Buttermilk-Mod / GOMORI / buttermilkmod / plugins / Custom Battle Action Text.js
Custom Battle Action Text.js
Raw
//=============================================================================
// TDS Custom Battle Action Text
// Version: 1.0
//=============================================================================
// Add to Imported List
var Imported = Imported || {} ; Imported.TDS_CustomBattleActionText = true;
// Initialize Alias Object
var _TDS_ = _TDS_ || {} ; _TDS_.CustomBattleActionText = _TDS_.CustomBattleActionText || {};
//=============================================================================
 /*:
 * @plugindesc
 * This plugins allows you to set customized messages for actions.
 *
 * @author TDS
 */
//=============================================================================


//=============================================================================
// ** Window_BattleLog
//-----------------------------------------------------------------------------
// The window for displaying battle progress. No frame is displayed, but it is
// handled as a window for convenience.
//=============================================================================
// Alias Listing
//=============================================================================
_TDS_.CustomBattleActionText.Window_BattleLog_displayAction         = Window_BattleLog.prototype.displayAction;
_TDS_.CustomBattleActionText.Window_BattleLog_displayActionResults  = Window_BattleLog.prototype.displayActionResults;
//=============================================================================
// * Make Custom Action Text
//=============================================================================
Window_BattleLog.prototype.makeCustomActionText = function(subject, target, item) {
  var user          = subject;
  var result        = target.result();
  var hit           = result.isHit();
  var success       = result.success;
  var critical      = result.critical;
  var missed        = result.missed;
  var evaded        = result.evaded;
  var hpDam         = result.hpDamage;
  var mpDam         = result.mpDamage;
  var tpDam         = result.tpDamage;
  var addedStates   = result.addedStates;
  var removedStates = result.removedStates;
  var strongHit     = result.elementStrong;
  var weakHit       = result.elementWeak;
  var text = '';
  var type = item.meta.BattleLogType.toUpperCase();
  var switches = $gameSwitches;
  var unitLowestIndex = target.friendsUnit().getLowestIndexMember();


  function parseNoEffectEmotion(tname, em) {
    if(em.toLowerCase().contains("afraid")) {
      if(tname === $gameActors.actor(1).name()) {return "OMORI cannot be AFRAID!\r\n"}
      return target.name() + " cannot be AFRAID!\r\n";
    }
    let finalString = `${tname} can't get ${em}`;
    if(finalString.length >= 40) {
      let voinIndex = 0;
      for(let i = 40; i >= 0; i--) {
        if(finalString[i] === " ") {
          voinIndex = i;
          break;
        }
      }
      finalString = [finalString.slice(0, voinIndex).trim(), "\r\n", finalString.slice(voinIndex).trimLeft()].join('')
    }
    return finalString;
  }

  function parseNoStateChange(tname,stat,hl) {
    let noStateChangeText = `${tname}'s ${stat} can't go\r\nany ${hl}`; // TARGET NAME - STAT - HIGHER/LOWER
    return noStateChangeText
  }

  // Type case
//OMORI//
if (hpDam != 0) {
  var hpDamageText = target.name() + ' takes ' + hpDam + ' damage!';
  if (strongHit) {
    hpDamageText = '...It was a moving attack!\r\n' + hpDamageText;
  } else if (weakHit) {
    hpDamageText = '...It was a dull attack.\r\n' + hpDamageText;
  }
} else if (result.isHit() === true) {
  var hpDamageText = user.name() + "'s attack did nothing.";
} else {
  var hpDamageText = user.name() + "'s attack whiffed!";
}

if (critical) {
    hpDamageText = 'IT HIT RIGHT IN THE HEART!\r\n' + hpDamageText;
}

if (mpDam > 0) {
  var mpDamageText = target.name() + ' lost ' + mpDam + ' JUICE...';
  hpDamageText = hpDamageText + "\r\n" + mpDamageText;
} else {
  var mpDamageText = '';
}

  switch (type) {
  case 'BLANK': // ATTACK
    text = '...';
    break;

  case 'ATTACK': // ATTACK
    text = user.name() + ' attacks ' + target.name() + '!\r\n';
    text += hpDamageText;
    break;

  case 'MULTIHIT':
    text = user.name() + "does moving damage!\r\n";
    break;

  case 'OBSERVE': // OBSERVE
    text = user.name() + ' focuses his vision and observes.\r\n';
    text += target.name() + '!';
    break;

  case 'OBSERVE TARGET': // OBSERVE TARGET
    //text = user.name() + " observes " + target.name() + ".\r\n";
    text = target.name() + ' has their eyes on\r\n';
    text += user.name() + '!';
    break;

  case 'OBSERVE ALL': // OBSERVE TARGET
    //text = user.name() + " observes " + target.name() + ".\r\n";
    text = user.name() + ' focuses his vision and observes.\r\n';
    text += target.name() + '!';
    text = target.name() + ' has their eyes on everyone!';
    break;

  case 'SAD POEM':  // SAD POEM
    text = user.name() + ' reads a sad poem.\r\n';
    if(!target._noEffectMessage) {
      if(target.isStateAffected(12)) {text += target.name() + ' feels MISERABLE...';}
      else if(target.isStateAffected(11)) {text += target.name() + ' feels DEPRESSED..';}
      else if(target.isStateAffected(10)) {text += target.name() + ' feels SAD.';}
    }
    else {text += parseNoEffectEmotion(target.name(), "SADDER!")}
    break;

  case 'STAB': // STAB
    text = user.name() + ' stabs ' + target.name() + '.\r\n';
    text += hpDamageText;
    break;

  case 'TRICK':  // TRICK
    text = user.name() + ' tricks ' + target.name() + '.\r\n';
    if(target.isEmotionAffected("happy")) {
      if(!target._noStateMessage) {text += target.name() + '\'s SPEED fell!\r\n';}
      else {text += parseNoStateChange(target.name(), "SPEED", "lower!\r\n")}
    }
    text += hpDamageText;
    break;

  case 'SHUN': // SHUN
    text = user.name() + ' shuns ' + target.name() + '.\r\n';
    if(target.isEmotionAffected("sad")) {
      if(!target._noStateMessage) {text += target.name() + '\'s DEFENSE fell.\r\n';}
      else {text += parseNoStateChange(target.name(), "DEFENSE", "lower!\r\n")}
    }
    text += hpDamageText;
    break;

  case 'MOCK': // MOCK
    text = user.name() + ' mocks ' + target.name() + '.\r\n';
    text += hpDamageText;
    break;

  case 'HACKAWAY':  // Hack Away
    text = user.name() + ' swings his knife around wildy!';
    break;

  case 'PICK POCKET': //Pick Pocket
    text = user.name() + ' tries to take an item!\r\n';
    text += 'from ' + target.name();
    break;

  case 'BREAD SLICE': //Bread Slice
    text = user.name() + ' slices ' + target.name() + '!\r\n';
    text += hpDamageText;
    break;

  case 'HIDE': // Hide
    text = user.name() + ' fades into the background... ';
    break;

  case 'QUICK ATTACK': // Quick Attack
    text = user.name() + ' lunges at ' + target.name() + '!\r\n';
    text += hpDamageText;
    break;

  case 'EXPLOIT HAPPY': //Exploit Happy
    text = user.name() + ' exploits ' + target.name() + '\'s happiness!\r\n';
    text += hpDamageText;
    break;

  case 'EXPLOIT SAD': // Exploit Sad
    text = user.name() + ' exploits ' + target.name() + '\'s\r\n';
    text += 'sadness!\r\n';
    text += hpDamageText;
    break;

  case 'EXPLOIT ANGRY': // Exploit Angry
    text = user.name() + ' exploits ' + target.name() + '\'s\r\n';
    text += 'anger!\r\n';
    text += hpDamageText;
    break;

  case 'EXPLOIT EMOTION': // Exploit Emotion
    text = user.name() + " exploits " + target.name() + "'s EMOTIONS";
    if(text.length >= 34) {
      text = user.name() + ' exploits ' + target.name() + '\'s\r\n';
      text += 'EMOTIONS!\r\n';
    }
    else {text += "\r\n"}
    text += hpDamageText;
    break;

  case 'FINAL STRIKE': // Final Strike
    text = user.name() + ' unleashes his ultimate attack!';
    break;

  case 'TRUTH': // PAINFUL TRUTH
    text = user.name() + ' whispers something to\r\n';
    text += target.name() + '.\r\n';
    text += hpDamageText + "\r\n";
    if(!target._noEffectMessage) {
      text += target.name() + " feels SAD.\r\n";
    }
    else {text += parseNoEffectEmotion(target.name(), "SADDER!\r\n")}
    if(user.isStateAffected(12)) {text += user.name() + " feels MISERABLE...";}
    else if(user.isStateAffected(11)) {text += user.name() + " feels DEPRESSED..";}
    else if(user.isStateAffected(10)) {text += user.name() + " feels SAD.";}
    break;

  case 'ATTACK AGAIN':  // ATTACK AGAIN 2
    text = user.name() + ' attacks again!\r\n';
    text += hpDamageText;
    break;

  case 'TRIP':  // TRIP
    text = user.name() + ' trips ' + target.name() + '!\r\n';
    if(!target._noStateMessage) {text += target.name() + '\'s SPEED fell!\r\n';}
    else {text += parseNoStateChange(target.name(), "SPEED", "lower!\r\n")}
    text += hpDamageText;
    break;

    case 'TRIP 2':  // TRIP 2
      text = user.name() + ' trips ' + target.name() + '!\r\n';
      if(!target._noStateMessage) {text += target.name() + '\'s SPEED fell!\r\n';}
      else {text += parseNoStateChange(target.name(), "SPEED", "lower!\r\n")}
      if(!target._noEffectMessage) {text += target.name() + ' feels SAD.\r\n';}
      else {text += parseNoEffectEmotion(target.name(), "SADDER!\r\n")}
      text += hpDamageText;
      break;

  case 'STARE': // STARE
    text = user.name() + ' stares at ' + target.name() + '.\r\n';
    text += target.name() + ' feels uncomfortable.';
    break;

  case 'RELEASE ENERGY':  // RELEASE ENERGY
    text = user.name() + ' and friends come together and\r\n';
    text += 'use their ultimate attack!';
    break;

  case 'VERTIGO': // OMORI VERTIGO
    if(target.index() <= unitLowestIndex) {
      text = user.name() + ' throws the foes off balance!\r\n';
      text += 'All foes\' ATTACK fell!\r\n';
    }
    text += hpDamageText;
    break;

  case 'CRIPPLE': // OMORI CRIPPLE
    if(target.index() <= unitLowestIndex) {
      text = user.name() + ' cripples the foes!\r\n';
      text += "All foes' SPEED fell.\r\n";
    }
    text += hpDamageText;
    break;

  case 'SUFFOCATE': // OMORI SUFFOCATE
    if(target.index() <= unitLowestIndex) {
      text = user.name() + ' suffocates the foes!\r\n';
      text += 'All foes feel a shortness of breath.\r\n';
      text += "All foes' DEFENSE fell.\r\n";
    }
    text += hpDamageText;
    break;

  //AUBREY//
  case 'PEP TALK':  // PEP TALK
    text = user.name() + ' cheers on ' + target.name() + '!\r\n';
    if(!target._noEffectMessage) {
      if(target.isStateAffected(8)) {text += target.name() + ' feels MANIC!!!';}
      else if(target.isStateAffected(7)) {text += target.name() + ' feels ECSTATIC!!';}
      else if(target.isStateAffected(6)) {text += target.name() + ' feels HAPPY!';}
    }
    else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")}
    break;

  case 'TEAM SPIRIT':  // TEAM SPIRIT
    text = user.name() + ' cheers on ' + target.name() + '!\r\n';
    if(!target._noEffectMessage) {
      if(target.isStateAffected(8)) {text += target.name() + ' feels MANIC!!!\r\n';}
      else if(target.isStateAffected(7)) {text += target.name() + ' feels ECSTATIC!!\r\n';}
      else if(target.isStateAffected(6)) {text += target.name() + ' feels HAPPY!\r\n';}
    }
    else {text += parseNoEffectEmotion(target.name(), "HAPPIER!\r\n")}

    if(!user._noEffectMessage) {
      if(user.isStateAffected(8)) {text += user.name() + ' feels MANIC!!!';}
      else if(user.isStateAffected(7)) {text += user.name() + ' feels ECSTATIC!!';}
      else if(user.isStateAffected(6)) {text += user.name() + ' feels HAPPY!';}
    }
    else {text += parseNoEffectEmotion(user.name(), "HAPPIER!\r\n")}
    break;

  case 'HEADBUTT':  // HEADBUTT
    text = user.name() + ' headbutts ' + target.name() + '!\r\n';
    text += hpDamageText;
    break;

  case 'HOMERUN': // Homerun
    text = user.name() + ' knocks ' + target.name() + '\r\n';
    text += 'out of the park!\r\n';
    text += hpDamageText;
    break;

  case 'THROW': // Wind-up Throw
    text = user.name() + ' throws her weapon!';
    break;

  case 'POWER HIT': //Power Hit
    text = user.name() + ' smashes ' + target.name() + '!\r\n';
    if(!target._noStateMessage) {text += target.name() + '\'s DEFENSE fell.\r\n';}
    else {text += parseNoStateChange(target.name(), "DEFENSE", "lower!\r\n")}
    text += hpDamageText;
    break;

  case 'LAST RESORT': // Last Resort
    text = user.name() + ' strikes ' + target.name() + '\r\n';
    text += 'with all her strength!\r\n';
    text += hpDamageText;
    break;

  case 'COUNTER ATTACK': // Counter Attack
    text = user.name() + ' readies her bat!';
    break;

  case 'COUNTER HEADBUTT': // Counter Headbutt
    text = user.name() + ' readies her head!';
    break;

  case 'COUNTER ANGRY': //Counter Angry
    text = user.name() + ' braces herself!';
    break;

  case 'LOOK OMORI 1':  // Look at Omori 2
    text = 'OMORI didn\'t notice ' + user.name() + ', so\r\n';
    text += user.name() + ' attacks again!\r\n';
    text += hpDamageText;
    break;

  case 'LOOK OMORI 2': // Look at Omori 2
    text = 'OMORI still didn\'t notice ' + user.name() + ', so\r\n';
    text += user.name() + ' attacks harder!\r\n';
    text += hpDamageText;
    break;

  case 'LOOK OMORI 3': // Look at Omori 3
    text = 'OMORI finally notices ' + user.name() + '!\r\n';
    text += user.name() + ' swings her bat in happiness!\r\n';
    text += hpDamageText;
    break;

  case 'LOOK KEL 1':  // Look at Kel 1
    text = 'KEL eggs AUBREY on!\r\n';
    text += target.name() + " feels ANGRY!";
    break;

  case 'LOOK KEL 2': // Look at Kel 2
   text = 'KEL eggs AUBREY on!\r\n';
   text += 'KEL\'s and AUBREY\'s ATTACK rose!\r\n';
   var AUBREY = $gameActors.actor(2);
   var KEL = $gameActors.actor(3);
   if(AUBREY.isStateAffected(14) && KEL.isStateAffected(14)) {text += 'KEL and AUBREY feel ANGRY!';}
   else if(AUBREY.isStateAffected(14) && KEL.isStateAffected(15)) {
    text += 'KEL feels ENRAGED!!\r\n';
    text += 'AUBREY feels ANGRY!';
   }
   else if(AUBREY.isStateAffected(15) && KEL.isStateAffected(14)) {
    text += 'KEL feels ANGRY!\r\n';
    text += 'AUBREY feels ENRAGED!!';
   }
   else if(AUBREY.isStateAffected(15) && KEL.isStateAffected(15)) {text += 'KEL and AUBREY feel ENRAGED!!';}
   else {text += 'KEL and AUBREY feel ANGRY!';}
   break;

  case 'LOOK HERO':  // LOOK AT HERO 1
    text = 'HERO tells AUBREY to focus!\r\n';
    if(target.isStateAffected(6)) {text += target.name() + " feels HAPPY!\r\n"}
    else if(target.isStateAffected(7)) {text += target.name() + " feels ECSTATIC!!\r\n"}
    text += user.name() + '\'s DEFENSE rose!!';
    break;

  case 'LOOK HERO 2': // LOOK AT HERO 2
    text = 'HERO cheers AUBREY!\r\n';
    text += 'AUBREY\'s DEFENSE rose!!\r\n';
    if(target.isStateAffected(6)) {text += target.name() + " feels HAPPY!\r\n"}
    else if(target.isStateAffected(7)) {text += target.name() + " feels ECSTATIC!!\r\n"}
    if(!!$gameTemp._statsState[0]) {
      var absHp = Math.abs($gameTemp._statsState[0] - $gameActors.actor(2).hp);
      if(absHp > 0) {text += `AUBREY recovers ${absHp} HEART!\r\n`;}
    }
    if(!!$gameTemp._statsState[1]) {
      var absMp = Math.abs($gameTemp._statsState[1] - $gameActors.actor(2).mp);
      if(absMp > 0) {text += `AUBREY recovers ${absMp} JUICE...`;}
    }
    $gameTemp._statsState = undefined;
    break;

  case 'TWIRL': // ATTACK
    text = user.name() + ' attacks ' + target.name() + '!\r\n';
    text += hpDamageText;
    break;

