- //============================================================================= 
- // AnimatedSVEnemies.js 
- // Version: 1.1 - Live and Reloaded 
- //============================================================================= 
-   
- var Imported = Imported || {}; 
- Imported.AnimatedSVEnemies = true; 
-   
- var Rexal = Rexal || {}; 
- Rexal.ASVE = Rexal.ASVE || {}; 
- /*: 
-  * @plugindesc Version: 1.1 - Live and Reloaded 
-  * - Lets enemies be animated! 
-  * @author Rexal 
-  * 
-  * @param No Movement 
-  * @desc Prevents enemies from moving whenever they perform an action. 
-  * @default false 
-   
-  * @param Enemies Celebrate 
-  * @desc Enemies will celebrate over your demise. 
-  * @default true 
-   
-   * @param SV Enemies Collapse 
-  * @desc All SV Enemies will collapse after death. 
-  * @default false 
-   
-  * @param Static Enemies Breathe 
-  * @desc Static Enemies have a breathing effect 
-  * @default true 
-   
-  * @param AGI Effects Breathing 
-  * @desc Static Enemies with a higher AGI stat will breathe faster. 
-  * @default true 
-   
-  * @param Scale Statics by Distance 
-  * @desc Static Enemies will be smaller the further away they are in the background 
-  * @default true 
-   
-   * @help 
-  -------------------------------------------------------------------------------- 
-  Notetags 
-  ================================================================================ 
-   
-   
-  ---------------------------[Side View Battlers]--------------------------------- 
-   
-  [SV Animated] 
-  - Sets the enemy to use the an SV battler.  
-  [Collapse] 
-  - Lets the SV Enemy use collapse animations regardless of parameter settings. 
-   
-  [No Collapse] 
-  - Prevents the SV Enemy from using collapse animations regardless of parameter settings. 
-   
-  SV Motion: motion 
-  - Sets the enemy to use this motion when attacking. If you don't know what motions  
-  you can use, refer to the motion list at the bottom of the help section. 
-   
-   SV Weapon: id 
-  - "Equips" the enemy with this weapon. 
-  Ex: SV Weapon: 1 
-   
-   
-   ----------------------------[Static Battlers]--------------------------------- 
-   
-  [Breathless] 
-  -This enemy doesn't breathe. Useful for golems and evil walls. 
-   
-  [Float] 
-  -Makes enemies have a floating effect similar to rm2k3's. 
-   
-  Breath Control: speedScale,xScale,yScale 
-  -Sets the speed of the sine wave and how many times the size of the sprite it's  
-   allowed to go width-wise and height-wise. 
-    
-   You'll have to play around with the values a bit until it looks right. The  
-   example below is the default settings. 
-   
-  Ex: Breath Control: 50,5,25 
-   
-  -----------------------------------[Both]--------------------------------------- 
-   
-  Enemy Scale: amount 
-   
-  multiplies the size of the enemy by this amount. 
-   
-   
-  -------------------------------------------------------------------------------- 
-  Version Log 
-  ================================================================================ 
-    
-  v1 - Initial Version 
-   
-  v1.05 - Many fixes 
-  - Fixed issue with enemies not playing the right animations when more than one  
-  enemy is on the screen. 
-  - Misc. Fixes that I've forgotten about. 
-  - Added SV Weapon, which lets you play a weapon animation(currently backwards).  
-  This is not yet compatible with my other script: Sprite Weapons Enhanced. 
-  - Added a param that stops enemies from moving. 
-   
-   v1.075 - Deep breaths 
-  - Static enemies breathe now! 
-  - Added a bunch of stuff to control the breathing. (notetags do not work!)  
-   
-    v1.08 - Fixed Breathing 
-  - The breathing notetags work now! Yay!  
-  - Added [Float] 
-   
-    v1.1 - Live and Reloaded 
-     
-   -Breathing slows down the less hp an enemy has. (orignally they just breathed less)  
-   - Added an option that lets enemies scale down the further into the background they are. 
-   - Fixed the weapons! 
-   - Enemies can celebrate your demise. 
-   - Fixed the Flash Target bug. 
-   - SV Enemies can collapse. 
-   - SV Enemies will properly appear 
-   - Enemies have a proper escape animation. 
-   - Enemies are now properly positioned. 
