class Scene_Battle < Scene_Base
def use_item
item = @subject.current_action.item
@log_window.display_use_item(@subject, item)
@subject.use_item(item)
refresh_status
targets = @subject.current_action.make_targets.compact
show_animation(targets, item.animation_id)
return unless (last_target = targets.pop)
@log_window.method_wait = nil
targets.each {|target| item.repeats.times { invoke_item(target, item) } }
(item.repeats - 1).times { invoke_item(last_target, item) }
@log_window.method_wait = method(:wait)
invoke_item(last_target, item)
end
def show_normal_animation(targets, animation_id, mirror = false)
animation = $data_animations[animation_id]
if animation
targets.each do |target|
target.animation_id = animation_id
target.animation_mirror = mirror
end
abs_wait_short
end
end
end
class Window_BattleLog < Window_Selectable
def display_action_results(target, item)
if target.result.used
last_line_number = line_number
display_critical(target, item)
display_damage(target, item)
display_affected_status(target, item)
display_failure(target, item)
wait if line_number > last_line_number
end
end
end