  //KEL//
    case 'ANNOY':  // ANNOY
      text = user.name() + ' annoys ' + target.name() + '!\r\n';
      if(!target._noEffectMessage) {
        if(target.isStateAffected(14)) {text += target.name() + ' feels ANGRY!';}
        else if(target.isStateAffected(15)) {text += target.name() + ' feels ENRAGED!!';}
        else if(target.isStateAffected(16)) {text += target.name() + ' feels FURIOUS!!!';}
      }
      else {text += parseNoEffectEmotion(target.name(), "ANGRIER!")}
      break;

    case 'REBOUND':  // REBOUND
      text = user.name() + '\'s ball ricochets everywhere!';
      break;

    case 'FLEX':  // FLEX
      text = user.name() + ' flexes and feels his best!\r\n';
      text += user.name() + " HIT RATE rose!\r\n"
      break;

    case 'JUICE ME': // JUICE ME
      text = user.name() + ' passes the COCONUT to ' + target.name() + '!\r\n'
      var absMp = Math.abs(mpDam);
      if(absMp > 0) {
        text += `${target.name()} recovers ${absMp} JUICE...\r\n`
      }
      text += hpDamageText;
      break;

    case 'RALLY': // RALLY
      text = user.name() + ' gets everyone pumped up!\r\n';
      if(user.isStateAffected(7)) {text += user.name() + " feels ECSTATIC!!\r\n"}
      else if(user.isStateAffected(6)) {text += user.name() + " feels HAPPY!\r\n"}
      text += "Everyone gains ENERGY!\r\n"
      for(let actor of $gameParty.members()) {
        if(actor.name() === $gameActors.actor(3).name()) {continue;}
        var result = actor.result();
        if(result.mpDamage >= 0) {continue;}
        var absMp = Math.abs(result.mpDamage);
        text += `${actor.name()} recovers ${absMp} JUICE...\r\n`
      }
      break;

    case 'SNOWBALL': // SNOWBALL
      text = user.name() + ' throws a SNOWBALL at\r\n';
      text += target.name() + '!\r\n';
      if(!target._noEffectMessage) {text += target.name() + " feels SAD.\r\n"}
      else {text += parseNoEffectEmotion(target.name(), "SADDER!\r\n")}
      text += hpDamageText;
      break;

    case 'TICKLE': // TICKLE
      text = user.name() + ' tickles ' + target.name() + '!\r\n'
      text += `${target.name()} let their guard down!`
      break;

    case 'RICOCHET': // RICOCHET
     text = user.name() + ' does a fancy ball trick!\r\n';
     text += hpDamageText;
     break;

    case 'CURVEBALL': // CURVEBALL
     text = user.name() + ' throws a curveball...\r\n';
     text += target.name() + ' is thrown for a loop.\r\n';
     switch($gameTemp._randomState) {
       case 6:
         if(!target._noEffectMessage) {text += target.name() + " feels HAPPY!\r\n"}
         else {text += parseNoEffectEmotion(target.name(), "HAPPIER!\r\n")}
         break;
      case 14:
        if(!target._noEffectMessage) {text += target.name() + " feels ANGRY!\r\n"}
        else {text += parseNoEffectEmotion(target.name(), "ANGRIER!\r\n")}
        break;
      case 10:
        if(!target._noEffectMessage) {text += target.name() + " feels SAD.\r\n"}
        else {text += parseNoEffectEmotion(target.name(), "SADDER!\r\n")}
        break;

     }
     text += hpDamageText;
     break;

    case 'MEGAPHONE': // MEGAPHONE
      if(target.index() <= unitLowestIndex) {text = user.name() + ' runs around and annoys everyone!\r\n';}
      if(target.isStateAffected(16)) {text += target.name() + ' feels FURIOUS!!!\r\n'}
      else if(target.isStateAffected(15)) {text += target.name() + ' feels ENRAGED!!\r\n'}
      else if(target.isStateAffected(14)) {text += target.name() + ' feels ANGRY!\r\n'}
      break;

    case 'DODGE ATTACK': // DODGE ATTACK
      text = user.name() + ' gets ready to dodge!';
      break;

    case 'DODGE ANNOY': // DODGE ANNOY
      text = user.name() + ' starts teasing the foes!';
      break;

    case 'DODGE TAUNT': // DODGE TAUNT
      text = user.name() + ' starts taunting the foes!\r\n';
      text += "All foes' HIT RATE fell for the turn!"
      break;

    case 'PASS OMORI':  // KEL PASS OMORI
      text = 'OMORI wasn\'t looking and gets bopped!\r\n';
      text += 'OMORI takes 1 damage!';
      break;

    case 'PASS OMORI 2': //KEL PASS OMORI 2
      text = 'OMORI catches KEL\'s ball!\r\n';
      text += 'OMORI throws the ball at\r\n';
      text += target.name() + '!\r\n';
      var OMORI = $gameActors.actor(1);
      if(OMORI.isStateAffected(6)) {text += "OMORI feels HAPPY!\r\n"}
      else if(OMORI.isStateAffected(7)) {text += "OMORI feels ECSTATIC!!\r\n"}
      text += hpDamageText;
      break;

    case 'PASS AUBREY':  // KEL PASS AUBREY
      text = 'AUBREY knocks the ball out of the park!\r\n';
      text += hpDamageText;
      break;

    case 'PASS HERO':  // KEL PASS HERO
      if(target.index() <= unitLowestIndex) {text = user.name() + ' dunks on the foes!\r\n';}
      text += hpDamageText;
      break;

    case 'PASS HERO 2':  // KEL PASS HERO
      if(target.index() <= unitLowestIndex) {
        text = user.name() + ' dunks on the foes with style!\r\n';
        text += "All foes' ATTACK fell!\r\n";
      }
      text += hpDamageText;
      break;

    //HERO//
    case 'MASSAGE':  // MASSAGE
      text = user.name() + ' massages ' + target.name() + '!\r\n';
      if(!!target.isAnyEmotionAffected(true)) {
        text += target.name() + ' calms down...';
      }
      else {text += "It had no effect..."}
      break;

    case 'COOK':  // COOK
      text = user.name() + ' makes a cookie just for ' + target.name() + '!';
      break;

    case 'FAST FOOD': //FAST FOOD
      text = user.name() + ' prepares a quick meal for ' + target.name() + '.';
      break;

    case 'JUICE': // JUICE
      text = user.name() + ' makes a refreshment for ' + target.name() + '.';
      break;

    case 'SMILE':  // SMILE
      text = user.name() + ' smiles at ' + target.name() + '!\r\n';
      if(!target._noStateMessage) {text += target.name() + '\'s ATTACK fell.';}
      else {text += parseNoStateChange(target.name(), "ATTACK", "lower!\r\n")}
      break;

    case 'DAZZLE':
      text = user.name() + ' smiles at ' + target.name() + '!\r\n';
      if(!target._noStateMessage) {text += target.name() + '\'s ATTACK fell.\r\n';}
      else {text += parseNoStateChange(target.name(), "ATTACK", "lower!\r\n")}
      if(!target._noEffectMessage) {
        text += target.name() + ' feels HAPPY!';
      }
      else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")}
      break;
    case 'TENDERIZE': // TENDERIZE
      text = user.name() + ' intensely massages\r\n';
      text += target.name() + '!\r\n';
      if(!target._noStateMessage) {text += target.name() + '\'s DEFENSE fell!\r\n';}
      else {text += parseNoStateChange(target.name(), "DEFENSE", "lower!\r\n")}
      text += hpDamageText;
      break;

    case 'SNACK TIME':  // SNACK TIME
      text = user.name() + ' makes cookies for everyone!';
      break;

    case 'TEA TIME': // TEA TIME
      text = user.name() + ' brings out some tea for a break.\r\n';
      text += target.name() + ' feels refreshed!\r\n';
      if(result.hpDamage < 0) {
        var absHp = Math.abs(result.hpDamage);
        text += `${target.name()} recovers ${absHp} HEART!\r\n`
      }
      if(result.mpDamage < 0) {
        var absMp = Math.abs(result.mpDamage);
        text += `${target.name()} recovers ${absMp} JUICE...\r\n`
      }
      break;

    case 'SPICY FOOD': // SPICY FOOD
      text = user.name() + ' cooks some spicy food!\r\n';
      text += hpDamageText;
      break;

    case 'SINGLE TAUNT': // SINGLE TAUNT
      text = user.name() + ' draws ' + target.name() + '\'s\r\n';
      text += 'attention.';
      break;

    case 'TAUNT':  // TAUNT
      text = user.name() + ' draws the foe\'s attention.';
      break;

    case 'SUPER TAUNT': // SUPER TAUNT
      text = user.name() + ' draws the foe\'s attention.\r\n';
      text += user.name() + ' prepares to block enemy attacks.';
      break;

    case 'ENCHANT':  // ENCHANT
      text = user.name() + ' draws the foe\'s attention\r\n';
      text += 'with a smile.\r\n';
      if(!target._noEffectMessage) {text += target.name() + " feels HAPPY!";}
      else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")}
      break;

    case 'MENDING': //MENDING
      text = user.name() + ' caters to ' + target.name() + '.\r\n';
      text += user.name() + ' is now ' + target.name() + '\'s personal chef!';
      break;

    case 'SHARE FOOD': //SHARE FOOD
      if(target.name() !== user.name()) {
        text = user.name() + ' shares food with ' + target.name() + '!'
      }
      break;

    case 'CALL OMORI':  // CALL OMORI
      text = user.name() + ' signals to OMORI!\r\n';
      if(!!$gameTemp._statsState[0]) {
        var absHp = Math.abs($gameTemp._statsState[0] - $gameActors.actor(1).hp);
        if(absHp > 0) {text += `OMORI recovers ${absHp} HEART!\r\n`;}
      }
      if(!!$gameTemp._statsState[1]) {
        var absMp = Math.abs($gameTemp._statsState[1] - $gameActors.actor(1).mp);
        if(absMp > 0) {text += `OMORI recovers ${absMp} JUICE...`;}
      }
      $gameTemp._statsState = undefined;
      break;

    case 'CALL KEL':  // CALL KEL
      text = user.name() + ' psyches up KEL!\r\n';
      if(!!$gameTemp._statsState[0]) {
        var absHp = Math.abs($gameTemp._statsState[0] - $gameActors.actor(3).hp);
        if(absHp > 0) {text += `KEL recovers ${absHp} HEART!\r\n`;}
      }
      if(!!$gameTemp._statsState[1]) {
        var absMp = Math.abs($gameTemp._statsState[1] - $gameActors.actor(3).mp);
        if(absMp > 0) {text += `KEL recovers ${absMp} JUICE...`;}
      }
      break;

    case 'CALL AUBREY':  // CALL AUBREY
      text = user.name() + ' encourages AUBREY!\r\n';
      if(!!$gameTemp._statsState[0]) {
        var absHp = Math.abs($gameTemp._statsState[0] - $gameActors.actor(2).hp);
        if(absHp > 0) {text += `AUBREY recovers ${absHp} HEART!\r\n`;}
      }
      if(!!$gameTemp._statsState[1]) {
        var absMp = Math.abs($gameTemp._statsState[1] - $gameActors.actor(2).mp);
        if(absMp > 0) {text += `AUBREY recovers ${absMp} JUICE...`;}
      }
      break;

    //PLAYER//
    case 'CALM DOWN':  // PLAYER CALM DOWN
      if(item.id !== 1445) {text = user.name() + ' calms down.\r\n';} // Process if Calm Down it's not broken;
      if(Math.abs(hpDam) > 0) {text += user.name() + ' recovers ' + Math.abs(hpDam) + ' HEART!';}
      break;

    case 'FOCUS':  // PLAYER FOCUS
      text = user.name() + ' focuses.';
      break;

    case 'PERSIST':  // PLAYER PERSIST
      text = user.name() + ' persists.';
      break;

    case 'OVERCOME':  // PLAYER OVERCOME
      text = user.name() + ' overcomes.';
      break;

  //UNIVERSAL//
    case 'FIRST AID':  // FIRST AID
      text = user.name() + ' tends to ' + target.name() + '!\r\n';
      text += target.name() + ' recovers ' + Math.abs(target._result.hpDamage) + ' HEART!';
      break;

    case 'PROTECT':  // PROTECT
      text = user.name() + ' stands in front of ' + target.name() + '!';
      break;

    case 'GAURD': // GAURD
      text = user.name() + ' prepares to block attacks.';
      break;

  //FOREST BUNNY//
    case 'BUNNY ATTACK': // FOREST BUNNY ATTACK
      text = user.name() + ' nibbles at ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'BUNNY NOTHING': // BUNNY DO NOTHING
      text = user.name() + ' is hopping around!';
      break;

    case 'BE CUTE':  // BE CUTE
      text = user.name() + ' winks at ' + target.name() + '!\r\n';
      text += target.name() + '\'s ATTACK fell...';
      break;

    case 'SAD EYES': //SAD EYES
      text = user.name() + ' looks sadly at ' + target.name() + '.\r\n';
      if(!target._noEffectMessage) {text += target.name() + ' feels SAD.';}
      else {text += parseNoEffectEmotion(target.name(), "SADDER!")}
      break;

  //FOREST BUNNY?//
    case 'BUNNY ATTACK2': // BUNNY? ATTACK
      text = user.name() + ' nibbles at ' + target.name() + '?\r\n';
      text += hpDamageText;
      break;

    case 'BUNNY NOTHING2':  // BUNNY? DO NOTHING
      text = user.name() + ' is hopping around?';
      break;

    case 'BUNNY CUTE2':  // BE CUTE?
      text = user.name() + ' winks at ' + target.name() + '?\r\n';
      text += target.name() + '\'s ATTACK fell?';
      break;

    case 'SAD EYES2': // SAD EYES?
      text = user.name() + ' looks sadly at ' + target.name() + '...\r\n';
      if(!target._noEffectMessage) {text += target.name() + ' feels SAD?';}
      else {text += parseNoEffectEmotion(target.name(), "SADDER!")}
      break;

    //SPROUT MOLE//
    case 'SPROUT ATTACK':  // SPROUT MOLE ATTACK
      text = user.name() + ' bumps into ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'SPROUT NOTHING':  // SPROUT NOTHING
      text = user.name() + ' is rolling around.';
      break;

    case 'RUN AROUND':  // RUN AROUND
      text = user.name() + ' runs around!';
      break;

    case 'HAPPY RUN AROUND': //HAPPY RUN AROUND
      text = user.name() + ' runs around energetically!';
       break;

