3448 lines
124 KiB
JavaScript
3448 lines
124 KiB
JavaScript
//=============================================================================
|
||
// 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
|
||
//=============================================================================
|