break; case 'AUBREY TAUNT': //AUBREY TAUNT text = user.name() + ' calls ' + target.name() + ' weak!\r\n'; text += target.name() + " feels ANGRY!"; break; //THE HOOLIGANS// case 'CHARLIE ATTACK': //HOOLIGANS CHARLIE ATTACK text = 'CHARLIE puts her all into an attack!\r\n'; text += hpDamageText; break; case 'ANGEL ATTACK': //HOOLIGANS ANGEL ATTACK text = 'ANGEL swiftly strikes ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'MAVERICK CHARM': //HOOLIGANS MAVERICK CHARM text = 'THE MAVERICK winks at ' + target.name() + '!\r\n'; text += target.name() + '\'s ATTACK fell.' break; case 'KIM HEADBUTT': //HOOLIGANS KIM HEADBUTT text = 'KIM slams her head into ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'VANCE CANDY': //HOOLIGANS VANCE CANDY text = 'VANCE throws candy!\r\n'; text += hpDamageText; break; case 'HOOLIGANS GROUP ATTACK': //THE HOOLIGANS GROUP ATTACK text = user.name() + ' go all out!\r\n'; text += hpDamageText; break; //BASIL// case 'BASIL ATTACK': //BASIL ATTACK text = user.name() + ' reaches inside ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'BASIL NOTHING': //BASIL NOTHING text = user.name() + '\'s eyes are red from crying.'; break; case 'BASIL PREMPTIVE STRIKE': //BASIL PREMPTIVE STRIKE text = user.name() + ' slices ' + target.name() +'\'s arm.\r\n'; text += hpDamageText; break; //BASIL'S SOMETHING// case 'B SOMETHING ATTACK': //BASIL'S SOMETHING ATTACK text = user.name() + ' strangles ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'B SOMETHING TAUNT': //BASIL'S SOMETHING TAUNT BASIL text = user.name() + ' reaches inside ' + target.name() + '.\r\n'; break; //PLAYER SOMETHING BASIL FIGHT// case 'B PLAYER SOMETHING STRESS': //B PLAYER SOMETHING STRESS text = user.name() + ' does something to\r\n'; text += target.name() + '.\r\n'; text += hpDamageText; break; case 'B PLAYER SOMETHING HEAL': //B PLAYER SOMETHING HEAL text = user.name() + ' seeps into ' + target.name() + '\'s wounds.\r\n'; text += hpDamageText; break; case 'B OMORI SOMETHING CONSUME EMOTION': //B OMORI SOMETHING CONSUME EMOTION text = user.name() + ' consumes ' + target.name() + '\'s EMOTIONS.'; break; //CHARLIE// case 'CHARLIE RELUCTANT ATTACK': //CHARLIE RELUCTANT ATTACK text = user.name() + ' punches ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'CHARLIE NOTHING': //CHARLIE NOTHING text = user.name() + ' is standing there.'; break; case 'CHARLIE LEAVE': //CHARLIE LEAVE text = user.name() + ' stops fighting.'; break; //ANGEL// case 'ANGEL ATTACK': //ANGEL ATTACK text = user.name() + ' swiftly kicks ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'ANGEL NOTHING': //ANGEL NOTHING text = user.name() + ' does a flip and strikes a pose!'; break; case 'ANGEL QUICK ATTACK': //ANGEL QUICK ATTACK text = user.name() + ' teleports behind ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'ANGEL TEASE': //ANGEL TEASE text = user.name() + ' says mean things about ' + target.name() + '!'; break; //THE MAVERICK// case 'MAVERICK ATTACK': //THE MAVERICK ATTACK text = user.name() + ' hits ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'MAVERICK NOTHING': //THE MAVERICK NOTHING text = user.name() + ' starts bragging to\r\n'; text += 'his adoring fans!'; break; case 'MAVERICK SMILE': //THE MAVERICK SMILE text = user.name() + ' smiles seductively!\r\n'; text += target.name() + '\'s ATTACK fell.'; break; case 'MAVERICK TAUNT': //THE MAVERICK TAUNT text = user.name() + ' starts making fun of\r\n'; text += target.name() + '!\r\n'; text += target.name() + " feels ANGRY!" break; //KIM// case 'KIM ATTACK': //KIM ATTACK text = user.name() + ' punches ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'KIM NOTHING': //KIM DO NOTHING text = user.name() + '\'s phone rang...