From what I understand of the code it should automatically select all enemies of the correct ID.
So I'm guessing that this request is to limit it, so the script only targets 2 enemies of the correct ID (selected at random), not all of them?
Fingers crossed, something like this should work for you:
CODE
when 3 # target a group
return if @target_index == -1 # target index not valid
ptarg = opponents_unit.members[@target_index] # get potential target
return if ptarg.nil? # potential target is out of range (should not happen)
type =
opponents_unit.existing_members.find { |member|
if member.is_a?(Game_Enemy) ? member.enemy_id == ptarg.enemy_id : member == ptarg
}
# find first living battler of the selected type
type ||= opponents_unit.smooth_target(@target_index)
# if the type was not found, get another group
if type.is_a?(Game_Enemy) # if enemy
possible_enemies = []
opponents_unit.existing_members.each {|enemy|
possible_enemies.push(enemy) if enemy.enemy_id == type.enemy_id target# target all enemies of this id
}
selected.push( possible_enemies.map { |each| [each, Random.rand(100)] }.sort { |a,b| a[1]<=>b[1] }[0..1].map { |each| each[0] } )
elsif type.is_a?(Game_Actor) # if actor
selected.push(type) # target 'this actor' only
end
# if type points to nil, no targets are added
Otherwise I would have to ask for a demo, so I could properly debug it, without having to waste your time sending it to you to test each attempt.