//============================================================================= // 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 = $gameSwitches; var unitLowestIndex = target.friendsUnit().getLowestIndexMember(); function parseNoEffectEmotion(tname, em) { if(em.toLowerCase().contains("害怕")) { if(tname === "OMORI") {return "OMORI 无法变得害怕!\r\n"} return target.name() + "无法变得害怕!\r\n"; } let finalString = `${tname + (tname === "OMORI" ? " " : "")}无法变得${em}`; if(finalString.length >= 40) { let voinIndex = 0; for(let i = 40; i >= 0; i--) { if(finalString[i] === " ") { voinIndex = i; break; } } finalString = [finalString.slice(0, voinIndex).trim(), "\r\n", finalString.slice(voinIndex).trimLeft()].join('') } return finalString; } function parseNoStateChange(tname,stat,hl) { let noStateChangeText = `${tname + (tname[tname.length - 1] <= 'z' ? " " : "")}的${stat}无法变得\r\n${hl}`; // TARGET NAME - STAT - HIGHER/LOWER return noStateChangeText } // Type case //OMORI// if (hpDam != 0) { var hpDamageText = target.name() + (target.name() === "OMORI" ? " " : "") + '受到了 ' + hpDam + ' 点伤害!'; if (strongHit) { hpDamageText = '……迅捷一击!\r\n' + hpDamageText; } else if (weakHit) { hpDamageText = '……疲软一击。\r\n' + hpDamageText; } } else if (result.isHit() === true) { var hpDamageText = user.name() + "的攻击没有效果。"; } else { var hpDamageText = user.name() + "的攻击没有命中!"; } if (critical) { hpDamageText = '正中中心!\r\n' + hpDamageText; } if (mpDam > 0) { var mpDamageText = target.name() + (target.name() === "OMORI" ? " " : "") + '失去了 ' + mpDam + ' 点活力……'; hpDamageText = hpDamageText + "\r\n" + mpDamageText; } else { var mpDamageText = ''; } var userSp = user.name().trim()[user.name().length - 1] <= 'z' ? " " : ""; var targetSp = target.name().trim()[target.name().length - 1] <= 'z' ? " " : ""; switch (type) { case 'BLANK': // ATTACK text = '……'; break; case 'ATTACK': // ATTACK text = user.name() + userSp + '攻击了' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'MULTIHIT': text = user.name() + userSp + "使出了奋力一击!\r\n"; break; case 'OBSERVE': // OBSERVE text = user.name() + userSp + '聚精会神地观察着。\r\n'; text += target.name() + '!'; break; case 'OBSERVE TARGET': // OBSERVE TARGET //text = user.name() + " observes " + target.name() + ".\r\n"; text = target.name() + userSp + '盯住了\r\n'; text += user.name() + '!'; break; case 'OBSERVE ALL': // OBSERVE TARGET //text = user.name() + " observes " + target.name() + ".\r\n"; text = user.name() + userSp + '聚精会神地观察着。\r\n'; text += target.name() + '!'; text = target.name() + userSp + '盯住了所有人!'; break; case 'SAD POEM': // SAD POEM text = user.name() + userSp + '读起了一首悲伤的诗。\r\n'; if(!target._noEffectMessage) { if(target.isStateAffected(12)) {text += target.name() + targetSp + '陷入了痛苦…………';} else if(target.isStateAffected(11)) {text += target.name() + targetSp + '变得抑郁了……';} else if(target.isStateAffected(10)) {text += target.name() + targetSp + '变得悲伤了。';} } else {text += parseNoEffectEmotion(target.name(), "更悲伤了!")} break; case 'STAB': // STAB text = user.name() + userSp + '捅了' + targetSp + target.name() + targetSp + '一刀。\r\n'; text += hpDamageText; break; case 'TRICK': // TRICK text = user.name() + userSp + '对' + targetSp + target.name() + targetSp + '做恶作剧。\r\n'; if(target.isEmotionAffected("happy")) { if(!target._noStateMessage) {text += target.name() + targetSp + '的速度下降了!\r\n';} else {text += parseNoStateChange(target.name(), "速度", "更低了!\r\n")} } text += hpDamageText; break; case 'SHUN': // SHUN text = user.name() + userSp + '故意疏远' + targetSp + target.name() + '。\r\n'; if(target.isEmotionAffected("sad")) { if(!target._noStateMessage) {text += target.name() + targetSp + '的防御下降了。\r\n';} else {text += parseNoStateChange(target.name(), "防御", "更低了!\r\n")} } text += hpDamageText; break; case 'MOCK': // MOCK text = user.name() + userSp + '嘲讽起了' + targetSp + target.name() + '。\r\n'; text += hpDamageText; break; case 'HACKAWAY': // Hack Away text = user.name() + userSp + '疯狂地劈砍!'; break; case 'PICK POCKET': //Pick Pocket 注:未使用 text = user.name() + userSp + '尝试偷窃物品!\r\n'; text += '目标是' + targetSp + target.name(); break; case 'BREAD SLICE': //Bread Slice text = user.name() + userSp + '切开了' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'HIDE': // Hide 注:未使用 text = user.name() + userSp + '融入了背景……'; break; case 'QUICK ATTACK': // Quick Attack 注:未使用 text = user.name() + userSp + '飞扑向了' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'EXPLOIT HAPPY': //Exploit Happy text = user.name() + userSp + '利用了' + targetSp + target.name() + targetSp + '的\r\n'; text += '开心情绪!\r\n'; text += hpDamageText; break; case 'EXPLOIT SAD': // Exploit Sad text = user.name() + userSp + '利用了' + targetSp + target.name() + targetSp + '的\r\n'; text += '悲伤情绪!\r\n'; text += hpDamageText; break; case 'EXPLOIT ANGRY': // Exploit Angry text = user.name() + userSp + '利用了' + targetSp + target.name() + targetSp + '的\r\n'; text += '生气情绪!\r\n'; text += hpDamageText; break; case 'EXPLOIT EMOTION': // Exploit Emotion text = user.name() + userSp + "利用了" + targetSp + target.name() + targetSp + "的情绪。"; if(text.length >= 34) { text = user.name() + userSp + '利用了' + targetSp + target.name() + targetSp + '的\r\n'; text += '情绪!\r\n'; } else {text += "\r\n"} text += hpDamageText; break; case 'FINAL STRIKE': // Final Strike text = user.name() + userSp + '释放了他的终极攻击!'; break; case 'TRUTH': // PAINFUL TRUTH text = user.name() + userSp + '低声向\r\n'; text += target.name() + targetSp + '说了些什么。\r\n'; text += hpDamageText + "\r\n"; if(!target._noEffectMessage) { text += target.name() + userSp + "变得悲伤了。\r\n"; } else {text += parseNoEffectEmotion(target.name(), "更悲伤了!\r\n")} if(user.isStateAffected(12)) {text += user.name() + userSp + "陷入了痛苦…………";} else if(user.isStateAffected(11)) {text += user.name() + userSp + "变得抑郁了……";} else if(user.isStateAffected(10)) {text += user.name() + userSp + "变得悲伤了。";} break; case 'ATTACK AGAIN': // ATTACK AGAIN 2 text = user.name() + userSp + '再次攻击!\r\n'; text += hpDamageText; break; case 'TRIP': // TRIP text = user.name() + userSp + '绊倒了' + targetSp + target.name() + '!\r\n'; if(!target._noStateMessage) {text += target.name() + targetSp + '的速度下降了!\r\n';} else {text += parseNoStateChange(target.name(), "速度", "更低了!\r\n")} text += hpDamageText; break; case 'TRIP 2': // TRIP 2 text = user.name() + userSp + '绊倒了' + targetSp + target.name() + '!\r\n'; if(!target._noStateMessage) {text += target.name() + '的速度下降了!\r\n';} else {text += parseNoStateChange(target.name(), "速度", "更低了!\r\n")} if(!target._noEffectMessage) {text += target.name() + '变得悲伤了。\r\n';} else {text += parseNoEffectEmotion(target.name(), "更悲伤了!\r\n")} text += hpDamageText; break; case 'STARE': // STARE text = user.name() + userSp + '瞪视着' + targetSp + target.name() + '。\r\n'; text += target.name() + targetSp + '感到很不自在。'; break; case 'RELEASE ENERGY': // RELEASE ENERGY text = user.name() + userSp + '与朋友们集结在一起,\r\n'; text += '释放出终极一击!'; break; case 'VERTIGO': // OMORI VERTIGO if(target.index() <= unitLowestIndex) { text = user.name() + userSp + '使敌人眼前一阵天旋地转!\r\n'; text += '所有敌人的攻击下降了!\r\n'; } text += hpDamageText; break; case 'CRIPPLE': // OMORI CRIPPLE if(target.index() <= unitLowestIndex) { text = user.name() + '把敌人打得半残!\r\n'; text += "所有敌人的速度下降了。\r\n"; } text += hpDamageText; break; case 'SUFFOCATE': // OMORI SUFFOCATE if(target.index() <= unitLowestIndex) { text = user.name() + '掐住了敌人的咽喉!\r\n'; text += '所有敌人都感觉喘不过气来。\r\n'; text += "所有敌人的防御下降了。\r\n"; } text += hpDamageText; break; //AUBREY// case 'PEP TALK': // PEP TALK text = user.name() + userSp + '给' + targetSp + target.name() + '打气!\r\n'; if(!target._noEffectMessage) { if(target.isStateAffected(8)) {text += target.name() + targetSp + '陷入了癫狂!!!';} else if(target.isStateAffected(7)) {text += target.name() + targetSp + '变得狂喜了!!';} else if(target.isStateAffected(6)) {text += target.name() + targetSp + '变得开心了!';} } else {text += parseNoEffectEmotion(target.name(), "更开心了!")} break; case 'TEAM SPIRIT': // TEAM SPIRIT text = user.name() + userSp + '给' + targetSp + target.name() + '打气!\r\n'; if(!target._noEffectMessage) { if(target.isStateAffected(8)) {text += target.name() + targetSp + '陷入了癫狂!!!\r\n';} else if(target.isStateAffected(7)) {text += target.name() + targetSp + '变得狂喜了!!\r\n';} else if(target.isStateAffected(6)) {text += target.name() + targetSp + '变得开心了!\r\n';} } else {text += parseNoEffectEmotion(target.name(), "更开心了!\r\n")} if(!user._noEffectMessage) { if(user.isStateAffected(8)) {text += user.name() + userSp + '陷入了癫狂!!!';} else if(user.isStateAffected(7)) {text += user.name() + userSp + '变得狂喜了!!';} else if(user.isStateAffected(6)) {text += user.name() + userSp + '变得开心了!';} } else {text += parseNoEffectEmotion(user.name(), "更开心了!\r\n")} break; case 'HEADBUTT': // HEADBUTT text = user.name() + userSp + '给了' + targetSp + target.name() + targetSp + '一记头槌!\r\n'; text += hpDamageText; break; case 'HOMERUN': // Homerun text = user.name() + userSp + '把' + targetSp + target.name() + '\r\n'; text += '打得落花流水!\r\n'; text += hpDamageText; break; case 'THROW': // Wind-up Throw text = user.name() + userSp + '扔出了她的武器!'; break; case 'POWER HIT': //Power Hit text = user.name() + userSp + '全力砸向' + targetSp + target.name() + '!\r\n'; if(!target._noStateMessage) {text += target.name() + targetSp + '的防御下降了。\r\n';} else {text += parseNoStateChange(target.name(), "防御", "更低了!\r\n")} text += hpDamageText; break; case 'LAST RESORT': // Last Resort text = user.name() + userSp + '使尽浑身解数,不顾一切地\r\n'; text += '攻向' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'COUNTER ATTACK': // Counter Attack text = user.name() + userSp + '举起了棒球棍!'; break; case 'COUNTER HEADBUTT': // Counter Headbutt text = user.name() + userSp + '把力量集中在额头!'; break; case 'COUNTER ANGRY': //Counter Angry text = user.name() + userSp + '严阵以待!'; break; case 'LOOK OMORI 1': // Look at Omori 2 text = 'OMORI 没有注意到' + userSp + user.name() + userSp + ',于是\r\n'; text += user.name() + userSp + '再次发动攻击!\r\n'; text += hpDamageText; break; case 'LOOK OMORI 2': // Look at Omori 2 text = 'OMORI 还是没有注意到' + userSp + user.name() + userSp + ',于是\r\n'; text += user.name() + userSp + '攻击得更使劲了!\r\n'; text += hpDamageText; break; case 'LOOK OMORI 3': // Look at Omori 3 text = 'OMORI 终于注意到了' + userSp + user.name() + userSp + '!\r\n'; text += user.name() + userSp + '开心地挥舞起了棒球棍!\r\n'; text += hpDamageText; break; case 'LOOK KEL 1': // Look at Kel 1 text = '凯使劲怂恿奥布里!\r\n'; text += target.name() + "变得生气了!"; break; case 'LOOK KEL 2': // Look at Kel 2 text = '凯使劲怂恿奥布里!\r\n'; text += '凯和奥布里的攻击上升了!\r\n'; var AUBREY = $gameActors.actor(2); var KEL = $gameActors.actor(3); if(AUBREY.isStateAffected(14) && KEL.isStateAffected(14)) {text += '凯和奥布里变得生气了!';} else if(AUBREY.isStateAffected(14) && KEL.isStateAffected(15)) { text += '凯变得愤怒了!!\r\n'; text += '奥布里变得生气了!'; } else if(AUBREY.isStateAffected(15) && KEL.isStateAffected(14)) { text += '凯变得生气了!\r\n'; text += '奥布里变得愤怒了!!'; } else if(AUBREY.isStateAffected(15) && KEL.isStateAffected(15)) {text += '凯和奥布里变得愤怒了!!';} else {text += '凯和奥布里变得生气了!';} break; case 'LOOK HERO': // LOOK AT HERO 1 text = '英雄让奥布里集中注意力!\r\n'; if(target.isStateAffected(6)) {text += target.name() + targetSp + "变得开心了!\r\n"} else if(target.isStateAffected(7)) {text += target.name() + targetSp + "变得狂喜了!!