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- class Game_Battler
- def calculate_slip_damage
- if slip_damage? and @hp > 0
- @hp_damage = apply_variance(maxhp / 10, 10)
- @hp_damage = @hp - 1 if @hp_damage >= @hp
- self.hp -= @hp_damage
- return @hp_damage
- end
- return 0
- end
- end
- class Scene_Battle
- #--------------------------------------------------------------------------
- # overwrite turn end
- #--------------------------------------------------------------------------
- def turn_end
- if YE::REDUX::BATTLE::COMMON_EVENT_TURN_CLOSE != nil
- $game_temp.common_event_id = YE::REDUX::BATTLE::COMMON_EVENT_TURN_CLOSE
- end
- $game_troop.turn_ending = true
- $game_party.members.each do |member|
- damage = member.calculate_slip_damage
- display_hp_damage(member) if damage > 0
- end
- $game_troop.members.each do |member|
- damage = member.calculate_slip_damage
- display_hp_damage(member) if damage > 0
- end
- #$game_party.slip_damage_effect
- #$game_troop.slip_damage_effect
- $game_party.do_auto_recovery
- $game_troop.preemptive = false
- $game_troop.surprise = false
- process_battle_event
- $game_troop.turn_ending = false
- start_party_command_selection
- end
- end
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