I found the bit of code that controls @action = 1.
Its in the RATB Scene battle part 4. I messed with the numbers and discovered it.
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def action_phase(battler)
# When action 1 is, verification whether or not the battler while acting
[COLOR=Red] if @action == 1 and battler.phase <= 3[/COLOR]
for target in battler.target
speller = synthe?(target)
if speller == nil
# When the target is in the midst of usual acting,
if @action_battlers.include?(target)
[COLOR=Red]if target.phase > 2[/COLOR]
return
end
end
else
# When the target is in the midst of cooperation skill moving,
for spell in speller
if @action_battlers.include?(spell)
[COLOR=Red]if spell.phase > 2[/COLOR]
return
end
end
end
end
end
end
case battler.phase
when 1
update_phase4_step1(battler)
when 2
update_phase4_step2(battler)
when 3
update_phase4_step3(battler)
when 4
update_phase4_step4(battler)
when 5
update_phase4_step5(battler)
when 6
update_phase4_step6(battler)
end
end
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" # When the target is in the midst of usual acting,
if @action_battlers.include?(target)
if target.phase > 2"
changing this little number here to "3" will make it function the same as @Action = 2, or so it seems.
Maybe someone could figure out a way to make a fork condition that will make it override this line, for, if your target is yourself, or all allies.
I like @action = 1 because it stops the ATB of the person getting hit, and dose not allow enemies to hit someone who is already acting. This setting is mainly ideal for me because I use a lot of "Blank Sprites" and I show to characters attacking in the battle animations themselves. I don't wanna set the @action to 0, because then it ruins the Real-time feature, as well as the @anime_wait. I swear, its always something stopping me! x.x
I wish I knew how to code myself, but I only know how to edit code that involves math. (I rewrote the damage formulas, and changed a few of the attributes, mainly "dex", for my game)
Anyway if anyone has any ideas, and thinks they can make a little fix for this, please do!