309 lines
No EOL
12 KiB
JavaScript
309 lines
No EOL
12 KiB
JavaScript
/*
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* ==============================================================================
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* ** Victor Engine MV - Skip Battle Log
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* ------------------------------------------------------------------------------
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* VE_SkipBattleLog.js
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* ==============================================================================
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*/
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var Imported = Imported || {};
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Imported['VE - Skip Battle Log'] = '1.04';
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var VictorEngine = VictorEngine || {};
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VictorEngine.SkipBattleLog = VictorEngine.SkipBattleLog || {};
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(function() {
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VictorEngine.SkipBattleLog.loadDatabase = DataManager.loadDatabase;
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DataManager.loadDatabase = function() {
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VictorEngine.SkipBattleLog.loadDatabase.call(this);
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PluginManager.requiredPlugin.call(PluginManager, 'VE - Skip Battle Log', 'VE - Basic Module', '1.21');
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PluginManager.requiredPlugin.call(PluginManager, 'VE - Skip Battle Log', 'VE - Charge Actions');
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};
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VictorEngine.SkipBattleLog.requiredPlugin = PluginManager.requiredPlugin;
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PluginManager.requiredPlugin = function(name, required, version) {
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if (!VictorEngine.BasicModule) {
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var msg = 'The plugin ' + name + ' requires the plugin ' + required;
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msg += ' v' + version + ' or higher installed to work properly.';
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msg += ' Go to http://victorenginescripts.wordpress.com/ to download the plugin.';
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throw new Error(msg);
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} else {
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VictorEngine.SkipBattleLog.requiredPlugin.call(this, name, required, version)
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};
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};
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})();
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/*:
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* ==============================================================================
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* @plugindesc v1.04 - Skip Battle Log Window messages.
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* @author Victor Sant
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*
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* @param Skip All Text
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* @desc Skip any battle log text.
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* true - ON false - OFF
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* @default true
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*
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* @param Action Text
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* @desc Display skill icon and name.
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* true - ON false - OFF
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* @default true
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*
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* ==============================================================================
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* @help
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* ==============================================================================
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* Notetags:
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* ==============================================================================
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*
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* ==============================================================================
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* Throw Image (for Skills and Items)
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* ------------------------------------------------------------------------------
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* <hide name display>
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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* Usable only if the plugin parameter 'Action Text' is turned ON. This
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* tag will make the action name to not be displayed when it is used.
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* ==============================================================================
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*
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* ==============================================================================
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* Additional Information:
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* ------------------------------------------------------------------------------
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*
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* If the plugin parameter "Skip All Text" is turned on, every battle log text
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* will be skiped. If false, you can define wich texts will be skiped.
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*
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* To skip a text if the plugin parameter is off, just leave the text empty on
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* the database.
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* For skills (wich include the basic attack and guard) and states message,
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* just go to the the skill or state and remove the messages.
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*
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* For other texts, go to the database 'Terms' tab and remove the texts related
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* to the battle log. The texts that are displayed on the battlelog are:
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* - Use Item
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* - Critical to Enemy
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* - Critical to Actor
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* - Actor Damage
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* - Actor Recovery
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* - Actor Gain
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* - Actor Loss
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* - Actir Drain
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* - Actor No Damage
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* - Actor No Hit
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* - Enemy Damage
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* - Enemy Recovery
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* - Enemy Gain
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* - Enemy Loss
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* - Enemy Drain
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* - Enemy No Damage
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* - Enemy No Hit
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* - Evasion
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* - Magic Evasion
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* - Magic Reflection
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* - Counter Attack
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* - Substitute
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* - Buff Add
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* - Debuff Add
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* - Buff Remove
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* - Action Failure
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* Other texts are show in other parts besides the Battle Log, so they shoudn't
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* be removed.
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*
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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*
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* If the plugin paramenter 'Action Text' is turned on, when using a skill or
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* item, the item/skill name will be displayed, along with it's icon, insted
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* of the default skill text set on the database. This text will be displayed
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* even if the
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*
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* ==============================================================================
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* Compatibility:
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* ------------------------------------------------------------------------------
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* To be used together with this plugin, the following plugin must be placed
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* bellow this plugin:
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* VE - Charge Actions
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* ==============================================================================
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*
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* ==============================================================================
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* Version History:
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* ------------------------------------------------------------------------------
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* v 1.00 - 2016.01.17 > First release.
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* v 1.01 - 2016.03.04 > Improved collapse effect timing.
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* v 1.02 - 2016.03.23 > Compatibility with Throwable Objects.
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* v 1.03 - 2016.04.21 > Compatibility with Damage Popup.
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* v 1.04 - 2016.05.31 > Compatibility with Battle Motions.