-   - You can now scale the enemies however you want. 
-    
-   
-  -------------------------------------------------------------------------------- 
-  Motion List 
-  ================================================================================ 
-  walk - Ready Animation 
-  wait - The Idle Animation 
-  chant - Magic Ready animation 
-  guard - The Guard Animation 
-  damage - Damage Animation 
-  evade - Miss! Animation 
-  thrust - Stabbing Animation 
-  swing - Swinging Animation 
-  missile - Shooting Animation 
-  skill - Physical Skill Use Animation 
-  spell - Magical Skill Use Animation 
-  item - Item Use Animation 
-  escape - Escape Animation 
-  victory - Victory Animation 
-  dying - The "Danger" Animation 
-  abnormal - The State Affected Animation 
-  sleep - The Sleeping Animation 
-  dead - The Dead Animation 
-   
-   
-  */ 
-   
-  Rexal.ASVE.Parameters = PluginManager.parameters('animatedSVEnemies'); 
-  Rexal.ASVE.NoMovement = eval(String(Rexal.ASVE.Parameters['No Movement'])); 
-   Rexal.ASVE.Breathe = eval(String(Rexal.ASVE.Parameters['Static Enemies Breathe'])); 
-   Rexal.ASVE.AGIB = eval(String(Rexal.ASVE.Parameters['AGI Effects Breathing'])); 
-   Rexal.ASVE.Celebration = eval(String(Rexal.ASVE.Parameters['Enemies Celebrate'])); 
-    Rexal.ASVE.DoCollapse = eval(String(Rexal.ASVE.Parameters['SV Enemies Collapse'])); 
-   
-   //----------------------------------------------------------------------------- 
- // BattleManager 
- //============================================================================= 
-   
-   if(Rexal.ASVE.Celebration) 
-   {   
-   
-   BattleManager.processDefeat = function() { 
-     if(Rexal.ASVE.Celebration)$gameTroop.performVictory(); 
-         this.displayDefeatMessage(); 
-     this.playDefeatMe(); 
-     if (this._canLose) { 
-         this.replayBgmAndBgs(); 
-     } else { 
-         AudioManager.stopBgm(); 
-     } 
-     this.endBattle(2); 
- }; 
-   } 
-   
-   //----------------------------------------------------------------------------- 
- // Game_Enemy 
- //============================================================================= 
-   
-         Game_Enemy.prototype.performAttack = function() { 
-   
-                 Rexal.ASVE.processEnemyNoteTag( $dataEnemies[this._enemyId] ); 
-   
-                         if(Rexal.ASVE._weaponID == 0){this.requestMotion(Rexal.ASVE._motion); 
-                         return; 
-                         } 
-   
-      var weapon = $dataWeapons[Rexal.ASVE._weaponID]; 
-     var wtypeId = weapon.wtypeId; 
-     var attackMotion = $dataSystem.attackMotions[wtypeId]; 
-     if (attackMotion) { 
-         if (attackMotion.type === 0) { 
-             this.requestMotion('thrust'); 
-         } else if (attackMotion.type === 1) { 
-             this.requestMotion('swing'); 
-         } else if (attackMotion.type === 2) { 
-             this.requestMotion('missile'); 
-         } 
-                 this.startWeaponAnimation(attackMotion.weaponImageId); 
-     } 
- }; 
-   
-   
- Game_Enemy.prototype.performAction = function(action) { 
-     Game_Battler.prototype.performAction.call(this, action); 
-     if (action.isAttack()) { 
-         this.performAttack(); 
-     } else if (action.isGuard()) { 
-         this.requestMotion('guard'); 
-     } else if (action.isMagicSkill()) { 
-         this.requestMotion('spell'); 
-     } else if (action.isSkill()) { 
-         this.requestMotion('skill'); 
-     } else if (action.isItem()) { 
-         this.requestMotion('item'); 
-     } 
- }; 
-   
- Game_Enemy.prototype.performDamage = function() { 
-     Game_Battler.prototype.performDamage.call(this); 
-     if (this.isSpriteVisible()) { 
-         this.requestMotion('damage'); 
-     } else { 