    //MOON BUNNY//
    case 'MOON ATTACK':  // MOON BUNNY ATTACK
      text = user.name() + ' bops into ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'MOON NOTHING':  // MOON BUNNY NOTHING
      text = user.name() + ' is spacing out.';
      break;

    case 'BUNNY BEAM':  // BUNNY BEAM
      text = user.name() + ' fires a laser!\r\n';
      text += hpDamageText;
      break;

    //DUST BUNNY//
    case 'DUST NOTHING':  // DUST NOTHING
      text = user.name() + ' is trying to keep\r\n';
      text += 'itself together.';
      break;

    case 'DUST SCATTER':  // DUST SCATTER
      text = user.name() + ' explodes!';
      break;

    //U.F.O//
    case 'UFO ATTACK':  // UFO ATTACK
      text = user.name() + ' crashes into ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'UFO NOTHING':  // UFO NOTHING
      text = user.name() + ' is losing interest.';
      break;

    case 'STRANGE BEAM':  // STRANGE BEAM
      text = user.name() + ' flashes a strange light!\r\n';
      text += target.name() + " feels a random EMOTION!"
      break;

    case 'ORANGE BEAM':  // ORANGE BEAM
      text = user.name() + ' fires an orange laser!\r\n';
      text += hpDamageText;
      break;

    //VENUS FLYTRAP//
    case 'FLYTRAP ATTACK':  // FLYTRAP ATTACK
      text = user.name() + ' strikes ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'FLYTRAP NOTHING':  // FLYTRAP NOTHING
      text = user.name() + ' is chomping at nothing.';
      break;

    case 'FLYTRAP CRUNCH':  // FLYTRAP
      text = user.name() + ' chomps ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    //WORMHOLE//
    case 'WORM ATTACK':  // WORM ATTACK
      text = user.name() + ' slaps ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'WORM NOTHING':  // WORM NOTHING
      text = user.name() + ' is wiggling around...';
      break;

    case 'OPEN WORMHOLE':  // OPEN WORMHOLE
      text = user.name() + ' opens up a wormhole!';
      break;

    //MIXTAPE//
    case 'MIXTAPE ATTACK':  // MIXTAPE ATTACK
      text = user.name() + ' slaps ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'MIXTAPE NOTHING':  // MIXTAPE NOTHING
      text = user.name() + ' is untangling itself.';
      break;

    case 'TANGLE':  // TANGLE
      text = target.name() + ' becomes caught in ' + user.name() + '!\r\n';
      text += target.name() + '\'s SPEED fell...';
      break;

    //DIAL-UP//
    case 'DIAL ATTACK':  // DIAL ATTACK
      text = user.name() + ' is slow.\r\n';
      var pronumn = target.name() === $gameActors.actor(2).name() ? "her" : "him";
      text += `${target.name()} hurts ${pronumn}self in frustration!\r\n`;
      text += hpDamageText;
      break;

    case 'DIAL NOTHING':  // DIAL NOTHING
      text = user.name() + ' is buffering...';
      break;

    case 'DIAL SLOW':  // DIAL SLOW
      text = user.name() + ' sloooooooooows down.\r\n';
      text += 'Everyone\'s SPEED fell...';
      break;

    //DOOMBOX//
    case 'DOOM ATTACK':  // DOOM ATTACK
      text = user.name() + ' slams into ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'DOOM NOTHING':  // DOOM NOTHING
      text = user.name() + ' is adjusting the radio.';
      break;

    case 'BLAST MUSIC':  // BLAST MUSIC
      text = user.name() + ' drops some sick beats!';
      break;

    //SHARKPLANE//
    case 'SHARK ATTACK':  // SHARK PLANE
      text = user.name() + ' rams into ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'SHARK NOTHING':  // SHARK NOTHING
      text = user.name() + ' is picking its teeth.';
      break;

    case 'OVERCLOCK ENGINE':  // OVERCLOCK ENGINE
      text = user.name() + ' revs its engine!\r\n';
      if(!target._noStateMessage) {
        text += user.name() + '\'s SPEED rose!';
      }
      else {text += parseNoStateChange(user.name(), "SPEED", "higher!")}
      break;

    case 'SHARK CRUNCH':  // SHARK
        text = user.name() + ' chomps ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

    //SNOW BUNNY//
    case 'SNOW BUNNY ATTACK':  // SNOW ATTACK
      text = user.name() + ' kicks snow at ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'SNOW NOTHING':  // SNOW NOTHING
      text = user.name() + ' is chilling out.';
      break;

    case 'SMALL SNOWSTORM':  // SMALL SNOWSTORM
      text = user.name() + ' shoves snow at everyone,\r\n';
      text += 'causing the world\'s tiniest snowstorm!';
      break;

    //SNOW ANGEL//
    case 'SNOW ANGEL ATTACK': //SNOW ANGEL ATTACK
      text = user.name() + ' touches ' + target.name() + '\r\n';
      text += 'with its cold hands.\r\n';
      text += hpDamageText;
      break;

    case 'UPLIFTING HYMN': //UPLIFTING HYMN
      if(target.index() <= unitLowestIndex) {
        text = user.name() + ' sings a beautiful song...\r\n';
        text += 'Everyone feels HAPPY!';
      }
      target._noEffectMessage = undefined;
      break;

    case 'PIERCE HEART': //PIERCE HEART
      text = user.name() + ' pierces ' + target.name() + '\'s HEART.\r\n';
      text += hpDamageText;
      break;
    
    //BUTTERMILK
    case 'BUTTER ATK':
      text = user.name() + ' slaps ' + target.name() + '\'s face!\r\n';
      text += hpDamageText;
      break;

    //BUTLERMOLE
    case 'BUTLERMOLE ATK':
      text = user.name() + ' bites ' + target.name() + '\'s nose!\r\n';
      text += hpDamageText;
      break;

    case 'BUTLERMOLE HEAL':
      text = target.name() + ' eats chocolate ' + '\r\n';
      text += `${target.name()} recovers ${Math.abs(hpDam)} HEART!`
      break;

    //SNOW PILE//
    case 'SNOW PILE ATTACK': //SNOW PILE ATTACK
      text = user.name() + ' throws snow at ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'SNOW PILE NOTHING': //SNOW PILE NOTHING
      text = user.name() + ' is feeling frosty.';
      break;

    case 'SNOW PILE ENGULF': //SNOW PILE ENGULF
      text = user.name() + ' engulfs ' + target.name() + ' in snow!\r\n';
      text += user.name() + '\'s SPEED fell.\r\n';
      text += user.name() + '\'s DEFENSE fell.';
      break;

    case 'SNOW PILE MORE SNOW': //SNOW PILE MORE SNOW
      text = user.name() + ' piles snow on itself!\r\n';
      text += user.name() + '\'s ATTACK rose!\r\n';
      text += user.name() + '\'s DEFENSE rose!';
      break;

    //CUPCAKE BUNNY//
    case 'CCB ATTACK': //CUP CAKE BUNNY ATTACK
      text = user.name() + ' bumps into ' + target.name() + '.\r\n';
      text += hpDamageText;
      break;

    case 'CCB NOTHING': //CUP CAKE BUNNY NOTHING
      text = user.name() + ' hops in place.';
      break;

    case 'CCB SPRINKLES': //CUP CAKE BUNNY SPRINKLES
      text = user.name() + ' covers ' + target.name() + '\r\n';
      text += 'in sprinkles.\r\n';
      if(!target._noEffectMessage) {text += target.name() + ' feels HAPPY!\r\n';}
      else {text += parseNoEffectEmotion(target.name(), "HAPPIER!\r\n")}
      text += target.name() + "'s STATS rose!"
      break;

    //MILKSHAKE BUNNY//
    case 'MSB ATTACK': //MILKSHAKE BUNNY ATTACK
      text = user.name() + ' spills milkshake on ' + target.name() + '.\r\n';
      text += hpDamageText;
      break;

    case 'MSB NOTHING': //MILKSHAKE BUNNY NOTHING
      text = user.name() + ' spins in a circle.';
      break;

    case 'MSB SHAKE': //MILKSHAKE BUNNY SHAKE
      text = user.name() + ' begins shaking furiously!\r\n';
      text += 'Milkshake flies everywhere!';
      break;

    //PANCAKE BUNNY//
    case 'PAN ATTACK': //PANCAKE BUNNY ATTACK
      text = user.name() + ' nibbles on ' + target.name() + '.\r\n';
      text += hpDamageText;
      break;

    case 'PAN NOTHING': //PANCAKE BUNNY NOTHING
      text = user.name() + ' does a flip!\r\n';
      text += 'So talented!';
      break;

    //STRAWBERRY SHORT SNAKE//
    case 'SSS ATTACK': //STRAWBERRY SHORT SNAKE ATTACK
      text = user.name() + ' sinks its fangs into ' + target.name() + '.\r\n';
      text += hpDamageText;
      break;

    case 'SSS NOTHING': //STRAWBERRY SHORT SNAKE NOTHING
      text = user.name() + ' hisses.';
      break;

    case 'SSS SLITHER': //STRAWBERRY SHORT SNAKE SLITHER
      text = user.name() + ' slithers around gleefully!\r\n';
      if(!user._noEffectMessage) {text += user.name() + ' feels HAPPY!';}
      else {text += parseNoEffectEmotion(user.name(), "HAPPIER!")}
      break;

    //PORCUPIE//
    case 'PORCUPIE ATTACK': //PORCUPIE ATTACK
      text = user.name() + ' pokes ' + target.name() + '.\r\n';
      text += hpDamageText;
      break;

    case 'PORCUPIE NOTHING': //PORCUPIE NOTHING
      text = user.name() + ' sniffs around.';
      break;

    case 'PORCUPIE PIERCE': //PORCUPIE PIERCE
      text = user.name() + ' impales ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    //BUN BUNNY//
    case 'BUN ATTACK': //BUN ATTACK
      text = user.name() + ' bumps buns with ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'BUN NOTHING': //BUN NOTHING
      text = user.name() + ' is loafing around.';
      break;

    case 'BUN HIDE': //BUN HIDE
      text = user.name() + ' hides in its bun.';
      break;

    //TOASTY//
    case 'TOASTY ATTACK': //TOASTY ATTACK
      text = user.name() + ' charges into ' + target.name() + '.\r\n';
      text += hpDamageText;
      break;

    case 'TOASTY NOTHING': //TOASTY NOTHING
      text = user.name() + ' picks its nose.';
      break;

    case 'TOASTY RILE': //TOASTY RILE
      if(target.index() <= unitLowestIndex) {
        text = user.name() + ' gives a controversial speech!\r\n';
        text += 'Everyone feels ANGRY!';
      }
      target._noEffectMessage = undefined;
      break;

    //SOURDOUGH//
    case 'SOUR ATTACK': //SOURDOUGH ATTACK
      text = user.name() + ' steps on ' + target.name() + '\'s toe!\r\n';
      text += hpDamageText;
      break;

    case 'SOUR NOTHING': //SOURDOUGH NOTHING
      text = user.name() + ' kicks some dirt.';
      break;

    case 'SOUR BAD WORD': //SOURDOUGH BAD WORD
      text = 'Oh no! ' + user.name() + ' says a bad word!\r\n';
      text += hpDamageText;
      break;

    //SESAME//
    case 'SESAME ATTACK': //SESAME ATTACK
      text = user.name() + ' throws seeds at ' + target.name() + '.\r\n';
      text += hpDamageText;
      break;

    case 'SESAME NOTHING': //SESAME Nothing
      text = user.name() + ' scratches their head.';
      break;

    case 'SESAME ROLL': //SESAME BREAD ROLL
      if(target.index() <= unitLowestIndex) {
        text = user.name() + ' rolls over everyone!\r\n';
      }
      text += hpDamageText;
      break;

    //CREEPY PASTA//
    case 'CREEPY ATTACK': //CREEPY ATTACK
      text = user.name() + ' makes ' + target.name() + ' feel\r\n';
      text += 'uncomfortable.\r\n';
      text += hpDamageText;
      break;

    case 'CREEPY NOTHING': //CREEPY NOTHING
      text = user.name() + ' does nothing... menacingly!';
      break;

    case 'CREEPY SCARE': //CREEPY SCARE
      text = user.name() + ' shows everyone their worst\r\n';
      text += 'nightmares!';
      break;

    //COPY PASTA//
    case 'COPY ATTACK': //COPY ATTACK
      text = user.name() + ' bops ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'DUPLICATE': //DUPLICATE
      text = user.name() + ' copies itself! ';
      break;

    //HUSH PUPPY//
    case 'HUSH ATTACK': //HUSH ATTACK
      text = user.name() + ' rams into ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'HUSH NOTHING': //HUSH NOTHING
      text = user.name() + ' tries to bark...\r\n';
      text += 'But nothing happened...';
      break;

    case 'MUFFLED SCREAMS': //MUFFLED SCREAMS
      text = user.name() + ' starts screaming!\r\n';
      if(!target._noEffectMessage && target.name() !== "OMORI") {
        text += target.name() + ' feels AFRAID.';
      }
      else {text += parseNoEffectEmotion(target.name(), "AFRAID")}
      break;

    //GINGER DEAD MAN//
    case 'GINGER DEAD ATTACK': //GINGER DEAD MAN ATTACK
      text = user.name() + ' stabs ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'GINGER DEAD NOTHING': //GINGER DEAD MAN DO NOTHING
      text = user.name() + '\'s head falls off...\r\n';
      text += user.name() + ' puts it back on.';
      break;

    case 'GINGER DEAD THROW HEAD': //GINGER DEAD MAN THROW HEAD
      text = user.name() + ' throws his head at\r\n';
      text +=  target.name() + '!\r\n';
      text += hpDamageText;
      break;

    //LIVING BREAD//
    case 'LIVING BREAD ATTACK': //LIVING BREAD ATTACK
      text = user.name() + ' swipes at ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'LIVING BREAD NOTHING': //LIVING BREAD ATTACK
      text = user.name() + ' slowly inches toward\r\n';
      text += target.name() + '!';
      break;

    case 'LIVING BREAD BITE': //LIVING BREAD BITE
      text = user.name() + ' bites ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'LIVING BREAD BAD SMELL': //LIVING BREAD BAD SMELL
      text = user.name() + ' smells bad!\r\n';
      text += target.name() + '\'s DEFENSE went down!';
      break;

    //Bug Bunny//
    case 'BUG BUN ATTACK': //Bug Bun Attack
     text = user.name() + ' swipes at ' + target.name() + '!\r\n';
     text += hpDamageText;
     break;

    case 'BUG BUN NOTHING': //Bug Bun Nothing
      text = user.name() + ' tries to balance on its head. ';
      break;

    case 'SUDDEN JUMP': //SUDDEN JUMP
      text = user.name() + ' suddenly lunges at ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'SCUTTLE': //Bug Bun Scuttle
      text = user.name() + ' happily scuttles around.\r\n';
      text += 'It was really cute!\r\n';
      if(!user._noEffectMessage) {text += user.name() + ' feels HAPPY!';}
      else {text += parseNoEffectEmotion(user.name(), "HAPPIER!")}
      break;

    //RARE BEAR//
    case 'BEAR ATTACK': //BEAR ATTACK
      text = user.name() + ' slashes at ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'BEAR HUG': //BEAR HUG
      text = user.name() + ' hugs ' + target.name() + '!\r\n';
      text += target.name() + '\'s SPEED fell!\r\n';
      text += hpDamageText;
      break;

    case 'ROAR': //ROAR
      text = user.name() + ' lets out a huge roar!\r\n';
      if(!user._noEffectMessage) {text += user.name() + ' feels ANGRY!';}
      else {text += parseNoEffectEmotion(user.name(), "ANGRIER!")}
      break;

