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MV shouldnt this cause a longer chain?

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: MV shouldnt this cause a longer chain?
  • Original author: Robro33
  • Original date: October 25, 2023
  • Source thread: https://forums.rpgmakerweb.com/threads/shouldnt-this-cause-a-longer-chain.162375/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

using yanfly's battle core and buffs/states. If i have an enemy effected with a state that has a custom deselect effect that involves a queueforceaction with a specific actor as the subject to attack said enemy when struck, and said actor is with a state that has an action end effect that also includes a queueforceaction for another actor to also attack said enemy, is it normal for the action end effect to not execute for the first forced action?. i was testing some interactions out with the expectation that...

Archived First Post

using yanfly's battle core and buffs/states.
If i have an enemy effected with a state that has a custom deselect effect that involves a queueforceaction with a specific actor as the subject to attack said enemy when struck, and said actor is with a state that has an action end effect that also includes a queueforceaction for another actor to also attack said enemy, is it normal for the action end effect to not execute for the first forced action?.
i was testing some interactions out with the expectation that it would result in a long chain that needed to be addressed, but after a few attempts it was clear that theres no long chain there, even though theres nothing stopping it. These are the states:

The first one is inflicted on the enemy by an actor that makes said actor follow up elemental attacks dealt to that enemy so long as it wasnt the same skilltype as the follow up attack. this follow up is a magical attack
JavaScript:
<Custom react Effect>
if(this.isForOpponent() && this.isDamage() && this.item().stypeId!=18){
  var atkele = [2,3,4,5,6,7,8,9];
  var ele = this.getItemElements();
  if (atkele.some(element => ele.includes(element)))
    origin._flecheT = [target, 490 + ele[Math.floor(Math.random()*ele.length)]];

}
</Custom react Effect>

<Custom Deselect Effect>
if (origin._flecheT){
  BattleManager.queueForceAction(origin, origin._flecheT[1], origin._flecheT[0]);
  delete origin._flecheT;
}
</Custom Deselect Effect>

the second is a state that makes it so that when a magical skill is used, another actor in the party with a specific state echoes the same skill towards a random target. That echo state grants this one to all allies through an aura, and to prevent a loop, actors with that echo state cannot have this one

Code:
<Custom Action End Effect>
var action = user.currentAction();
if (action && action._item._itemId && action.isMagical()) {
var parrots = user.friendsUnit().aliveMembers().filter(member => member.isStateAffected(stateId-1));
parrots.forEach(parrot => BattleManager.queueForceAction(parrot, action._item._itemId, -2))
}
</Custom Action End Effect>

in this case, the origin for the first state also has the second state, and there is an actor in the party with the state that the second state checks for. So it should make the other actor also echo the followup since it is magical, right? Currently with 4 actors, Actor A applies the first state, actors B and C apply the 2nd state to the entire party through the echo state added to themselves, and actor D uses a spell to start the chain, where it goes Spell, follow up, echo of original spell x2, follow up x2, and then ends without the follow up ever getting echoed as expected.

View attachment 281365View attachment 281366View attachment 281367

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