@ATT_Turan you sound upset about something. No idea what I've done to upset you. Thank you for the help so far. BTW, figured out what "opponents" refers to: if anyone's curious, you can use "opponents" if you're making an action sequence that can be used by both allies and enemies. So if the enemy is using it, the opponents are player characters, and if a player character is using it, the opponents are the enemy characters. Seems useful in limited situations, but the documentation doesn't explain it, near as I could tell.
As for why I made a label for the random target thing, it's because I tried it without a label and it did nothing. So then I tried it with a label. And it still did nothing. I always TRY to figure this stuff out on my own before posting for helping.
And finally, I didn't post the whole action sequence b/c it's long and has several unrelated conditional branches. But I know it's acknowledging when the enemy is dead bc I put a display message there and I get the message. It's just the rest of the stuff that doesn't work. And really, sometimes it works sort of and some times not at all (except the message). Like, the player character won't move, but they'll attack twice instead of once. Other times they'll just stand there for a second and then go back to the home position.
Here's the whole action sequence (in this case I left the "Untitled" on the jump to label, but I've also cleared that and left it blank and I get the same result):
Code:◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Setup Action Set
: :Display Action = true
: :Immortal: On = false
: :Battle Step = true
: :Wait For Movement = true
: :Cast Animation = true
: :Wait For Animation = true
◆If:Guy2XAttack is ON
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Perform Action
: :Targets = ["user"]
◆Wait:13 frames
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation
: :Targets = ["current target"]
: :Mirror Animation = false
: :Wait For Animation? = true
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect
: :Targets = ["current target"]
◆If:Script:$target.isDead()
◆Text:None, None, Window, Bottom
: :huh?
◆Plugin Command:VisuMZ_1_BattleCore, TARGET: Random Target
: :Force Random? = true
: :Jump To Label = Untitled
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Move To Target(s)
: :Targets (Moving) = ["user"]
: :Targets (Destination) = ["current target"]
: :Target Location = front base
: :Melee Distance = 24
: :Offset Adjustment = horz
: :Offset: X = 0
: :Offset: Y = 0
: :Duration = 12
: :Face Destination? = true
: :Movement Easing = Linear
: :Movement Motion = walk
: :Wait For Movement? = true
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Perform Action
: :Targets = ["user"]
◆Wait:13 frames
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation
: :Targets = ["current target"]
: :Mirror Animation = false
: :Wait For Animation? = true
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect
: :Targets = ["current target"]
◆
:Else
◆Text:None, None, Window, Bottom
: :whaaaa???
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Perform Action
: :Targets = ["user"]
◆Wait:13 frames
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation
: :Targets = ["current target"]
: :Mirror Animation = false
: :Wait For Animation? = true
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect
: :Targets = ["current target"]
◆
:End
◆
:Else
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Perform Action
: :Targets = ["user"]
◆Wait:30 frames
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Attack Animation
: :Targets = ["current target"]
: :Mirror Animation = false
: :Wait For Animation? = true
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect
: :Targets = ["current target"]
◆
:End
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Finish Action
: :Immortal: Off = true
: :Wait For New Line = true
: :Wait For Effects = true
: :Clear Battle Log = true
: :Home Reset = true
: :Wait For Movement = true
@Arctica - what exactly does that do? Do I have to replace "n" with a variable number? How would I use that in an action sequence? Just as a script or in a conditional branch or...?