    //POTTED PALM//
    case 'PALM ATTACK': //PALM ATTACK
      text = user.name() + ' slams into ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'PALM NOTHING': //PALM NOTHING
      text = user.name() + ' is resting in its pot. ';
      break;

    case 'PALM TRIP': //PALM TRIP
      text = target.name() + ' trips on ' + user.name() + '\'s roots.\r\n';
      text += hpDamageText + '.\r\n';
      text += target.name() + '\'s SPEED fell.';
      break;

    case 'PALM EXPLOSION': //PALM EXPLOSION
      text = user.name() + ' explodes!';
      break;

    //SPIDER CAT//
    case  'SPIDER ATTACK': //SPIDER ATTACK
      text = user.name() + ' bites ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'SPIDER NOTHING': //SPIDER NOTHING
      text = user.name() + ' coughs up a web ball.';
      break;

    case 'SPIN WEB': //SPIN WEB
       text = user.name() + ' shoots webs at ' + target.name() + '!\r\n';
       text += target.name() + '\'s SPEED fell.';
       break;

    //SPROUT MOLE?//
    case 'SPROUT ATTACK 2':  // SPROUT MOLE? ATTACK
      text = user.name() + ' slaps ' + target.name() + '?\r\n';
      text += hpDamageText;
      break;

    case 'SPROUT NOTHING 2':  // SPROUT MOLE? NOTHING
      text = user.name() + ' is rolling around?';
      break;

    case 'SPROUT RUN AROUND 2':  // SPROUT MOLE? RUN AROUND
      text = user.name() + ' runs around?';
      break;

    //HAROLD//
    case 'HAROLD ATTACK': //HAROLD ATTACK
      text = user.name() + ' swings his sword at ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'HAROLD NOTHING': // HAROLD NOTHING
      text = user.name() + ' adjusts his helmet.';
      break;

    case 'HAROLD PROTECT': // HAROLD PROTECT
      text = user.name() + ' protects himself.';
      break;

    case 'HAROLD WINK': //HAROLD WINK
      text = user.name() + ' winks at ' + target.name() + '.\r\n';
      if(!target._noEffectMessage) {text += target.name() + ' feels HAPPY!';}
      else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")}
      break;

    //MARSHA//
    case 'MARSHA ATTACK': //MARSHA ATTACK
      text = user.name() + ' swings her axe at ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'MARSHA NOTHING': //MARSHA NOTHING
      text = user.name() + ' falls over. ';
      break;

    case 'MARSHA SPIN': //MARSHA NOTHING
      text = user.name() + ' starts spinning at mach speed!\r\n';
      text += hpDamageText;
      break;

    case 'MARSHA CHOP': //MARSHA CHOP
      text = user.name() + ' slams her axe into ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    //THERESE//
    case 'THERESE ATTACK': //THERESE ATTACK
      text = user.name() + ' shoots an arrow at ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'THERESE NOTHING': //THERESE NOTHING
      text = user.name() + ' drops an arrow.';
      break;

    case 'THERESE SNIPE': //THERESE SNIPE
      text = user.name() + ' snipes ' + target.name() + '\'s weak point!\r\n';
      text += hpDamageText;
      break;

    case 'THERESE INSULT': //THERESE INSULT
      text = user.name() + ' calls ' + target.name() + ' a poopy head!\r\n';
      if(!target._noEffectMessage) {text += target.name() + ' feels ANGRY!\r\n';}
      else {text += parseNoEffectEmotion(target.name(), "ANGRIER!\r\n")}
      text += hpDamageText;
      break;

    case 'DOUBLE SHOT': //THERESE DOUBLE SHOT
      text = user.name() + ' fires two arrows at once!';
      break;

    //LUSCIOUS//
    case 'LUSCIOUS ATTACK': //LUSCIOUS ATTACK
      text = user.name() + ' tries casting a spell...\r\n';
      text += user.name() + ' did something magical!\r\n';
      text += hpDamageText;
      break;

    case 'LUSCIOUS NOTHING': //LUSCIOUS NOTHING
      text = user.name() + ' tries casting a spell...\r\n';
      text += 'But nothing happened...';
      break;

    case 'FIRE MAGIC': //FIRE MAGIC
      text = user.name() + ' tries casting a spell...\r\n';
      text += user.name() + ' sets the party on fire!\r\n';
      text += hpDamageText;
      break;

    case 'MISFIRE MAGIC': //MISFIRE MAGIC
      text = user.name() + ' tries casting a spell...\r\n';
      text += user.name() + ' set the room on fire!!!\r\n';
      text += hpDamageText;
      break;

    //HORSE HEAD//
    case 'HORSE HEAD ATTACK': //HORSE HEAD ATTACK
      text = user.name() + ' bites ' + target.name() + '\'s arm.\r\n';
      text += hpDamageText;
      break;

    case 'HORSE HEAD NOTHING': //HORSE HEAD NOTHING
      text = user.name() + ' burps.';
      break;

    case 'HORSE HEAD LICK': //HORSE HEAD LICK
     text = user.name() + ' licks ' + target.name() + '\'s hair\r\n';
     text += hpDamageText + '\r\n';
     if(!target._noEffectMessage) {text += target.name() + ' feels ANGRY!';}
     else {text += parseNoEffectEmotion(target.name(), "ANGRIER!")}
     break;

    case 'HORSE HEAD WHINNY': //HORSE HEAD WHINNY
      text = user.name() + ' whinnies happily!';
      break;

    //HORSE BUTT//
    case 'HORSE BUTT ATTACK': //HORSE BUTT ATTACK
      text = user.name() + ' stomps on ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'HORSE BUTT NOTHING': //HORSE BUTT NOTHING
      text = user.name() + ' farts.';
      break;

    case 'HORSE BUTT KICK': //HORSE BUTT KICK
      text = user.name() + ' kicks ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'HORSE BUTT PRANCE': //HORSE BUTT PRANCE
      text = user.name() + ' prances around.';
      break;

    //FISH BUNNY//
    case 'FISH BUNNY ATTACK': //FISH BUNNY ATTACK
      text = user.name() + ' swims into ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'FISH BUNNY NOTHING': //FISH BUNNY NOTHING
      text = user.name() + ' swims in a circle. ';
      break;

    case 'SCHOOLING': //SCHOOLING
      text = user.name() + ' calls for friends! ';
      break;

    //MAFIA ALLIGATOR//
    case 'MAFIA ATTACK': //MAFIA ATTACK
      text = user.name() + ' karate chomps ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'MAFIA NOTHING': //MAFIA NOTHING
      text = user.name() + ' cracks his knuckles.';
      break;

    case 'MAFIA ROUGH UP': //MAFIA ROUGH UP
      text = user.name() + ' roughs up ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'MAFIA BACK UP': //MAFIA ALLIGATOR BACKUP
      text = user.name() + ' calls for backup!';
      break;

    //MUSSEL//
    case 'MUSSEL ATTACK': //MUSSEL ATTACK
      text = user.name() + ' punches ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'MUSSEL FLEX': //MUSSEL FLEX
     text = user.name() + ' flexes and feels its best!\r\n';
     text += user.name() + "'s HIT RATE rose!\r\n"
     break;

    case 'MUSSEL HIDE': //MUSSEL HIDE
     text = user.name() + ' hides in its shell.';
     break;

    //REVERSE MERMAID//
    case 'REVERSE ATTACK': //REVERSE ATTACK
     text = target.name() + ' bumps into ' + user.name() + '!\r\n';
     text += hpDamageText;
     break;

    case 'REVERSE NOTHING': //REVERSE NOTHING
     text = user.name() + ' does a backflip!\r\n';
     text += 'WOW!';
     break;

    case 'REVERSE RUN AROUND': //REVERSE RUN AROUND
      text = 'Everyone runs from ' + user.name() + ',\r\n';
      text += 'but they run into it instead...\r\n';
      text += hpDamageText;
      break;

    //SHARK FIN//
    case 'SHARK FIN ATTACK': //SHARK FIN ATTACK
      text = user.name() + ' charges at ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'SHARK FIN NOTHING': //SHARK FIN NOTHING
      text = user.name() + ' swims in a circle.';
      break;

    case 'SHARK FIN BITE': //SHARK FIN BITE
      text = user.name() + ' chomps ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'SHARK WORK UP': //SHARK FIN WORK UP
      text = user.name() + ' works itself up!\r\n';
      text += user.name() + '\'s SPEED increased!\r\n';
      if(!user._noEffectMessage) {
        text += user.name() + ' feels ANGRY!';
      }
      else {text += parseNoEffectEmotion(user.name(), "ANGRIER!")}
      break;

    //ANGLER FISH//
    case 'ANGLER ATTACK': //ANGLER FISH ATTACK
      text = user.name() + ' bites ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'ANGLER NOTHING': //ANGLER FISH NOTHING
      text = user.name() + '\'s stomach growls.';
      break;

    case 'ANGLER LIGHT OFF': //ANGLER FISH LIGHT OFF
      text = user.name() + ' turns off its light.\r\n';
      text += user.name() + ' fades into the darkness.';
      break;

    case 'ANGLER BRIGHT LIGHT': //ANGLER FISH BRIGHT LIGHT
      text = 'Everyone sees their life flash\r\n';
      text += 'before their eyes!';
      break;

    case 'ANGLER CRUNCH': //ANGLER FISH CRUNCH
      text = user.name() + ' impales ' + target.name() + ' with its teeth!\r\n';
      text += hpDamageText;
      break;

    //SLIME BUNNY//
    case 'SLIME BUN ATTACK': //SLIME BUNNY ATTACK
      text = user.name() + ' nuzzles up against ' + target.name() +'.\r\n';
      text += hpDamageText;
      break;

    case 'SLIME BUN NOTHING': //SLIME BUN NOTHING
      text = user.name() + ' smiles at everyone.\r\n';
      break;

    case 'SLIME BUN STICKY': //SLIME BUN STICKY
      text = user.name() + ' feels lonely and cries.\r\n';
      if(!target._noStateMessage) {text += target.name() + '\'s SPEED fell!\r\n';}
      else {text += parseNoStateChange(target.name(), "SPEED", "lower!\r\n")}
      text += target.name() + " feels SAD.";
      break;

    //WATERMELON MIMIC//
    case 'WATERMELON RUBBER BAND': //WATERMELON MIMIC RUBBER BAND
      text = user.name() + ' flings a RUBBER BAND!\r\n';
      text += hpDamageText;
      break;

    case 'WATERMELON JACKS': //WATERMELON MIMIC JACKS
      text = user.name() + ' throws JACKS everywhere!\r\n';
      text += hpDamageText;
      break;

    case 'WATERMELON DYNAMITE': //WATERMELON MIMIC DYNAMITE
      text = user.name() + ' lobs DYNAMITE!\r\n';
      text += 'OH NO!\r\n';
      text += hpDamageText;
      break;

    case 'WATERMELON WATERMELON SLICE': //WATERMELON MIMIC WATERMELON SLICE
      text = user.name() + ' throws WATERMELON JUICE!\r\n';
      text += hpDamageText;
      break;

    case 'WATERMELON GRAPES': //WATERMELON MIMIC GRAPES
      text = user.name() + ' throws GRAPE SODA!\r\n';
      text += hpDamageText;
      break;

    case 'WATEMELON FRENCH FRIES': //WATERMELON MIMIC FRENCH FRIES
      text = user.name() + ' throws FRENCH FRIES!\r\n';
      text += hpDamageText;
      break;

    case 'WATERMELON CONFETTI': //WATERMELON MIMIC CONFETTI
      if(target.index() <= unitLowestIndex) {
        text = user.name() + ' throws CONFETTI!\r\n';
        text += "Everyone feels HAPPY!"
      }
      target._noEffectMessage = undefined;
      break;

    case 'WATERMELON RAIN CLOUD': //WATERMELON MIMIC RAIN CLOUD
      if(target.index() <= unitLowestIndex) {
        text = user.name() + ' summons a RAIN CLOUD!\r\n';
        text += "Everyone feels SAD."
      }
      target._noEffectMessage = undefined;
      break;

    case 'WATERMELON AIR HORN': //WATERMELON MIMIC AIR HORN
      if(target.index() <= unitLowestIndex) {
        text = user.name() + ' uses a GIANT AIRHORN!\r\n';
        text += "Everyone feels ANGRY!"
      }
      target._noEffectMessage = undefined;
      break;

    //SQUIZZARD//
    case 'SQUIZZARD ATTACK': //SQUIZZARD ATTACK
      text = user.name() + ' uses magic on ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'SQUIZZARD NOTHING': //SQUIZZARD NOTHING
      text = user.name() + ' mutters nonsense.';
      break;

    case 'SQUID WARD': //SQUID WARD
      text = user.name() + ' creates a squid ward.\r\n';
      text += target.name() + '\'s DEFENSE increased.';
      break;

    case  'SQUID MAGIC': //SQUID MAGIC
      text = user.name() +  ' casts some squid magic!\r\n';
      text += 'Everyone starts feeling weird...';
      break;

    //WORM-BOT//
    case 'BOT ATTACK': //MECHA WORM ATTACK
      text = user.name() + ' slams into ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'BOT NOTHING': //MECHA WORM NOTHING
      text = user.name() + ' crunches loudly!';
      break;

    case 'BOT LASER': //MECHA WORM CRUNCH
      text = user.name() + ' fires a laser at ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'BOT FEED': //MECHA WORM FEED
      text = user.name() + ' eats ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;


    //SNOT BUBBLE//
    case 'SNOT INFLATE': //SNOT INFLATE
      text = user.name() + '\'s snot inflated!\r\n';
      text += target.name() + '\'s ATTACK rose!';
      break;

    case 'SNOT POP': //SNOT POP
      text = user.name() + ' explodes!\r\n';
      text += 'Snot flies everywhere!!\r\n';
      text += hpDamageText;
      break;

    //LAB RAT//
    case  'LAB ATTACK': //LAB RAT ATTACK
      text = user.name() + ' fires a tiny mouse laser!\r\n';
      text += hpDamageText;
      break;

    case  'LAB NOTHING': //LAB RAT NOTHING
      text = user.name() + ' lets out a little steam.';
      break;

    case  'LAB HAPPY GAS': //LAB RAT HAPPY GAS
      text = user.name() + ' releases HAPPY gas!\r\n';
      text += 'Everyone feels HAPPY!';
      target._noEffectMessage = undefined;
      break;

    case  'LAB SCURRY': //LAB RAT SCURRY
      text = user.name() + ' scurries around!\r\n';
      break;

    //MECHA MOLE//
    case 'MECHA MOLE ATTACK': //MECHA MOLE ATTACK
      text = user.name() + ' fires a laser at ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'MECHA MOLE NOTHING': //MECHA MOLE NOTHING
      text = user.name() + '\'s eye glows a little.';
      break;

    case 'MECHA MOLE EXPLODE': //MECHA MOLE EXPLODE
      text = user.name() + ' sheds a single tear.\r\n';
      text += user.name() + ' gloriously explodes!';
      break;

    case 'MECHA MOLE STRANGE LASER': //MECHA MOLE STRANGE LASER
      text = user.name() + '\'s eyes emits a strange\r\n';
      text += 'light. ' + target.name() + ' felt strange.';
      break;

    case 'MECHA MOLE JET PACK': //MECHA MOLE JET PACK
      text = 'A jet pack appeared on ' + user.name() + '!\r\n';
      text += user.name() + ' flew through everyone!';
      break;

    //CHIMERA CHICKEN//
    case 'CHICKEN RUN AWAY': //CHIMERA CHICKEN RUN AWAY
      text = user.name() + ' runs away.';
      break;

    case 'CHICKEN NOTHING': //CHICKEN DO NOTHING
      text = user.name() + ' clucks. ';
      break;

