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Action Sequences Interrupted by Troop Battle Events

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: Action Sequences Interrupted by Troop Battle Events
  • Original author: Bugabii
  • Original date: April 7, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/action-sequences-interrupted-by-troop-battle-events.60116/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

First of all, I'm using Yanfly's Battle Engine Core plugin with the Action Sequence expansions, as well as his CTB Battle System plugin. All plugins are up to date. I want to make an event where when you get the target down to a certain amount of HP, it'll say something by means of the show text command. I've set the event span to "battle" and the condition for when the enemy HP falls to 50% or below, but what ends up happening is the event ends up cutting off whatever...

Archived First Post

First of all, I'm using Yanfly's Battle Engine Core plugin with the Action Sequence expansions, as well as his CTB Battle System plugin. All plugins are up to date.


I want to make an event where when you get the target down to a certain amount of HP, it'll say something by means of the show text command. I've set the event span to "battle" and the condition for when the enemy HP falls to 50% or below, but what ends up happening is the event ends up cutting off whatever action sequence is currently playing as soon as the HP condition is satisfied, but then it resumes the sequence once the event is finished.


This is problematic since some of my action commands hide the HUD, and since the sequence is being interrupted, the message box becomes completely transparent, so you can't even read what's being said. Additionally, if I wanted to make the enemy say something with their dying breath and have them collapse right after, after advancing past the message box, the enemy would collapse only after the action sequence completely finishes. Is this a known issue, and is there a workaround? Is this happening to anyone else? Setting the condition to occur on "turn end" doesn't fix the problem since that just makes the event initiate later than desired, sometimes even after three or four battler actions.


Here's a project file with only the plugins in question installed, plus Core Engine. Just walk up and talk to the enemy to initiate the battle and only use the "special" skill Plasma Slicer. He has 2,000 HP, and when he drops to 50%, he says something, and he says something again at 0%.


Download: https://www.mediafire.com/?ojnunm28cgpyn6

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