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[ACE] (Yanfly Field States) Calling a field state with a script call instead of just a skill?

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: [ACE] (Yanfly Field States) Calling a field state with a script call instead of just a skill?
  • Original author: Arsist
  • Original date: October 6, 2014
  • Source thread: https://forums.rpgmakerweb.com/threads/ace-yanfly-field-states-calling-a-field-state-with-a-script-call-instead-of-just-a-skill.32669/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

I assume somewhere in this script there is a part where a skill activates a field state. Normally, only skills can activate them. I would like to know how to replicate that with a script call, instead of having to use up a skill slot then having to condition which enemy or actor exists and is alive, then force one of them to use the skill that activates the field state. I know that

Archived First Post

https://github.com/Archeia/YEARepo/blob/0594589252f87fe6cfac7c1770b066918d6ac290/Gameplay/Field_State_Effects.rb

I assume somewhere in this script there is a part where a skill activates a field state. Normally, only skills can activate them.

I would like to know how to replicate that with a script call,

instead of having to use up a skill slot then having to condition which enemy or actor exists and is alive, then force one of them to use the skill that activates the field state.

I know that

BattleManager.add_field_state(x)didn't work.

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