    //SALLI//
    case 'SALLI ATTACK': //SALLI ATTACK
      text = user.name() + ' runs into ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'SALLI NOTHING': //SALLI NOTHING
      text = user.name() + ' did a small flip!';
      break;

    case 'SALLI SPEED UP': //SALLI SPEED UP
      text = user.name() + ' starts speeding around the room!\r\n';
      if(!target._noStateMessage) {
        text += user.name() + '\'s SPEED rose!';
      }
      else {text += parseNoStateChange(user.name(), "SPEED", "higher!")}
      break;

    case 'SALLI DODGE ANNOY': //SALLI STARE
      text = user.name() + ' begins focusing intensely! ';
      break;

    //CINDI//
    case 'CINDI ATTACK': //CINDI ATTACK
      text = user.name() + ' punches ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'CINDI NOTHING': //CINDI NOTHING
      text = user.name() + ' spins in a circle.';
      break;

    case 'CINDI SLAM': //CINDI SLAM
      text = user.name() + ' slams her arm into ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'CINDI COUNTER ATTACK': //CINDI COUNTER ATTACK
      text = user.name() + ' readies themselves!';
      break;

    //DOROTHI//
    case 'DOROTHI ATTACK': //DOROTHI ATTACK
      text = user.name() + ' stomps on ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'DOROTHI NOTHING': //DOROTHI NOTHING
      text = user.name() + ' cries into the darkness.';
      break;

    case 'DOROTHI KICK': //DOROTHI KICK
      text = user.name() + ' kicks ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'DOROTHI HAPPY': //DOROTHI HAPPY
      text = user.name() + ' prances around!';
      break;

    //NANCI//
    case 'NANCI ATTACK': //NANCI ATTACK
      text = user.name() + ' stabs her claws into ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'NANCI NOTHING': //NANCI NOTHING
      text = user.name() + ' sways back and forth.';
      break;

    case 'NANCI ANGRY': //NANCI ANGRY
      text = user.name() + ' starts boiling up!';
      break;

    //MERCI//
    case 'MERCI ATTACK': //MERCI ATTACK
      text = user.name() + ' touches ' + target.name() + '\'s chest.\r\n';
      text += target.name() + ' feels their organs being torn!\r\n';
      text += hpDamageText;
      break;

    case 'MERCI NOTHING': //MERCI NOTHING
      text = user.name() + ' gives an eerie smile.';
      break;

    case 'MERCI MELODY': //MERCI LAUGH
      text = user.name() + ' sings a song.\r\n';
      text += target.name() + ' hears a familiar melody.\r\n';
      if(target.isStateAffected(6)) {text += target.name() + " feels HAPPY!\r\n"}
      else if(target.isStateAffected(7)) {text += target.name() + " feels ECSTATIC!!\r\n"}
      else if(target.isStateAffected(8)) {text += target.name() + " feels MANIC!!!\r\n"}
      break;

    case 'MERCI SCREAM': //MERCI SCREAM
      text = user.name() + ' makes a horrifying shriek!\r\n';
      text += hpDamageText;
      break;


    //LILI//
    case 'LILI ATTACK': //LILI ATTACK
      text = user.name() + ' stares into ' + target.name() + '\'s soul!\r\n';
      text += hpDamageText;
      break;

    case 'LILI NOTHING': //LILI NOTHING
      text = user.name() + ' winks.';
      break;

    case 'LILI MULTIPLY': //LILI MULTIPLY
      text = user.name() + '\'s eye falls off!\r\n';
      text += 'The eye grew into another ' + user.name() + '!';
      break;

    case 'LILI CRY': //LILI CRY
      text = 'Tears well up in ' + user.name() + '\'s eyes.\r\n';
      text += target.name() + " feels SAD."
      break;

    case 'LILI SAD EYES': //LILI SAD EYES
      text = target.name() + ' saw sadness in ' + user.name() + '\'s eyes.\r\n';
      text += target.name() + ' became reluctant to attack ' + user.name(); + '.\r\n'
      break;

    //HOUSEFLY//
    case 'HOUSEFLY ATTACK': //HOUSEFLY ATTACK
      text = user.name() + ' landed on ' + target.name() + '\'s face.\r\n';
      text += target.name() + ' slaps himself in the face!\r\n';
      text += hpDamageText;
      break;

    case 'HOUSEFLY NOTHING': //HOUSEFLY NOTHING
      text = user.name() + ' buzzes around quickly!';
      break;

    case 'HOUSEFLY ANNOY': //HOUSEFLY ANNOY
      text = user.name() + ' buzzes around ' + target.name() + '\'s ear!\r\n';
      if(!target._noEffectMessage) {text += target.name() + ' feels ANGRY!';}
      else {text += parseNoEffectEmotion(target.name(), "ANGRIER!")}
      break;

    //RECYCLIST//
    case 'FLING TRASH': //FLING TRASH
      text = user.name() + ' flings TRASH at ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'GATHER TRASH': //GATHER TRASH
      text = user.name() + ' finds TRASH on the ground\r\n';
      text += 'and sweeps it in their bag!\r\n';
      text += hpDamageText;
      break;

    case 'RECYCLIST CALL FOR FRIENDS': //RECYCLIST CALL FOR FRIENDS
      text = user.name() + ' did the RECYCULTIST\'s call!!';
      break;

    //STRAY DOG//
    case 'STRAY DOG ATTACK': //STRAY DOG ATTACK
      text = user.name() + ' uses a biting attack!\r\n';
      text += hpDamageText;
      break;

    case 'STRAY DOG HOWL': //STRAY DOG HOWL
      text = user.name() + ' makes a piercing howl!';
      break;

    //CROW//
    case 'CROW ATTACK': //CROW ATTACK
      text = user.name() + ' pecks at ' + target.name() + '\'s eyes.\r\n';
      text += hpDamageText;
      break;

    case 'CROW GRIN': //CROW GRIN
      text = user.name() + ' has a big grin on his face.';
      break;

    case 'CROW STEAL': //CROW STEAL
      text = user.name() + ' steals something!';
      break;

    // BEE //
    case 'BEE ATTACK': //BEE Attack
      text = user.name() + ' stings ' + target.name() + '.\r\n';
      text += hpDamageText;
      break;

    case 'BEE NOTHING': //BEE NOTHING
      text = user.name() + ' flies around quickly!';
      break;

    // GHOST BUNNY //
    case 'GHOST BUNNY ATTACK': //GHOST BUNNY ATTACK
      text = user.name() + ' phases through ' + target.name() + '!\r\n';
      text += target.name() + ' feels tired.\r\n';
      text += mpDamageText;
      break;

    case 'GHOST BUNNY NOTHING': //GHOST BUNNY DO NOTHING
      text = user.name() + ' floats in place.';
      break;

    //TOAST GHOST//
    case 'TOAST GHOST ATTACK': //TOAST GHOST ATTACK
      text = user.name() + ' phases through ' + target.name() + '!\r\n';
      text += target.name() + ' feels tired.\r\n';
      text += hpDamageText;
      break;

    case 'TOAST GHOST NOTHING': //TOAST GHOST NOTHING
      text = user.name() + ' makes a spooky noise.';
      break;

    //SPROUT BUNNY//
    case 'SPROUT BUNNY ATTACK': //SPROUT BUNNY ATTACK
      text = user.name() + ' slaps ' + target.name() + '.\r\n';
      text += hpDamageText;
      break;

    case 'SPROUT BUNNY NOTHING': //SPROUT BUNNY NOTHING
      text = user.name() + ' nibbles on some grass.';
      break;

    case 'SPROUT BUNNY FEED': //SPROUT BUNNY FEED
      text = user.name() + ' feeds ' + target.name() + '.\r\n';
      text += `${user.name()} recovers ${Math.abs(hpDam)} HEART!`
      break;

    //CELERY//
    case 'CELERY ATTACK': //CELERY ATTACK
      text = user.name() + ' rams into ' + target.name() + '.\r\n';
      text += hpDamageText;
      break;

    case 'CELERY NOTHING': //CELERY NOTHING
      text = user.name() + ' falls over.';
      break;

    //CILANTRO//
    case 'CILANTRO ATTACK': //CILANTRO ATTACK
      text = user.name() + ' whacks ' + target.name() + '.\r\n';
      text += hpDamageText;
      break;

    case 'CILANTRO NOTHING': //CILANTRO DO NOTHING
      text = user.name() + ' contemplates life.';
      break;

    case 'GARNISH': //CILANTRO GARNISH
      text = user.name() + ' sacrifices themselves\r\n';
      text += 'to improve ' + target.name() + '.';
      break;

    //GINGER//
    case 'GINGER ATTACK': //GINGER ATTACK
      text = user.name() + ' snaps and attacks ' + target.name() + '.\r\n';
      text += hpDamageText;
      break;

    case 'GINGER NOTHING': //GINGER NOTHING
      text = user.name() + ' finds inner peace.';
      break;

    case 'GINGER SOOTHE': //GINGER SOOTHE
      text = user.name() + ' calms down ' + target.name() + '.\r\n';
      break;

    //YE OLD MOLE//
    case 'YE OLD ROLL OVER': //MEGA SPROUT MOLE ROLL OVER
      text = user.name() + ' rolls over everyone!';
      text += hpDamageText;
      break;

    //KITE KID//
    case 'KITE KID ATTACK':  // KITE KID ATTACK
      text = user.name() + ' throws JACKS at ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'KITE KID BRAG':  // KITE KID BRAG
      text = user.name() + ' brags about KID\'s KITE!\r\n';
      if(!target._noEffectMessage) {
        text += target.name() + ' feels HAPPY!';
      }
      else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")}
      break;

    case 'REPAIR':  // REPAIR
      text = user.name() + ' tapes up KID\'s KITE!\r\n';
      text += 'KID\'S KITE feels good as new!';
      break;

    //KID'S KITE//
    case 'KIDS KITE ATTACK': // KIDS KITE ATTACK
      text = user.name() + ' dives at ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'KITE NOTHING': // KITE NOTHING
      text = user.name() + ' puffs its chest proudly!';
      break;

    case 'FLY 1':  // FLY 1
      text = user.name() + ' flies up really high!';
      break;

    case 'FLY 2':  // FLY 2
      text = user.name() + ' swoops down!!';
      break;

    //PLUTO//
    case 'PLUTO NOTHING':  // PLUTO NOTHING
      text = user.name() + ' strikes a pose!\r\n';
      break;

    case 'PLUTO HEADBUTT':  // PLUTO HEADBUTT
      text = user.name() + ' bolts forward and slams ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'PLUTO BRAG':  // PLUTO BRAG
      text = user.name() + ' brags about his muscles!\r\n';
      if(!user._noEffectMessage) {
        text += user.name() + ' feels HAPPY!';
      }
      else {text += parseNoEffectEmotion(user.name(), "HAPPIER!")}
      break;

    case 'PLUTO EXPAND':  // PLUTO EXPAND
      text = user.name() + ' pumps himself up!!\r\n';
      if(!target._noStateMessage) {
        text += user.name() + '\'s ATTACK and DEFENSE rose!!\r\n';
        text += user.name() + '\'s SPEED fell.';
      }
      else {
        text += parseNoStateChange(user.name(), "ATTACK", "higher!\r\n")
        text += parseNoStateChange(user.name(), "DEFENSE", "higher!\r\n")
        text += parseNoStateChange(user.name(), "SPEED", "lower!")
      }
      break;

    case 'EXPAND NOTHING':  // PLUTO NOTHING
      text = user.name() + '\'s muscles\r\n';
      text += 'intimidated you.';
      break;

    //RIGHT ARM//
    case 'R ARM ATTACK':  // R ARM ATTACK
      text = user.name() + ' chops ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'GRAB':  // GRAB
      text = user.name() + ' grabs ' + target.name() + '!\r\n';
      text += target.name() + '\'s SPEED fell.\r\n';
      text += hpDamageText;
      break;

    //LEFT ARM//
    case 'L ARM ATTACK':  // L ARM ATTACK
      text = user.name() + ' punches ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'POKE':  // POKE
      text = user.name() + ' pokes ' + target.name() + '!\r\n';
      if(!target._noEffectMessage) {
        text += target.name() + ' feels ANGRY!\r\n';
      }
      else {text += parseNoEffectEmotion(target.name(), "ANGRIER!\r\n")}
      text += hpDamageText;
      break;

    //DOWNLOAD WINDOW//
    case 'DL DO NOTHING':  // DL DO NOTHING
      text = user.name() + ' is at 99%.';
      break;

    case 'DL DO NOTHING 2':  // DL DO NOTHING 2
      text = user.name() + ' is still at 99%...';
      break;

    case 'DOWNLOAD ATTACK':  // DOWNLOAD ATTACK
      text = user.name() + ' crashes and burns!';
      break;

    //SPACE EX-BOYFRIEND//
    case 'SXBF ATTACK':  // SXBF ATTACK
      text = user.name() + ' kicks ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'SXBF NOTHING':  // SXBF NOTHING
      text = user.name() + ' looks wistfully\r\n';
      text += 'into the distance.';
      break;

    case 'ANGRY SONG':  // ANGRY SONG
      text = user.name() + ' wails intensely!';
      break;

    case 'ANGSTY SONG':  // ANGSTY SONG
      text = user.name() + ' sings sadly...\r\n';
      if(target.isStateAffected(10)) {text += target.name() + ' feels SAD.';}
      else if(target.isStateAffected(11)) {text += target.name() + ' feels DEPRESSED..';}
      else if(target.isStateAffected(12)) {text += target.name() + ' feels MISERABLE...';}
      break;

    case 'BIG LASER':  // BIG LASER
      text = user.name() + ' fires his laser!\r\n';
      text += hpDamageText;
      break;

    case 'BULLET HELL':  // BULLET HELL
      text = user.name() + ' fired his\r\n';
      text += 'laser wildly in desperation!';
      break;

    case 'SXBF DESPERATE':  // SXBF NOTHING
      text = user.name() + '\r\n';
      text += 'grit his teeth!';
      break;

    //THE EARTH//
    case 'EARTH ATTACK':  // EARTH ATTACK
      text = user.name() + ' attacks ' + target.name() + '!\r\n';
      text += hpDamageText
      break;

    case 'EARTH NOTHING':  // EARTH NOTHING
      text = user.name() + ' is rotating slowly.';
      break;

    case 'EARTH CRUEL':  // EARTH CRUEL
      text = user.name() + ' is cruel to ' + target.name() + '!\r\n';
      if(target.isStateAffected(10)) {text += target.name() + ' feels SAD.';}
      else if(target.isStateAffected(11)) {text += target.name() + ' feels DEPRESSED..';}
      else if(target.isStateAffected(12)) {text += target.name() + ' feels MISERABLE...';}
      break;

    case 'CRUEL EPILOGUE':  // EARTH CRUEL
      if(target.index() <= unitLowestIndex) {
        text = user.name() + " is cruel to everyone...\r\n";
        text += "Everyone feels SAD."
      }
      break;

    case 'PROTECT THE EARTH':  // PROTECT THE EARTH
      text = user.name() + ' uses its strongest attack!';
      break;

