Alright, lets get into more detail about what I learned, and accomplished this week. Firstly, I was able to swap over the combat system to active battles pretty seamlessly. I did not have any big issues like I was worried about last week.
I started the week by changing the battle type in the Ork Framework battle component. It was simple enough, but just changing the battle type caused the battle to break because it was not set up for active time. I then had to add a UI element for each combatant that gave each of them their own time bar. After, I also added a value to the bar that shows the player the max time, and where their time is currently at. Once the bar was added, I then had to make the player, and enemy attacks have time values in order for them to be cast during an active time battle. The values range from 100 time units, to 300 time units, which is the max time bar currently.
Once all of the back end, and UI stuff was complete, a second enemy was added to the battle to make it harder. Along with that I also added a formula that causes the enemies to randomly select which ability/attack to use. This was meant to vary up the combat. Finally, I added text to the battle win, and lose states.