(I have a strange feeling that this thread should be in the events forum instead...)
Sorry about taking so long to get back to this thing. I considered your ideas and then noticed that I would have to put that thing into every single monster group to have them work. (which would be kind of a pain) I'd like to figure out a way that involves common events instead of monster groups. (Why must I have to take these stupidly long work-arounds to attempt to arrive at something that could have easily been scripted?)
my plan would involve the use of a variable that would track which monsters are currently afflicted with the "sleep" condition that would be activated when the sleep-inducing move is used upon them. Because there are 7 spots for monsters in a group but only 6 figures available to a variable, I decided to have it turn into a number that when translated to binary, would be like 7 switches in one.
If sleepmonvar=64,127,96,112,120,124,or 126
//this means that if the 7th monster is asleep (or in binary, if the 7th place has a 1 in it in a 7-digit binary number)
//this means if the one that is asleep is being selected for the special attack
activate special attack upon the 7th monster!
remove sleep status
(if 64, then change to 0; if 127, then change to 63; etc...)
add sleep status to attacking character
//no variables here because there won't be any monsters that can use this attack too. That would get waaaay too complicated for me.
All I really need is a way to turn my roundabout psudocode into a working attack with working conditions for usage against monsters in battle without resorting to patches or (if it comes down to it,) monster group events (don't those only work once a battle if used? And would it screw with the "rage mode activator" that I placed into all of the monster group events?).
I apologize for being such a tough customer and for trying to be ambitious with events in the first place. And feel free to give suggestions that don't involve variables being used as 7 switches in one.