    //SPACE BOYFRIEND//
    case 'SBF ATTACK': //SPACE BOYFRIEND ATTACK
      text = user.name() + ' swiftly kicks ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'SBF LASER': //SPACE BOYFRIEND LASER
      text = user.name() + ' fires his laser!\r\n';
      text += hpDamageText;
      break;

    case 'SBF CALM DOWN': //SPACE BOYFRIEND CALM DOWN
      text = user.name() + ' empties his mind\r\n';
      text += 'and removes all EMOTION.';
      break;

    case 'SBF ANGRY SONG': //SPACE BOYFRIEND ANGRY SONG
      if(target.index() <= unitLowestIndex) {
        text = user.name() + ' wails with all his rage!\r\n';
        text += "Everyone feels ANGRY!\r\n";
      }
      text += hpDamageText;
      break;

    case 'SBF ANGSTY SONG': //SPACE BOYFRIEND ANGSTY SONG
      if(target.index() <= unitLowestIndex) {
        text = user.name() + ' sings with all the darkness\r\n';
        text += 'in his soul!\r\n';
        text += "Everyone feels SAD.\r\n";
      }
      text += mpDamageText;
      break;

    case 'SBF JOYFUL SONG': //SPACE BOYFRIEND JOYFUL SONG
      if(target.index() <= unitLowestIndex) {
        text = user.name() + ' sings with all the joy\r\n';
        text += "in his heart!\r\n"
        text += "Everyone feels HAPPY!\r\n";
      }
      text += hpDamageText;
      break;

    //NEFARIOUS CHIP//
    case 'EVIL CHIP ATTACK': //NEFARIOUS CHIP ATTACK
      text = user.name() + ' charges into ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'EVIL CHIP NOTHING': //NEFARIOUS CHIP NOTHING
      text = user.name() + ' strokes his evil\r\n';
      text += 'moustache!';
      break;


    case 'EVIL LAUGH': //NEFARIOUS LAUGH
      text = user.name() + ' laughs like the evil\r\n';
      text += 'villain he is!\r\n';
      if(!target._noEffectMessage) {text += target.name() + " feels HAPPY!"}
      else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")}
      break;

    case 'EVIL COOKIES': //NEFARIOUS COOKIES
      text = user.name() + ' throws OATMEAL COOKIES at everyone!\r\n';
      text += 'How evil!';
      break;

    //BISCUIT AND DOUGHIE//
    case 'BD ATTACK': //BISCUIT AND DOUGHIE ATTACK
      text = user.name() + ' attack together!\r\n';
      text += hpDamageText;
      break;

    case 'BD NOTHING': //BISCUIT AND DOUGHIE NOTHING
      text = user.name() + ' forget something\r\n';
      text += 'in the oven!';
      break;

    case 'BD BAKE BREAD': //BISCUIT AND DOUGHIE BAKE BREAD
      text = user.name() + ' pull out some\r\n';
      text += 'BREAD from the oven!';
      break;

    case 'BD COOK': //BISCUIT AND DOUGHIE CHEER UP
      text = user.name() + ' makes a cookie!\r\n';
      text += `${target.name()} recovers ${Math.abs(hpDam)}\r\nHEART!`
      break;

    case 'BD CHEER UP': //BISCUIT AND DOUGHIE CHEER UP
      text = user.name() + ' do their best to not\r\n';
      text += 'be SAD.';
      break;

    //KING CRAWLER//
    case 'KC ATTACK': //KING CRAWLER ATTACK
      text = user.name() + ' slams into ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'KC NOTHING': //KING CRAWLER NOTHING
      text = user.name() + ' lets out an ear-piercing\r\n';
      text += 'screech!\r\n';
      if(!target._noEffectMessage) {
        text += target.name() + " feels ANGRY!";
      }
      else {text += parseNoEffectEmotion(target.name(), "ANGRIER!")}
      break;

    case 'KC CONSUME': //KING CRAWLER CONSUME
      text = user.name() + ' ate a\r\n';
      text += "LOST SPROUT MOLE!\r\n"
      text += `${target.name()} recovers ${Math.abs(hpDam)} HEART!\r\n`;
      break;

    case 'KC RECOVER': //KING CRAWLER CONSUME
      text = `${target.name()} recovers ${Math.abs(hpDam)} HEART!\r\n`;
      if(!target._noEffectMessage) {text += target.name() + " feels HAPPY!"}
      else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")}
      break;

    case 'KC CRUNCH': //KING CRAWLER CRUNCH
      text = user.name() + ' chomps ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'KC RAM': //KING CRAWLER RAM
      text = user.name() + ' runs though the party!\r\n';
      text += hpDamageText;
      break;

    //KING CARNIVORE//

    case "SWEET GAS":
      if(target.index() <= unitLowestIndex) {
        text = user.name() + " releases gas!\r\n";
        text += "It smells sweet!\r\n";
        text += "Everyone feels HAPPY!";
      }
      target._noEffectMessage = undefined;
      break;

    //SPROUTMOLE LADDER//
    case 'SML NOTHING': //SPROUT MOLE LADDER NOTHING
      text = user.name() + ' stands firmly in place. ';
      break;

    case 'SML SUMMON MOLE': //SPROUT MOLE LADDER SUMMON SPROUT MOLE
      text = 'A SPROUT MOLE climbs up ' + user.name() + '!';
      break;

    case 'SML REPAIR': //SPROUT MOLE LADDER REPAIR
      text = user.name() + ' was repaired.';
      break;

    //UGLY PLANT CREATURE//
    case 'UPC ATTACK': //UGLY PLANT CREATURE ATTACK
      text = user.name() + ' wraps\r\n';
      text += target.name() + ' with vines!\r\n';
      text += hpDamageText;
      break;

    case 'UPC NOTHING': //UGLY PLANT CRATURE NOTHING
      text = user.name() + ' roars!';
      break;

    //ROOTS//
    case 'ROOTS NOTHING': //ROOTS NOTHING
      text = user.name() + ' wiggles around.';
      break;

    case 'ROOTS HEAL': //ROOTS HEAL
      text = user.name() + ' provides nutrients for\r\n';
      text += target.name() + '.';
      break;

    //BANDITO MOLE//
    case 'BANDITO ATTACK': //BANDITO ATTACK
      text = user.name() + ' cuts ' + target.name() + '!\r\n';
      text += hpDamageText;
      break;

    case 'BANDITO STEAL': //BANDITO STEAL
      text = user.name() + ' swiftly steals an item from\r\n';
      text += 'the party!'
      break;

    case 'B.E.D.': //B.E.D.
      text = user.name() + ' pulls out the B.E.D.!\r\n';
      text += hpDamageText;
      break;

    //SIR MAXIMUS//
    case 'MAX ATTACK': //SIR MAXIMUS ATTACK
      text = user.name() + ' swings his sword!\r\n';
      text += hpDamageText;
      break;

    case 'MAX NOTHING': //SIR MAXIMUS NOTHING
      text = user.name() + ' pulled his back...\r\n';
      if(!target._noEffectMessage) {
        text += target.name() + ' feels SAD.'
      }
      else {text += parseNoEffectEmotion(target.name(), "SADDER!")}
      break;

    case 'MAX STRIKE': //SIR MAXIMUS SWIFT STRIKE
      text = user.name() + ' strikes twice!';
      break;

    case 'MAX ULTIMATE ATTACK': //SIR MAXIMUS ULTIMATE ATTACK
      text = '"NOW FOR MY ULTIMATE ATTACK!"';
      text += hpDamageText;
      break;

    case 'MAX SPIN': //SIR MAXIMUS SPIN
        break;

    //SIR MAXIMUS II//
    case 'MAX 2 NOTHING': //SIR MAXIMUS II NOTHING
      text = user.name() + ' remembers his\r\n';
      text += 'father\'s dying words.\r\n';
      if(!target._noEffectMessage) {
        text += target.name() + ' feels SAD.'
      }
      else {text += parseNoEffectEmotion(target.name(), "SADDER!")}
      break;

    //SIR MAXIMUS III//
    case 'MAX 3 NOTHING': //SIR MAXIMUS III NOTHING
      text = user.name() + ' remembers his\r\n';
      text += 'grandfather\'s dying words.\r\n';
      text += target.name() + ' feels SAD.'
      break;

    //SWEETHEART//
    case 'SH ATTACK': //SWEET HEART ATTACK
      text = user.name() + ' slaps ' + target.name() + '.\r\n';
      text += hpDamageText;
      break;

    case 'SH INSULT': //SWEET HEART INSULT
      if(target.index() <= unitLowestIndex) {
        text = user.name() + " insults everyone!\r\n"
        text += "Everyone feels ANGRY!\r\n";
      }
      text += hpDamageText;
      target._noEffectMessage = undefined;
      break;

    case 'SH SNACK': //SWEET HEART SNACK
      text = user.name() + ' orders a servant to bring her\r\n';
      text += 'a SNACK.\r\n';
      text += hpDamageText;
      break;

    case 'SH SWING MACE': //SWEET HEART SWING MACE
      text = user.name() + ' swings her mace with fervor!\r\n';
      text += hpDamageText;
      break;

    case 'SH BRAG': //SWEET HEART BRAG
      text = user.name() + ' boasts about\r\n';
      text += 'one of her many, many talents!\r\n';
      if(!target._noEffectMessage) {
        if(target.isStateAffected(8)) {text += target.name() + ' feels MANIC!!!';}
        else if(target.isStateAffected(7)) {text += target.name() + ' feels ECSTATIC!!';}
        else if(target.isStateAffected(6)) {text += target.name() + ' feels HAPPY!';}
      }
      else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")}

      break;

      //MR. JAWSUM //
      case 'DESK SUMMON MINION': //MR. JAWSUM DESK SUMMON MINION
        text = user.name() + ' picks up the phone and\r\n';
        text += 'calls a GATOR GUY!';
        break;

      case 'JAWSUM ATTACK ORDER': //MR. JAWSUM DESK ATTACK ORDER
        if(target.index() <= unitLowestIndex) {
          text = user.name() + ' gives orders to attack!\r\n';
          text += "Everyone feels ANGRY!";
        }
        break;

      case 'DESK NOTHING': //MR. JAWSUM DESK DO NOTHING
        text = user.name() + ' begins counting CLAMS.';
        break;

      //PLUTO EXPANDED//
      case 'EXPANDED ATTACK': //PLUTO EXPANDED ATTACK
        text = user.name() + ' throws the Moon at\r\n';
        text += target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'EXPANDED SUBMISSION HOLD': //PLUTO EXPANDED SUBMISSION HOLD
        text = user.name() + ' puts ' + target.name() + '\r\n';
        text += 'in a submission hold!\r\n';
        text += target.name() + '\'s SPEED fell.\r\n';
        text += hpDamageText;
        break;

      case 'EXPANDED HEADBUTT': //PLUTO EXPANDED HEADBUTT
        text = user.name() + ' slams his head\r\n';
        text += 'into ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'EXPANDED FLEX COUNTER': //PLUTO EXPANDED FLEX COUNTER
        text = user.name() + ' flexes his muscles and\r\n'
        text += 'prepares himself!';
        break;

      case 'EXPANDED EXPAND FURTHER': //PLUTO EXPANDED EXPAND FURTHER
        text = user.name() + ' expands even further!\r\n';
        if(!target._noStateMessage) {
          text += target.name() + '\'s ATTACK rose!\r\n';
          text += target.name() + '\'s DEFENSE rose!\r\n';
          text += target.name() + '\'s SPEED fell.';
        }
        else {
          text += parseNoStateChange(user.name(), "ATTACK", "higher!\r\n")
          text += parseNoStateChange(user.name(), "DEFENSE", "higher!\r\n")
          text += parseNoStateChange(user.name(), "SPEED", "lower!")
        }
        break;

      case 'EXPANDED EARTH SLAM': //PLUTO EXPANDED EARTH SLAM
        text = user.name() + ' picks up the Earth\r\n';
        text += 'and slams it into eveyone!';
        break;

      case 'EXPANDED ADMIRATION': //PLUTO EXPANDED ADMIRATION
        text = user.name() + ' is admiring KEL\'s progress!\r\n';
        if(target.isStateAffected(8)) {text += target.name() + ' feels MANIC!!!';}
        else if(target.isStateAffected(7)) {text += target.name() + ' feels ECSTATIC!!';}
        else if(target.isStateAffected(6)) {text += target.name() + ' feels HAPPY!';}
        break;

      //ABBI TENTACLE//
      case 'TENTACLE ATTACK': //ABBI TENTACLE ATTACK
        text = user.name() + ' slams ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'TENTACLE TICKLE': //ABBI TENTACLE TICKLE
        text = user.name() + " weakens " + target.name() + "!\r\n";
        var pronumn = target.name() === $gameActors.actor(2).name() ? "her" : "his";
        text += `${target.name()} let ${pronumn} guard down!`
        break;

      case 'TENTACLE GRAB': //ABBI TENTACLE GRAB
        text = user.name() + ' wraps around ' + target.name() + '!\r\n';
        if(result.isHit()) {
          if(target.name() !== "OMORI" && !target._noEffectMessage) {text += target.name() + " feels AFRAID.\r\n";}
          else {text += parseNoEffectEmotion(target.name(), "AFRAID")}
        }
        text += hpDamageText;
        break;

      case 'TENTACLE GOOP': //ABBI TENTACLE GOOP
        text = target.name() + ' is drenched in dark liquid!\r\n';
        text += target.name() + ' feels weaker...\r\n';
        text += target.name() + '\'s ATTACK fell.\r\n';
        text += target.name() + '\'s DEFENSE fell.\r\n';
        text += target.name() + '\'s SPEED fell.';
        break;

      //ABBI//
      case 'ABBI ATTACK': //ABBI ATTACK
        text = user.name() + ' attacks ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'ABBI REVIVE TENTACLE': //ABBI REVIVE TENTACLE
        text = user.name() + ' focuses her HEART.';
        break;

      case 'ABBI VANISH': //ABBI VANISH
        text = user.name() + ' vanishes into the shadows...';
        break;

      case 'ABBI ATTACK ORDER': //ABBI ATTACK ORDER
        if(target.index() <= unitLowestIndex) {
          text = user.name() + ' stretches her tentacles.\r\n';
          text += "Everyone's ATTACK rose!!\r\n"
          text += "Everyone feels ANGRY!"
        }
        break;

      case 'ABBI COUNTER TENTACLE': //ABBI COUNTER TENTACLES
        text = user.name() + ' moves through the shadows...';
        break;

      //ROBO HEART//
      case 'ROBO HEART ATTACK': //ROBO HEART ATTACK
        text = user.name() + ' fires rocket hands!\r\n';
        text += hpDamageText;
        break;

      case 'ROBO HEART NOTHING': //ROBO HEART NOTHING
        text = user.name() + ' is buffering...';
        break;

      case 'ROBO HEART LASER': //ROBO HEART LASER
        text = user.name() + ' opens her mouth and\r\n';
        text += 'fires a laser!\r\n';
        text += hpDamageText;
        break;

      case 'ROBO HEART EXPLOSION': //ROBO HEART EXPLOSION
        text = user.name() + ' sheds a single robot tear.\r\n';
        text += user.name() + ' explodes!';
        break;

      case 'ROBO HEART SNACK': //ROBO HEART SNACK
        text = user.name() + ' opens her mouth.\r\n';
        text += 'A nutritious SNACK appears!\r\n';
        text += hpDamageText;
        break;

      //MUTANT HEART//
      case 'MUTANT HEART ATTACK': //MUTANT HEART ATTACK
        text = user.name() + ' sings a song for ' + target.name() + '!\r\n';
        text += 'It was not the best...\r\n';
        text += hpDamageText;
        break;

      case 'MUTANT HEART NOTHING': //MUTANT HEART NOTHING
        text = user.name() + ' strikes a pose!';
        break;

      case 'MUTANT HEART HEAL': //MUTANT HEART HEAL
        text = user.name() + ' fixes her dress!';
        text += hpDamageText;
        break;

      case 'MUTANT HEART WINK': //MUTANT HEART WINK
        text = user.name() + ' winks at ' + target.name() + '!\r\n';
        text += 'It was kind of cute...\r\n';
        if(!target._noEffectMessage){text += target.name() + ' feels HAPPY!';}
        else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")}
        break;

      case 'MUTANT HEART INSULT': //MUTANT HEART INSULT
        text = user.name() + ' accidently says something\r\n';
        text += 'mean.\r\n';
        if(!target._noEffectMessage){text += target.name() + ' feels ANGRY!';}
        else {text += parseNoEffectEmotion(target.name(), "ANGRIER!")}
        break;

      case 'MUTANT HEART KILL': //MUTANT HEART KILL
        text = 'MUTANTHEART slaps ' + user.name() +'!\r\n';
        text += hpDamageText;
        break;

