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RGSS Scripting

I can not find the right FAQ or help doc to answer my question so just thought i post them here.
1st question
I know how to define a soundeffect to a certain"command" but how do i define animations

EX
Code:
def playse
   Audio.se_play("Audio/SE/yawn", 80, 100)
end

When i use playse it will play the yawn SE what is the other command like for animations.
2nd Question
What is the command for seeing is a player is in the party

for examle i wanna check if player 1 is in the party if so i want him to call this sound effect.
 
Code:
for actor in $game_party.actors
  playse if actor.id == 1 # this checks the ID, so change 1 to the ID of the hero you want
end

For animation, something like..

Code:
$game_player.animation_id = [i]xx[/i] # replace xx with the ID of the animation in the database
 
Well:
Code:
actor = $game_actors[1]
if $game_party.actors.include?(actor)
$whatever_class.playse
end

Something like that?

And for animations it will be the class of the object.animation_id if it's a battler and it might be the same for events (but I haven't checked).

Edit: Prexus posted at the same time and it looks like it is the same for events.
 
With the animation how do i get it to show on the active battler when he furfils the If statement

EX

If thisthing == 50
$game_player.animation_id = 10
((show on currect battler))??
end

soemthing like this?

edit: Battle animation spells and such.

Code:
def this_se
    Audio.se_play("Audio/SE/yawn", 80, 100)
  end
  
  def this_anim
    $game_player.animation_id = 66
  end

Ok this puts in the sound effect and Animation i want

Code:
if that.effect == 20
          # Play the Sound Effect
              fullod_se
              fullod_anim
          end

It will play the SE but not the animation.
 
*BUMP* Really looking to get this script finished we started getting somewhere can someone help me finish.

If you need to know what I am doing trying to edit the Overdrive ringer to play an animation on the acter when the OD bar gets full.
 

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