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