-         $gameScreen.startShake(5, 5, 10); 
-     } 
-     SoundManager.playActorDamage(); 
- }; 
-   
- Game_Enemy.prototype.performEvasion = function() { 
-     Game_Battler.prototype.performEvasion.call(this); 
-     this.requestMotion('evade'); 
- }; 
-   
- Game_Enemy.prototype.performMagicEvasion = function() { 
-     Game_Battler.prototype.performMagicEvasion.call(this); 
-     this.requestMotion('evade'); 
- }; 
-   
- Game_Enemy.prototype.performCounter = function() { 
-     Game_Battler.prototype.performCounter.call(this); 
-     this.performAttack(); 
- }; 
-   
- Game_Enemy.prototype.performVictory = function() { 
-     if (this.canMove()) { 
-         this.requestMotion('victory'); 
-     } 
- }; 
-   
-   
- Game_Enemy.prototype.makeActions = function() { 
-     Game_Battler.prototype.makeActions.call(this); 
-     if (this.numActions() > 0) { 
-         var actionList = this.enemy().actions.filter(function(a) { 
-             return this.isActionValid(a); 
-         }, this); 
-         if (actionList.length > 0) { 
-             this.selectAllActions(actionList); 
-         } 
-     } 
-  this.setActionState('undecided'); 
- }; 
-   
-   
- Game_Enemy.prototype.performEscape = function() { 
-     if (this.canMove()) { 
-         this.requestMotion('escape'); 
-     } 
- }; 
-   
-   
- Game_Enemy.prototype.attackAnimationId = function() { 
-         Rexal.ASVE.processEnemyNoteTag($dataEnemies[this.enemyId()]); 
-   if(Rexal.ASVE._weaponID!=0)  return $dataWeapons[Rexal.ASVE._weaponID].animationId; 
-   else 
-           return 1; 
- }; 
-   
-   //----------------------------------------------------------------------------- 
- // Game_Troop 
- //============================================================================= 
- Game_Troop.prototype.performVictory = function() { 
-     this.members().forEach(function(enemy) { 
-         enemy.performVictory(); 
-     }); 
- }; 
-   //----------------------------------------------------------------------------- 
- // Sprite_Enemy 
- //============================================================================= 
-   
- Sprite_Enemy.prototype.setBattler = function(battler) { 
-     Sprite_Battler.prototype.setBattler.call(this, battler); 
-     this._enemy = battler; 
-     this.setHome(battler.screenX(), battler.screenY()); 
-     this._stateIconSprite.setup(battler); 
- }; 
-   
- if(Rexal.ASVE.Breathe) 
- { 
-   
-   
- Sprite_Enemy.prototype.updateBitmap = function() { 
-   
-   
-         Rexal.ASVE.processEnemyNoteTag(this._enemy.enemy()); 
-   
-         if(!Rexal.ASVE._noBreath){ 
-                 var a = 1; 
-                 if(Rexal.ASVE.AGIB) a = this._enemy.agi/100+1; 
-         var breathS = Rexal.ASVE._breathScale/1000; 
-         breathS *= (this._enemy.hp/this._enemy.mhp)+.1; 
-         var breathY = Math.cos(Graphics.frameCount*breathS*a)*(Rexal.ASVE._breathY/1000); 
-         var breathX = Math.cos(Graphics.frameCount*breathS)*(Rexal.ASVE._breathX/1000); 
-   
-         breathY *= (this._enemy.hp/this._enemy.mhp); 
-         var ss = Graphics.boxHeight/624+.5; 
-         var s = ss*(this._homeY/Graphics.boxHeight)*Rexal.ASVE._enemyScale; 
-   
-   
-         this.scale.y = s+breathY; 
-         this.scale.x = s+breathX; 
-   
-         } 
-   
-         if(Rexal.ASVE._float && !this.isBusy) 
-         { 
-                 this.setHome(this._enemy.screenX(),this.y-Math.sin(Graphics.frameCount/50)/4); 
-         } 
-   
-             Sprite_Battler.prototype.updateBitmap.call(this); 
-     var name = this._enemy.battlerName(); 
-     var hue = this._enemy.battlerHue(); 
-     if (this._battlerName !== name || this._battlerHue !== hue) { 
-         this._battlerName = name; 
-         this._battlerHue = hue; 
-         this.loadBitmap(name, hue); 
