Thats because $gameParty.members Adresses all party members..
..but in SRPG_Battle, there is no real Game Party.. all Units are in a Single Group.
i once explained the BattleGroup thing with images there -->"
#652
(look in spoiler "inBattleGroup Explanation")
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The Size of the availleble Actors in battle is controlled with a variable from the SRPG_core Plugin Setup,..
(max actors in battle if set to 0 ,there is no regulation .. and 1 = 1 ;2 = 2 ect)
and they are variables in the SRPG_core Plugin Setup, that tell u how much actors are in battle or how much enemys are in battle..
I use the "battleUnits" plugin to check the States of all Active Units in both Plugin commands,but there is no Command that only checks all states and report that with switches because i dont want more 100switches inthere^^ ..and with script knowlegde a lot of ways could be used..
My Plugin use scripts with the Event ID of the Units:
Code:
if ( $gameSystem.EventToUnit(eventID)[1].isStateAffected(stateID) ) {...};
(something like that but the plugins use variables to insert all the IDs )
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"only for Actors" can be adressed with: -->"
$gameActors.actor(1)"
(for actor 1)
..thats how i Adress my SRD actorUnit Huds ..
(more info about SRD Huds ect in my Signature spoiler)
edit.
if u can wait about 1h i will provide another possible way for u to make this with not so much eventing ..by coincidense the newest change i made on the aura-skill Plugin Command "CheckAddState" (not uploaded yet) could be used for your situation.
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Aura like it works now before the next Upload :
- if Unit is in EffectRange of (Aura)"TriggerState-VarID" ->"child"-State gets affected and..
.. stay affected if Unit leave the EffectRange till the state runs out because of "turn condition" in State Setup
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Aura like it works after the next Upload:
u will have 1 extra global Switch "remove state switch" explained in plugin help..
- if Unit is in EffectRange of (Aura)"TriggerState-VarID" ->"child"-State gets affected and..
..if "remove state switch" "true" before using Plugin Command.. the State will be Removed if the Unit leaves the EffectRange
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=> this fuction could be used to remove your InvisibleState..by setting EffectRange to " -1* " .. no state will be added and the "child"-state will be removed..
..the "TriggerState-VarID" could be the special grenade-invisible state that way only this unit will be adressed..
and the "child state id" would be the also the special grenade-invisible state..
- "SingelUnit EventID" and "BattleUnit Event Id" should both be the User of the Skill = "event ID" or "BattleUnit Var Event ID"
*( i didnt tested " -1 "yet ,but it should work and "0" would still adress the ActingUnit because its 0 away from itself in this Solution)