How exactly do you turn off the AI for the player group? I can Pick commands as Brown Pants. But Blue Pants is AI and just automatically attacks, What is the exact switch that makes it player controlled? I want Blue pants to have a battle menu controlled by me. But it just automatically attacks.
Brown Pants has AI controlled turned on by Default...so now I'm really confused.
See Above ^^ @gamingislovepossible data leakage bug in the editor.
What seems to have occurred is...when Blue Pants was added in the tutorials he was somewhere else down the list. I assuming on the code side there is an Index ID that we don't see that gets created identifying the original slot that combatant was generated in.
I like keeping my stuff organized...I mean who doesn't right?
So I moved BluePants To right under the BrownPants to keep them all together like one happy family and it as a result shoved Evil Pants down a notch. I'm guessing somewhere in the code, there is a place that references the original slot where the combatant was created. So because Blue Pants was in say slot 5 when he was made and EvilPants was slot 2, when it was supposed to be pulling BluePants data it accidentally pulled stuff from Evil Pants...namely his AI slot and possibly other data leakage.
This only occurred once I moved Bluepants up in the list to slot 2 overriding EvilPants initial position in the list.
End result was I had a Party member that was using a empty AI and only attacking, b\c of the way AI default to the initial slot attack -- even though BluePants had abilities.
Here's how I figured it out. I made a NEW combatant Lydia (one i was gonna use anyway) Set up the same way as BrownPants and didn't move her. I confirmed the setting between all 3 were the same. All were set to Player (not Ally) -- And no Battle AI on any of the 3.
Blue Pants was autonomous :( Brown Pants was Player controlled Lydia Was Player controlled
The only difference between any of them is that Blue Pants was moved and displaced a Combatant that had an AI. Bam!