-         this.initVisibility(); 
-     } 
- }; 
- } 
- else{ 
-                 if(Rexal.ASVE._float && !this.isBusy) 
-         { 
-         Sprite_Enemy.prototype.updateBitmap = function() { 
-   
-   
-                 this.setHome(this._enemy.screenX(),this.y-Math.sin(Graphics.frameCount/50)/4); 
-   
-         var ss = Graphics.boxHeight/624+.5; 
-         var s = ss*(this._homeY/Graphics.boxHeight)*Rexal.ASVE._enemyScale; 
-   
-   
-         this.scale.y = s; 
-         this.scale.x = s; 
-   
-     Sprite_Battler.prototype.updateBitmap.call(this); 
-     var name = this._enemy.battlerName(); 
-     var hue = this._enemy.battlerHue(); 
-     if (this._battlerName !== name || this._battlerHue !== hue) { 
-         this._battlerName = name; 
-         this._battlerHue = hue; 
-         this.loadBitmap(name, hue); 
-         this.initVisibility(); 
-     } 
- }; 
-         } 
-   
-   
- } 
-   
-   
-   
- Sprite_Enemy.prototype.stepForward = function() { 
-    if(!Rexal.ASVE.NoMovement) this.startMove(48, 0, 12); 
- }; 
-   
-   
-   
-                 Sprite_Enemy.prototype.setHome = function(x,y) { 
-   
-                         var dX = Graphics.boxWidth/816; 
-                         var dY = Graphics.boxHeight/624; 
-   
-                         x*= dX; 
-                         if(!Rexal.ASVE._float)y*= dY; 
-   
-                         this._homeX = x; 
-                         this._homeY = y + (Graphics.boxHeight - 624); 
-                         this.updatePosition(); 
-         }; 
-   
-   //----------------------------------------------------------------------------- 
- // Sprite_EnemyRex 
- //============================================================================= 
-   
- function Sprite_EnemyRex() { 
-     this.initialize.apply(this, arguments); 
- } 
-   
-   
-  Sprite_EnemyRex.prototype = Object.create(Sprite_Actor.prototype); 
- Sprite_EnemyRex.prototype.constructor = Sprite_EnemyRex; 
-   
- Sprite_EnemyRex.prototype.createWeaponSprite = function() { 
-   
-     this._weaponSprite = new Sprite_Weapon(); 
-   
-     this.addChild(this._weaponSprite); 
- }; 
-   
-   
- Sprite_EnemyRex.prototype.updateSelectionEffect = function() { 
-   
-             var target = this._effectTarget; 
-     if (this._battler.isSelected()) { 
-         this._selectionEffectCount++; 
-         if (this._selectionEffectCount % 30 < 15) { 
-             target.setBlendColor([255, 255, 255, 64]); 
-         } else { 
-             target.setBlendColor([0, 0, 0, 0]); 
-         } 
-     } else if (this._selectionEffectCount > 0) { 
-         this._selectionEffectCount = 0; 
-         target.setBlendColor([0, 0, 0, 0]); 
-     } 
-   
- } 
-   
-  Sprite_EnemyRex.prototype = Object.create(Sprite_Actor.prototype); 
- Sprite_EnemyRex.prototype.constructor = Sprite_EnemyRex; 
-   
-  Sprite_EnemyRex.prototype.initialize = function(battler) { 
-     Sprite_Battler.prototype.initialize.call(this, battler); 
-   
- }; 
-   
-  Sprite_EnemyRex.prototype.loadBitmap = function(name, hue) { 
-     if ($gameSystem.isSideView()) { 
-         this.bitmap = ImageManager.loadSvActor(name,hue); 
-     } else { 
-         this.bitmap = ImageManager.loadEnemy(name, hue); 
-     } 
- }; 
-   
- Sprite_EnemyRex.prototype.setBattler = function(battler) { 
-     Sprite_Battler.prototype.setBattler.call(this, battler); 
-     var changed = (battler !== this._actor); 
-     if (changed) { 
-         this._actor = battler; 
-         if (battler) { 
-             this.setActorHome(battler); 
-         } 
-         this.startEntryMotion(); 
-         this._stateSprite.setup(battler); 
-     } 
- }; 
-   
-   
- Sprite_EnemyRex.prototype.updateBitmap = function() { 
-         this.updateEffect(); 
