- module XAS
- DAMAGE_VARIABLES = 1
- end
- module XRXS_CharacterDamagePop
- def update
- super
- if @battler == nil
- return
- end
- if @battler != nil
- @battler.hit_it -= 1 if @battler.hit_it != nil
- end
- if @character.collapse_duration != nil
- if @character.collapse_duration > 0
- collapse
- end
- @_collapse_duration = @character.collapse_duration
- end
- @battler_visible = @character.battler_visible
- @battler_visible = true if @battler_visible == nil
- if @battler.damage_pop
- if XAS_ABS_SETUP::DAMAGE_POP == true
- unless XAS_BA_ENEMY::ITEM_ENEMY.include?(@battler.id) or
- @battler.no_damage == true
- variables = XAS::DAMAGE_VARIABLES
- $game_variables[variables] = @battler.damage
- if $xrxs["xas_damage_pop"] == true
- damage(@battler.damage, @battler.critical,@battler.state,@battler.item)
- else
- damage(@battler.damage, @battler.critical)
- end
- end
- end
- @battler.damage = nil
- @battler.critical = false
- @battler.damage_pop = false
- if $xrxs["xas_damage_pop"] == true
- @battler.state = false
- @battler.item = false
- end
- end
- unless @battler_visible
- if not @battler.hidden and not @battler.dead? and
- (@battler.damage == nil or @battler.damage_pop)
- appear
- @battler_visible = true
- end
- end
- if @battler_visible
- if @battler.damage == nil and @battler.dead?
- if @battler.is_a?(Game_Enemy)
- $game_system.se_play($data_system.enemy_collapse_se) if not XAS_BA_ENEMY::ITEM_ENEMY.include?(@battler.id)
- else
- $game_system.se_play($data_system.actor_collapse_se)
- end
- collapse
- @battler_visible = false
- end
- else
- if @_collapse_duration > 0
- @_collapse_duration -= 1
- if @battler.is_a?(Game_Enemy) and
- XAS_BA_ENEMY::ITEM_ENEMY.include?(@battler.id)
- @character.opacity = 0
- else
- @character.opacity = 256 - (70 - @_collapse_duration) * 3
- if @battler.is_a?(Game_Enemy) and
- XAS_BA_ENEMY::COLLAPSE_ZOOM_A.include?(@battler.id)
- self.zoom_x -= 0.02
- self.zoom_y += 0.2
- elsif @battler.is_a?(Game_Enemy) and
- XAS_BA_ENEMY::COLLAPSE_ZOOM_B.include?(@battler.id)
- self.zoom_x += 0.05
- self.zoom_y -= 0.02
- elsif @battler.is_a?(Game_Enemy) and
- XAS_BA_ENEMY::COLLAPSE_ZOOM_C.include?(@battler.id)
- self.zoom_x += 0.05
- self.zoom_y += 0.05
- elsif @battler.is_a?(Game_Enemy) and
- XAS_BA_ENEMY::COLLAPSE_ZOOM_D.include?(@battler.id)
- self.zoom_x -= 0.01
- self.zoom_y -= 0.01
- elsif @battler.is_a?(Game_Enemy) and
- XAS_BA_ENEMY::COLLAPSE_ZOOM_E.include?(@battler.id)
- if @_collapse_duration > 30
- self.zoom_x += 0.04
- self.zoom_y -= 0.02
- else
- self.zoom_x -= 0.1
- self.zoom_y += 0.5
- end
- end
- end
- if @_collapse_duration == 0
- @character.collapse_done = true
- end
- end
- end
- @character.collapse_duration = @_collapse_duration
- @character.battler_visible = @battler_visible
- end
- end
- class Sprite_Character < RPG::Sprite
- include XRXS_CharacterDamagePop
- end






- if I understand Mr. Smith correctly he just wants the player's hit stored and if its over 10 to cause 5 more damage to the enemy and 10 if its more than 20 etc.
)


