so I figure that I can just mod make action orders in scene battle so that it adds the enemy in question more than once like so
#--------------------------------------------------------------------------
# * Make Action Orders
#--------------------------------------------------------------------------
def make_action_orders
# Initialize @action_battlers array
@action_battlers = []
# Add enemy to @action_battlers array
for enemy in $game_troop.enemies
if RyexCFG.multi_turn_enemies(enemy.id) != nil
RyexCFG.multi_turn_enemies(enemy.id).times {
@action_battlers.push(enemy)
}
else
@action_battlers.push(enemy)
end
end
# Add actor to @action_battlers array
for actor in $game_party.actors
@action_battlers.push(actor)
end
# Decide action speed for all
for battler in @action_battlers
battler.make_action_speed
end
# Line up action speed in order from greatest to least
@action_battlers.sort! {|a,b|
b.current_action.speed - a.current_action.speed }
end
where RyexCFG.multi_turn_enemies(id) would return the number of turns the enemy got
but my problem is that the game enemy class only stores one action so i would have to make a new one every action loop my problem is how do I tell if the enemy still has an instance in @action_battlers? can I use
if @action_battlers.include?(@active_battler)
@active_battler.make_action
end
would that work? or would I need another way.
Quote from: Ryexander on June 30, 2009, 11:25:18 pm
I would be grateful for any help
also know as a *Bump*
also is there a command that can force a .each loop to go the the next iteration skipping all the code in the loop below the command?
oh thanks Blizz so next is a command? well I think I found a working way to do my other problem so resolved for now