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- class Scene_Battle < Scene_Base
- def hp_slip_damage(member)
- member.clear_action_results
- return if !member.exist?
- member.slip_damage = false
- damage = 0
- for state in member.states
- member.remove_state(state.id) if state.extension.include?("ZEROTURNLIFT")
- for ext in state.slip_extension
- if ext[0] == "hp"
- base_damage = ext[1] + member.maxhp * ext[2] / 100
- damage += base_damage + base_damage * (rand(5) - rand(5)) / 100
- slip_pop = ext[3] unless ext[3] == nil # 3.4a
- slip_dead = ext[4] unless ext[4] == nil # 3.4a
- slip_damage_flug = true
- member.slip_damage = true
- end
- end
- end
- if member.actor? && member.auto_hp_recover && member.exist?
- damage -= member.maxhp / 20
- slip_pop = true
- end
- damage = member.hp - 1 if damage >= member.hp && slip_dead = false
- member.hp -= damage
- member.hp_damage = damage
- @spriteset.set_damage_pop(member.actor?, member.index, damage) if slip_pop
- member.perform_collapse if member.dead? && member.slip_damage
- member.clear_action_results
- @status_window.refresh
- end
- end
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