\r\n"} text += user.name() + userSp + '的防御上升了!'; break; case 'LOOK HERO 2': // LOOK AT HERO 2 text = '英雄给奥布里打气!\r\n'; text += '奥布里的防御上升了!!\r\n'; if(target.isStateAffected(6)) {text += target.name() + targetSp + "变得开心了!\r\n"} else if(target.isStateAffected(7)) {text += target.name() + targetSp + "变得狂喜了!!\r\n"} if(!!$gameTemp._statsState[0]) { var absHp = Math.abs($gameTemp._statsState[0] - $gameActors.actor(2).hp); if(absHp > 0) {text += `奥布里回复了 ${absHp} 点心心!\r\n`;} } if(!!$gameTemp._statsState[1]) { var absMp = Math.abs($gameTemp._statsState[1] - $gameActors.actor(2).mp); if(absMp > 0) {text += `奥布里回复了 ${absMp} 点体力……`;} } $gameTemp._statsState = undefined; break; case 'TWIRL': // ATTACK text = user.name() + userSp + '攻击了' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; //KEL// case 'ANNOY': // ANNOY text = user.name() + userSp + '让' + targetSp + target.name() + targetSp + '很恼火!\r\n'; if(!target._noEffectMessage) { if(target.isStateAffected(14)) {text += target.name() + targetSp + '变得生气了!';} else if(target.isStateAffected(15)) {text += target.name() + targetSp + '变得愤怒了!!';} else if(target.isStateAffected(16)) {text += target.name() + targetSp + '陷入狂怒!!!';} } else {text += parseNoEffectEmotion(target.name(), "更生气了!")} break; case 'REBOUND': // REBOUND text = user.name() + userSp + '的球到处弹来弹去!'; break; case 'FLEX': // FLEX text = user.name() + userSp + '十分拿手地秀起了肌肉!\r\n'; text += user.name() + userSp + "的命中率上升了!\r\n" break; case 'JUICE ME': // JUICE ME text = user.name() + userSp + '把手中的椰子砸向' + targetSp + target.name() + '!\r\n' var absMp = Math.abs(mpDam); if(absMp > 0) { text += `${target.name()}${targetSp}回复了 ${absMp} 点体力……\r\n` } text += hpDamageText; break; case 'RALLY': // RALLY text = user.name() + userSp + '的打气让大家精神抖擞!\r\n'; if(user.isStateAffected(7)) {text += user.name() + "变得狂喜了!!\r\n"} else if(user.isStateAffected(6)) {text += user.name() + "变得开心了!\r\n"} text += "大家获得了能量!\r\n" for(let actor of $gameParty.members()) { if(actor.name() === "凯") {continue;} var result = actor.result(); if(result.mpDamage >= 0) {continue;} var absMp = Math.abs(result.mpDamage); var actorSp = actor.name() === "OMORI" ? " " : ""; text += `${actor.name()}${actorSp}恢复了 ${absMp} 点体力……\r\n` } break; case 'SNOWBALL': // SNOWBALL text = user.name() + userSp + '向' + targetSp + target.name() + '\r\n'; text += '扔雪球!\r\n'; if(!target._noEffectMessage) {text += target.name() + "变得悲伤了。\r\n"} else {text += parseNoEffectEmotion(target.name(), "更悲伤了!\r\n")} text += hpDamageText; break; case 'TICKLE': // TICKLE text = user.name() + userSp + '给' + targetSp + target.name() + targetSp + '挠痒痒!\r\n' text += `${target.name()}${targetSp}放松了警惕!` break; case 'RICOCHET': // RICOCHET text = user.name() + userSp + '表演了一个花式球技!\r\n'; text += hpDamageText; break; case 'CURVEBALL': // CURVEBALL text = user.name() + userSp + '发了个曲线球……\r\n'; text += target.name() + targetSp + '被球的轨迹弄晕了!\r\n'; switch($gameTemp._randomState) { case 6: if(!target._noEffectMessage) {text += target.name() + targetSp + "变得开心了!\r\n"} else {text += parseNoEffectEmotion(target.name(), "更开心了!\r\n")} break; case 14: if(!target._noEffectMessage) {text += target.name() + "变得生气了!\r\n"} else {text += parseNoEffectEmotion(target.name(), "更生气了!\r\n")} break; case 10: if(!target._noEffectMessage) {text += target.name() + "变得悲伤了。\r\n"} else {text += parseNoEffectEmotion(target.name(), "更悲伤了!\r\n")} break; } text += hpDamageText; break; case 'MEGAPHONE': // MEGAPHONE if(target.index() <= unitLowestIndex) {text = user.name() + userSp + '四处骚扰,把大家弄得心烦气躁!\r\n';} if(target.isStateAffected(16)) {text += target.name() + targetSp + '陷入了狂怒!!!\r\n'} else if(target.isStateAffected(15)) {text += target.name() + targetSp + '变得愤怒了!!\r\n'} else if(target.isStateAffected(14)) {text += target.name() + targetSp + '变得生气了!\r\n'} break; case 'DODGE ATTACK': // DODGE ATTACK text = user.name() + userSp + '做好了闪避的准备!'; break; case 'DODGE ANNOY': // DODGE ANNOY text = user.name() + userSp + '开始挑逗敌人!'; break; case 'DODGE TAUNT': // DODGE TAUNT text = user.name() + userSp + '开始嘲讽敌人!\r\n'; text += "所有敌人的命中率下降了!" break; case 'PASS OMORI': // KEL PASS OMORI text = 'OMORI 在走神,被凯的球临头一击!\r\n'; text += 'OMORI 受到了 1 点伤害!'; break; case 'PASS OMORI 2': //KEL PASS OMORI 2 text = 'OMORI 接住了凯的球!\r\n'; text += 'OMORI 把球扔向\r\n'; text += target.name() + '!\r\n'; var OMORI = $gameActors.actor(1); if(OMORI.isStateAffected(6)) {text += "OMORI 变得开心了!\r\n"} else if(OMORI.isStateAffected(7)) {text += "OMORI 变得狂喜了!!\r\n"} text += hpDamageText; break; case 'PASS AUBREY': // KEL PASS AUBREY text = '奥布里瞄准敌人,打出了一记强力扣杀!\r\n'; text += hpDamageText; break; case 'PASS HERO': // KEL PASS HERO if(target.index() <= unitLowestIndex) {text = user.name() + userSp + '一记扣球击中了敌人!\r\n';} text += hpDamageText; break; case 'PASS HERO 2': // KEL PASS HERO if(target.index() <= unitLowestIndex) { text = user.name() + userSp + '一记优雅的扣球击中了敌人!\r\n'; text += "所有敌人的攻击下降了!\r\n"; } text += hpDamageText; break; //HERO// case 'MASSAGE': // MASSAGE text = user.name() + userSp + '给' + targetSp + target.name() + targetSp + '按摩!\r\n'; if(!!target.isAnyEmotionAffected(true)) { text += target.name() + targetSp + '冷静了下来……'; } else {text += "并没有效果……"} break; case 'COOK': // COOK text = user.name() + userSp + '为' + targetSp + target.name() + targetSp + '手工制作了一块曲奇饼干!'; break; case 'FAST FOOD': //FAST FOOD text = user.name() + userSp + '为' + targetSp + target.name() + targetSp + '准备了一顿快餐。'; break; case 'JUICE': // JUICE text = user.name() + userSp + '递给' + targetSp + target.name() + targetSp + '一些喝的。'; break; case 'SMILE': // SMILE text = user.name() + userSp + '对着' + targetSp + target.name() + targetSp + '微笑!\r\n'; if(!target._noStateMessage) {text += target.name() + targetSp + '的攻击下降了。';} else {text += parseNoStateChange(target.name(), "攻击", "更低了!\r\n")} break; case 'DAZZLE': text = user.name() + userSp + '对着' + targetSp + target.name() + targetSp + '微笑!\r\n'; if(!target._noStateMessage) {text += target.name() + targetSp + '的攻击下降了。\r\n';} else {text += parseNoStateChange(target.name(), "攻击", "更低了!\r\n")} if(!target._noEffectMessage) { text += target.name() + targetSp + '变得开心了!'; } else {text += parseNoEffectEmotion(target.name(), "更开心了!")} break; case 'TENDERIZE': // TENDERIZE text = user.name() + userSp + '给\r\n'; text += target.name() + targetSp + '激烈地按摩!\r\n'; if(!target._noStateMessage) {text += target.name() + targetSp + '的防御下降了!\r\n';} else {text += parseNoStateChange(target.name(), "防御", "更低了!\r\n")} text += hpDamageText; break; case 'SNACK TIME': // SNACK TIME text = user.name() + userSp + '为大家手工制作了曲奇饼干!'; break; case 'TEA TIME': // TEA TIME text = user.name() + userSp + '端出茶点,让' + targetSp + target.name() + targetSp + '休息一下。\r\n'; text += target.name() + targetSp + '感到精神焕发!\r\n'; if(result.hpDamage < 0) { var absHp = Math.abs(result.hpDamage); text += `${target.name() + targetSp}回复了 ${absHp} 点心心!\r\n` } if(result.mpDamage < 0) { var absMp = Math.abs(result.mpDamage); text += `${target.name() + targetSp}回复了 ${absMp} 点体力……\r\n` } break; case 'SPICY FOOD': // SPICY FOOD text = user.name() + userSp + '烹饪了一些辛辣食物!\r\n'; text += hpDamageText; break; case 'SINGLE TAUNT': // SINGLE TAUNT text = user.name() + userSp + '吸引了' + targetSp + target.name() + targetSp + '的\r\n'; text += '注意力。'; break; case 'TAUNT': // TAUNT text = user.name() + userSp + '吸引了敌人的注意力。'; break; case 'SUPER TAUNT': // SUPER TAUNT text = user.name() + userSp + '吸引了敌人的注意力。\r\n'; text += user.name() + userSp + '做好了格挡敌人攻击的准备。'; break; case 'ENCHANT': // ENCHANT text = user.name() + '用微笑吸引了敌人的\r\n'; text += '注意力。\r\n'; if(!target._noEffectMessage) {text += target.name() + targetSp + "变得开心了!";} else {text += parseNoEffectEmotion(target.name(), "更开心了!")} break; case 'MENDING': //MENDING text = user.name() + userSp + '为' + targetSp + target.name() + targetSp + '准备餐饮。\r\n'; text += user.name() + userSp + '成为了' + targetSp + target.name() + targetSp + '的私人厨师!'; break; case 'SHARE FOOD': //SHARE FOOD if(target.name() !== user.name()) { text = user.name() + userSp + '把食物分享给' + targetSp + target.name() + '!' } break; case 'CALL OMORI': // CALL OMORI text = user.name() + userSp + '给 OMORI 打信号!\r\n'; if(!!$gameTemp._statsState[0]) { var absHp = Math.abs($gameTemp._statsState[0] - $gameActors.actor(1).hp); if(absHp > 0) {text += `OMORI 回复了 ${absHp} 点心心!\r\n`;} } if(!!$gameTemp._statsState[1]) { var absMp = Math.abs($gameTemp._statsState[1] - $gameActors.actor(1).mp); if(absMp > 0) {text += `OMORI 回复了 ${absMp} 点体力……`;} } $gameTemp._statsState = undefined; break; case 'CALL KEL': // CALL KEL text = user.name() + userSp + '让凯鼓足干劲!\r\n'; if(!!$gameTemp._statsState[0]) { var absHp = Math.abs($gameTemp._statsState[0] - $gameActors.actor(3).hp); if(absHp > 0) {text += `凯回复了 ${absHp} 点心心!\r\n`;} } if(!!$gameTemp._statsState[1]) { var absMp = Math.abs($gameTemp._statsState[1] - $gameActors.actor(3).mp); if(absMp > 0) {text += `凯回复了 ${absMp} 点体力……`;} } break; case 'CALL AUBREY': // CALL AUBREY text = user.name() + userSp + '给奥布里加油!\r\n'; if(!!$gameTemp._statsState[0]) { var absHp = Math.abs($gameTemp._statsState[0] - $gameActors.actor(2).hp); if(absHp > 0) {text += `奥布里回复了 ${absHp} 点心心!\r\n`;} } if(!!$gameTemp._statsState[1]) { var absMp = Math.abs($gameTemp._statsState[1] - $gameActors.actor(2).mp); if(absMp > 0) {text += `奥布里回复了 ${absMp} 点体力……`;} } break; //PLAYER// case 'CALM DOWN': // PLAYER CALM DOWN if(item.id !== 1445) {text = user.name() + userSp + '冷静了下来。\r\n';} // Process if Calm Down it's not broken; if(Math.abs(hpDam) > 0) {text += user.name() + userSp + '回复了 ' + Math.abs(hpDam) + ' 点心心!';} break; case 'FOCUS': // PLAYER FOCUS text = user.name() + userSp + '集中了精神。'; break; case 'PERSIST': // PLAYER PERSIST text = user.name() + userSp + '坚持了下去。'; break; case 'OVERCOME': // PLAYER OVERCOME text = user.name() + userSp + '克服了困难。'; break; //UNIVERSAL// case 'FIRST AID': // FIRST AID text = user.name() + userSp + '开始照料' + targetSp + target.name() + '!\r\n'; text += target.name() + targetSp + '回复了 ' + Math.abs(target._result.hpDamage) + ' 点心心!'; break; case 'PROTECT': // PROTECT text = user.name() + userSp + '站在' + userSp + target.name() + userSp + '前!'; break; case 'GAURD': // GAURD text = user.name() + userSp + '做好了格挡攻击的准备。'; break; //FOREST BUNNY// case 'BUNNY ATTACK': // FOREST BUNNY ATTACK text = user.name() + '咬了' + targetSp + target.name() + '一口!\r\n'; text += hpDamageText; break; case 'BUNNY NOTHING': // BUNNY DO NOTHING text = user.name() + '到处蹦蹦跳跳!'; break; case 'BE CUTE': // BE CUTE text = user.name() + '朝着' + targetSp + target.name() + targetSp + '眨了眨眼!\r\n'; text += target.name() + targetSp + '的攻击下降了……'; break; case 'SAD EYES': //SAD EYES text = user.name() + '悲伤地望着' + targetSp + target.name() + '。\r\n'; if(!target._noEffectMessage) {text += target.name() + targetSp + '变得悲伤了。';} else {text += parseNoEffectEmotion(target.name(), "更悲伤了!")} break; //FOREST BUNNY?// case 'BUNNY ATTACK2': // BUNNY? ATTACK text = user.name() + '咬了' + targetSp + target.name() + '一口?\r\n'; text += hpDamageText; break; case 'BUNNY NOTHING2': // BUNNY? DO NOTHING text = user.name() + '到处蹦蹦跳跳?'; break; case 'BUNNY CUTE2': // BE CUTE? text = user.name() + '朝着' + targetSp + target.name() + targetSp + '眨了眨眼?