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Zetu

EZ fixz

Aug 19th, 2011
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  1. class Scene_Battle < Scene_Base
  2.  
  3. def hp_slip_damage(member)
  4. member.clear_action_results
  5. return if !member.exist?
  6. member.slip_damage = false
  7. damage = 0
  8. for state in member.states
  9. member.remove_state(state.id) if state.extension.include?("ZEROTURNLIFT")
  10. for ext in state.slip_extension
  11. if ext[0] == "hp"
  12. base_damage = ext[1] + member.maxhp * ext[2] / 100
  13. damage += base_damage + base_damage * (rand(5) - rand(5)) / 100
  14. slip_pop = ext[3] unless ext[3] == nil # 3.4a
  15. slip_dead = ext[4] unless ext[4] == nil # 3.4a
  16. slip_damage_flug = true
  17. member.slip_damage = true
  18. end
  19. end
  20. end
  21. if member.actor? && member.auto_hp_recover && member.exist?
  22. damage -= member.maxhp / 20
  23. slip_pop = true
  24. end
  25. damage = member.hp - 1 if damage >= member.hp && slip_dead = false
  26. member.hp -= damage
  27. member.hp_damage = damage
  28. @spriteset.set_damage_pop(member.actor?, member.index, damage) if slip_pop
  29. member.perform_collapse if member.dead? && member.slip_damage
  30. member.clear_action_results
  31. @status_window.refresh
  32. end
  33.  
  34. end
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