\r\n'; text += 'It was a wrong number.'; break; case 'KIM SMASH': //KIM SMASH text = user.name() + ' grabs ' + target.name() + '\'s shirt and\r\n'; text += 'punches them in the face!\r\n'; text += hpDamageText; break; case 'KIM TAUNT': //KIM TAUNT text = user.name() + ' starts making fun of ' + target.name() + '!\r\n'; text += target.name() + " feels SAD."; break; //VANCE// case 'VANCE ATTACK': //VANCE ATTACK text = user.name() + ' punches ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'VANCE NOTHING': //VANCE NOTHING text = user.name() + ' scratches his belly.'; break; case 'VANCE CANDY': //VANCE CANDY text = user.name() + ' throws old candy at ' + target.name() + '!\r\n'; text += 'Ewww... It\'s sticky...\r\n'; text += hpDamageText; break; case 'VANCE TEASE': //VANCE TEASE text = user.name() + ' said mean things about ' + target.name() + '!\r\n'; text += target.name() + " feels SAD." break; //JACKSON// case 'JACKSON WALK SLOWLY': //JACKSON WALK SLOWLY text = user.name() + ' slowly inches forward...\r\n'; text += 'You feel like you can\'t escape!'; break; case 'JACKSON KILL': //JACKSON AUTO KILL text = user.name() + ' CAUGHT YOU!!!\r\n'; text += 'You see your life flash before your eyes!'; break; //RECYCLEPATH// case 'R PATH ATTACK': //RECYCLEPATH ATTACK text = user.name() + ' hits ' + target.name() + ' with a bag!\r\n'; text += hpDamageText; break; case 'R PATH SUMMON MINION': //RECYCLEPATH SUMMON MINION text = user.name() + ' calls a follower!\r\n'; text += 'A RECYCULTIST appeared!'; break; case 'R PATH FLING TRASH': //RECYCLEPATH FLING TRASH text = user.name() + ' flings all their TRASH\r\n'; text += 'at ' + target.name() + '!\r\n' text += hpDamageText; break; case 'R PATH GATHER TRASH': //RECYCLEPATH GATHER TRASH text = user.name() + ' picks up some TRASH!'; break; //SOMETHING IN THE CLOSET// case 'CLOSET ATTACK': //SOMETHING IN THE CLOSET ATTACK text = user.name() + ' drags ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'CLOSET NOTHING': //SOMETHING IN THE CLOSET DO NOTHING text = user.name() + ' mutters eerily.'; break; case 'CLOSET MAKE AFRAID': //SOMETHING IN THE CLOSET MAKE AFRAID text = user.name() + ' knows your secret!'; break; case 'CLOSET MAKE WEAK': //SOMETHING IN THE CLOSET MAKE WEAK text = user.name() + ' saps ' + target.name() + '\'s will to live!'; break; //BIG STRONG TREE// case 'BST SWAY': //BIG STRONG TREE NOTHING 1 text = 'A gentle breeze blows across the leaves.'; break; case 'BST NOTHING': //BIG STRONG TREE NOTHING 2 text = user.name() + ' stands firm because\r\n'; text += 'it is a tree.'; break; //DREAMWORLD FEAR EXTRA BATTLES// //HEIGHTS// case 'DREAM HEIGHTS ATTACK': //DREAM FEAR OF HEIGHTS ATTACK text = user.name() + ' strikes ' + target.name() + '.\r\n'; text += hpDamageText; break; case 'DREAM HEIGHTS GRAB': //DREAM FEAR OF HEIGHTS GRAB if(target.index() <= unitLowestIndex) { text = 'Hands appear and grab everyone!\r\n'; text += 'Everyone' + '\'s ATTACK fell...'; } break; case 'DREAM HEIGHTS HANDS': //DREAM FEAR OF HEIGHTS HANDS text = 'More hands appear and surround\r\n'; text += user.name() + '.\r\n'; if(!target._noStateMessage) {text += user.name() + '\'s DEFENSE rose!';} else {text += parseNoStateChange(user.name(), "DEFENSE", "higher!")} break; case 'DREAM HEIGHTS SHOVE': //DREAM FEAR OF HEIGHTS SHOVE text = user.name() + ' shoves ' + target.name() + '.\r\n'; text += hpDamageText + '\r\n'; if(!target._noEffectMessage && target.name() !== "OMORI"){text += target.name() + ' feels AFRAID.';} else {text += parseNoEffectEmotion(target.name(), "AFRAID")} break; case 'DREAM HEIGHTS RELEASE ANGER': //DREAM FEAR OF HEIGHTS RELEASE ANGER text = user.name() + ' takes its ANGER out on everyone!'; break; //SPIDERS// case 'DREAM SPIDERS CONSUME': //DREAM FEAR OF SPIDERS CONSUME text = user.name() + ' wraps up and eats ' + target.name() + '.