\r\n'; text += target.name() + targetSp + '的攻击下降了?'; break; case 'SAD EYES2': // SAD EYES? text = user.name() + '悲伤地望着' + targetSp + target.name() + '……\r\n'; if(!target._noEffectMessage) {text += target.name() + targetSp + '变得悲伤了?';} else {text += parseNoEffectEmotion(target.name(), "更悲伤了!")} break; //SPROUT MOLE// case 'SPROUT ATTACK': // SPROUT MOLE ATTACK text = user.name() + '撞了' + targetSp + target.name() + targetSp + '一下!\r\n'; text += hpDamageText; break; case 'SPROUT NOTHING': // SPROUT NOTHING text = user.name() + '到处翻滚。'; break; case 'RUN AROUND': // RUN AROUND text = user.name() + '到处乱跑!'; break; case 'HAPPY RUN AROUND': //HAPPY RUN AROUND text = user.name() + '精力十足地到处乱跑!'; break; //MOON BUNNY// case 'MOON ATTACK': // MOON BUNNY ATTACK text = user.name() + '撞向' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'MOON NOTHING': // MOON BUNNY NOTHING text = user.name() + '在发呆。'; // 注:原文 spacing out 是个双关(月球兔兔),不知道有没有更好的翻译 break; case 'BUNNY BEAM': // BUNNY BEAM text = user.name() + '发射了激光!\r\n'; text += hpDamageText; break; //DUST BUNNY// case 'DUST NOTHING': // DUST NOTHING text = user.name() + '正在努力避免\r\n'; text += '被吹飞。'; break; case 'DUST SCATTER': // DUST SCATTER text = user.name() + '炸开了!'; break; //U.F.O// case 'UFO ATTACK': // UFO ATTACK text = user.name() + userSp + '向' + targetSp + target.name() + targetSp + '迎面撞来!\r\n'; text += hpDamageText; break; case 'UFO NOTHING': // UFO NOTHING text = user.name() + userSp + '失去了兴致。'; break; case 'STRANGE BEAM': // STRANGE BEAM text = user.name() + userSp + '闪烁着奇怪的光!\r\n'; text += target.name() + targetSp + "被灌输了某种随机的情绪!" break; case 'ORANGE BEAM': // ORANGE BEAM text = user.name() + userSp + '发射了橙色的激光!\r\n'; text += hpDamageText; break; //VENUS FLYTRAP// case 'FLYTRAP ATTACK': // FLYTRAP ATTACK text = user.name() + '向' + targetSp + target.name() + targetSp + '袭来!\r\n'; text += hpDamageText; break; case 'FLYTRAP NOTHING': // FLYTRAP NOTHING text = user.name() + '在啃咬空气。'; break; case 'FLYTRAP CRUNCH': // FLYTRAP text = user.name() + '在啃咬' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; //WORMHOLE// case 'WORM ATTACK': // WORM ATTACK text = user.name() + '狠狠拍打' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'WORM NOTHING': // WORM NOTHING text = user.name() + '扭动着身体……'; break; case 'OPEN WORMHOLE': // OPEN WORMHOLE text = user.name() + '打开了一个虫洞!'; break; //MIXTAPE// case 'MIXTAPE ATTACK': // MIXTAPE ATTACK text = user.name() + '狠狠拍打' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'MIXTAPE NOTHING': // MIXTAPE NOTHING text = user.name() + '正在解开带子上的结。'; break; case 'TANGLE': // TANGLE text = target.name() + targetSp + '被' + user.name() + '的带子缠住了!\r\n'; text += target.name() + targetSp + '的速度下降了……'; break; //DIAL-UP// case 'DIAL ATTACK': // DIAL ATTACK text = user.name() + '很慢。\r\n'; text += `${target.name() + targetSp}被气出了内伤!\r\n`; text += hpDamageText; break; case 'DIAL NOTHING': // DIAL NOTHING text = user.name() + '正在缓冲中……'; break; case 'DIAL SLOW': // DIAL SLOW text = user.name() + '变得更更慢慢慢慢慢了了了。\r\n'; text += '所有人的速度都下降了……'; break; //DOOMBOX// case 'DOOM ATTACK': // DOOM ATTACK text = user.name() + '猛地撞向' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'DOOM NOTHING': // DOOM NOTHING text = user.name() + '正在调整无线电。'; break; case 'BLAST MUSIC': // BLAST MUSIC text = user.name() + '开始播放劲爆的音乐!'; break; //SHARKPLANE// case 'SHARK ATTACK': // SHARK PLANE text = user.name() + '冲向' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'SHARK NOTHING': // SHARK NOTHING text = user.name() + '正在剔牙。'; break; case 'OVERCLOCK ENGINE': // OVERCLOCK ENGINE text = user.name() + '的引擎开始加速!\r\n'; if(!target._noStateMessage) { text += user.name() + '的速度上升了!'; } else {text += parseNoStateChange(user.name(), "速度", "更高了!")} break; case 'SHARK CRUNCH': // SHARK text = user.name() + '在啃咬' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; //SNOW BUNNY// case 'SNOW BUNNY ATTACK': // SNOW ATTACK text = user.name() + '把雪踢向' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'SNOW NOTHING': // SNOW NOTHING text = user.name() + '在爽爽地放松自己。'; // 注:原文 Chilling out,双关 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() + '用冰冷的双手\r\n触摸' + targetSp + target.name() + '。'; text += hpDamageText; break; case 'UPLIFTING HYMN': //UPLIFTING HYMN if(target.index() <= unitLowestIndex) { text = user.name() + '唱了一首优美的歌……\r\n'; text += '大家都变得开心了!'; } target._noEffectMessage = undefined; break; case 'PIERCE HEART': //PIERCE HEART text = user.name() + '刺穿了' + targetSp + target.name() + targetSp + '的心。\r\n'; text += hpDamageText; break; //SNOW PILE// case 'SNOW PILE ATTACK': //SNOW PILE ATTACK text = user.name() + '朝着' + targetSp + target.name() + targetSp + '扔雪!\r\n'; text += hpDamageText; break; case 'SNOW PILE NOTHING': //SNOW PILE NOTHING text = user.name() + '冷若冰霜。'; break; case 'SNOW PILE ENGULF': //SNOW PILE ENGULF text = user.name() + '吞噬了' + targetSp + target.name() + '!\r\n'; text += target.name() + '的速度下降了。\r\n'; text += target.name() + '的防御下降了。'; break; case 'SNOW PILE MORE SNOW': //SNOW PILE MORE SNOW text = user.name() + '往自己身上堆雪!\r\n'; text += user.name() + '的攻击上升了!\r\n'; text += user.name() + '的防御上升了!'; break; //CUPCAKE BUNNY// case 'CCB ATTACK': //CUP CAKE BUNNY ATTACK text = user.name() + '撞向' + targetSp + target.name() + '。\r\n'; text += hpDamageText; break; case 'CCB NOTHING': //CUP CAKE BUNNY NOTHING text = user.name() + '在原地上下蹦跳。'; break; case 'CCB SPRINKLES': //CUP CAKE BUNNY SPRINKLES text = user.name() + '往' + targetSp + target.name() + targetSp + '身上\r\n'; text += '洒巧克力米。\r\n'; if(!target._noEffectMessage) {text += target.name() + '变得开心了!\r\n';} else {text += parseNoEffectEmotion(target.name(), "更开心了!\r\n")} text += target.name() + "的属性上升了!" break; //MILKSHAKE BUNNY// case 'MSB ATTACK': //MILKSHAKE BUNNY ATTACK text = user.name() + '把奶昔倒在了' + targetSp + target.name() + targetSp + '身上。\r\n'; text += hpDamageText; break; case 'MSB NOTHING': //MILKSHAKE BUNNY NOTHING text = user.name() + '在原地跑圈圈。'; break; case 'MSB SHAKE': //MILKSHAKE BUNNY SHAKE text = user.name() + '开始剧烈晃动!\r\n'; text += '奶昔飞溅得到处都是!'; break; //PANCAKE BUNNY// case 'PAN ATTACK': //PANCAKE BUNNY ATTACK text = user.name() + '咬了' + targetSp + target.name() + targetSp + '一口。\r\n'; text += hpDamageText; break; case 'PAN NOTHING': //PANCAKE BUNNY NOTHING text = user.name() + '表演了一个后空翻!\r\n'; text += '真有才华!'; break; //STRAWBERRY SHORT SNAKE// case 'SSS ATTACK': //STRAWBERRY SHORT SNAKE ATTACK text = user.name() + '把獠牙插入' + targetSp + target.name() + targetSp + '的身体。\r\n'; text += hpDamageText; break; case 'SSS NOTHING': //STRAWBERRY SHORT SNAKE NOTHING text = user.name() + '发出嘶嘶声。'; break; case 'SSS SLITHER': //STRAWBERRY SHORT SNAKE SLITHER text = user.name() + '欢快地四处滑行!\r\n'; if(!user._noEffectMessage) {text += user.name() + '变得开心了!';} else {text += parseNoEffectEmotion(user.name(), "更开心了!")} break; //PORCUPIE// case 'PORCUPIE ATTACK': //PORCUPIE ATTACK text = user.name() + '戳了' + targetSp + target.name() + targetSp + '一下。\r\n'; text += hpDamageText; break; case 'PORCUPIE NOTHING': //PORCUPIE NOTHING text = user.name() + '四处嗅探。'; break; case 'PORCUPIE PIERCE': //PORCUPIE PIERCE text = user.name() + '刺穿了' + targetSp + target.name() + targetSp + '的身体!\r\n'; text += hpDamageText; break; //BUN BUNNY// case 'BUN ATTACK': //BUN ATTACK text = user.name() + '用面包狠撞' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'BUN NOTHING': //BUN NOTHING text = user.name() + '在四处闲逛。'; // 注:Loafing around,双关(a loaf of bread) break; case 'BUN HIDE': //BUN HIDE text = user.name() + '躲在自己的面包下面。'; break; //TOASTY// case 'TOASTY ATTACK': //TOASTY ATTACK text = user.name() + '冲向' + targetSp + target.name() + '。\r\n'; text += hpDamageText; break; case 'TOASTY NOTHING': //TOASTY NOTHING text = user.name() + '在抠鼻子。'; break; case 'TOASTY RILE': //TOASTY RILE if(target.index() <= unitLowestIndex) { text = user.name() + '发表了一番富有争议性的演讲!\r\n'; text += '大家都变得愤怒了!'; } target._noEffectMessage = undefined; break; //SOURDOUGH// case 'SOUR ATTACK': //SOURDOUGH ATTACK text = user.name() + '踩到了' + targetSp + target.name() + targetSp + '的脚趾头!\r\n'; text += hpDamageText; break; case 'SOUR NOTHING': //SOURDOUGH NOTHING text = user.name() + '正在踢土。'; break; case 'SOUR BAD WORD': //SOURDOUGH BAD WORD text = '天啊!' + user.name() + '说了一句脏话!\r\n'; text += hpDamageText; break; //SESAME// case 'SESAME ATTACK': //SESAME ATTACK text = user.name() + '把种子撒向' + targetSp + target.name() + '。\r\n'; text += hpDamageText; break; case 'SESAME NOTHING': //SESAME Nothing text = user.name() + '正在挠头。'; break; case 'SESAME ROLL': //SESAME BREAD ROLL if(target.index() <= unitLowestIndex) { text = user.name() + '到处翻滚撞人!\r\n'; } text += hpDamageText; break; //CREEPY PASTA// case 'CREEPY ATTACK': //CREEPY ATTACK text = user.name() + '让' + targetSp + target.name() + targetSp + '感觉\r\n'; text += '很不安。\r\n'; text += hpDamageText; break; case 'CREEPY NOTHING': //CREEPY NOTHING text = user.name() + '什么也没有做……\r\n令人不寒而栗!'; break; case 'CREEPY SCARE': //CREEPY SCARE text = user.name() + '向所有人展示了他们\r\n'; text += '最可怕的噩梦!'; break; //COPY PASTA// case 'COPY ATTACK': //COPY ATTACK text = user.name() + '撞向' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'DUPLICATE': //DUPLICATE text = user.name() + '复制粘贴了自己!'; break; //HUSH PUPPY// case 'HUSH ATTACK': //HUSH ATTACK text = user.name() + '冲向' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'HUSH NOTHING': //HUSH NOTHING text = user.name() + '试着吠叫……\r\n'; text += '但是什么也没有发生……'; break; case 'MUFFLED SCREAMS': //MUFFLED SCREAMS text = user.name() + '开始尖叫!\r\n'; if(!target._noEffectMessage && target.name() !== "OMORI") { text += target.name() + '感到害怕。'; } else {text += parseNoEffectEmotion(target.name(), "害怕")} break; //GINGER DEAD MAN// case 'GINGER DEAD ATTACK': //GINGER DEAD MAN ATTACK text = user.name() + '刺向' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'GINGER DEAD NOTHING': //GINGER DEAD MAN DO NOTHING text = user.name() + '的头掉了下来……\r\n'; text += user.name() + '把头放回了原位。'; break; case 'GINGER DEAD THROW HEAD': //GINGER DEAD MAN THROW HEAD text = user.name() + '摘下自己的头扔向\r\n'; text += target.name() + '!\r\n'; text += hpDamageText; break; //LIVING BREAD// case 'LIVING BREAD ATTACK': //LIVING BREAD ATTACK text = user.name() + '挥向' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'LIVING BREAD NOTHING': //LIVING BREAD ATTACK text = user.name() + `向${targetSp + target.name()}\r\n缓缓靠近!`; break; case 'LIVING BREAD BITE': //LIVING BREAD BITE text = user.name() + '咬了' + targetSp + target.name() + '一口!\r\n'; text += hpDamageText; break; case 'LIVING BREAD BAD SMELL': //LIVING BREAD BAD SMELL text = user.name() + '闻起来很糟糕!\r\n'; text += target.name() + targetSp + '的防御下降了!'; break; //Bug Bunny// case 'BUG BUN ATTACK': //Bug Bun Attack text = user.name() + '挥向' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'BUG BUN NOTHING': //Bug Bun Nothing text = user.name() + '正在尝试倒立。'; break; case 'SUDDEN JUMP': //SUDDEN JUMP text = user.name() + '朝着' + targetSp + target.name() + targetSp + '扑了过来!\r\n'; text += hpDamageText; break; case 'SCUTTLE': //Bug Bun Scuttle text = user.name() + '快乐地四处乱窜。\r\n'; text += '真的好可爱!\r\n'; if(!user._noEffectMessage) {text += user.name() + '变得开心了!';} else {text += parseNoEffectEmotion(user.name(), "更开心了!")