09-15-2013, 10:52 AM 
	
	
	|  Combat animations via scripting; How? | 
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		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... Code: $game_party.actors[1].animation_id = 15Code: for enemy in $game_troop.enemiesDoes that help?   
		
		
		09-20-2013, 06:58 PM 
	
	 
		Great! This is exactly what I wanted to learn, but only easier    Thanks for the heads up, this info makes for much nicer use of battle animations in my combat interface. | 
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