-     Sprite_Battler.prototype.updateBitmap.call(this); 
-         var hue = this._actor.battlerHue(); 
-     var name = this._actor.battlerName(); 
-     if (this._battlerName !== name) { 
-         this._battlerName = name; 
-         this._mainSprite.bitmap = ImageManager.loadSvActor(name,hue); 
-                 this._mainSprite.scale.x = -Rexal.ASVE._enemyScale; 
-                 this._mainSprite.scale.y = Rexal.ASVE._enemyScale; 
-     } 
- }; 
-   
- Sprite_EnemyRex.prototype.setupWeaponAnimation = function() { 
-         Rexal.ASVE.processEnemyNoteTag($dataEnemies[this._actor._enemyId]); 
-     if (this._actor.isWeaponAnimationRequested()) { 
-         this._weaponSprite.setup($dataWeapons[Rexal.ASVE._weaponID].wtypeId); 
-                 this._weaponSprite.scale.x = -Rexal.ASVE._enemyScale; 
-                 this._weaponSprite.scale.y = Rexal.ASVE._enemyScale; 
-                 this._weaponSprite.x = 16; 
-         this._actor.clearWeaponAnimation(); 
-     } 
-   
- }; 
-   
- Sprite_EnemyRex.prototype.setActorHome = function(battler) { 
-   
-                         var dX = Graphics.boxWidth/816; 
-                         var dY = Graphics.boxHeight/624; 
-   
-                         var x = battler.screenX();  
-                         var y = battler.screenY(); 
-   
-                         this._homeX = x; 
-                         this._homeY = y + (Graphics.boxHeight - 624); 
-                         this.updatePosition(); 
-         }; 
-   
-   
- Sprite_EnemyRex.prototype.damageOffsetX = function() { 
-     return 32; 
- }; 
-   
- Sprite_EnemyRex.prototype.stepForward = function() { 
-    if(!Rexal.ASVE.NoMovement) this.startMove(48, 0, 12); 
- }; 
-   
- Sprite_EnemyRex.prototype.stepBack = function() { 
-    if(!Rexal.ASVE.NoMovement) this.startMove(0, 0, 12); 
- }; 
-   
- Sprite_EnemyRex.prototype.retreat = function() { 
-     this.startMove(300, 0, 30); 
- }; 
-   
- Sprite_EnemyRex.prototype.initVisibility = function() { 
-     this._appeared = this._actor.isAlive(); 
-     if (!this._appeared) { 
-         this.opacity = 0; 
-     } 
- }; 
-   
- Sprite_EnemyRex.prototype.setupEffect = function() { 
-   
-         Rexal.ASVE.processEnemyNoteTag(this._actor.enemy()); 
-     if (this._appeared && this._actor.isEffectRequested()) { 
-         this.startEffect(this._actor.effectType()); 
-         this._actor.clearEffect(); 
-     } 
-     if (!this._appeared && this._actor.isAlive()) { 
-         this.startEffect('appear'); 
-     } else if (this._appeared && this._actor.isHidden()) { 
-         this.startEffect('disappear'); 
-     } 
- }; 
-   
- Sprite_EnemyRex.prototype.startEffect = function(effectType) { 
-   
-     this._effectType = effectType; 
-     switch (this._effectType) { 
-     case 'appear': 
-         this.startAppear(); 
-         break; 
-     case 'disappear': 
-         this.startDisappear(); 
-         break; 
-     case 'whiten': 
-         this.startWhiten(); 
-         break; 
-     case 'blink': 
-         this.startBlink(); 
-         break; 
-     case 'collapse': 
-      if(Rexal.ASVE._collapse)   this.startCollapse(); 
-         break; 
-     case 'bossCollapse': 
-         this.startBossCollapse(); 
-         break; 
-     case 'instantCollapse': 
-         this.startInstantCollapse(); 
-         break; 
-     } 
-     this.revertToNormal(); 
- }; 
-   
- Sprite_EnemyRex.prototype.startAppear = function() { 
-     this._effectDuration = 16; 
-     this._appeared = true; 
- }; 
-   
- Sprite_EnemyRex.prototype.startDisappear = function() { 
-     this._effectDuration = 32; 
-     this._appeared = false; 
- }; 
-   
- Sprite_EnemyRex.prototype.startWhiten = function() { 
-     this._effectDuration = 16; 
- }; 
-   
- Sprite_EnemyRex.prototype.startBlink = function() { 