} break; //RARE BEAR// case 'BEAR ATTACK': //BEAR ATTACK text = user.name() + '的爪子挥向了' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'BEAR HUG': //BEAR HUG text = user.name() + '给了' + targetSp + target.name() + targetSp + '一个熊抱!\r\n'; text += target.name() + '的速度下降了!\r\n'; text += hpDamageText; break; case 'ROAR': //ROAR text = user.name() + '发出了震耳欲聋的咆哮!\r\n'; if(!user._noEffectMessage) {text += user.name() + '变得生气了!';} else {text += parseNoEffectEmotion(user.name(), "更生气了!")} break; //POTTED PALM// case 'PALM ATTACK': //PALM ATTACK text = user.name() + '扑向了' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'PALM NOTHING': //PALM NOTHING text = user.name() + '在盆里休息。'; break; case 'PALM TRIP': //PALM TRIP text = target.name() + targetSp + '被' + user.name() + '的根部绊倒了。\r\n'; text += hpDamageText + '。\r\n'; text += target.name() + '的速度下降了。'; break; case 'PALM EXPLOSION': //PALM EXPLOSION text = user.name() + '炸开了!'; break; //SPIDER CAT// case 'SPIDER ATTACK': //SPIDER ATTACK text = user.name() + '咬了' + targetSp + target.name() + targetSp + '一口!\r\n'; text += hpDamageText; break; case 'SPIDER NOTHING': //SPIDER NOTHING text = user.name() + '咳出了一个蜘蛛网交织成的球。'; break; case 'SPIN WEB': //SPIN WEB text = user.name() + '朝着' + targetSp + target.name() + targetSp + '发射蜘蛛网!\r\n'; text += target.name() + '的速度下降了。'; break; //SPROUT MOLE?// case 'SPROUT ATTACK 2': // SPROUT MOLE? ATTACK text = user.name() + '撞了' + targetSp + target.name() + targetSp + '一下?\r\n'; text += hpDamageText; break; case 'SPROUT NOTHING 2': // SPROUT MOLE? NOTHING text = user.name() + '到处翻滚?'; break; case 'SPROUT RUN AROUND 2': // SPROUT MOLE? RUN AROUND text = user.name() + '到处乱跑?'; break; //HAROLD// case 'HAROLD ATTACK': //HAROLD ATTACK text = user.name() + '的剑向' + targetSp + target.name() + targetSp + '挥来!\r\n'; text += hpDamageText; break; case 'HAROLD NOTHING': // HAROLD NOTHING text = user.name() + '摆正自己的头盔。'; break; case 'HAROLD PROTECT': // HAROLD PROTECT text = user.name() + '做好防卫的准备。'; break; case 'HAROLD WINK': //HAROLD WINK text = user.name() + '朝着' + targetSp + target.name() + targetSp + '眨了眨眼。\r\n'; if(!target._noEffectMessage) {text += target.name() + '变得开心了!';} else {text += parseNoEffectEmotion(target.name(), "更开心了!")} break; //MARSHA// case 'MARSHA ATTACK': //MARSHA ATTACK text = user.name() + '抡起斧头向' + targetSp + target.name() + targetSp + '砍去!\r\n'; text += hpDamageText; break; case 'MARSHA NOTHING': //MARSHA NOTHING text = user.name() + '摔了一跤。'; break; case 'MARSHA SPIN': //MARSHA NOTHING text = user.name() + '开始自转,速度达到了音速!\r\n'; text += hpDamageText; break; case 'MARSHA CHOP': //MARSHA CHOP text = user.name() + '把斧头挥向' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; //THERESE// case 'THERESE ATTACK': //THERESE ATTACK text = user.name() + '朝着' + targetSp + target.name() + targetSp + '射了一箭!\r\n'; text += hpDamageText; break; case 'THERESE NOTHING': //THERESE NOTHING text = user.name() + '掉了一支箭在地上。'; break; case 'THERESE SNIPE': //THERESE SNIPE text = user.name() + '瞄准' + targetSp + target.name() + targetSp + '的弱点射箭!\r\n'; text += hpDamageText; break; case 'THERESE INSULT': //THERESE INSULT text = user.name() + '说' + targetSp + target.name() + targetSp + '是大傻蛋!\r\n'; if(!target._noEffectMessage) {text += target.name() + '变得生气了!\r\n';} else {text += parseNoEffectEmotion(target.name(), "更生气了!\r\n")} text += hpDamageText; break; case 'DOUBLE SHOT': //THERESE DOUBLE SHOT text = user.name() + '双箭连发!'; break; //LUSCIOUS// case 'LUSCIOUS ATTACK': //LUSCIOUS ATTACK text = user.name() + '试图施放咒术……\r\n'; text += user.name() + '发动了某种魔法!\r\n'; text += hpDamageText; break; case 'LUSCIOUS NOTHING': //LUSCIOUS NOTHING text = user.name() + '试图施放咒术……\r\n'; text += '但是什么也没有发生……'; break; case 'FIRE MAGIC': //FIRE MAGIC text = user.name() + '试图施放咒术……\r\n'; text += user.name() + '把大家都点燃了!\r\n'; text += hpDamageText; break; case 'MISFIRE MAGIC': //MISFIRE MAGIC text = user.name() + '试图施放咒术……\r\n'; text += user.name() + '把整个房间都点燃了!!!\r\n'; text += hpDamageText; break; //HORSE HEAD// case 'HORSE HEAD ATTACK': //HORSE HEAD ATTACK text = user.name() + '咬了' + targetSp + target.name() + targetSp + '的手臂一口。\r\n'; text += hpDamageText; break; case 'HORSE HEAD NOTHING': //HORSE HEAD NOTHING text = user.name() + '打了个嗝。'; break; case 'HORSE HEAD LICK': //HORSE HEAD LICK text = user.name() + '舔了' + targetSp + target.name() + targetSp + '的头发。\r\n'; text += hpDamageText + '\r\n'; if(!target._noEffectMessage) {text += target.name() + '变得生气了!';} else {text += parseNoEffectEmotion(target.name(), "更生气了!")} break; case 'HORSE HEAD WHINNY': //HORSE HEAD WHINNY text = user.name() + '快乐地嘶叫起来!'; // 注:whinnies 双关 break; //HORSE BUTT// case 'HORSE BUTT ATTACK': //HORSE BUTT ATTACK text = user.name() + '一屁股坐在' + targetSp + target.name() + targetSp + '身上!\r\n'; text += hpDamageText; break; case 'HORSE BUTT NOTHING': //HORSE BUTT NOTHING text = user.name() + '放了个屁。'; break; case 'HORSE BUTT KICK': //HORSE BUTT KICK text = user.name() + '踢了' + targetSp + target.name() + targetSp + '一脚!\r\n'; text += hpDamageText; break; case 'HORSE BUTT PRANCE': //HORSE BUTT PRANCE text = user.name() + '来回踱步。'; // 注:prances 双关 break; //FISH BUNNY// case 'FISH BUNNY ATTACK': //FISH BUNNY ATTACK text = user.name() + '游到了' + targetSp + target.name() + targetSp + '身上!\r\n'; text += hpDamageText; break; case 'FISH BUNNY NOTHING': //FISH BUNNY NOTHING text = user.name() + '在原地转圈圈。'; break; case 'SCHOOLING': //SCHOOLING text = user.name() + '呼朋唤友!'; break; //MAFIA ALLIGATOR// case 'MAFIA ATTACK': //MAFIA ATTACK text = user.name() + '空手道撕咬' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'MAFIA NOTHING': //MAFIA NOTHING text = user.name() + '把手指关节掰得咔咔作响。'; break; case 'MAFIA ROUGH UP': //MAFIA ROUGH UP text = user.name() + '对' + targetSp + target.name() + targetSp + '一阵殴打!\r\n'; text += hpDamageText; break; case 'MAFIA BACK UP': //MAFIA ALLIGATOR BACKUP text = user.name() + '呼叫支援!'; break; //MUSSEL// case 'MUSSEL ATTACK': //MUSSEL ATTACK text = user.name() + '给了' + targetSp + target.name() + targetSp + '一拳!\r\n'; text += hpDamageText; break; case 'MUSSEL FLEX': //MUSSEL FLEX text = user.name() + '秀起了肌肉,\r\n这是它的拿手好戏!\r\n'; text += user.name() + "的命中率上升了!\r\n" break; case 'MUSSEL HIDE': //MUSSEL HIDE text = user.name() + '藏到了壳里。'; break; //REVERSE MERMAID// case 'REVERSE ATTACK': //REVERSE ATTACK text = target.name() + '撞上了' + userSp + user.name() + '!\r\n'; text += hpDamageText; break; case 'REVERSE NOTHING': //REVERSE NOTHING text = user.name() + '表演了一个后空翻!\r\n'; text += '哇哦!!'; break; case 'REVERSE RUN AROUND': //REVERSE RUN AROUND text = '大家都试图躲开' + user.name() + ',\r\n'; text += '但是反而迎面撞上了它……\r\n'; text += hpDamageText; break; //SHARK FIN// case 'SHARK FIN ATTACK': //SHARK FIN ATTACK text = user.name() + '冲向' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'SHARK FIN NOTHING': //SHARK FIN NOTHING text = user.name() + '在原地转圈圈。'; break; case 'SHARK FIN BITE': //SHARK FIN BITE text = user.name() + '在啃咬' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'SHARK WORK UP': //SHARK FIN WORK UP text = user.name() + '火力全开!\r\n'; text += user.name() + '的速度上升了!\r\n'; if(!user._noEffectMessage) { text += user.name() + '变得生气了!'; } else {text += parseNoEffectEmotion(user.name(), "更生气了!")} break; //ANGLER FISH// case 'ANGLER ATTACK': //ANGLER FISH ATTACK text = user.name() + '咬了' + targetSp + target.name() + targetSp + '一口!\r\n'; text += hpDamageText; break; case 'ANGLER NOTHING': //ANGLER FISH NOTHING text = user.name() + '的肚子开始咕咕叫。'; break; case 'ANGLER LIGHT OFF': //ANGLER FISH LIGHT OFF text = user.name() + '关掉了灯。\r\n'; text += user.name() + '潜入了黑暗。'; break; case 'ANGLER BRIGHT LIGHT': //ANGLER FISH BRIGHT LIGHT text = '大家的眼前出现了\r\n'; text += '人生的走马灯!'; break; case 'ANGLER CRUNCH': //ANGLER FISH CRUNCH text = user.name() + '的尖牙刺入了' + targetSp + target.name() + targetSp + '的身体!\r\n'; text += hpDamageText; break; //SLIME BUNNY// case 'SLIME BUN ATTACK': //SLIME BUNNY ATTACK text = user.name() + '紧紧依偎着' + targetSp + target.name() +'。\r\n'; text += hpDamageText; break; case 'SLIME BUN NOTHING': //SLIME BUN NOTHING text = user.name() + '对着大家微笑。\r\n'; break; case 'SLIME BUN STICKY': //SLIME BUN STICKY text = user.name() + '觉得孤单并哭泣了起来。\r\n'; if(!target._noStateMessage) {text += target.name() + '的速度下降了!\r\n';} else {text += parseNoStateChange(target.name(), "速度", "更低了!\r\n")} text += target.name() + "变得悲伤了。"; break; //WATERMELON MIMIC// case 'WATERMELON RUBBER BAND': //WATERMELON MIMIC RUBBER BAND text = user.name() + '抛出了一个橡皮筋!\r\n'; text += hpDamageText; break; case 'WATERMELON JACKS': //WATERMELON MIMIC JACKS text = user.name() + '往到处扔金属掷子!\r\n'; text += hpDamageText; break; case 'WATERMELON DYNAMITE': //WATERMELON MIMIC DYNAMITE text = user.name() + '把炸药抛向空中!\r\n'; text += '噢不!!\r\n'; text += hpDamageText; break; case 'WATERMELON WATERMELON SLICE': //WATERMELON MIMIC WATERMELON SLICE text = user.name() + '扔出了西瓜汁!\r\n'; text += hpDamageText; break; case 'WATERMELON GRAPES': //WATERMELON MIMIC GRAPES text = user.name() + '扔出了葡萄汽水!\r\n'; text += hpDamageText; break; case 'WATEMELON FRENCH FRIES': //WATERMELON MIMIC FRENCH FRIES text = user.name() + '扔出了薯条!\r\n'; text += hpDamageText; break; case 'WATERMELON CONFETTI': //WATERMELON MIMIC CONFETTI if(target.index() <= unitLowestIndex) { text = user.name() + '扔出了五彩纸片!\r\n'; text += "大家变得开心了!" } target._noEffectMessage = undefined; break; case 'WATERMELON RAIN CLOUD': //WATERMELON MIMIC RAIN CLOUD if(target.index() <= unitLowestIndex) { text = user.name() + '召唤出雨云!\r\n'; text += "大家变得悲伤了。" } target._noEffectMessage = undefined; break; case 'WATERMELON AIR HORN': //WATERMELON MIMIC AIR HORN if(target.index() <= unitLowestIndex) { text = user.name() + '使用了大汽笛喇叭!\r\n'; text += "大家变得生气了!" } target._noEffectMessage = undefined; break; //SQUIZZARD// case 'SQUIZZARD ATTACK': //SQUIZZARD ATTACK text = user.name() + '在' + targetSp + target.name() + targetSp + '身上施法!\r\n'; text += hpDamageText; break; case 'SQUIZZARD NOTHING': //SQUIZZARD NOTHING text = user.name() + '在喃喃自语着。'; break; case 'SQUID WARD': //SQUID WARD text = user.name() + '创造出一只墨鱼守护者。\r\n'; // 注:squidward 是海绵宝宝里章鱼哥的reference。。。 text += target.name() + targetSp + '的防御上升了。'; break; case 'SQUID MAGIC': //SQUID MAGIC text = user.name() + '施放了墨鱼咒术!\r\n'; text += '大家开始感到怪怪的……'; break; //WORM-BOT// case 'BOT ATTACK': //MECHA WORM ATTACK text = user.name() + '撞向' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'BOT NOTHING': //MECHA WORM NOTHING text = user.name() + '在大声咀嚼!'; break; case 'BOT LASER': //MECHA WORM CRUNCH text = user.name() + '向' + targetSp + target.name() + targetSp + '发射激光!\r\n'; text += hpDamageText; break; case 'BOT FEED': //MECHA WORM FEED text = user.name() + '在啃食' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; //SNOT BUBBLE// case 'SNOT INFLATE': //SNOT INFLATE text = user.name() + '的鼻涕膨胀了起来!\r\n'; text += target.name() + targetSp + '的攻击上升了!'; break; case 'SNOT POP': //SNOT POP text = user.name() + '炸开了!\r\n'; text += '鼻涕飞得到处都是!!\r\n'; text += hpDamageText; break; //LAB RAT// case 'LAB ATTACK': //LAB RAT ATTACK text = user.name() + '发射鼠鼠激光!\r\n'; text += hpDamageText; break; case 'LAB NOTHING': //LAB RAT NOTHING text = user.name() + '正在释放压力。'