function scr_battle_force_action(arg0, arg1, arg2, arg3) { _charactor = arg0; _charinstance = obj_herokris; if (_charactor == "noelle") { _charinstance = obj_heronoelle; _charnum = 4; } if (_charactor == "ralsei") { _charinstance = obj_heroralsei; _charnum = 3; } if (_charactor == "susie") { _charinstance = obj_herosusie; _charnum = 2; } if (_charactor == "kris") { _charinstance = obj_herokris; _charnum = 1; } if (instance_exists(_charinstance)) { with (_charinstance) { if (arg1 == "hurt") hurt = 1; if (arg1 == "defend") global.faceaction[myself] = 4; if (arg1 == "attack") { points = 150; state = 1; force = 1; global.chartarget[myself] = arg2; } if (arg1 == "spell") { state = 2; attacktimer = 0; force = 1; global.chartarget[myself] = arg2; global.faceaction[myself] = 2; global.charaction[myself] = 2; global.charspecial[myself] = arg3; } if (arg1 == "spare") { state = 2; attacktimer = 0; force = 1; global.chartarget[myself] = arg2; global.faceaction[myself] = 2; global.charaction[myself] = 2; global.charspecial[myself] = 100; } if (arg1 == "item") { state = 2; attacktimer = 0; force = 1; global.chartarget[myself] = arg2; global.faceaction[myself] = 2; global.charaction[myself] = 2; global.charspecial[myself] = 100; } if (arg1 == "act") { state = 6; global.actingchoice[_charnum] = arg3; with (obj_battlecontroller) { actsimul[arg3] = global.actsimul[arg2][arg3]; scr_actselect(arg2, arg3); } } } } }