Please try to open the rpg_core.js and look the version. The old and new demos have different version of rpg_core.js .
I believe I'm using ver. 1.32 + Q; last updated on Oct 8, 2020.
$gameSystem.EventToUnit(eventID)[1]._srpgTurnEnd = false/true;
// True set the Units turn to Ended
// False set the Units turn to NOT Ended
// you can also use the Base Code of "SRPG UnitGroups"..
// .. in order to do that for whole Groups at the same time
//=> if you need more detailled info pls ask //0U_Add Test: THIS IF FOR TESTING NEW FUNCTIONS "this.allUxTest();"
Game_Interpreter.prototype.allUxTest = function() {
for (var i = 1; i <= $gameMap.events().length; i++) {
var battleunit = $gameSystem.EventToUnit([i]);
var eventunit = $gameMap.event([i]);
if (battleunit && eventunit && (battleunit[0] === 'actor' || battleunit[0] === 'enemy') && (!battleunit[1].isDead())) {
// <-insert test code here
//Example: for undo all Units turn
// for actors only.. remove the enemy part above
// enemy part above is " || battleunit[0] === 'enemy' "
battleunit[1]._srpgTurnEnd = false;
}
}
return true;
}; //0U_Add Test: THIS IF FOR TESTING NEW FUNCTIONS "this.allUxTest();"
Game_Interpreter.prototype.allUxTest = function() {
for (var i = 1; i <= $gameMap.events().length; i++) {
var battleunit = $gameSystem.EventToUnit([i]);
var eventunit = $gameMap.event([i]);
if (battleunit && eventunit && (battleunit[0] === 'actor') && (!battleunit[1].isDead())) {
// <-insert test code here
//Example: for undo all actors turn
battleunit[1]._srpgTurnEnd = false;
}
}
return true;
};