var Nore; (function (Nore) { Window_BattleLog.prototype.startAction = function (subject, action, targets) { $gameTemp.actionExecuted = true; var item = action.item(); this.push("performActionStart", subject, action); this.push("waitForMovement"); this.push("performAction", subject, action); this.push("showAnimation", subject, targets.clone(), item.animationId); this.displayAction(subject, item); }; Window_BattleLog.prototype.updateWaitCount = function () { if (this._waitCount > 0) { this._waitCount -= this.isFastForward() ? 5 : 2; if ($gameTemp.isAutoBattle()) { this._waitCount -= 2; } if (this._waitCount < 0) { this._waitCount = 0; } return true; } return false; }; Window_BattleLog.prototype.messageSpeed = function () { if (this.isFastForward()) { return 0; } return 4; }; Window_BattleLog.prototype.waitForEffect = function () { if (this.isFastForward()) { return; } this.setWaitMode("effect"); }; Window_BattleLog.prototype.showNormalAnimation = function ( targets, animationId, mirror ) { if (this.isFastForward()) { return; } var animation = $dataAnimations[animationId]; if (animation) { $gameTemp.requestAnimation(targets, animationId, mirror); } }; Scene_Battle.prototype.updateBattleProcess = function () { $gameTemp.actionExecuted = false; var speed = 10; if (this._logWindow && this._logWindow.isFastForward()) { speed = 30; } for (var i = 0; i < speed; i++) { BattleManager.update(this.isTimeActive()); if ($gameTemp.actionExecuted) { break; } } }; })(Nore || (Nore = {}));