so I was thinking about this
# If action battler is actor
if @active_battler.is_a?(Game_Actor)
if @active_battler.restriction == 3
target = $game_party.random_target_actor
elsif @active_battler.restriction == 2
target = $game_troop.random_target_enemy
else
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
@active_battler.coz_moving_x = target.screen_x # Added this for Actors
@active_battler.coz_moving_y = target.screen_y
end
and where it says:
@active_battler.coz_moving_x = target.screen_x # Added this for Actors
@active_battler.coz_moving_y = target.screen_y
I thought something like
@active_battler.coz_moving_x = target.screen_x - fade_x
@active_battler.coz_moving_y = target.screen_y - fade_y
might work...if 'fade_x' were something like a variable that starts off at "t minus 0" distance = Math.absoluteValue(actor_x - enemy_x) ((that's some badly written metacode))
Then something like "for every 4 ticks/frames, fade_x = fade_x_max - 24 pixels" ((more lame metacode))
Then something that asks "if frames changed % 4... then animation pattern +1.." ((my final piece of crap code)).
This doesn't yet integrate direction changes, but it animates a sprite from point A to the enemy.