some bugfixes

fixed some strange bugs...
doesnt need to hook runEffect, _nextMessage anymore, 
doesnt pause replay if the message is something like an chatmessage,
doesnt store whispermessages and pingmessages,
and the realID is set to the real value (and not the owner of the last effect message :D) ("your" are the player, which gets handupdate-messages),
App.SceneValues.battleMode = new SceneValues.SV_BattleMode(GameMode.Play);
seems to be important.