; break; case 'LAB HAPPY GAS': //LAB RAT HAPPY GAS text = user.name() + '释放了快乐气体!\r\n'; text += '大家都变得开心了!'; target._noEffectMessage = undefined; break; case 'LAB SCURRY': //LAB RAT SCURRY text = user.name() + '四处疾走!\r\n'; break; //MECHA MOLE// case 'MECHA MOLE ATTACK': //MECHA MOLE ATTACK text = user.name() + '向' + targetSp + target.name() + targetSp + '发射激光!\r\n'; text += hpDamageText; break; case 'MECHA MOLE NOTHING': //MECHA MOLE NOTHING text = user.name() + '的双眼稍微亮了起来。'; break; case 'MECHA MOLE EXPLODE': //MECHA MOLE EXPLODE text = user.name() + '流下了一滴眼泪。\r\n'; text += user.name() + '炸成了烟花!'; break; case 'MECHA MOLE STRANGE LASER': //MECHA MOLE STRANGE LASER text = user.name() + '的双眼释放出诡异的\r\n'; text += '光芒,让' + targetSp + target.name() + targetSp + '不太舒服。'; break; case 'MECHA MOLE JET PACK': //MECHA MOLE JET PACK text = user.name() + '身后出现了喷气背包!\r\n'; text += user.name() + '在每个人的身边穿梭而过!'; break; //CHIMERA CHICKEN// case 'CHICKEN RUN AWAY': //CHIMERA CHICKEN RUN AWAY text = user.name() + '逃跑了。'; break; case 'CHICKEN NOTHING': //CHICKEN DO NOTHING text = user.name() + '咯咯叫。'; break; //SALLI// case 'SALLI ATTACK': //SALLI ATTACK text = user.name() + '撞到了' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'SALLI NOTHING': //SALLI NOTHING text = user.name() + '做了一个小小的后空翻!'; break; case 'SALLI SPEED UP': //SALLI SPEED UP text = user.name() + '开始在房间里飞速奔跑!\r\n'; if(!target._noStateMessage) { text += user.name() + '的速度上升了!'; } else {text += parseNoStateChange(user.name(), "速度", "更高了!")} break; case 'SALLI DODGE ANNOY': //SALLI STARE text = user.name() + '开始全神贯注地集中!'; break; //CINDI// case 'CINDI ATTACK': //CINDI ATTACK text = user.name() + '揍了' + targetSp + target.name() + targetSp + '一拳!\r\n'; text += hpDamageText; break; case 'CINDI NOTHING': //CINDI NOTHING text = user.name() + '原地跑圈圈。'; break; case 'CINDI SLAM': //CINDI SLAM text = user.name() + '大臂一挥,击中了' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'CINDI COUNTER ATTACK': //CINDI COUNTER ATTACK text = user.name() + '做好了准备!'; break; //DOROTHI// case 'DOROTHI ATTACK': //DOROTHI ATTACK text = user.name() + '跺了' + targetSp + target.name() + targetSp + '一脚!\r\n'; text += hpDamageText; break; case 'DOROTHI NOTHING': //DOROTHI NOTHING text = user.name() + '对着黑暗哭了起来。'; break; case 'DOROTHI KICK': //DOROTHI KICK text = user.name() + '踢了' + targetSp + target.name() + targetSp + '一脚!\r\n'; text += hpDamageText; break; case 'DOROTHI HAPPY': //DOROTHI HAPPY text = user.name() + '开心地踱来踱去。'; break; //NANCI// case 'NANCI ATTACK': //NANCI ATTACK text = user.name() + '的爪子向' + targetSp + target.name() + targetSp + '袭来!\r\n'; text += hpDamageText; break; case 'NANCI NOTHING': //NANCI NOTHING text = user.name() + '来回摇晃。'; break; case 'NANCI ANGRY': //NANCI ANGRY text = user.name() + '开始沸腾了!'; break; //MERCI// case 'MERCI ATTACK': //MERCI ATTACK text = user.name() + '触碰了' + targetSp + target.name() + targetSp + '的胸膛。\r\n'; text += target.name() + targetSp + '感觉自己的器官被撕裂了!\r\n'; text += hpDamageText; break; case 'MERCI NOTHING': //MERCI NOTHING text = user.name() + '露出了阴冷的笑容。'; break; case 'MERCI MELODY': //MERCI LAUGH text = user.name() + '唱了一首歌。\r\n'; text += target.name() + targetSp + '听到了熟悉的旋律。\r\n'; if(target.isStateAffected(6)) {text += target.name() + targetSp + "变得开心了!\r\n"} else if(target.isStateAffected(7)) {text += target.name() + targetSp + "变得狂喜了!!\r\n"} else if(target.isStateAffected(8)) {text += target.name() + targetSp + "陷入了癫狂!!!\r\n"} break; case 'MERCI SCREAM': //MERCI SCREAM text = user.name() + '发出了可怕的嘶吼声!\r\n'; text += hpDamageText; break; //LILI// case 'LILI ATTACK': //LILI ATTACK text = user.name() + '凝视着' + targetSp + target.name() + targetSp + '的灵魂!\r\n'; text += hpDamageText; break; case 'LILI NOTHING': //LILI NOTHING text = user.name() + '眨了眨眼。'; break; case 'LILI MULTIPLY': //LILI MULTIPLY text = user.name() + '的一只眼球掉了出来!\r\n'; text += '眼球长成了另一只' + user.name() + '!'; break; case 'LILI CRY': //LILI CRY text = '泪水在' + user.name() + '的眼球里打转。\r\n'; text += target.name() + "变得悲伤了。" break; case 'LILI SAD EYES': //LILI SAD EYES text = target.name() + targetSp + '在' + user.name() + '的眼球里看到了悲伤。\r\n'; text += target.name() + targetSp + '变得不愿意攻击' + user.name(); + '了。\r\n' break; //HOUSEFLY// case 'HOUSEFLY ATTACK': //HOUSEFLY ATTACK text = user.name() + '降落在' + targetSp + target.name() + targetSp + '的脸上。\r\n'; text += target.name() + targetSp + '扇了自己一巴掌!\r\n'; text += hpDamageText; break; case 'HOUSEFLY NOTHING': //HOUSEFLY NOTHING text = user.name() + '嗡嗡作响!'; break; case 'HOUSEFLY ANNOY': //HOUSEFLY ANNOY text = user.name() + '在' + targetSp + target.name() + targetSp + '的耳边嗡嗡作响!\r\n'; if(!target._noEffectMessage) {text += target.name() + '变得生气了!';} else {text += parseNoEffectEmotion(target.name(), "更生气了!")} break; //RECYCLIST// case 'FLING TRASH': //FLING TRASH text = user.name() + '朝着' + targetSp + target.name() + targetSp + '扔垃圾!\r\n'; text += hpDamageText; break; case 'GATHER TRASH': //GATHER TRASH text = user.name() + '把地上的垃圾\r\n'; text += '扫进了自己的袋子里!\r\n'; text += hpDamageText; break; case 'RECYCLIST CALL FOR FRIENDS': //RECYCLIST CALL FOR FRIENDS text = user.name() + '正在召唤其他教徒!'; break; //STRAY DOG// case 'STRAY DOG ATTACK': //STRAY DOG ATTACK text = user.name() + '采用了咬人的攻击方式!\r\n'; text += hpDamageText; break; case 'STRAY DOG HOWL': //STRAY DOG HOWL text = user.name() + '发出刺耳的吠叫声!'; break; //CROW// case 'CROW ATTACK': //CROW ATTACK text = user.name() + '啄了啄' + targetSp + target.name() + targetSp + '的眼睛。\r\n'; text += hpDamageText; break; case 'CROW GRIN': //CROW GRIN text = user.name() + '脸上挂着大大的笑容。'; break; case 'CROW STEAL': //CROW STEAL text = user.name() + '偷走了什么东西!'; break; // BEE // case 'BEE ATTACK': //BEE Attack text = user.name() + '蛰了' + targetSp + target.name() + targetSp + '一下。\r\n'; text += hpDamageText; break; case 'BEE NOTHING': //BEE NOTHING text = user.name() + '快速地飞来飞去!'; break; // GHOST BUNNY // case 'GHOST BUNNY ATTACK': //GHOST BUNNY ATTACK text = user.name() + '穿过了' + targetSp + target.name() + targetSp + '的身体!\r\n'; text += target.name() + '感到疲累。\r\n'; text += mpDamageText; break; case 'GHOST BUNNY NOTHING': //GHOST BUNNY DO NOTHING text = user.name() + '在原地漂浮。'; break; //TOAST GHOST// case 'TOAST GHOST ATTACK': //TOAST GHOST ATTACK text = user.name() + '穿过了' + targetSp + target.name() + targetSp + '的身体!\r\n'; text += target.name() + '感到疲累。\r\n'; text += hpDamageText; break; case 'TOAST GHOST NOTHING': //TOAST GHOST NOTHING text = user.name() + '发出令人毛骨悚然的声音。'; break; //SPROUT BUNNY// case 'SPROUT BUNNY ATTACK': //SPROUT BUNNY ATTACK text = user.name() + '撞了' + targetSp + target.name() + targetSp + '一下。\r\n'; text += hpDamageText; break; case 'SPROUT BUNNY NOTHING': //SPROUT BUNNY NOTHING text = user.name() + '正在啃草。'; break; case 'SPROUT BUNNY FEED': //SPROUT BUNNY FEED text = user.name() + '正在饲喂' + targetSp + target.name() + '。\r\n'; text += `${user.name()}回复了 ${Math.abs(hpDam)} 点心心!` break; //CELERY// case 'CELERY ATTACK': //CELERY ATTACK text = user.name() + '撞向' + targetSp + target.name() + '。\r\n'; text += hpDamageText; break; case 'CELERY NOTHING': //CELERY NOTHING text = user.name() + '摔了一跤。'; break; //CILANTRO// case 'CILANTRO ATTACK': //CILANTRO ATTACK text = user.name() + '在捶打' + targetSp + target.name() + '。\r\n'; text += hpDamageText; break; case 'CILANTRO NOTHING': //CILANTRO DO NOTHING text = user.name() + '在沉思人生。'; break; case 'GARNISH': //CILANTRO GARNISH text = user.name() + '牺牲了自己来\r\n'; text += '成全' + targetSp + target.name() + '。'; // 注:unused break; //GINGER// case 'GINGER ATTACK': //GINGER ATTACK text = user.name() + '爆发了,并攻击了' + targetSp + target.name() + '。\r\n'; text += hpDamageText; break; case 'GINGER NOTHING': //GINGER NOTHING text = user.name() + '找到了内心的安宁。'; break; case 'GINGER SOOTHE': //GINGER SOOTHE text = user.name() + '让' + targetSp + target.name() + targetSp + '冷静了下来。\r\n'; break; //YE OLD MOLE// case 'YE OLD ROLL OVER': //MEGA SPROUT MOLE ROLL OVER text = user.name() + '到处翻滚撞人!'; text += hpDamageText; break; //KITE KID// case 'KITE KID ATTACK': // KITE KID ATTACK text = user.name() + '朝着' + targetSp + target.name() + targetSp + '丢出了金属掷子!\r\n'; text += hpDamageText; break; case 'KITE KID BRAG': // KITE KID BRAG text = user.name() + '夸赞了男孩的风筝!\r\n'; if(!target._noEffectMessage) { text += target.name() + '变得开心了!'; } else {text += parseNoEffectEmotion(target.name(), "更开心了!")} break; case 'REPAIR': // REPAIR text = user.name() + '包扎了男孩的风筝!\r\n'; text += '男孩的风筝焕然一新!'; break; //KID'S KITE// case 'KIDS KITE ATTACK': // KIDS KITE ATTACK text = user.name() + '朝着' + targetSp + target.name() + targetSp + '俯冲而去!\r\n'; text += hpDamageText; break; case 'KITE NOTHING': // KITE NOTHING text = user.name() + '骄傲地挺起了胸脯!'; break; case 'FLY 1': // FLY 1 text = user.name() + '高高地飞了起来!'; break; case 'FLY 2': // FLY 2 text = user.name() + '猛地俯冲下来!!'; break; //PLUTO// case 'PLUTO NOTHING': // PLUTO NOTHING text = user.name() + '凹了个造型!\r\n'; break; case 'PLUTO HEADBUTT': // PLUTO HEADBUTT text = user.name() + '冲向前去,一头撞向' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'PLUTO BRAG': // PLUTO BRAG text = user.name() + '吹嘘了自己的肌肉!\r\n'; if(!user._noEffectMessage) { text += user.name() + '变得开心了!'; } else {text += parseNoEffectEmotion(user.name(), "更开心了!")} break; case 'PLUTO EXPAND': // PLUTO EXPAND text = user.name() + '给自己加油鼓劲!!\r\n'; if(!target._noStateMessage) { text += user.name() + '的攻击和防御上升了!!\r\n'; text += user.name() + '的速度下降了。'; } else { text += parseNoStateChange(user.name(), "攻击", "更高了!\r\n") text += parseNoStateChange(user.name(), "防御", "更高了!\r\n") text += parseNoStateChange(user.name(), "速度", "更低了!") } break; case 'EXPAND NOTHING': // PLUTO NOTHING text = user.name() + '的肌肉\r\n'; text += '令你感到恐惧。'; break; //RIGHT ARM// case 'R ARM ATTACK': // R ARM ATTACK text = user.name() + '砍了' + targetSp + target.name() + targetSp + '一掌!\r\n'; text += hpDamageText; break; case 'GRAB': // GRAB text = user.name() + '抓住了' + targetSp + target.name() + targetSp + '!\r\n'; text += target.name() + targetSp + '的速度下降了。\r\n'; text += hpDamageText; break; //LEFT ARM// case 'L ARM ATTACK': // L ARM ATTACK text = user.name() + '揍了' + targetSp + target.name() + targetSp + '一拳!\r\n'; text += hpDamageText; break; case 'POKE': // POKE text = user.name() + '戳了' + targetSp + target.name() + targetSp + '一下!\r\n'; if(!target._noEffectMessage) { text += target.name() + '变得生气了!\r\n'; } else {text += parseNoEffectEmotion(target.name(), "更生气了!\r\n")} text += hpDamageText; break; //DOWNLOAD WINDOW// case 'DL DO NOTHING': // DL DO NOTHING text = user.name() + '进度达到了 99%。'; break; case 'DL DO NOTHING 2': // DL DO NOTHING 2 text = user.name() + '进度还卡在 99%……'; break; case 'DOWNLOAD ATTACK': // DOWNLOAD ATTACK text = user.name() + '崩溃了,熊熊燃烧起来!'; break; //SPACE EX-BOYFRIEND// case 'SXBF ATTACK': // SXBF ATTACK text = user.name() + '踢了' + targetSp + target.name() + targetSp + '一脚!\r\n'; text += hpDamageText; break; case 'SXBF NOTHING': // SXBF NOTHING text = user.name() + '伤感地凝望着\r\n'; text += '远方。'; break; case 'ANGRY SONG': // ANGRY SONG text = user.name() + '嚎啕大哭!'; break; case 'ANGSTY SONG': // ANGSTY SONG text = user.name() + '悲伤地唱着歌……\r\n'; if(target.isStateAffected(10)) {text += target.name() + '变得悲伤了。';} else if(target.isStateAffected(11)) {text += target.name() + '变得抑郁了……';} else if(target.isStateAffected(12)) {text += target.name() + '陷入了痛苦…………';} break; case 'BIG LASER': // BIG LASER text = user.name() + '发射了激光!