OMORI_Android/www.eng/js/plugins/Custom Battle Action Text.js
2024-01-15 18:44:53 +03:00

3456 lines
114 KiB
JavaScript

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