Uh, thanks cloakedranger, but I was asking Heretic because I needed what spot a specific actor is in and to set that to a global variable so I could use it in regular eventing conditional branches, I could probably just switch a few parts out. (I think I could reference a script or two I saw to see how to set the global variable) also, do I just replace the "actor" in parenthesis with the actor's id? That's what I'm guessing but I'm new to this and want to make sure.
Sorry that I missed your post, but I'll just repeat what was stated above.
e_index = $game_troop.enemies.index(enemy)
Then in the same script box, you can use
$game_troop.enemies[e_index]
It may make sense to read up on .index for Ruby.
@hash = {:cat, :dog, :bird}
index = hash.index

bird) # Returns the Index, which is 2
Works on Arrays also
@array = [:cat, :dog, :tomato,

izza]
index = array.index

tomato) # Again, 2
Then you can use this:
@array[index].attack
@array[index].defeat_anim
Any method that is available for Enemy Battlers can be called in this fashion.
If you need the value to stick around, use a unique name and just put a @ in front of it. Like @my_last_enemy_index = $game_troop... Recommend not using globals ($) as they stick around forever and bloat the memory. @my_unique_name gets dumped once the scene changes back to the Map, and without the @, my_unique_name gets dumped at the end of script execution, so it has to be done from within the same script box.
Other tricks you can use is to find out your "active_battler", and how it is nested. Not the best reply but I hope it helps. Im not that familiar with VXA so probably couldnt point out the exact code needed to do this, making this not the best possible answer for your situation.