I was talking about this part of the script
def perform_damage(char)
if @cast_by_enemy
actor = $game_actors[1]
already_dead = actor.dead?
actor.add_state(@state)
$game_temp.reserve_common_event(@common)
actor.perform_collapse_effect if actor.dead? and !already_dead
actor.result.clear
char.animation_id = @skill.animation_id
char.set_direction(10-@direction)
damage = @power + @skill.power
damage += rand(damage*Sapphire_Core:

amage_Random).to_i
$game_player.skill_damage_hero(damage)
else
char.animation_id = @skill.animation_id unless char.enemy.object
$game_temp.reserve_common_event(@common)
damage = @power + @skill.power
damage += rand(damage*Sapphire_Core:

amage_Random).to_i
char.skill_damage_enemy(damage,true) unless char.enemy.skl_invincible
So the change i would make to that would then be:
def perform_damage(char)
if @cast_by_enemy
actor = $game_actors[1]
already_dead = actor.dead?
actor.add_state(@state)
$game_temp.reserve_common_event(@common)
actor.perform_collapse_effect if actor.dead? and !already_dead
actor.result.clear
char.animation_id = @skill.animation_id
char.set_direction(10-@direction)
damage = @power + @skill.power
damage += rand(damage*Sapphire_Core:

amage_Random).to_i
$game_player.skill_damage_hero(damage)
else
char.animation_id = @skill.animation_id unless char.enemy.object
$game_temp.reserve_common_event(@common)
damage = @power + @skill.power
$game_variables[m]=$game_map.events[n].enemy.hp
damage += rand(damage*Sapphire_Core:

amage_Random).to_i
char.skill_damage_enemy(damage,true) unless char.enemy.skl_invincible
Not sure if this works since i don't have time to try it but I imagine i would look somewhat like this.