OMORI_Android/www.sc/js/plugins/Custom Battle Action Text.js
2024-09-23 01:10:28 +03:00

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//=============================================================================
// 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' ? " " : "")}${stat}无法变得\r\n${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() + `${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
//=============================================================================