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* ==============================================================================
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*/
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(function() {
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//=============================================================================
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// Parameters
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//=============================================================================
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if (Imported['VE - Basic Module']) {
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var parameters = VictorEngine.getPluginParameters();
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VictorEngine.Parameters = VictorEngine.Parameters || {};
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VictorEngine.Parameters.SkipBattleLog = {};
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VictorEngine.Parameters.SkipBattleLog.SkipAllText = eval(parameters["Skip All Text"]);
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VictorEngine.Parameters.SkipBattleLog.ActionText = eval(parameters["Action Text"]);
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};
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//=============================================================================
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// VictorEngine
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//=============================================================================
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VictorEngine.SkipBattleLog.loadNotetagsValues = VictorEngine.loadNotetagsValues;
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VictorEngine.loadNotetagsValues = function(data, index) {
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VictorEngine.SkipBattleLog.loadNotetagsValues.call(this, data, index);
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if (this.objectSelection(index, ['skill', 'item'])) {
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VictorEngine.SkipBattleLog.loadNotes(data);
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}
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};
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VictorEngine.SkipBattleLog.loadNotes = function(data) {
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var match;
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var regex = new RegExp('<hide name display>', 'gi');
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while (match = regex.exec(data.note)) {
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data.hideNameDisplay = true;
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};
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};
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//=============================================================================
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// Game_Action
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//=============================================================================
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VictorEngine.SkipBattleLog.apply = Game_Action.prototype.apply;
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Game_Action.prototype.apply = function(target) {
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this.subject()._skipClearResult = true;
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VictorEngine.SkipBattleLog.apply.call(this, target);
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this.subject()._skipClearResult = false;
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};
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//=============================================================================
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// Game_Battler
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//=============================================================================
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VictorEngine.SkipBattleLog.clearResult = Game_Battler.prototype.clearResult;
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Game_Battler.prototype.clearResult = function() {
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if (!this._skipClearResult) {
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VictorEngine.SkipBattleLog.clearResult.call(this);
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}
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};
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//=============================================================================
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// Window_BattleLog
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//=============================================================================
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/* Overwritten function */
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Window_BattleLog.prototype.isFastForward = function() {
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return false;
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};
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/* Overwritten function */
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Window_BattleLog.prototype.animationBaseDelay = function() {
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return 0;
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};
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/* Overwritten function */
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Window_BattleLog.prototype.animationNextDelay = function() {
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return 0;
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};
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VictorEngine.SkipBattleLog.initialize = Window_BattleLog.prototype.initialize;
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Window_BattleLog.prototype.initialize = function() {
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this.initializeMethodsStack()
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VictorEngine.SkipBattleLog.initialize.call(this);
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};
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VictorEngine.SkipBattleLog.updateWaitMode = Window_BattleLog.prototype.updateWaitMode;
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Window_BattleLog.prototype.updateWaitMode = function() {
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if (this._waitMode === 'effect' && !$gameTroop.isAllDead()) {
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this._waitMode = '';
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}
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return VictorEngine.SkipBattleLog.updateWaitMode.call(this);
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};
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VictorEngine.SkipBattleLog.addText = Window_BattleLog.prototype.addText;
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Window_BattleLog.prototype.addText = function(text) {
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if (text !== "" && !VictorEngine.Parameters.SkipBattleLog.SkipAllText) {
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VictorEngine.SkipBattleLog.addText.call(this, text);
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}
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};
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VictorEngine.SkipBattleLog.drawLineText = Window_BattleLog.prototype.drawLineText;
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Window_BattleLog.prototype.drawLineText = function(index) {
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var item = this._lines[index];
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if (DataManager.isItem(item) || DataManager.isSkill(item)) {
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var rect = this.itemRectForText(index);
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var width = this.textWidth(item.name + Window_Base._iconWidth + 4);
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this.drawItemName(item, rect.width / 2 - width / 2, rect.y);
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} else {
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VictorEngine.SkipBattleLog.drawLineText.call(this, index);
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}
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};
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VictorEngine.SkipBattleLog.displayAction = Window_BattleLog.prototype.displayAction;
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Window_BattleLog.prototype.displayAction = function(subject, item) {
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if (VictorEngine.Parameters.SkipBattleLog.ActionText) {
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if (!item.hideNameDisplay) {
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this.push('pushBaseLine');
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this.push('addItemText', item);
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this.push('popBaseLine');
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} else {
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this.push('wait');
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}
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} else {
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VictorEngine.SkipBattleLog.displayAction.call(this, subject, item);
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}
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};
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VictorEngine.SkipBattleLog.startAction = Window_BattleLog.prototype.startAction;
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Window_BattleLog.prototype.startAction = function(subject, action, targets) {
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VictorEngine.SkipBattleLog.startAction.call(this, subject, action, targets);
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this.setupStartAction(subject, action, targets);
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};
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VictorEngine.SkipBattleLog.push = Window_BattleLog.prototype.push;
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Window_BattleLog.prototype.push = function(methodName) {
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if (this._stackIndex || this.methodStackActive()) {
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this.pushMethodsStack.apply(this, arguments);
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} else {
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VictorEngine.SkipBattleLog.push.apply(this, arguments);
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}
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};
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VictorEngine.SkipBattleLog.update = Window_BattleLog.prototype.update;
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Window_BattleLog.prototype.update = function() {
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if (this.methodStackActive() && !Imported['VE - Battle Motions']) {
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this.updateMethodsStack();
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} else {
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VictorEngine.SkipBattleLog.update.call(this);
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}
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};
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VictorEngine.SkipBattleLog.isBusy = Window_BattleLog.prototype.isBusy;
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Window_BattleLog.prototype.isBusy = function() {
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return VictorEngine.SkipBattleLog.isBusy.call(this) || this.methodStackActive();
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};
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VictorEngine.SkipBattleLog.updateWait = Window_BattleLog.prototype.updateWait;
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Window_BattleLog.prototype.updateWait = function() {
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return VictorEngine.SkipBattleLog.updateWait.call(this) || this.methodStackActive();
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};
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VictorEngine.SkipBattleLog.updateStackWaitMode = Window_BattleLog.prototype.updateStackWaitMode;
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Window_BattleLog.prototype.updateStackWaitMode = function(index) {
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var waitMode = this._stackWaitMode[index];
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if (waitMode && waitMode.contains('effect') && !$gameTroop.isAllDead()) {
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this.removeWaitMode(index, 'effect');
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}
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return VictorEngine.SkipBattleLog.updateStackWaitMode.call(this, index);
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};
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Window_BattleLog.prototype.addItemText = function(item) {
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this._lines.push(item);
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this.refresh();
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this.wait();
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};
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})(); |