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MVSide Effects Control

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: Side Effects Control
  • Original author: Lecode
  • Original date: June 15, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/side-effects-control.63604/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMV)

Summary

Version History Version 1.0 /* # - 0.0 : Bêta

Archived First Post

Version History


Version 1.0


/*
# - 0.0 : Bêta
# - 1.0 : Initial release
# : Deep code reorganization
# : News occasions: "after this skill invoked"
# "after this attack invoked"
# "after this item invoked"
# : Occasions can be fusioned: <leffect: x,y,z>
# : Effects can be read from an external file
# : Effects are now preloaded, instant of being read in real time
*/




Introduction


This plugin allows the user to set advanced effects for battlers, states and equipments.
These effects' logics are done through script call in the note box on defined occasions:


When Something
Do that (scriptcall)
Do that (scriptcall)
...
End


The purpose of this plugin is to allow the user to achieve complex effects. Nowadays skills in RPGs aren't just for dealing damage, healing and altering states. They can trigger complex effects for the sake of gameplay.
In short, you can achieve mostly complex passive skills and abilities for battlers. Or active skills with side effects.


Examples


This video shows some examples of what you can do with this plugin.


There are mostly passive skills or special abilities intrinsic to actors and enemies.










How to use


Defining an effect can be done in two ways:


1- Through the note box of actors, classes, enemies, states and equipments.


The pattern is the following:


<leffect: [OCCASION]>
[SCRIPT CALL];
[SCRIPT CALL];
...
</leffect>


[OCCASION] is the moment to trigger the effect.


[sCRIPT CALL] are...simply script calls. They are evaluated as Javascript code.


You can see below the list of occasions and script calls.


In addition, you can add a requirment for the effect to be triggered;


<leffect: [OCCASION]>
req: [CONDITION 1]
req: [CONDITION 2]
...
[SCRIPT CALL];
[SCRIPT CALL];
...
</leffect>


Code example:


The poisonous skin effect at the end of the video:


<leffect: after attack invoked on me>
b.addState(4);
</leffect>


Inside slime's note box.


Note that any tags to states, equipments and skills are in reality applied to their carrier.


2- Through a data file.


Create a json file named SideEffects.json inside your data folder.


The pattern is the following:


{
"object": [
"occasion1",
[
"code_line1",
"code_line2"
],
"occasion2",
[
"code_line1",
ect.
],
"occasion3,occasion4,occasion...ect",
[
ect.
]
],

"another_obj": [
"occasion",
[
code
]
]
}


It's nearly the same way with tags, just pay attention to commas.


Objects are in fact a type followed by an ID. If for exemple you want to create an effect for a skill with ID 16, set: "skill_16".


Code example:


{
"skill_12": [
"after any obj invoked",
[
"req: action.isSkill()",
"var cost = a.skillMpCost(obj);",
"var value = a.mhp*0.005*cost;",
"if(value > 0){",
"anim(a,126);",
"hpDmgWpopup(a,-value);",
"}"
]
]
}




Occasions & keys list:


Sheet.


Script call list:


Default list of script call.


Plugin-related script call.


Demo:


Link.


Require:


LeUtilites.


MVCommons.


See demo.


Important note:


This plugin is compatible with Yanfly's Battle Engine Core and his CTB. But cast script calls doesn't work so well with his ATB.

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