-     this._effectDuration = 20; 
- }; 
-   
- Sprite_EnemyRex.prototype.startCollapse = function() { 
-     this._effectDuration = 32; 
-     this._appeared = false; 
- }; 
-   
- Sprite_EnemyRex.prototype.startBossCollapse = function() { 
-     this._effectDuration = this._mainSprite.height; 
-     this._appeared = false; 
- }; 
-   
- Sprite_EnemyRex.prototype.startInstantCollapse = function() { 
-     this._effectDuration = 16; 
-     this._appeared = false; 
- }; 
-   
- Sprite_EnemyRex.prototype.updateEffect = function() { 
-   
-   
-     this.setupEffect(); 
-     if (this._effectDuration > 0) { 
-         this._effectDuration--; 
-         switch (this._effectType) { 
-         case 'whiten': 
-             this.updateWhiten(); 
-             break; 
-         case 'blink': 
-             this.updateBlink(); 
-             break; 
-         case 'appear': 
-             this.updateAppear(); 
-             break; 
-         case 'disappear': 
-             this.updateDisappear(); 
-             break; 
-         case 'collapse': 
-        if(Rexal.ASVE._collapse)     this.updateCollapse(); 
-             break; 
-         case 'bossCollapse': 
-        if(Rexal.ASVE._collapse)     this.updateBossCollapse(); 
-             break; 
-         case 'instantCollapse': 
-       if(Rexal.ASVE._collapse)      this.updateInstantCollapse(); 
-             break; 
-         } 
-         if (this._effectDuration === 0) { 
-             this._effectType = null; 
-         } 
-     } 
- }; 
-   
- if(Rexal.ASVE._collapse) 
-   
- Sprite_EnemyRex.prototype.isEffecting = function() { 
-     return this._effectType !== null; 
- }; 
-   
-   
-   
- Sprite_EnemyRex.prototype.revertToNormal = function() { 
-     this._shake = 0; 
-     this.blendMode = 0; 
-     this.opacity = 255; 
-     this.setBlendColor([0, 0, 0, 0]); 
- }; 
-   
- Sprite_EnemyRex.prototype.updateWhiten = function() { 
-     var alpha = 128 - (16 - this._effectDuration) * 10; 
-     this.setBlendColor([255, 255, 255, alpha]); 
- }; 
-   
- Sprite_EnemyRex.prototype.updateBlink = function() { 
-     this.opacity = (this._effectDuration % 10 < 5) ? 255 : 0; 
- }; 
-   
- Sprite_EnemyRex.prototype.updateAppear = function() { 
-             this.setHome(this._homeX,this._homeY); 
-                     this.opacity = (16 - this._effectDuration) * 16; 
- }; 
-   
- Sprite_EnemyRex.prototype.updateDisappear = function() { 
-             this.setHome(this._homeX-10,this._homeY); 
-     this.opacity = 256 - (32 - this._effectDuration) * 10; 
- }; 
-   
- Sprite_Enemy.prototype.updateAppear = function() { 
-             this.setHome(this._homeX,this._homeY); 
-                                     this.opacity = (16 - this._effectDuration) * 16; 
- }; 
-   
- Sprite_Enemy.prototype.updateDisappear = function() { 
-             this.setHome(this._homeX-10,this._homeY); 
-     this.opacity = 256 - (32 - this._effectDuration) * 10; 
- }; 
-   
- Sprite_EnemyRex.prototype.updateCollapse = function() { 
-     this.blendMode = Graphics.BLEND_ADD; 
-     this.setBlendColor([255, 128, 128, 128]); 
-     this.opacity *= this._effectDuration / (this._effectDuration + 1); 
- }; 
-   
- Sprite_EnemyRex.prototype.updateBossCollapse = function() { 
-     this._shake = this._effectDuration % 2 * 4 - 2; 
-     this.blendMode = Graphics.BLEND_ADD; 
-     this.opacity *= this._effectDuration / (this._effectDuration + 1); 
-     this.setBlendColor([255, 255, 255, 255 - this.opacity]); 
-     if (this._effectDuration % 20 === 19) { 
-         SoundManager.playBossCollapse2(); 
-     } 
- }; 
-   
- Sprite_EnemyRex.prototype.updateInstantCollapse = function() { 
-     this.opacity = 0; 
- }; 
-   
- Sprite_EnemyRex.prototype.damageOffsetX = function() { 
