09-16-2013, 01:14 AM
Hey, Zerosum. I saw your request and wanted to give you a little heads-up on how to assign the @active_battlers in your code.
First, let's look at how they are defined in the default code. Within both the phase3_next_actor and /b]phase3_prior_actor[/b] methods, , the command of...
@active_battler = $game_party.actors[@actor_index]
... assigns an actor to the @active_battler value. But the method of update_phase4_step1 uses a command of...
@active_battler = @action_battlers.shift
... which uses both actor and enemy values gathered and sorted within in the make_action_orders method.
In otherwords, the @active_battler acts as a place holder for both actors and enemies within the party or the troop. You could actually make a specific battle animation for the 2nd member of your party by merely using...
... or cycling through every enemy like so...
Does that help?
First, let's look at how they are defined in the default code. Within both the phase3_next_actor and /b]phase3_prior_actor[/b] methods, , the command of...
@active_battler = $game_party.actors[@actor_index]
... assigns an actor to the @active_battler value. But the method of update_phase4_step1 uses a command of...
@active_battler = @action_battlers.shift
... which uses both actor and enemy values gathered and sorted within in the make_action_orders method.
In otherwords, the @active_battler acts as a place holder for both actors and enemies within the party or the troop. You could actually make a specific battle animation for the 2nd member of your party by merely using...
Code:
$game_party.actors[1].animation_id = 15
$game_party.actors[1].animation_hit = true
Code:
for enemy in $game_troop.enemies
enemy.animation_id = 15
enemy.animation_hit = true
end
Does that help?