\r\n'; text += hpDamageText; break; case 'BULLET HELL': // BULLET HELL text = user.name() + '陷入了绝望,\r\n'; text += '胡乱地发射了激光!'; break; case 'SXBF DESPERATE': // SXBF NOTHING text = user.name() + '\r\n'; text += '呲了呲牙!'; break; //THE EARTH// case 'EARTH ATTACK': // EARTH ATTACK text = user.name() + '攻击了' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText break; case 'EARTH NOTHING': // EARTH NOTHING text = user.name() + '正缓缓地旋转。'; break; case 'EARTH CRUEL': // EARTH CRUEL text = user.name() + '对' + targetSp + target.name() + targetSp + '十分冷酷无情!\r\n'; if(target.isStateAffected(10)) {text += target.name() + targetSp + '变得悲伤了。';} else if(target.isStateAffected(11)) {text += target.name() + targetSp + '变得抑郁了……';} else if(target.isStateAffected(12)) {text += target.name() + targetSp + '陷入了痛苦…………';} break; case 'CRUEL EPILOGUE': // EARTH CRUEL if(target.index() <= unitLowestIndex) { text = user.name() + "对大家都十分冷酷无情……\r\n"; text += "大家都变得悲伤了。" } break; case 'PROTECT THE EARTH': // PROTECT THE EARTH text = user.name() + '使出了它最强的一击!'; break; //SPACE BOYFRIEND// case 'SBF ATTACK': //SPACE BOYFRIEND ATTACK text = user.name() + '敏捷地踹了' + targetSp + target.name() + targetSp + '一脚!\r\n'; text += hpDamageText; break; case 'SBF LASER': //SPACE BOYFRIEND LASER text = user.name() + '发射了激光!\r\n'; text += hpDamageText; break; case 'SBF CALM DOWN': //SPACE BOYFRIEND CALM DOWN text = user.name() + '放空了头脑,\r\n'; text += '去除了所有的情绪。'; break; case 'SBF ANGRY SONG': //SPACE BOYFRIEND ANGRY SONG if(target.index() <= unitLowestIndex) { text = user.name() + '大声嚎哭,释放了自己所有的怒火!\r\n'; text += "大家都变得生气了!\r\n"; } text += hpDamageText; break; case 'SBF ANGSTY SONG': //SPACE BOYFRIEND ANGSTY SONG if(target.index() <= unitLowestIndex) { text = user.name() + '歌唱起来,唱出了他灵魂深处\r\n'; text += '所有的黑暗!\r\n'; text += "大家都变得悲伤了。\r\n"; } text += mpDamageText; break; case 'SBF JOYFUL SONG': //SPACE BOYFRIEND JOYFUL SONG if(target.index() <= unitLowestIndex) { text = user.name() + '歌唱起来,唱出了他心中\r\n'; text += "所有的欢喜!\r\n" text += "大家都变得开心了!\r\n"; } text += hpDamageText; break; //NEFARIOUS CHIP// case 'EVIL CHIP ATTACK': //NEFARIOUS CHIP ATTACK text = user.name() + '蓄力冲向了' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'EVIL CHIP NOTHING': //NEFARIOUS CHIP NOTHING text = user.name() + '摸了摸他邪恶的\r\n'; text += '小胡子!'; break; case 'EVIL LAUGH': //NEFARIOUS LAUGH text = user.name() + '发出了符合他邪恶反派\r\n'; text += '身份的笑声!\r\n'; if(!target._noEffectMessage) {text += target.name() + "变得开心了!"} else {text += parseNoEffectEmotion(target.name(), "更开心了!")} break; case 'EVIL COOKIES': //NEFARIOUS COOKIES text = user.name() + '把燕麦饼干扔向了大家!\r\n'; text += '真是邪恶!'; break; //BISCUIT AND DOUGHIE// case 'BD ATTACK': //BISCUIT AND DOUGHIE ATTACK text = user.name() + '一齐攻击!\r\n'; text += hpDamageText; break; case 'BD NOTHING': //BISCUIT AND DOUGHIE NOTHING text = user.name() + '好像把什么东西\r\n'; text += '忘在烤箱里了!'; break; case 'BD BAKE BREAD': //BISCUIT AND DOUGHIE BAKE BREAD text = user.name() + '从烤箱里\r\n'; text += '拿出了一些面包!'; break; case 'BD COOK': //BISCUIT AND DOUGHIE CHEER UP text = user.name() + '烤了一份饼干!\r\n'; text += `${target.name() + targetSp}回复了 ${Math.abs(hpDam)}\r\n点心心!` break; case 'BD CHEER UP': //BISCUIT AND DOUGHIE CHEER UP text = user.name() + ' 努力忍住\r\n'; text += '不要伤心。'; break; //KING CRAWLER// case 'KC ATTACK': //KING CRAWLER ATTACK text = user.name() + '撞向了' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'KC NOTHING': //KING CRAWLER NOTHING text = user.name() + '发出了一声震耳欲聋的\r\n'; text += '尖叫!\r\n'; if(!target._noEffectMessage) { text += target.name() + "变得生气了!"; } else {text += parseNoEffectEmotion(target.name(), "更生气了!")} break; case 'KC CONSUME': //KING CRAWLER CONSUME text = user.name() + '吃了一只\r\n'; text += "迷路的树苗鼹鼠!\r\n" text += `${target.name()} 回复了 ${Math.abs(hpDam)} 点心心!\r\n`; break; case 'KC RECOVER': //KING CRAWLER CONSUME text = `${target.name()} 回复了 ${Math.abs(hpDam)} 点心心!\r\n`; if(!target._noEffectMessage) {text += target.name() + "变得开心了!"} else {text += parseNoEffectEmotion(target.name(), "更开心了!")} break; case 'KC CRUNCH': //KING CRAWLER CRUNCH text = user.name() + '咬住' + targetSp + target.name() + targetSp + '并咀嚼起来!\r\n'; text += hpDamageText; break; case 'KC RAM': //KING CRAWLER RAM text = user.name() + '在队伍中横冲直撞!\r\n'; text += hpDamageText; break; //KING CARNIVORE// case "SWEET GAS": if(target.index() <= unitLowestIndex) { text = user.name() + "释放了气体!\r\n"; text += "闻起来甜甜的!\r\n"; text += "大家都变得开心了!"; } target._noEffectMessage = undefined; break; //SPROUTMOLE LADDER// case 'SML NOTHING': //SPROUT MOLE LADDER NOTHING text = user.name() + '牢牢地立在原地。'; break; case 'SML SUMMON MOLE': //SPROUT MOLE LADDER SUMMON SPROUT MOLE text = '一只树苗鼹鼠爬上了' + user.name() + '!'; break; case 'SML REPAIR': //SPROUT MOLE LADDER REPAIR text = user.name() + '被修好了。'; break; //UGLY PLANT CREATURE// case 'UPC ATTACK': //UGLY PLANT CREATURE ATTACK text = user.name() + '用藤蔓抽打了\r\n'; text += target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'UPC NOTHING': //UGLY PLANT CRATURE NOTHING text = user.name() + '大声吼叫!'; break; //ROOTS// case 'ROOTS NOTHING': //ROOTS NOTHING text = user.name() + '扭来扭去。'; break; case 'ROOTS HEAL': //ROOTS HEAL text = user.name() + '为\r\n'; text += target.name() + targetSp + '提供了营养。'; break; //BANDITO MOLE// case 'BANDITO ATTACK': //BANDITO ATTACK text = user.name() + '刺伤了' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'BANDITO STEAL': //BANDITO STEAL text = user.name() + '快速地从队伍里\r\n'; text += '偷走了一件物品!' break; case 'B.E.D.': //B.E.D. text = user.name() + '拿出了持·无·昂!\r\n'; text += hpDamageText; break; //SIR MAXIMUS// case 'MAX ATTACK': //SIR MAXIMUS ATTACK text = user.name() + '挥下他的剑!\r\n'; text += hpDamageText; break; case 'MAX NOTHING': //SIR MAXIMUS NOTHING text = user.name() + '挺直了背……\r\n'; if(!target._noEffectMessage) { text += target.name() + '变得悲伤了。' } else {text += parseNoEffectEmotion(target.name(), "更悲伤了!")} break; case 'MAX STRIKE': //SIR MAXIMUS SWIFT STRIKE text = user.name() + '攻击了两次!'; break; case 'MAX ULTIMATE ATTACK': //SIR MAXIMUS ULTIMATE ATTACK text = '“现在我要使出终极绝招了!”'; text += hpDamageText; break; case 'MAX SPIN': //SIR MAXIMUS SPIN break; //SIR MAXIMUS II// case 'MAX 2 NOTHING': //SIR MAXIMUS II NOTHING text = user.name() + '想起了他\r\n'; text += '父亲的遗言。\r\n'; if(!target._noEffectMessage) { text += target.name() + '变得悲伤了。' } else {text += parseNoEffectEmotion(target.name(), "更悲伤了!")} break; //SIR MAXIMUS III// case 'MAX 3 NOTHING': //SIR MAXIMUS III NOTHING text = user.name() + '想起了他\r\n'; text += '祖父的遗言。\r\n'; text += target.name() + '变得悲伤了。' break; //SWEETHEART// case 'SH ATTACK': //SWEET HEART ATTACK text = user.name() + '扇了' + targetSp + target.name() + targetSp + '一巴掌。\r\n'; text += hpDamageText; break; case 'SH INSULT': //SWEET HEART INSULT if(target.index() <= unitLowestIndex) { text = user.name() + "侮辱了所有人!\r\n" text += "大家都变得生气了!\r\n"; } text += hpDamageText; target._noEffectMessage = undefined; break; case 'SH SNACK': //SWEET HEART SNACK text = user.name() + '命令仆人为她呈上\r\n'; text += '点心。\r\n'; text += hpDamageText; break; case 'SH SWING MACE': //SWEET HEART SWING MACE text = user.name() + '狂热地甩着她的链锤!\r\n'; text += hpDamageText; break; case 'SH BRAG': //SWEET HEART BRAG text = user.name() + '吹嘘自己天赋过人,\r\n'; text += '而且这只是她众多天赋中的一项!\r\n'; if(!target._noEffectMessage) { if(target.isStateAffected(8)) {text += target.name() + '陷入了癫狂!!!';} else if(target.isStateAffected(7)) {text += target.name() + '变得狂喜了!!';} else if(target.isStateAffected(6)) {text += target.name() + '变得开心了!';} } else {text += parseNoEffectEmotion(target.name(), "更开心了!")} break; //MR. JAWSUM // case 'DESK SUMMON MINION': //MR. JAWSUM DESK SUMMON MINION text = user.name() + '拿起电话,\r\n'; text += '叫来了一位鳄鱼男!'; break; case 'JAWSUM ATTACK ORDER': //MR. JAWSUM DESK ATTACK ORDER if(target.index() <= unitLowestIndex) { text = user.name() + '下令攻击!\r\n'; text += "所有人都变得生气了!"; } break; case 'DESK NOTHING': //MR. JAWSUM DESK DO NOTHING text = user.name() + '开始清点蚌币。'; break; //PLUTO EXPANDED// case 'EXPANDED ATTACK': //PLUTO EXPANDED ATTACK text = user.name() + '把月亮丢向了' + targetSp + target.name() + '!\r\n'; text += hpDamageText; break; case 'EXPANDED SUBMISSION HOLD': //PLUTO EXPANDED SUBMISSION HOLD text = user.name() + '对' + targetSp + target.name() + targetSp + '\r\n'; text += '使用了锁技!\r\n'; text += target.name() + targetSp + '的速度下降了。\r\n'; text += hpDamageText; break; case 'EXPANDED HEADBUTT': //PLUTO EXPANDED HEADBUTT text = user.name() + '一头撞向了\r\n'; text += target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'EXPANDED FLEX COUNTER': //PLUTO EXPANDED FLEX COUNTER text = user.name() + '显摆肌肉,\r\n' text += '做好了准备!'; break; case 'EXPANDED EXPAND FURTHER': //PLUTO EXPANDED EXPAND FURTHER text = user.name() + '扩得更加大了!\r\n'; if(!target._noStateMessage) { text += target.name() + '的攻击上升了!\r\n'; text += target.name() + '的防御上升了!\r\n'; text += target.name() + '的速度下降了。'; } else { text += parseNoStateChange(user.name(), "攻击", "更高了!\r\n") text += parseNoStateChange(user.name(), "防御", "更高了!\r\n") text += parseNoStateChange(user.name(), "速度", "更低了!") } break; case 'EXPANDED EARTH SLAM': //PLUTO EXPANDED EARTH SLAM text = user.name() + '抬起了地球,\r\n'; text += '向着所有人扔了过来!'; break; case 'EXPANDED ADMIRATION': //PLUTO EXPANDED ADMIRATION text = user.name() + '对凯的进步感到十分欣慰!\r\n'; if(target.isStateAffected(8)) {text += target.name() + targetSp + '陷入了癫狂!!!';} else if(target.isStateAffected(7)) {text += target.name() + targetSp + '变得狂喜了!!';} else if(target.isStateAffected(6)) {text += target.name() + targetSp + '变得开心了!';} break; //ABBI TENTACLE// case 'TENTACLE ATTACK': //ABBI TENTACLE ATTACK text = user.name() + '抽打了' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'TENTACLE TICKLE': //ABBI TENTACLE TICKLE text = user.name() + "让" + targetSp + target.name() + targetSp + "变弱了!\r\n"; text += `${target.name() + targetSp}放松了警惕!` break; case 'TENTACLE GRAB': //ABBI TENTACLE GRAB text = user.name() + '在' + targetSp + target.name() + targetSp + '四周扭动!\r\n'; if(result.isHit()) { if(target.name() !== "OMORI" && !target._noEffectMessage) {text += target.name() + targetSp + "感到害怕。\r\n";} else {text += parseNoEffectEmotion(target.name(), "害怕")} } text += hpDamageText; break; case 'TENTACLE GOOP': //ABBI TENTACLE GOOP text = target.name() + targetSp + '被黑暗的液体淹没了!\r\n'; text += target.name() + targetSp + '感觉自己变弱了……\r\n'; text += target.name() + targetSp + '的攻击下降了。\r\n'; text += target.name() + targetSp + '的防御下降了。\r\n'; text += target.name() + targetSp + '的速度下降了。'; break; //ABBI// case 'ABBI ATTACK': //ABBI ATTACK text = user.name() + '攻击了' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'ABBI REVIVE TENTACLE': //ABBI REVIVE TENTACLE text = user.name() + '集中了心心。'; break; case 'ABBI VANISH': //ABBI VANISH text = user.name() + '消失在了阴影之中……'; break; case 'ABBI ATTACK ORDER': //ABBI ATTACK ORDER if(target.index() <= unitLowestIndex) { text = user.name() + '伸展了她的触手。\r\n'; text += "所有人的攻击都上升了!!