The "problem" that person is describing applies to MV too. Though personally I consider being allowed to use our own code editors to be a good thing, rather than a problem.
Oh. Ok.
<After Eval>
var enemy = $gameTroop.members()[0].enemyId();
if(target.isActor()) {
let id = target.actorId();
$gameVariables.setValue(id + 1, target.actorId());
$gameVariables.setValue(id + 5, enemy1);
}
</After Eval><After Eval>
var enemy = $gameTroop.members()[0].enemyId();
if(target.isActor()) {
let id = target.actorId();
$gameVariables.setValue(id + 1, target.actorId());
$gameVariables.setValue(id + 5, enemy1);
}
</After Eval><After Eval>
// Give the state (replace the ID as appropriate)
user.addState(69);
// Add a reference to the other battler they're grabbing
user.grabbing = target;
target.addState(69);
target.grabbing = user;
</After Eval><Custom Remove Effect>
user.grabbing.removeState(69);
delete user.grabbing;
</Custom Remove Effect><Custom Action Start Effect>
if (user.currentAction().isForOpponent())
user.currentAction().setTarget(user.grabbing.index());
</Custom Action Start Effect>Game_BattlerBase.prototype.updateStateTurns = function() {
for (const stateId of this._states) {
if (!this.isStateAffected(X)){
if (this._stateTurns[stateId] > 0) {
this._stateTurns[stateId]--;
}
}
}
//Replace "X" with your state
};<Pre-Damage Eval>
if(target.isStateAffected(17)) {
target.result().evaded = true
}
</Pre-Damage Eval>
<Post-Damage Eval>
var enemy = user.index();
user.addState(16);
user.grabbing = target;
target.addState(17);
target.grabbing = user;
</Post-Damage Eval>