BattleManager.queueForceAction = function(user, skillId, target) {
if (target === undefined) {
var targetIndex = 0;
} else if (typeof target === 'number') {
var targetIndex = target;
} else {
var targetIndex = target.index();
}
var param = [
user.isEnemy() ? 0 : 1,
user.isActor() ? user.actorId() : user.index(),
skillId,
targetIndex
];
var command = {
code: 339,
indent: 0,
parameters: param
}
$gameTemp.forceActionQueue(command);
this.clearResults();
if (this.isTickBased()) this._phase = 'action';
};
BattleManager.queueForceAction = function(user, skillId, target) {
if (target === undefined) {
var targetIndex = 0;
} else if (typeof target === 'number') {
var targetIndex = target;
} else {
var targetIndex = target.index();
}
var param = [
user.isEnemy() ? 0 : 1,
user.isActor() ? user.actorId() : user.index(),
skillId,
targetIndex
];
var command = {
code: 339,
indent: 0,
parameters: param
}
$gameTemp.forceActionQueue(command);
this.clearResults();
if (this.isTickBased()) this._phase = 'action';
};