Common event determines target index in battle?

Falcon At

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I have a "Commander" class that orders other allies to attack out of turn (using Yanfly's ATB or CTB system.) However, the cost of this is that it interrupts the ally and can only be used for a few things. 

For the mechanic to work properly, I need to use Force Action. However, for the mechanic to have appropriate strategic depth, I need it to be targetable. 

I'm trying to work it through a common event. I have a "Order Attack - PartyMember" skill for every party member (unlocked through friendship quests.) When the skill is used, it evokes a force action common event directing the party member in question to attack. However, I cannot target this at a specific enemy.

If I could find a way to make a conditional branch ask for the skill target's target index, I think I could make this work. How can I make a conditional branch asking for a skill target's target index?

....I think this is the right place to post this. I'm sorry if it isn't. 
 

Falcon At

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1 day later bump. 

If there's another way to do things, I'm all ears. 
 

Neo Soul Gamer

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Not my job to warn you but just looking out for a fellow member. Daily bumps will get you in trouble. I don't bump often, but I think it's three days before a topic bump is allowed. The rules are pinned in the forum. You should check 'em out. :)

I'd also try posting this in "Plugin Requests". Just to be safe.
 

Falcon At

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The rules say to not bump "more than once every 72 hours". Although now that you mention it, I think I recall a 3 day rule being referenced by the moderators. I'll send a PM to a moderator explaining the typo on the rules page. Sorry for the trouble. 

I was hoping to solve this without relying on plugins, but I guess I'll go try there. Thank you for your response. 
 

Shaz

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The rule does not mean you can bump a day after posting and then not again for 3 days - it means you cannot bump within 3 days.


Also, we don't like people posting multiple threads with the same request. Since you'd prefer to not use plugins, I will leave this thread here and lock the other one. Then if, after a few people have had a look/think/discussion about it, it's decided that you do need a plugin, we will move the thread.
 

Kest

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Another Fen

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If you don't want to use plugins at all, you can create an invisible state and make the skill add it before calling the common event. You can then use the "conditional branch" command to check which enemy got inflicted with that state (was targeted by the skill).
 
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Falcon At

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It's a neat plugin, but I'm not entirely sure how it works yet. I might use it for something else down the line. 

If you don't want to use plugins at all, you can create an invisible state and make the skill add it before calling the common event. You can then use the "conditional branch" command to check which enemy got inflicted with that state (was targeted by the skill).
Works exactly how I want it to! Thank you so much!
 

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