        //PERFECT HEART//
        case 'PERFECT STEAL HEART': //PERFECT HEART STEAL HEART
          text = user.name() + ' steals ' + target.name() + '\'s\r\n';
          text += 'HEART.\r\n';
          text += hpDamageText + "\r\n";
          if(user.result().hpDamage < 0) {text += `${user.name()} recovers ${Math.abs(user.result().hpDamage)} HEART!\r\n`}
          break;

        case 'PERFECT STEAL BREATH': //PERFECT HEART STEAL BREATH
          text = user.name() + ' steals ' + target.name() + '\'s\r\n';
          text += 'breath away.\r\n';
          text += mpDamageText + "\r\n";
          if(user.result().mpDamage < 0) {text += `${user.name()} recovers ${Math.abs(user.result().mpDamage)} JUICE...\r\n`}
          break;

        case 'PERFECT EXPLOIT EMOTION': //PERFECT HEART EXPLOIT EMOTION
          text = user.name() + ' exploits ' + target.name() + '\'s\r\n';
          text += 'EMOTIONS!\r\n';
          text += hpDamageText;
          break;

        case 'PERFECT SPARE': //PERFECT SPARE
          text = user.name() + ' decides to let\r\n';
          text += target.name() + ' live.\r\n';
          text += hpDamageText;
          break;

        case 'PERFECT ANGELIC VOICE': //UPLIFTING HYMN
          if(target.index() <= unitLowestIndex) {
            text = user.name() + ' sings a soulful song...\r\n';
            if(!user._noEffectMessage) {text += user.name() + " feels SAD.\r\n"}
            else {text += parseNoEffectEmotion(user.name(), "SADDER!\r\n")}
            text += 'Everyone feels HAPPY!';
          }
          break;

        case "PERFECT ANGELIC WRATH":
          if(target.index() <= unitLowestIndex) {text = user.name() + " unleashes her wrath.\r\n";}
          if(!target._noEffectMessage) {
              if(target.isStateAffected(8)) {text += target.name() + ' feels MANIC!!!\r\n';}
              else if(target.isStateAffected(7)) {text += target.name() + ' feels ECSTATIC!!\r\n';}
              else if(target.isStateAffected(6)) {text += target.name() + ' feels HAPPY!\r\n';}
              else if(target.isStateAffected(12)) {text += target.name() + ' feels MISERABLE...\r\n';}
              else if(target.isStateAffected(11)) {text += target.name() + ' feels DEPRESSED..\r\n';}
              else if(target.isStateAffected(10)) {text += target.name() + ' feels SAD.\r\n';}
              else if(target.isStateAffected(12)) {text += target.name() + ' feels FURIOUS!!!\r\n';}
              else if(target.isStateAffected(11)) {text += target.name() + ' feels ENRAGED!!\r\n';}
              else if(target.isStateAffected(10)) {text += target.name() + ' feels ANGRY!\r\n';}
          }
          else {
            if(target.isEmotionAffected("happy")) {text += parseNoEffectEmotion(target.name(), "HAPPIER!\r\n")}
            else if(target.isEmotionAffected("sad")) {text += parseNoEffectEmotion(target.name(), "SADDER!\r\n")}
            else if(target.isEmotionAffected("angry")) {text += parseNoEffectEmotion(target.name(), "ANGRIER!\r\n")}
          }
          text += hpDamageText;
          break;

        //SLIME GIRLS//
        case 'SLIME GIRLS COMBO ATTACK': //SLIME GIRLS COMBO ATTACK
          text = 'The ' + user.name() + ' attack all at once!\r\n';
          text += hpDamageText;
          break;

        case 'SLIME GIRLS DO NOTHING': //SLIME GIRLS DO NOTHING
          text = 'MEDUSA throws a bottle...\r\n';
          text += 'But nothing happened...';
          break;

        case 'SLIME GIRLS STRANGE GAS': //SLIME GIRLS STRANGE GAS
            if(!target._noEffectMessage) {
              if(target.isStateAffected(8)) {text += target.name() + ' feels MANIC!!!\r\n';}
              else if(target.isStateAffected(7)) {text += target.name() + ' feels ECSTATIC!!\r\n';}
              else if(target.isStateAffected(6)) {text += target.name() + ' feels HAPPY!\r\n';}
              else if(target.isStateAffected(12)) {text += target.name() + ' feels MISERABLE...\r\n';}
              else if(target.isStateAffected(11)) {text += target.name() + ' feels DEPRESSED..\r\n';}
              else if(target.isStateAffected(10)) {text += target.name() + ' feels SAD.\r\n';}
              else if(target.isStateAffected(16)) {text += target.name() + ' feels FURIOUS!!!\r\n';}
              else if(target.isStateAffected(15)) {text += target.name() + ' feels ENRAGED!!\r\n';}
              else if(target.isStateAffected(14)) {text += target.name() + ' feels ANGRY!\r\n';}
          }
          else {
            if(target.isEmotionAffected("happy")) {text += parseNoEffectEmotion(target.name(), "HAPPIER!\r\n")}
            else if(target.isEmotionAffected("sad")) {text += parseNoEffectEmotion(target.name(), "SADDER!\r\n")}
            else if(target.isEmotionAffected("angry")) {text += parseNoEffectEmotion(target.name(), "ANGRIER!\r\n")}
          }
          break;

        case 'SLIME GIRLS DYNAMITE': //SLIME GIRLS DYNAMITE
          //text = 'MEDUSA threw a bottle...\r\n';
          //text += 'And it explodes!\r\n';
          text += hpDamageText;
          break;

        case 'SLIME GIRLS STING RAY': //SLIME GIRLS STING RAY
          text = 'MOLLY fires her stingers!\r\n';
          text += target.name() + ' gets struck!\r\n';
          text += hpDamageText;
          break;

        case 'SLIME GIRLS SWAP': //SLIME GIRLS SWAP
          text = 'MEDUSA does the thing!\r\n';
          text += 'Your HEART and JUICE are switched!';
          break;

        case 'SLIME GIRLS CHAIN SAW': //SLIME GIRLS CHAIN SAW
          text = 'MARINA pulls out a chainsaw!\r\n';
          text += hpDamageText;
          break;

      //HUMPHREY SWARM//
      case 'H SWARM ATTACK': //HUMPHREY SWARM ATTACK
        text = 'HUMPHREY surrounds and attacks ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      //HUMPHREY LARGE//
      case 'H LARGE ATTACK': //HUMPHREY LARGE ATTACK
        text = 'HUMPHREY slams into ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      //HUMPHREY FACE//
      case 'H FACE CHOMP': //HUMPHREY FACE CHOMP
        text = 'HUMPHREY sinks his teeth into ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'H FACE DO NOTHING': //HUMPHREY FACE DO NOTHING
        text = 'HUMPHREY stares at ' + target.name() + '!\r\n';
        text += 'HUMPHREY\'s mouth waters incessantly.';
        break;

      case 'H FACE HEAL': //HUMPHREY FACE HEAL
        text = 'HUMPHREY swallows a foe!\r\n';
        text += `HUMPHREY recovers ${Math.abs(hpDam)} HEART!`
        break;

      //HUMPHREY UVULA//
      case 'UVULA DO NOTHING 1': //HUMPHREY UVULA DO NOTHING
        text = user.name() + ' smirks at ' + target.name() + '.\r\n';
      break;

      case 'UVULA DO NOTHING 2': //HUMPHREY UVULA DO NOTHING
      text = user.name() + ' winks at ' + target.name() + '.\r\n';
      break;

      case 'UVULA DO NOTHING 3': //HUMPHREY UVULA DO NOTHING
      text = user.name() + ' spits on ' + target.name() + '.\r\n';
      break;

      case 'UVULA DO NOTHING 4': //HUMPHREY UVULA DO NOTHING
      text = user.name() + ' stares at ' + target.name() + '.\r\n';
      break;

      case 'UVULA DO NOTHING 5': //HUMPHREY UVULA DO NOTHING
      text = user.name() + ' blinks at ' + target.name() + '.\r\n';
      break;

      //FEAR OF FALLING//
      case 'DARK NOTHING': //SOMETHING IN THE DARK NOTHING
        text = user.name() + ' taunts ' + target.name() + '\r\n';
        text += 'as he falls.';
        break;

      case 'DARK ATTACK': //SOMETHING IN THE DARK ATTACK
        text = user.name() + ' shoves ' + target.name() + '.\r\n';
        text += hpDamageText;
        break;

      //FEAR OF BUGS//
      case 'BUGS ATTACK': //FEAR OF BUGS ATTACK
        text = user.name() + ' bites ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'BUGS NOTHING': //FEAR OF BUGS NOTHING
        text = user.name() + ' is trying to talk to you...';
        break;

      case 'SUMMON BABY SPIDER': //SUMMON BABY SPIDER
        text = 'A spider egg hatches\r\n';
        text += 'A BABY SPIDER appeared.';
        break;

      case 'BUGS SPIDER WEBS': //FEAR OF BUGS SPIDER WEBS
        text = user.name() + ' entangles ' + target.name() + '\r\n';
        text += 'in sticky webs.\r\n';
        text += target.name() + '\'s SPEED fell!\r\n';
        break;

      //BABY SPIDER//
      case 'BABY SPIDER ATTACK': //BABY SPIDER ATTACK
        text = user.name() + ' bites ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'BABY SPIDER NOTHING': //BABY SPIDER NOTHING
        text = user.name() + ' makes a strange noise.';
        break;

      //FEAR OF DROWNING//
      case 'DROWNING ATTACK': //FEAR OF DROWNING ATTACK
        text = 'Water pulls ' + target.name() + ' in different\r\n';
        text += 'directions.\r\n';
        text += hpDamageText;
        break;

      case 'DROWNING NOTHING': //FEAR OF DROWNING NOTHING
        text = user.name() + ' listens to ' + target.name() + " struggle.";
        break;

      case 'DROWNING DRAG DOWN': //FEAR OF DROWNING DRAG DOWN
        // text = user.name() + ' grabs\r\n';
        // text += target.name() + '\s leg and drags him down!\r\n';
        text = hpDamageText;
        break;

      //OMORI'S SOMETHING//
      case 'O SOMETHING ATTACK': //OMORI SOMETHING ATTACK
        text = user.name() + ' reaches through ' + target.name() + '.\r\n';
        text += hpDamageText;
        break;

      case 'O SOMETHING NOTHING': //OMORI SOMETHING NOTHING
        text = user.name() + ' sees through ' + target.name() + '.\r\n';
        break;

      case 'O SOMETHING BLACK SPACE': //OMORI SOMETHING BLACK SPACE
        //text = user.name() + ' drags ' + target.name() + ' into\r\n';
        //text += 'the shadows.';
        text = hpDamageText;
        break;

      case 'O SOMETHING SUMMON': //OMORI SOMETHING SUMMON SOMETHING
        text = user.name() + ' calls something from\r\n';
        text += 'the darkness.';
        break;

      case 'O SOMETHING RANDOM EMOTION': //OMORI SOMETHING RANDOM EMOTION
        text = user.name() + ' plays with ' + target.name() +'\'s EMOTIONS.';
        break;

      //BLURRY IMAGE//
      case 'BLURRY NOTHING': //BLURRY IMAGE NOTHING
        text = 'SOMETHING sways in the wind.';
        break;

      //HANGING BODY//
      case 'HANG WARNING':
          text = 'You feel a chill run down your spine.';
          break;

      case 'HANG NOTHING 1':
          text = 'You feel dizzy.';
          break;

      case 'HANG NOTHING 2':
          text = 'You feel your lungs tighten up.';
          break;

      case 'HANG NOTHING 3':
          text = 'You feel a sinking sensation in your\r\n';
          text += 'stomach.';
          break;

      case 'HANG NOTHING 4':
          text = 'You feel your heart beating out of\r\n';
          text += 'your chest.';
          break;

      case 'HANG NOTHING 5':
          text = 'You feel yourself trembling.';
          break;

      case 'HANG NOTHING 6':
          text = 'You feel your knees weaken.';
          break;

      case 'HANG NOTHING 7':
          text = 'You feel sweat dripping down your\r\n';
          text += 'forehead.';
          break;

      case 'HANG NOTHING 8':
          text = 'You feel your fist clenching on its own.';
          break;

      case 'HANG NOTHING 9':
          text = 'You hear your heart beating.';
          break;

      case 'HANG NOTHING 10':
          text = 'You hear your heart begin to steady.';
          break;

      case 'HANG NOTHING 11':
          text = 'You hear your breathing begin to steady.';
          break;

      case 'HANG NOTHING 12':
          text = 'You focus on what is straight\r\n';
          text += 'in front of you.';
          break;

      //AUBREY//
      case 'AUBREY NOTHING': //AUBREY NOTHING
        text = user.name() + ' spits on your shoe.';
        break;

      case 'AUBREY TAUNT': //AUBREY TAUNT
        text = user.name() + ' calls ' + target.name() + ' weak!\r\n';
        text += target.name() + " feels ANGRY!";
        break;

      //THE HOOLIGANS//
      case 'CHARLIE ATTACK': //HOOLIGANS CHARLIE ATTACK
        text = 'CHARLIE puts her all into an attack!\r\n';
        text += hpDamageText;
        break;

      case 'ANGEL ATTACK': //HOOLIGANS ANGEL ATTACK
        text = 'ANGEL swiftly strikes ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'MAVERICK CHARM': //HOOLIGANS MAVERICK CHARM
        text = 'THE MAVERICK winks at ' + target.name() + '!\r\n';
        text += target.name() + '\'s ATTACK fell.'
        break;

      case 'KIM HEADBUTT': //HOOLIGANS KIM HEADBUTT
        text = 'KIM slams her head into ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'VANCE CANDY': //HOOLIGANS VANCE CANDY
        text = 'VANCE throws candy!\r\n';
        text += hpDamageText;
        break;

      case 'HOOLIGANS GROUP ATTACK': //THE HOOLIGANS GROUP ATTACK
        text = user.name() + ' go all out!\r\n';
        text += hpDamageText;
        break;

      //BASIL//
      case 'BASIL ATTACK': //BASIL ATTACK
        text = user.name() + ' reaches inside ' + target.name() + '.\r\n';
        text += hpDamageText;
        break;

      case 'BASIL NOTHING': //BASIL NOTHING
        text = user.name() + '\'s eyes are red from crying.';
        break;

      case 'BASIL PREMPTIVE STRIKE': //BASIL PREMPTIVE STRIKE
        text = user.name() + ' slices ' + target.name() +'\'s arm.\r\n';
        text += hpDamageText;
        break;

      //BASIL'S SOMETHING//
      case 'B SOMETHING ATTACK': //BASIL'S SOMETHING ATTACK
        text = user.name() + ' strangles ' + target.name() + '.\r\n';
        text += hpDamageText;
        break;

      case 'B SOMETHING TAUNT': //BASIL'S SOMETHING TAUNT BASIL
        text = user.name() + ' reaches inside ' + target.name() + '.\r\n';
        break;

      //PLAYER SOMETHING BASIL FIGHT//
      case 'B PLAYER SOMETHING STRESS': //B PLAYER SOMETHING STRESS
        text = user.name() + ' does something to\r\n';
        text += target.name() + '.\r\n';
        text += hpDamageText;
        break;

      case 'B PLAYER SOMETHING HEAL': //B PLAYER SOMETHING HEAL
        text = user.name() + ' seeps into ' + target.name() + '\'s wounds.\r\n';
        text += hpDamageText;
        break;

      case 'B OMORI SOMETHING CONSUME EMOTION': //B OMORI SOMETHING CONSUME EMOTION
        text = user.name() + ' consumes ' + target.name() + '\'s EMOTIONS.';
        break;