\r\n'; text += hpDamageText; break; //DROWNING// case 'DREAM DROWNING SMALL': //DREAM FEAR OF DROWNING SMALL text = 'Everyone is having a hard time breathing.'; break; case 'DREAM DROWNING BIG': //DREAM FEAR OF DROWNING BIG text = 'Everyone feels like passing out.'; break; // BLACK SPACE EXTRA // case 'BS LIAR': // BLACK SPACE LIAR text = 'Liar.'; break; //BACKGROUND ACTORS// //BERLY// case 'BERLY ATTACK': //BERLY ATTACK text = 'BERLY headbutts ' + target.name() + '!\r\n'; text += hpDamageText; break; case 'BERLY NOTHING 1': //BERLY NOTHING 1 text = 'BERLY is bravely hiding in the corner.'; break; case 'BERLY NOTHING 2': //BERLY NOTHING 2 text = 'BERLY fixes her glasses.'; break; //TOYS// case 'CAN': // CAN text = user.name() + ' kicks the CAN.'; break; case 'DANDELION': // DANDELION text = user.name() + ' blows on the DANDELION.\r\n'; text += user.name() + ' feels like ' + (switches.value(6) ? 'her' : 'his') + 'self again.'; break; case 'DYNAMITE': // DYNAMITE text = user.name() + ' throws DYNAMITE!'; break; case 'LIFE JAM': // LIFE JAM text = user.name() + ' uses LIFE JAM on TOAST!\r\n'; text += 'TOAST became ' + target.name() + '!'; break; case 'PRESENT': // PRESENT text = target.name() + ' opens the PRESENT\r\n'; text += 'It wasn\'t what ' + target.name() + ' wanted...\r\n'; if(!target._noEffectMessage){text += target.name() + ' feels ANGRY! ';} else {text += parseNoEffectEmotion(target.name(), "ANGRIER!")} break; case 'SILLY STRING': // DYNAMITE if(target.index() <= unitLowestIndex) { text = user.name() + ' uses SILLY STRING!\r\n'; text += 'WOOOOO!! It\'s a party!\r\n'; text += 'Everyone feels HAPPY! '; } break; case 'SPARKLER': // SPARKLER text = user.name() + ' lights the SPARKLER!\r\n'; text += 'WOOOOO!! It\'s a party!\r\n'; if(!target._noEffectMessage){text += target.name() + ' feels HAPPY!';} else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")} break; case 'COFFEE': // COFFEE text = user.name() + ' drinks the COFFEE...\r\n'; text += user.name() + ' feels amazing!'; break; case 'RUBBERBAND': // RUBBERBAND text = user.name() + ' flicks ' + target.name() + '!\r\n'; text += hpDamageText; break; //OMORI BATTLE// case "OMORI ERASES": text = user.name() + " erases the enemy.\r\n"; text += hpDamageText; break; case "MARI ATTACK": text = user.name() + " erases the enemy.\r\n"; text += target.name() + " feels AFRAID.\r\n"; text += hpDamageText; break; //STATES// case 'HAPPY': if(!target._noEffectMessage){text = target.name() + ' feels HAPPY!';} else {text = parseNoEffectEmotion(target.name(), "HAPPIER!")} break; case 'ECSTATIC': if(!target._noEffectMessage){text = target.name() + ' feels ECSTATIC!!';} else {text = parseNoEffectEmotion(target.name(), "HAPPIER!")} break; case 'MANIC': if(!target._noEffectMessage){text = target.name() + ' feels MANIC!!!';} else {text = parseNoEffectEmotion(target.name(), "HAPPIER!")} break; case 'SAD': if(!target._noEffectMessage){text = target.name() + ' feels SAD.';} else {text = parseNoEffectEmotion(target.name(), "SADDER!")} break; case 'DEPRESSED': if(!target._noEffectMessage){text = target.name() + ' feels DEPRESSED..';} else {text = parseNoEffectEmotion(target.name(), "SADDER!")} break; case 'MISERABLE': if(!target._noEffectMessage){text = target.name() + ' feels MISERABLE...';} else {text = parseNoEffectEmotion(target.name(), "SADDER!")} break; case 'ANGRY': if(!target._noEffectMessage){text = target.name() + ' feels ANGRY!';} else {text = parseNoEffectEmotion(target.name(), "ANGRIER!")} break; case 'ENRAGED': if(!target._noEffectMessage){text = target.name() + ' feels ENRAGED!!';} else {text = parseNoEffectEmotion(target.name(), "ANGRIER!")