Well erm, I don't know how to use RTAB, the coding is right a mess.
But I recommend Trickster's RTAB. It work the exact the same as the RTAB you're using. (The code I coded quickly will work) And its highly compable with most scripts.
But. If you insist on using RTAB, Perhap DerVVulfman will help you to convert it to the RTAB Coding, As he knows the system well.
Sorry I couldn't help, you didn't waste my time.
I learned a valuable lesson in my 'Scripting Learning Progress'.
EDIT:
DerVVulfman has converted the code, here it is, credits to him.
#============================================================================
# ** Critical Hit : Screenshake
#----------------------------------------------------------------------------
# by Cool_Rix (05-12-2007)
#============================================================================
#============================================================================
# ** Module: HitShake (Configure the setting here)
#============================================================================
module HitShake
Power = 5
Speed = 10
Duration = 10
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Frame Update (main phase step 4 : animation for target)
#--------------------------------------------------------------------------
alias kurisu_hitshake_update_phase4_step4 update_phase4_step4
def update_phase4_step4(battler = @active_battler)
# Perform RTAB check
@rtab = !@target_battlers
# Perform original call
@rtab ? kurisu_hitshake_update_phase4_step4(battler) : kurisu_hitshake_update_phase4_step4
# If non-RTAB, screen shakes during animation... not during damage pop-up
unless @rtab
# Cycle through the targets
for target in @target_battlers
# If the target suffers a critical hit
if target.critical
# Perform the shake
$game_screen.start_shake(HitShake::Power, HitShake::Speed, HitShake::Duration)
end
end
end
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 5 : damage display)
#--------------------------------------------------------------------------
alias kurisu_hitshake_update_phase4_step5 update_phase4_step5
def update_phase4_step5(battler = @active_battler)
# Perform RTAB check
@rtab = !@target_battlers
# Perform original call
@rtab ? kurisu_hitshake_update_phase4_step5(battler) : kurisu_hitshake_update_phase4_step5
# If RTAB, screen shakes during animation & damage pop-up
if @rtab
# Cycle through the targets
for target in battler.target
# If the target suffers a critical hit
if target.critical[battler]
# Perform the shake
$game_screen.start_shake(HitShake::Power, HitShake::Speed, HitShake::Duration)
end
end
end
end
end