      //CHARLIE//
      case 'CHARLIE RELUCTANT ATTACK': //CHARLIE RELUCTANT ATTACK
        text = user.name() + ' punches ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'CHARLIE NOTHING': //CHARLIE NOTHING
        text = user.name() + ' is standing there.';
        break;

      case 'CHARLIE LEAVE': //CHARLIE LEAVE
        text = user.name() + ' stops fighting.';
        break;

      //ANGEL//
      case 'ANGEL ATTACK': //ANGEL ATTACK
        text = user.name() + ' swiftly kicks ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'ANGEL NOTHING': //ANGEL NOTHING
        text = user.name() + ' does a flip and strikes a pose!';
        break;

      case 'ANGEL QUICK ATTACK': //ANGEL QUICK ATTACK
        text = user.name() + ' teleports behind ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'ANGEL TEASE': //ANGEL TEASE
        text = user.name() + ' says mean things about ' + target.name() + '!';
        break;

      //THE MAVERICK//
      case 'MAVERICK ATTACK': //THE MAVERICK ATTACK
        text = user.name() + ' hits ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'MAVERICK NOTHING': //THE MAVERICK NOTHING
        text = user.name() + ' starts bragging to\r\n';
        text += 'his adoring fans!';
        break;

      case 'MAVERICK SMILE': //THE MAVERICK SMILE
        text = user.name() + ' smiles seductively!\r\n';
        text += target.name() + '\'s ATTACK fell.';
        break;

      case 'MAVERICK TAUNT': //THE MAVERICK TAUNT
        text = user.name() + ' starts making fun of\r\n';
        text += target.name() + '!\r\n';
        text += target.name() + " feels ANGRY!"
        break;

      //KIM//
      case 'KIM ATTACK': //KIM ATTACK
        text = user.name() + ' punches ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'KIM NOTHING': //KIM DO NOTHING
        text = user.name() + '\'s phone rang...\r\n';
        text += 'It was a wrong number.';
        break;

      case 'KIM SMASH': //KIM SMASH
        text = user.name() + ' grabs ' + target.name() + '\'s shirt and\r\n';
        text += 'punches them in the face!\r\n';
        text += hpDamageText;
        break;

      case 'KIM TAUNT': //KIM TAUNT
        text = user.name() + ' starts making fun of ' + target.name() + '!\r\n';
        text += target.name() + " feels SAD.";
        break;

      //VANCE//
      case 'VANCE ATTACK': //VANCE ATTACK
        text = user.name() + ' punches ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'VANCE NOTHING': //VANCE NOTHING
        text = user.name() + ' scratches his belly.';
        break;

      case 'VANCE CANDY': //VANCE CANDY
        text = user.name() + ' throws old candy at ' + target.name() + '!\r\n';
        text += 'Ewww... It\'s sticky...\r\n';
        text += hpDamageText;
        break;

      case 'VANCE TEASE': //VANCE TEASE
        text = user.name() + ' said mean things about ' + target.name() + '!\r\n';
        text += target.name() + " feels SAD."
        break;

      //JACKSON//
      case 'JACKSON WALK SLOWLY': //JACKSON WALK SLOWLY
        text = user.name() + ' slowly inches forward...\r\n';
        text += 'You feel like you can\'t escape!';
        break;

      case 'JACKSON KILL': //JACKSON AUTO KILL
        text = user.name() + ' CAUGHT YOU!!!\r\n';
        text += 'You see your life flash before your eyes!';
        break;

      //RECYCLEPATH//
      case 'R PATH ATTACK': //RECYCLEPATH ATTACK
        text = user.name() + ' hits ' + target.name() + ' with a bag!\r\n';
        text += hpDamageText;
        break;

      case 'R PATH SUMMON MINION': //RECYCLEPATH SUMMON MINION
        text = user.name() + ' calls a follower!\r\n';
        text += 'A RECYCULTIST appeared!';
        break;

      case 'R PATH FLING TRASH': //RECYCLEPATH FLING TRASH
        text = user.name() + ' flings all their TRASH\r\n';
        text += 'at ' + target.name() + '!\r\n'
        text += hpDamageText;
        break;

      case 'R PATH GATHER TRASH': //RECYCLEPATH GATHER TRASH
        text = user.name() + ' picks up some TRASH!';
        break;

    //SOMETHING IN THE CLOSET//
      case 'CLOSET ATTACK': //SOMETHING IN THE CLOSET ATTACK
        text = user.name() + ' drags ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'CLOSET NOTHING': //SOMETHING IN THE CLOSET DO NOTHING
        text = user.name() + ' mutters eerily.';
        break;

      case 'CLOSET MAKE AFRAID': //SOMETHING IN THE CLOSET MAKE AFRAID
        text = user.name() + ' knows your secret!';
        break;

      case 'CLOSET MAKE WEAK': //SOMETHING IN THE CLOSET MAKE WEAK
        text = user.name() + ' saps ' + target.name() + '\'s will to live!';
        break;

    //BIG STRONG TREE//
      case 'BST SWAY': //BIG STRONG TREE NOTHING 1
        text = 'A gentle breeze blows across the leaves.';
        break;

      case 'BST NOTHING': //BIG STRONG TREE NOTHING 2
        text = user.name() + ' stands firm because\r\n';
        text += 'it is a tree.';
        break;

    //DREAMWORLD FEAR EXTRA BATTLES//
    //HEIGHTS//
    case 'DREAM HEIGHTS ATTACK': //DREAM FEAR OF HEIGHTS ATTACK
      text = user.name() + ' strikes ' + target.name() + '.\r\n';
      text += hpDamageText;
      break;

    case 'DREAM HEIGHTS GRAB': //DREAM FEAR OF HEIGHTS GRAB
      if(target.index() <= unitLowestIndex) {
        text = 'Hands appear and grab everyone!\r\n';
        text += 'Everyone' + '\'s ATTACK fell...';
      }

      break;

    case 'DREAM HEIGHTS HANDS': //DREAM FEAR OF HEIGHTS HANDS
      text = 'More hands appear and surround\r\n';
      text += user.name() + '.\r\n';
      if(!target._noStateMessage) {text += user.name() + '\'s DEFENSE rose!';}
      else {text += parseNoStateChange(user.name(), "DEFENSE", "higher!")}
      break;

    case 'DREAM HEIGHTS SHOVE': //DREAM FEAR OF HEIGHTS SHOVE
      text = user.name() + ' shoves ' + target.name() + '.\r\n';
      text += hpDamageText + '\r\n';
      if(!target._noEffectMessage && target.name() !== "OMORI"){text += target.name() + ' feels AFRAID.';}
      else {text += parseNoEffectEmotion(target.name(), "AFRAID")}
      break;

    case 'DREAM HEIGHTS RELEASE ANGER': //DREAM FEAR OF HEIGHTS RELEASE ANGER
      text = user.name() + ' takes its ANGER out on everyone!';
      break;

    //SPIDERS//
    case 'DREAM SPIDERS CONSUME': //DREAM FEAR OF SPIDERS CONSUME
      text = user.name() + ' wraps up and eats ' + target.name() + '.\r\n';
      text += hpDamageText;
      break;

    //DROWNING//
    case 'DREAM DROWNING SMALL': //DREAM FEAR OF DROWNING SMALL
      text = 'Everyone is having a hard time breathing.';
      break;

    case 'DREAM DROWNING BIG': //DREAM FEAR OF DROWNING BIG
      text = 'Everyone feels like passing out.';
      break;

    // BLACK SPACE EXTRA //
    case 'BS LIAR': // BLACK SPACE LIAR
      text = 'Liar.';
      break;

    //BACKGROUND ACTORS//
    //BERLY//
      case 'BERLY ATTACK': //BERLY ATTACK
        text = 'BERLY headbutts ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      case 'BERLY NOTHING 1': //BERLY NOTHING 1
        text = 'BERLY is bravely hiding in the corner.';
        break;

      case 'BERLY NOTHING 2': //BERLY NOTHING 2
        text = 'BERLY fixes her glasses.';
        break;

      //TOYS//
      case 'CAN':  // CAN
        text = user.name() + ' kicks the CAN.';
        break;

      case 'DANDELION':  // DANDELION
        text = user.name() + ' blows on the DANDELION.\r\n';
        text += user.name() + ' feels like ' + (switches.value(6) ? 'her' : 'his') + 'self again.';
        break;

      case 'DYNAMITE':  // DYNAMITE
        text = user.name() + ' throws DYNAMITE!';
        break;

      case 'LIFE JAM':  // LIFE JAM
        text = user.name() + ' uses LIFE JAM on TOAST!\r\n';
        text += 'TOAST became ' + target.name() + '!';
        break;

      case 'PRESENT':  // PRESENT
        text = target.name() + ' opens the PRESENT\r\n';
        text += 'It wasn\'t what ' + target.name() + ' wanted...\r\n';
        if(!target._noEffectMessage){text += target.name() + ' feels ANGRY! ';}
        else {text += parseNoEffectEmotion(target.name(), "ANGRIER!")}
        break;

      case 'SILLY STRING':  // DYNAMITE
        if(target.index() <= unitLowestIndex) {
          text = user.name() + ' uses SILLY STRING!\r\n';
          text += 'WOOOOO!! It\'s a party!\r\n';
          text += 'Everyone feels HAPPY! ';
        }
        break;

      case 'SPARKLER':  // SPARKLER
        text = user.name() + ' lights the SPARKLER!\r\n';
        text += 'WOOOOO!! It\'s a party!\r\n';
        if(!target._noEffectMessage){text += target.name() + ' feels HAPPY!';}
        else {text += parseNoEffectEmotion(target.name(), "HAPPIER!")}
        break;

      case 'COFFEE': // COFFEE
        text = user.name() + ' drinks the COFFEE...\r\n';
        text += user.name() + ' feels amazing!';
        break;

      case 'RUBBERBAND': // RUBBERBAND
        text = user.name() + ' flicks ' + target.name() + '!\r\n';
        text += hpDamageText;
        break;

      //OMORI BATTLE//

      case "OMORI ERASES":
        text = user.name() + " erases the enemy.\r\n";
        text += hpDamageText;
        break;

      case "MARI ATTACK":
        text = user.name() + " erases the enemy.\r\n";
        text += target.name() + " feels AFRAID.\r\n";
        text += hpDamageText;
        break;

      //STATES//
      case 'HAPPY':
        if(!target._noEffectMessage){text = target.name() + ' feels HAPPY!';}
        else {text = parseNoEffectEmotion(target.name(), "HAPPIER!")}
        break;

      case 'ECSTATIC':
        if(!target._noEffectMessage){text = target.name() + ' feels ECSTATIC!!';}
        else {text = parseNoEffectEmotion(target.name(), "HAPPIER!")}
        break;

      case 'MANIC':
        if(!target._noEffectMessage){text = target.name() + ' feels MANIC!!!';}
        else {text = parseNoEffectEmotion(target.name(), "HAPPIER!")}
        break;

      case 'SAD':
        if(!target._noEffectMessage){text = target.name() + ' feels SAD.';}
        else {text = parseNoEffectEmotion(target.name(), "SADDER!")}
        break;

      case 'DEPRESSED':
        if(!target._noEffectMessage){text = target.name() + ' feels DEPRESSED..';}
        else {text = parseNoEffectEmotion(target.name(), "SADDER!")}
        break;

      case 'MISERABLE':
        if(!target._noEffectMessage){text = target.name() + ' feels MISERABLE...';}
        else {text = parseNoEffectEmotion(target.name(), "SADDER!")}
        break;

      case 'ANGRY':
        if(!target._noEffectMessage){text = target.name() + ' feels ANGRY!';}
        else {text = parseNoEffectEmotion(target.name(), "ANGRIER!")}
        break;

      case 'ENRAGED':
        if(!target._noEffectMessage){text = target.name() + ' feels ENRAGED!!';}
        else {text = parseNoEffectEmotion(target.name(), "ANGRIER!")}
        break;

      case 'FURIOUS':
        if(!target._noEffectMessage){text = target.name() + ' feels FURIOUS!!!'}
        else {text = parseNoEffectEmotion(target.name(), "ANGRIER!")}
        break;

      case 'AFRAID':
        if(!target._noEffectMessage){text = target.name() + ' feels AFRAID!';}
        else {text = parseNoEffectEmotion(target.name(), "AFRAID")}
        break;

      case 'CANNOT MOVE':
        text = target.name() + ' is immobilized! ';
        break;

      case 'INFATUATION':
        text = target.name() + ' is immobilized by love! ';
        break;

    //SNALEY//
    case 'SNALEY MEGAPHONE': // SNALEY MEGAPHONE
      if(target.index() <= unitLowestIndex) {text = user.name() + ' uses an AIRHORN!\r\n';}
      if(target.isStateAffected(16)) {text += target.name() + ' feels FURIOUS!!!\r\n'}
      else if(target.isStateAffected(15)) {text += target.name() + ' feels ENRAGED!!\r\n'}
      else if(target.isStateAffected(14)) {text += target.name() + ' feels ANGRY!\r\n'}
      break;

  }
  // Return Text
  return text;
};
//=============================================================================
// * Display Custom Action Text
//=============================================================================
Window_BattleLog.prototype.displayCustomActionText = function(subject, target, item) {
  // Make Custom Action Text
  var text = this.makeCustomActionText(subject, target, item);
  // If Text Length is more than 0
  if (text.length > 0) {
    if(!!this._multiHitFlag && !!item.isRepeatingSkill) {return;}
    // Get Get
    text = text.split(/\r\n/);
    for (var i = 0; i < text.length; i++) { this.push('addText', text[i]); }
    // Add Wait
    this.push('wait', 15);

  }
  if(!!item.isRepeatingSkill) {this._multiHitFlag = true;}
};
//=============================================================================
// * Display Action
//=============================================================================
Window_BattleLog.prototype.displayAction = function(subject, item) {
  // Return if Item has Custom Battle Log Type
  if (item.meta.BattleLogType) { return; }
  // Run Original Function
  _TDS_.CustomBattleActionText.Window_BattleLog_displayAction.call(this, subject, item);
};
//=============================================================================
// * Display Action Results
//=============================================================================
Window_BattleLog.prototype.displayActionResults = function(subject, target) {
  // Get Item Object
  var item = BattleManager._action._item.object();
  // If Item has custom battle log type
  if (item && item.meta.BattleLogType) {
    // Display Custom Action Text
    this.displayCustomActionText(subject, target, item);
    // Return
  }
  // Run Original Function
  else {
    _TDS_.CustomBattleActionText.Window_BattleLog_displayActionResults.call(this, subject, target);
  }
};

const _old_window_battleLog_displayHpDamage = Window_BattleLog.prototype.displayHpDamage
Window_BattleLog.prototype.displayHpDamage = function(target) {
  let result = target.result();
  if(result.isHit() && result.hpDamage > 0) {
    if(!!result.elementStrong) {
      this.push("addText","...It was a moving attack!");
      this.push("waitForNewLine");
    }
    else if(!!result.elementWeak) {
      this.push("addText", "...It was a dull attack!");
      this.push("waitForNewLine")
    }
  }
  return _old_window_battleLog_displayHpDamage.call(this, target)
};

//=============================================================================
// * CLEAR
//=============================================================================
_TDS_.CustomBattleActionText.Window_BattleLog_endAction= Window_BattleLog.prototype.endAction;
Window_BattleLog.prototype.endAction = function() {
  _TDS_.CustomBattleActionText.Window_BattleLog_endAction.call(this);
  this._multiHitFlag = false;
};

//=============================================================================
// * DISPLAY ADDED STATES
//=============================================================================