} break; case 'FURIOUS': if(!target._noEffectMessage){text = target.name() + ' feels FURIOUS!!!'} else {text = parseNoEffectEmotion(target.name(), "ANGRIER!")} break; case 'AFRAID': if(!target._noEffectMessage){text = target.name() + ' feels AFRAID!';} else {text = parseNoEffectEmotion(target.name(), "AFRAID")} break; case 'CANNOT MOVE': text = target.name() + ' is immobilized! '; break; case 'INFATUATION': text = target.name() + ' is immobilized by love! '; break; //SNALEY// case 'SNALEY MEGAPHONE': // SNALEY MEGAPHONE if(target.index() <= unitLowestIndex) {text = user.name() + ' uses an AIRHORN!\r\n';} if(target.isStateAffected(16)) {text += target.name() + ' feels FURIOUS!!!\r\n'} else if(target.isStateAffected(15)) {text += target.name() + ' feels ENRAGED!!\r\n'} else if(target.isStateAffected(14)) {text += target.name() + ' feels ANGRY!\r\n'} break; } // Return Text return text; }; //============================================================================= // * Display Custom Action Text //============================================================================= Window_BattleLog.prototype.displayCustomActionText = function(subject, target, item) { // Make Custom Action Text var text = this.makeCustomActionText(subject, target, item); // If Text Length is more than 0 if (text.length > 0) { if(!!this._multiHitFlag && !!item.isRepeatingSkill) {return;} // Get Get text = text.split(/\r\n/); for (var i = 0; i < text.length; i++) { this.push('addText', text[i]); } // Add Wait this.push('wait', 15); } if(!!item.isRepeatingSkill) {this._multiHitFlag = true;} }; //============================================================================= // * Display Action //============================================================================= Window_BattleLog.prototype.displayAction = function(subject, item) { // Return if Item has Custom Battle Log Type if (item.meta.BattleLogType) { return; } // Run Original Function _TDS_.CustomBattleActionText.Window_BattleLog_displayAction.call(this, subject, item); }; //============================================================================= // * Display Action Results //============================================================================= Window_BattleLog.prototype.displayActionResults = function(subject, target) { // Get Item Object var item = BattleManager._action._item.object(); // If Item has custom battle log type if (item && item.meta.BattleLogType) { // Display Custom Action Text this.displayCustomActionText(subject, target, item); // Return } // Run Original Function else { _TDS_.CustomBattleActionText.Window_BattleLog_displayActionResults.call(this, subject, target); } }; const _old_window_battleLog_displayHpDamage = Window_BattleLog.prototype.displayHpDamage Window_BattleLog.prototype.displayHpDamage = function(target) { let result = target.result(); if(result.isHit() && result.hpDamage > 0) { if(!!result.elementStrong) { this.push("addText","...It was a moving attack!"); this.push("waitForNewLine"); } else if(!!result.elementWeak) { this.push("addText", "...It was a dull attack!"); this.push("waitForNewLine") } } return _old_window_battleLog_displayHpDamage.call(this, target) }; //============================================================================= // * CLEAR //============================================================================= _TDS_.CustomBattleActionText.Window_BattleLog_endAction= Window_BattleLog.prototype.endAction; Window_BattleLog.prototype.endAction = function() { _TDS_.CustomBattleActionText.Window_BattleLog_endAction.call(this); this._multiHitFlag = false; }; //============================================================================= // * DISPLAY ADDED STATES //=============================================================================