MV Is there a way to make Tomoaky's Future Sight plugin activate mid-turn?
BMM Archive · July 15, 2026
Original Source
- Original title: MV Is there a way to make Tomoaky's Future Sight plugin activate mid-turn?
- Original author: Showsni
- Original date: November 29, 2024
- Source thread: https://forums.rpgmakerweb.com/threads/is-there-a-way-to-make-tomoakys-future-sight-plugin-activate-mid-turn.173560/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support
Summary
I'm using Tomoaky's Future Sight plugin, which can be found here: https://github.com/munokura/tomoaky-MV-plugins/blob/master/TMFutureSight.js I have the Future Sight disabled at the start of the game, and then I have a skill that runs a common event using the plugin command fsStart to turn on Future Sight mid-battle, so that I can use future sight for the rest of the fight (and then it's turned off when the battle ends). That mostly works, but after using the skill I need to wait for the enemy to finish their current turn before the...
Archived First Post
I have the Future Sight disabled at the start of the game, and then I have a skill that runs a common event using the plugin command fsStart to turn on Future Sight mid-battle, so that I can use future sight for the rest of the fight (and then it's turned off when the battle ends). That mostly works, but after using the skill I need to wait for the enemy to finish their current turn before the future sight display appears. Is there any way to have the display appear immediately when I use the skill? Possibly some way to force the enemies to pick moves and refresh their sprites, or something?
Edit: Okay, I just had to do a script with $gameTroop.makeActions() to get them to pick new moves. Of course, if the player used my Future Sight skill twice in one turn it would change what the enemies are going to do, but maybe I can make that a feature rather than a bug... (A "change the future" skill )
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