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Version Log
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if(!this._enemy._breathless && Rexal.ASVE.Breathe){
var a = 1;
if(Rexal.ASVE.AGIB) a = this._enemy.agi/100+1;
var breathS = this._enemy._breath[0]/1000;
var bx = (Graphics.frameCount+this._random[0]);
var by = (Graphics.frameCount+this._random[1]);
if(Rexal.ASVE.DamageSlow) breathS *= (this._enemy.hp/this._enemy.mhp)+.1;
var breathY = Math.cos(bx*breathS*a)*(this._enemy._breath[2]/1000);
var breathX = Math.cos(by*breathS)*(this._enemy._breath[1]/1000);
if(Rexal.ASVE.DamageSlow)breathY *= (this._enemy.hp/this._enemy.mhp);
var ss = Graphics.boxHeight/624+.1;
if(Rexal.ASVE.ScaleStatics)var s = ss*(this._homeY/Graphics.boxHeight)*this._enemy._scale;
else var s = this._enemy._scale;
this.smooth = true;
this.scale.y = s+breathY;
this.scale.x = s+breathX;
}
if(this._enemy._floating && !this.isBusy)
{
var f = Math.cos(Graphics.frameCount/50+this._random[2]*a)*20*a;
this.setHome(this._enemy.screenX(),this._enemy.screenY()+f);
}
var sesh = Sprite_Enemy.prototype.setHome;
Sprite_Enemy.prototype.setHome = function(x,y) {
sesh.call(this,x,y);
var dX = Graphics.boxWidth/816;
var dY = Graphics.boxHeight/624;
Rexal.ASVE.spriteactorupdatebitmap.call(this);
this.updateEffect();
var hue = this._actor.battlerHue();
var name = this._actor.battlerName();
if(this._actor._battleSprite)name = this._actor._battleSprite;
Sprite_EnemyRex.prototype.setActorHome = function(battler) {
Rexal.ASVE.setactorhome.call(this);
var dX = Graphics.boxWidth/816;
var dY = Graphics.boxHeight/624;
var x = battler.screenX()*dX;
var y = battler.screenY()*dY;
var enemies = $gameTroop.members();
var sprites = [];
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var baseEnemy = $dataEnemies[enemies[i].enemyId()];
//-----------------------------------------------------------------------------
// Rex Functions
//=============================================================================