[ACE] FORCING ALL ENEMIES TO TARGET THE LAST TARGET IN COMMON EVENT?

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I wanted to imitate SMT IV's info window, which would come up after certain attacks/things happened with notices like "Attack lowered" etc. To achieve this, certain attacks actually had their secondary processes of doing things like adding a state or a buff/debuff in a common event that would result from the skill use (which would follow the info window).

The problem I have now encountered is that I did all the testing for some of said skills with only one enemy in the troop. When there are more enemies, this leads to a problem; I have to try and force all the enemies to give the last target the state/buff/debuff in the common event. But since the attack would have only been performed by the one enemy, only one would have a proper last target to do this to while every other enemy would go for the wrong actors (or for the first one if they haven't attacked anyone yet).

I thought of an interesting solution, but I need some help:


Here's what I would like to happen: After the process of the info window, it will check to see if the first enemy is there, if it is, then it will give the last target that any enemy of the troop had attacked the state and exit the event processing (repeat conditions is the first enemy is dead, or second, and so on). However, the problem comes up that if said enemy hasn't attacked any of the actors, they won't have the right index for the last target.

I'm not sure if this is possible, but I was browsing RPG Maker Web and came across this topic: http://forums.rpgmak...arget-question/

This piece of script is mentioned;
battler1.last_target_index = battler2.last_target_index

I'm curious if it's possible to use a script command before the force action command to make it so that the last target attacked would be the last target that any enemy of the enemy troop had just attacked? I figured if there was it would be sort of similar to the script mentioned above.
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