Oh sure, I'm not sure it's the best method but here's how it goes
-The enemy does an attack for testing purposes I call it Attack Query it does nothing but do 0 damage to a random target (To ensure "Last Target" isn't a blank value) and call a common event I called "Dodge Query" which simplified looks like this.
Dodge Query
@>Show Battle Animation [1],[Attack Animation]
@>Wait 15 Frames
@>Conditional Branch The Left button is being pressed
@>Force Action[1],[Miss] Last target, Execute Now
: Else
@> Force Action[1],[Hit] Last target, Execute Now
:Branch End
and that's pretty much it.
I'd like to add a conditional to check which player is targeted so the right animation could play when a successful dodge is executed.
Now if there's a better way of doing it, or a way to hide the damage 0 pop up for attack query I'd love to hear it. This was the simplest way I could think of. I'm not looking for a full action battle system, just want to give the player a bit more control over the normally RNG based hit and miss system.