class Scene_Battle
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
def display_added_states(target)
target.result.added_state_objects.each do |state|
state_msg = target.actor? ? state.message1 : state.message2
target.perform_collapse_effect if state.id == target.death_state_id
next if state_msg.empty?
replace_text(target.name + state_msg)
#~ wait
#~ wait_for_effect
end
end
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
back_to(last_line_number)
end
end
#
def display_miss(target, item)
if !item || item.physical?
fmt = target.actor? ? Vocab::ActorNoHit : Vocab::EnemyNoHit
Sound.play_miss
else
fmt = Vocab::ActionFailure
end
add_text(sprintf(fmt, target.name))
#~ wait
end
#
def display_evasion(target, item)
if !item || item.physical?
fmt = Vocab::Evasion
Sound.play_evasion
else
fmt = Vocab::MagicEvasion
Sound.play_magic_evasion
end
add_text(sprintf(fmt, target.name))
#~ wait
end
def display_hp_damage(target, item)
return if target.result.hp_damage == 0 && item && !item.damage.to_hp?
if target.result.hp_damage > 0 && target.result.hp_drain == 0
target.perform_damage_effect
end
Sound.play_recovery if target.result.hp_damage < 0
add_text(target.result.hp_damage_text)
#~ wait
end
def display_mp_damage(target, item)
return if target.dead? || target.result.mp_damage == 0
Sound.play_recovery if target.result.mp_damage < 0
add_text(target.result.mp_damage_text)
#~ wait
end
def display_tp_damage(target, item)
return if target.dead? || target.result.tp_damage == 0
Sound.play_recovery if target.result.tp_damage < 0
add_text(target.result.tp_damage_text)
#~ wait
end
end