\r\n" text += "所有人都变得生气了!" } break; case 'ABBI COUNTER TENTACLE': //ABBI COUNTER TENTACLES text = user.name() + '在阴影中穿行……'; break; //ROBO HEART// case 'ROBO HEART ATTACK': //ROBO HEART ATTACK text = user.name() + '发射了手炮!\r\n'; text += hpDamageText; break; case 'ROBO HEART NOTHING': //ROBO HEART NOTHING text = user.name() + '正在充能……'; break; case 'ROBO HEART LASER': //ROBO HEART LASER text = user.name() + '张开了她的嘴,\r\n'; text += '发射了激光!\r\n'; text += hpDamageText; break; case 'ROBO HEART EXPLOSION': //ROBO HEART EXPLOSION text = user.name() + '流下了一滴机器人的眼泪。\r\n'; text += user.name() + '爆炸了!'; break; case 'ROBO HEART SNACK': //ROBO HEART SNACK text = user.name() + '张开了她的嘴。\r\n'; text += '出现了一份营养丰富的点心!\r\n'; text += hpDamageText; break; //MUTANT HEART// case 'MUTANT HEART ATTACK': //MUTANT HEART ATTACK text = user.name() + '为' + targetSp + target.name() + targetSp + '唱了一首歌!\r\n'; text += '并不是非常动听……\r\n'; text += hpDamageText; break; case 'MUTANT HEART NOTHING': //MUTANT HEART NOTHING text = user.name() + '凹了个造型!'; break; case 'MUTANT HEART HEAL': //MUTANT HEART HEAL text = user.name() + '修补好了自己的裙子!'; text += hpDamageText; break; case 'MUTANT HEART WINK': //MUTANT HEART WINK text = user.name() + '冲着' + targetSp + target.name() + targetSp + '眨了眨眼!\r\n'; text += '还挺可爱的……\r\n'; if(!target._noEffectMessage){text += target.name() + targetSp + '变得开心了!';} else {text += parseNoEffectEmotion(target.name(), "更开心了!")} break; case 'MUTANT HEART INSULT': //MUTANT HEART INSULT text = user.name() + '不小心说了些\r\n'; text += '很刻薄的话。\r\n'; if(!target._noEffectMessage){text += target.name() + targetSp + '变得生气了!';} else {text += parseNoEffectEmotion(target.name(), "更生气了!")} break; case 'MUTANT HEART KILL': //MUTANT HEART KILL text = '异变甜心扇了' + user.name() + userSp + '一巴掌!\r\n'; text += hpDamageText; break; //PERFECT HEART// case 'PERFECT STEAL HEART': //PERFECT HEART STEAL HEART text = user.name() + '偷走了' + targetSp + target.name() + targetSp + '的\r\n'; text += '心心。\r\n'; text += hpDamageText + "\r\n"; if(user.result().hpDamage < 0) {text += `${user.name() + userSp}回复了 ${Math.abs(user.result().hpDamage)} 点心心!\r\n`} break; case 'PERFECT STEAL BREATH': //PERFECT HEART STEAL BREATH text = user.name() + '夺走了' + targetSp + target.name() + targetSp + '的\r\n'; text += '呼吸。\r\n'; text += mpDamageText + "\r\n"; if(user.result().mpDamage < 0) {text += `${user.name() + userSp}回复了 ${Math.abs(user.result().mpDamage)} 点体力……\r\n`} break; case 'PERFECT EXPLOIT EMOTION': //PERFECT HEART EXPLOIT EMOTION text = user.name() + '抢走了' + targetSp + target.name() + targetSp + '的\r\n'; text += '情绪!\r\n'; text += hpDamageText; break; case 'PERFECT SPARE': //PERFECT SPARE text = user.name() + '决定饶\r\n'; text += target.name() + targetSp + '一命。\r\n'; text += hpDamageText; break; case 'PERFECT ANGELIC VOICE': //UPLIFTING HYMN if(target.index() <= unitLowestIndex) { text = user.name() + '唱了一首深情的歌……\r\n'; if(!user._noEffectMessage) {text += user.name() + "变得悲伤了。\r\n"} else {text += parseNoEffectEmotion(user.name(), "更悲伤了!\r\n")} text += '大家都变得开心了!'; } break; case "PERFECT ANGELIC WRATH": if(target.index() <= unitLowestIndex) {text = user.name() + "释放了她的怒火。\r\n";} if(!target._noEffectMessage) { if(target.isStateAffected(8)) {text += target.name() + targetSp + '陷入了癫狂!!!\r\n';} else if(target.isStateAffected(7)) {text += target.name() + targetSp + '变得狂喜了!!\r\n';} else if(target.isStateAffected(6)) {text += target.name() + targetSp + '变得开心了!\r\n';} else if(target.isStateAffected(12)) {text += target.name() + targetSp + '陷入了痛苦…………\r\n';} else if(target.isStateAffected(11)) {text += target.name() + targetSp + '变得抑郁了……\r\n';} else if(target.isStateAffected(10)) {text += target.name() + targetSp + '变得悲伤了。\r\n';} else if(target.isStateAffected(12)) {text += target.name() + targetSp + '变得愤怒了!!\r\n';} else if(target.isStateAffected(11)) {text += target.name() + targetSp + '陷入了狂怒!!!\r\n';} else if(target.isStateAffected(10)) {text += target.name() + targetSp + '变得生气了!\r\n';} } else { if(target.isEmotionAffected("happy")) {text += parseNoEffectEmotion(target.name(), "更开心了!\r\n")} else if(target.isEmotionAffected("sad")) {text += parseNoEffectEmotion(target.name(), "更悲伤了!\r\n")} else if(target.isEmotionAffected("angry")) {text += parseNoEffectEmotion(target.name(), "更生气了!\r\n")} } text += hpDamageText; break; //SLIME GIRLS// case 'SLIME GIRLS COMBO ATTACK': //SLIME GIRLS COMBO ATTACK text = '所有的' + user.name() + '一齐攻击!\r\n'; text += hpDamageText; break; case 'SLIME GIRLS DO NOTHING': //SLIME GIRLS DO NOTHING text = '美杜莎扔了一个烧瓶……\r\n'; text += '但是什么都没有发生……'; break; case 'SLIME GIRLS STRANGE GAS': //SLIME GIRLS STRANGE GAS if(!target._noEffectMessage) { if(target.isStateAffected(8)) {text += target.name() + targetSp + '陷入了癫狂!!!\r\n';} else if(target.isStateAffected(7)) {text += target.name() + targetSp + '变得狂喜了!!\r\n';} else if(target.isStateAffected(6)) {text += target.name() + targetSp + '变得开心了!\r\n';} else if(target.isStateAffected(12)) {text += target.name() + targetSp + '陷入了痛苦…………\r\n';} else if(target.isStateAffected(11)) {text += target.name() + targetSp + '变得抑郁了……\r\n';} else if(target.isStateAffected(10)) {text += target.name() + targetSp + '变得悲伤了。\r\n';} else if(target.isStateAffected(16)) {text += target.name() + targetSp + '变得愤怒了!!\r\n';} else if(target.isStateAffected(15)) {text += target.name() + targetSp + '陷入了狂怒!!!\r\n';} else if(target.isStateAffected(14)) {text += target.name() + targetSp + '变得生气了!\r\n';} } else { if(target.isEmotionAffected("happy")) {text += parseNoEffectEmotion(target.name(), "更开心了!\r\n")} else if(target.isEmotionAffected("sad")) {text += parseNoEffectEmotion(target.name(), "更悲伤了!\r\n")} else if(target.isEmotionAffected("angry")) {text += parseNoEffectEmotion(target.name(), "更生气了!\r\n")} } break; case 'SLIME GIRLS DYNAMITE': //SLIME GIRLS DYNAMITE text = '美杜莎扔了一个烧瓶……\r\n'; text += '烧瓶爆炸了!\r\n'; text += hpDamageText; break; case 'SLIME GIRLS STING RAY': //SLIME GIRLS STING RAY text = '莫莉发射了螯刺!\r\n'; text += target.name() + '被蛰了!\r\n'; text += hpDamageText; break; case 'SLIME GIRLS SWAP': //SLIME GIRLS SWAP text = '美杜莎作法了!\r\n'; text += '你的心心和体力互换了!'; break; case 'SLIME GIRLS CHAIN SAW': //SLIME GIRLS CHAIN SAW text = '玛丽娜拿出了一把电锯!\r\n'; text += hpDamageText; break; //HUMPHREY SWARM// case 'H SWARM ATTACK': //HUMPHREY SWARM ATTACK text = '汉弗莱困住' + targetSp + target.name() + targetSp + '并发起了攻击!\r\n'; text += hpDamageText; break; //HUMPHREY LARGE// case 'H LARGE ATTACK': //HUMPHREY LARGE ATTACK text = '汉弗莱一头撞向' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; //HUMPHREY FACE// case 'H FACE CHOMP': //HUMPHREY FACE CHOMP text = '汉弗莱一口咬住' + targetSp + target.name() + targetSp + ',牙齿嵌了进去!!\r\n'; text += hpDamageText; break; case 'H FACE DO NOTHING': //HUMPHREY FACE DO NOTHING text = '汉弗莱盯着' + targetSp + target.name() + targetSp + '!\r\n'; text += '汉弗莱一直淌者口水。'; break; case 'H FACE HEAL': //HUMPHREY FACE HEAL text = '汉弗莱吞掉了一名敌人!\r\n'; text += `汉弗莱回复了 ${Math.abs(hpDam)} 点心心!` break; //HUMPHREY UVULA// case 'UVULA DO NOTHING 1': //HUMPHREY UVULA DO NOTHING text = user.name() + '冲着' + targetSp + target.name() + targetSp + '坏笑。\r\n'; break; case 'UVULA DO NOTHING 2': //HUMPHREY UVULA DO NOTHING text = user.name() + '冲着' + targetSp + target.name() + targetSp + '使眼色。\r\n'; break; case 'UVULA DO NOTHING 3': //HUMPHREY UVULA DO NOTHING text = user.name() + '冲着' + targetSp + target.name() + targetSp + '吐了口口水。\r\n'; break; case 'UVULA DO NOTHING 4': //HUMPHREY UVULA DO NOTHING text = user.name() + '瞪着' + targetSp + target.name() + targetSp + '看。\r\n'; break; case 'UVULA DO NOTHING 5': //HUMPHREY UVULA DO NOTHING text = user.name() + '冲着' + targetSp + target.name() + targetSp + '眨了眨眼。\r\n'; break; //FEAR OF FALLING// case 'DARK NOTHING': //SOMETHING IN THE DARK NOTHING text = user.name() + '嘲笑了' + targetSp + target.name() + targetSp + '\r\n'; text += '坠落时的样子。'; break; case 'DARK ATTACK': //SOMETHING IN THE DARK ATTACK text = user.name() + '推了' + targetSp + target.name() + targetSp + '一把。\r\n'; text += hpDamageText; break; //FEAR OF BUGS// case 'BUGS ATTACK': //FEAR OF BUGS ATTACK text = user.name() + '咬了' + targetSp + target.name() + targetSp + '一口!\r\n'; text += hpDamageText; break; case 'BUGS NOTHING': //FEAR OF BUGS NOTHING text = user.name() + '试着跟你说话……'; break; case 'SUMMON BABY SPIDER': //SUMMON BABY SPIDER text = '蜘蛛蛋孵化了,\r\n'; text += '出现了一只小蜘蛛。'; break; case 'BUGS SPIDER WEBS': //FEAR OF BUGS SPIDER WEBS text = user.name() + '抓住了' + targetSp + target.name() + targetSp + ',\r\n'; text += '把对方困在黏黏的网中。\r\n'; text += target.name() + targetSp + '的速度下降了!\r\n'; break; //BABY SPIDER// case 'BABY SPIDER ATTACK': //BABY SPIDER ATTACK text = user.name() + '咬了' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'BABY SPIDER NOTHING': //BABY SPIDER NOTHING text = user.name() + '发出了奇怪的声音。'; break; //FEAR OF DROWNING// case 'DROWNING ATTACK': //FEAR OF DROWNING ATTACK text = '水把' + targetSp + target.name() + targetSp + '向不同的\r\n'; text += '方向拉扯。\r\n'; text += hpDamageText; break; case 'DROWNING NOTHING': //FEAR OF DROWNING NOTHING text = user.name() + '静静听着' + targetSp + target.name() + targetSp + "挣扎扑腾。"; break; case 'DROWNING DRAG DOWN': //FEAR OF DROWNING DRAG DOWN text = user.name() + '抓住了\r\n'; text += target.name() + targetSp + '的腿,并把他往下拖!\r\n'; text = hpDamageText; break; //OMORI'S SOMETHING// case 'O SOMETHING ATTACK': //OMORI SOMETHING ATTACK text = user.name() + '伸手穿过了' + targetSp + target.name() + targetSp + '。\r\n'; text += hpDamageText; break; case 'O SOMETHING NOTHING': //OMORI SOMETHING NOTHING text = user.name() + '的视线穿过了' + targetSp + target.name() + targetSp + '。\r\n'; break; case 'O SOMETHING BLACK SPACE': //OMORI SOMETHING BLACK SPACE text = user.name() + '把' + targetSp + target.name() + targetSp + '拖进了\r\n'; text += '阴影之中。'; text = hpDamageText; break; case 'O SOMETHING SUMMON': //OMORI SOMETHING SUMMON SOMETHING text = user.name() + '从黑暗中叫出了\r\n'; text += '某个东西。'; break; case 'O SOMETHING RANDOM EMOTION': //OMORI SOMETHING RANDOM EMOTION text = user.name() + '玩弄了' + targetSp + target.name() + targetSp +'的情绪。'; break; //BLURRY IMAGE// case 'BLURRY NOTHING': //BLURRY IMAGE NOTHING text = '某个东西在风中摇晃。'; break; //HANGING BODY// case 'HANG WARNING': text = '你感到脊背发凉。'; break; case 'HANG NOTHING 1': text = '你感到有些头晕。'; break; case 'HANG NOTHING 2': text = '你感到肺部收紧了。'; break; case 'HANG NOTHING 3': text = '你感到胃部产生了\r\n'; text += '下坠感。'; break; case 'HANG NOTHING 4': text = '你感到心脏要从你的胸膛中\r\n'; text += '跳出来了。'; break; case 'HANG NOTHING 5': text = '你感到自己在颤抖。'; break; case 'HANG NOTHING 6': text = '你感到膝盖软弱无力。'; break; case 'HANG NOTHING 7': text = '你感到冷汗从前额上\r\n'; text += '流了下来。'; break; case 'HANG NOTHING 8': text = '你感到你的拳头擅自捏紧了。'; break; case 'HANG NOTHING 9': text = '你听到你的心跳声。'; break; case 'HANG NOTHING 10': text = '你听到你的心跳趋于稳定。'; break; case 'HANG NOTHING 11': text = '你听到你的呼吸趋于稳定。'; break; case 'HANG NOTHING 12': text = '你集中注意,看向\r\n'; text += '你的正对面。'; break; //AUBREY// case 'AUBREY NOTHING': //AUBREY NOTHING text = user.name() + '冲你的鞋子吐了口口水。'; break; case 'AUBREY TAUNT': //AUBREY TAUNT text = user.name() + '说' + targetSp + target.name() + targetSp + '很弱!\r\n'; text += target.name() + "变得生气了!"; break; //THE HOOLIGANS// case 'CHARLIE ATTACK': //HOOLIGANS CHARLIE ATTACK text = '查理使出浑身解数发起了攻击!