-     return 0; 
- }; 
-   
- Sprite_EnemyRex.prototype.damageOffsetY = function() { 
-     return -8; 
- }; 
-   
-   //----------------------------------------------------------------------------- 
- // Spriteset_Battle 
- //============================================================================= 
-   
- Spriteset_Battle.prototype.createEnemies = function() { 
-     var enemies = $gameTroop.members(); 
-     var sprites = []; 
-     for (var i = 0; i < enemies.length; i++) { 
-   
-         Rexal.ASVE.processEnemyNoteTag($dataEnemies[enemies[i]._enemyId]); 
-   
-     if(Rexal.ASVE._animated)   
-         { 
-                 sprites[i] = new Sprite_EnemyRex(enemies[i]); 
-                 sprites[i].opacity = 0; 
-         } 
-         else  
-                 sprites[i] = new Sprite_Enemy(enemies[i]); 
-   
-     } 
-   
-     sprites.sort(this.compareEnemySprite.bind(this)); 
-     for (var j = 0; j < sprites.length; j++) { 
-         this._battleField.addChild(sprites[j]); 
-     } 
-     this._enemySprites = sprites; 
- }; 
-   
-   
- // Spriteset_Battle.prototype.updateActors = function() { 
-     // var members = $gameParty.battleMembers(); 
-             // var enemies = $gameTroop.members(); 
-   
-                     // for (var i = 0; i < this._enemySprites.length; i++) { 
-         // this._enemySprites[i].setBattler(enemies[i]); 
-     // } 
-   
-     // for (var i = 0; i < this._actorSprites.length; i++) { 
-         // this._actorSprites[i].setBattler(members[i]); 
-     // } 
- // }; 
-   
-   
-   //----------------------------------------------------------------------------- 
- // Rex Functions 
- //============================================================================= 
-   
-   
- Rexal.ASVE.processEnemyNoteTag = function(obj) { 
-   
- Rexal.ASVE._animated = false; 
- Rexal.ASVE._motion = 'thrust'; 
- Rexal.ASVE._weaponID = 0; 
- Rexal.ASVE._noBreath = false; 
- Rexal.ASVE._float = false; 
- Rexal.ASVE._collapse = Rexal.ASVE.DoCollapse; 
- Rexal.ASVE._breathX = 5; 
- Rexal.ASVE._breathY = 25; 
- Rexal.ASVE._breathScale = 50; 
- Rexal.ASVE._enemyScale = 1.0; 
-   
- if(obj == null)return; 
-   
-                 var notedata = obj.note.split(/[\r\n]+/); 
-   
-                 for (var i = 0; i < notedata.length; i++) { 
-                 var line = notedata[i]; 
-                 var lines = line.split(': '); 
-   
-                 switch (lines[0]) { 
-   
-                 case '[SV Animated]' : 
-         Rexal.ASVE._animated = true; 
-                 break; 
-   
-                 case 'SV Motion' : 
-         Rexal.ASVE._motion = lines[1].toLowerCase(); 
-                 break; 
-   
-                 case 'SV Weapon' : 
-         Rexal.ASVE._weaponID = parseInt(lines[1]); 
-                 break; 
-   
-                 case '[Breathless]' : 
-                 Rexal.ASVE._noBreath = true; 
-                 break;         
-   
-                 case '[Float]' : 
-                 Rexal.ASVE._float = true; 
-                 break;         
-   
-                 case '[Collapse]' : 
-                 Rexal.ASVE._collapse = true; 
-                 break;         
-   
-                 case '[No Collapse]' : 
-                 Rexal.ASVE._collapse = true; 
-                 break; 
-   
-                 case 'Breath Control' : 
-   
-                 var lines2 = lines[1].split(','); 
-                 Rexal.ASVE._breathScale = parseInt(lines2[0]); 
-                 Rexal.ASVE._breathX = parseInt(lines2[1]); 
-                 Rexal.ASVE._breathY = parseInt(lines2[2]); 
-                 break; 
-   
-                 case 'Enemy Scale' : 
-         Rexal.ASVE._enemyScale = parseFloat(lines[1]); 
-   
-                 } 
-   
-   
-                 } 
- };