\r\n'; text += hpDamageText; break; case 'ANGEL ATTACK': //HOOLIGANS ANGEL ATTACK text = '安吉尔迅速地攻击了' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'MAVERICK CHARM': //HOOLIGANS MAVERICK CHARM text = '独行侠冲着' + targetSp + target.name() + targetSp + '眨了眨眼!\r\n'; text += target.name() + '的攻击下降了。' break; case 'KIM HEADBUTT': //HOOLIGANS KIM HEADBUTT text = '小金一头撞向' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'VANCE CANDY': //HOOLIGANS VANCE CANDY text = '万斯扔了一把糖果!\r\n'; text += hpDamageText; break; case 'HOOLIGANS GROUP ATTACK': //THE HOOLIGANS GROUP ATTACK text = user.name() + '全力攻击!\r\n'; text += hpDamageText; break; //BASIL// case 'BASIL ATTACK': //BASIL ATTACK text = user.name() + '伸手摸向' + targetSp + target.name() + targetSp + '的内心深处。\r\n'; text += hpDamageText; break; case 'BASIL NOTHING': //BASIL NOTHING text = user.name() + '哭得太多了,眼眶红红的。'; break; case 'BASIL PREMPTIVE STRIKE': //BASIL PREMPTIVE STRIKE text = user.name() + '划伤了' + targetSp + target.name() + targetSp + '的手臂。\r\n'; text += hpDamageText; break; //BASIL'S SOMETHING// case 'B SOMETHING ATTACK': //BASIL'S SOMETHING ATTACK text = user.name() + '勒住了' + targetSp + target.name() + targetSp + '。\r\n'; text += hpDamageText; break; case 'B SOMETHING TAUNT': //BASIL'S SOMETHING TAUNT BASIL text = user.name() + '伸手摸向' + targetSp + target.name() + targetSp + '的内心深处。\r\n'; break; //PLAYER SOMETHING BASIL FIGHT// case 'B PLAYER SOMETHING STRESS': //B PLAYER SOMETHING STRESS text = user.name() + '对\r\n'; text += target.name() + targetSp + '做了些什么。\r\n'; text += hpDamageText; break; case 'B PLAYER SOMETHING HEAL': //B PLAYER SOMETHING HEAL text = user.name() + '渗入了' + targetSp + target.name() + targetSp + '的伤口。\r\n'; text += hpDamageText; break; case 'B OMORI SOMETHING CONSUME EMOTION': //B OMORI SOMETHING CONSUME EMOTION text = user.name() + '吞噬了' + targetSp + target.name() + targetSp + '的情绪。'; break; //CHARLIE// case 'CHARLIE RELUCTANT ATTACK': //CHARLIE RELUCTANT ATTACK text = user.name() + '揍了' + targetSp + target.name() + targetSp + '一拳!\r\n'; text += hpDamageText; break; case 'CHARLIE NOTHING': //CHARLIE NOTHING text = user.name() + '只是站在那里。'; break; case 'CHARLIE LEAVE': //CHARLIE LEAVE text = user.name() + '不打了。'; break; //ANGEL// case 'ANGEL ATTACK': //ANGEL ATTACK text = user.name() + '快速地踢了' + targetSp + target.name() + targetSp + '一脚!\r\n'; text += hpDamageText; break; case 'ANGEL NOTHING': //ANGEL NOTHING text = user.name() + '表演了后空翻并凹了个造型!'; break; case 'ANGEL QUICK ATTACK': //ANGEL QUICK ATTACK text = user.name() + '传送到了' + targetSp + target.name() + targetSp + '背后!\r\n'; text += hpDamageText; break; case 'ANGEL TEASE': //ANGEL TEASE text = user.name() + '对' + targetSp + target.name() + targetSp + '说了些刻薄话!'; break; //THE MAVERICK// case 'MAVERICK ATTACK': //THE MAVERICK ATTACK text = user.name() + '攻击了' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'MAVERICK NOTHING': //THE MAVERICK NOTHING text = user.name() + '对着崇拜他的粉丝们\r\n'; text += '吹捧自己!'; break; case 'MAVERICK SMILE': //THE MAVERICK SMILE text = user.name() + '魅惑一笑!\r\n'; text += target.name() + targetSp + '的攻击下降了。'; break; case 'MAVERICK TAUNT': //THE MAVERICK TAUNT text = user.name() + '嘲笑了' + targetSp + target.name() + '!\r\n'; text += target.name() + targetSp + "变得生气了!" break; //KIM// case 'KIM ATTACK': //KIM ATTACK text = user.name() + '揍了' + targetSp + target.name() + targetSp + '一拳!\r\n'; text += hpDamageText; break; case 'KIM NOTHING': //KIM DO NOTHING text = user.name() + '的手机响了……\r\n'; text += '有人打错电话了。'; break; case 'KIM SMASH': //KIM SMASH text = user.name() + '抓住了' + targetSp + target.name() + targetSp + '的衬衫,然后\r\n'; text += '一拳揍在对方脸上!\r\n'; text += hpDamageText; break; case 'KIM TAUNT': //KIM TAUNT text = user.name() + '嘲笑了' + targetSp + target.name() + targetSp + '!\r\n'; text += target.name() + targetSp + "变得悲伤了。"; break; //VANCE// case 'VANCE ATTACK': //VANCE ATTACK text = user.name() + '揍了' + targetSp + target.name() + targetSp + '一拳!\r\n'; text += hpDamageText; break; case 'VANCE NOTHING': //VANCE NOTHING text = user.name() + '挠了挠自己的肚子。'; break; case 'VANCE CANDY': //VANCE CANDY text = user.name() + '把过期糖果扔向' + targetSp + target.name() + targetSp + '!\r\n'; text += '恶……黏黏的……\r\n'; text += hpDamageText; break; case 'VANCE TEASE': //VANCE TEASE text = user.name() + '冲着' + targetSp + target.name() + targetSp + '说了些刻薄话!\r\n'; text += target.name() + targetSp + "变得悲伤了。" break; //JACKSON// case 'JACKSON WALK SLOWLY': //JACKSON WALK SLOWLY text = user.name() + '正步步逼近你……\r\n'; text += '你觉得自己无法逃脱!'; break; case 'JACKSON KILL': //JACKSON AUTO KILL text = user.name() + '抓住你了!!!\r\n'; text += '你眼前浮现了人生的跑马灯!'; break; //RECYCLEPATH// case 'R PATH ATTACK': //RECYCLEPATH ATTACK text = user.name() + '用包攻击了' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'R PATH SUMMON MINION': //RECYCLEPATH SUMMON MINION text = user.name() + '唤来一位信徒!\r\n'; text += '一位回收教徒出现了!'; break; case 'R PATH FLING TRASH': //RECYCLEPATH FLING TRASH text = user.name() + '冲着\r\n'; text +=target.name() + targetSp + '把所有的垃圾扔了出去!\r\n' text += hpDamageText; break; case 'R PATH GATHER TRASH': //RECYCLEPATH GATHER TRASH text = user.name() + '捡起了垃圾!'; break; //SOMETHING IN THE CLOSET// case 'CLOSET ATTACK': //SOMETHING IN THE CLOSET ATTACK text = user.name() + '缠住了' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'CLOSET NOTHING': //SOMETHING IN THE CLOSET DO NOTHING text = user.name() + '发出令人毛骨悚然的喃喃细语。'; break; case 'CLOSET MAKE AFRAID': //SOMETHING IN THE CLOSET MAKE AFRAID text = user.name() + '知道你的秘密!'; break; case 'CLOSET MAKE WEAK': //SOMETHING IN THE CLOSET MAKE WEAK text = user.name() + '让' + targetSp + target.name() + targetSp + '丧失了求生欲!'; break; //BIG STRONG TREE// case 'BST SWAY': //BIG STRONG TREE NOTHING 1 text = '微风轻拂树叶。'; break; case 'BST NOTHING': //BIG STRONG TREE NOTHING 2 text = user.name() + '在原地一动不动,因为\r\n'; text += '它是一棵树。'; break; //DREAMWORLD FEAR EXTRA BATTLES// //HEIGHTS// case 'DREAM HEIGHTS ATTACK': //DREAM FEAR OF HEIGHTS ATTACK text = user.name() + '攻击了' + targetSp + target.name() + targetSp + '。\r\n'; text += hpDamageText; break; case 'DREAM HEIGHTS GRAB': //DREAM FEAR OF HEIGHTS GRAB if(target.index() <= unitLowestIndex) { text = '手出现了,抓住了所有人!\r\n'; text += '所有人' + '的攻击下降了……'; } break; case 'DREAM HEIGHTS HANDS': //DREAM FEAR OF HEIGHTS HANDS text = '更多的手出现了,环绕在\r\n'; text += user.name() + userSp + '身边。\r\n'; if(!target._noStateMessage) {text += user.name() + userSp + '的防御上升了!';} else {text += parseNoStateChange(user.name(), "防御", "更高了!")} break; case 'DREAM HEIGHTS SHOVE': //DREAM FEAR OF HEIGHTS SHOVE text = user.name() + '推了' + targetSp + target.name() + targetSp + '一下。\r\n'; text += hpDamageText + '\r\n'; if(!target._noEffectMessage && target.name() !== "OMORI"){text += target.name() + targetSp + '感到害怕。';} else {text += parseNoEffectEmotion(target.name(), "害怕")} break; case 'DREAM HEIGHTS RELEASE ANGER': //DREAM FEAR OF HEIGHTS RELEASE ANGER text = user.name() + '把怒火发泄在大家身上!'; break; //SPIDERS// case 'DREAM SPIDERS CONSUME': //DREAM FEAR OF SPIDERS CONSUME text = user.name() + '把' + targetSp + target.name() + targetSp + '卷成一团,吃掉了。\r\n'; text += hpDamageText; break; //DROWNING// case 'DREAM DROWNING SMALL': //DREAM FEAR OF DROWNING SMALL text = '大家都呼吸困难。'; break; case 'DREAM DROWNING BIG': //DREAM FEAR OF DROWNING BIG text = '大家都感觉快昏迷了。'; break; // BLACK SPACE EXTRA // case 'BS LIAR': // BLACK SPACE LIAR text = '骗子。'; break; //BACKGROUND ACTORS// //BERLY// case 'BERLY ATTACK': //BERLY ATTACK text = '波利头槌了' + targetSp + target.name() + targetSp + '!\r\n'; text += hpDamageText; break; case 'BERLY NOTHING 1': //BERLY NOTHING 1 text = '波利勇敢地藏在角落里。'; break; case 'BERLY NOTHING 2': //BERLY NOTHING 2 text = '波利修好了她的眼镜。'; break; //TOYS// case 'CAN': // CAN text = user.name() + '踢了易拉罐。'; break; case 'DANDELION': // DANDELION text = user.name() + '吹散了蒲公英。\r\n'; text += user.name() + '重新找回了自我。'; break; case 'DYNAMITE': // DYNAMITE text = user.name() + '扔出了炸药!'; break; case 'LIFE JAM': // LIFE JAM text = user.name() + '对吐司使用了生命果酱!\r\n'; text += '吐司变成了' + targetSp + target.name() + targetSp + '!'; break; case 'PRESENT': // PRESENT text = target.name() + '打开了礼物!\r\n'; text += '并不是' + targetSp + target.name() + targetSp + '想要的东西……\r\n'; if(!target._noEffectMessage){text += target.name() + targetSp + '变得生气了! ';} else {text += parseNoEffectEmotion(target.name(), "更生气了!")} break; case 'SILLY STRING': // DYNAMITE if(target.index() <= unitLowestIndex) { text = user.name() + '使用了喷彩摩丝!\r\n'; text += '哇哦!!派对开始了!\r\n'; text += '大家都变得开心了! '; } break; case 'SPARKLER': // SPARKLER text = user.name() + '点燃了烟花棒!\r\n'; text += '哇哦!!派对开始了!\r\n'; if(!target._noEffectMessage){text += target.name() + targetSp + '变得开心了!';} else {text += parseNoEffectEmotion(target.name(), "更开心了!")} break; case 'COFFEE': // COFFEE text = user.name() + '喝了咖啡……\r\n'; text += user.name() + '感觉好极了!'; break; case 'RUBBERBAND': // RUBBERBAND text = user.name() + '弹了' + targetSp + target.name() + targetSp + '一下!\r\n'; text += hpDamageText; break; //OMORI BATTLE// case "OMORI ERASES": text = user.name() + "抹去了敌人。\r\n"; text += hpDamageText; break; case "MARI ATTACK": text = user.name() + "抹去了敌人。\r\n"; text += target.name() + targetSp + "感到害怕。\r\n"; text += hpDamageText; break; //STATES// case 'HAPPY': if(!target._noEffectMessage){text = target.name() + targetSp + '变得开心了!';} else {text = parseNoEffectEmotion(target.name(), "更开心了!")} break; case 'ECSTATIC': if(!target._noEffectMessage){text = target.name() + targetSp + '变得狂喜了!!';} else {text = parseNoEffectEmotion(target.name(), "更开心了!")} break; case 'MANIC': if(!target._noEffectMessage){text = target.name() + targetSp + '陷入了癫狂!!!';} else {text = parseNoEffectEmotion(target.name(), "更开心了!")} break; case 'SAD': if(!target._noEffectMessage){text = target.name() + targetSp + '变得悲伤了。';} else {text = parseNoEffectEmotion(target.name(), "更悲伤了!")} break; case 'DEPRESSED': if(!target._noEffectMessage){text = target.name() + targetSp + '变得抑郁了……';} else {text = parseNoEffectEmotion(target.name(), "更悲伤了!")} break; case 'MISERABLE': if(!target._noEffectMessage){text = target.name() + targetSp + '陷入了痛苦…………';} else {text = parseNoEffectEmotion(target.name(), "更悲伤了!")} break; case 'ANGRY': if(!target._noEffectMessage){text = target.name() + targetSp + '变得生气了!';} else {text = parseNoEffectEmotion(target.name(), "更生气了!")} break; case 'ENRAGED': if(!target._noEffectMessage){text = target.name() + targetSp + '变得愤怒了!!';} else {text = parseNoEffectEmotion(target.name(), "更生气了!")} break; case 'FURIOUS': if(!target._noEffectMessage){text = target.name() + targetSp + '陷入了狂怒!!!'} else {text = parseNoEffectEmotion(target.name(), "更生气了!")} break; case 'AFRAID': if(!target._noEffectMessage){text = target.name() + targetSp + '变得害怕了!';} else {text = parseNoEffectEmotion(target.name(), "更害怕了!")} break; case 'CANNOT MOVE': text = target.name() + targetSp + '无法动弹!'; break; case 'INFATUATION': text = target.name() + targetSp + '因为爱而无法动弹!'; 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","……迅捷一击!"); this.push("waitForNewLine"); } else if(!!result.elementWeak) { this.push("addText", "……疲软一击。"); 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 //=============================================================================