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[Released]Side 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: [Released]Side Effects Control
  • Original author: Lecode
  • Original date: December 26, 2015
  • Source thread: https://forums.rpgmakerweb.com/threads/released-side-effects-control.53738/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugins In Development

Summary

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

Archived First Post

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 is done 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.


Occasions & keys list:


Sheet.


Script call list:


Default list of script call.


Plugin-related script call.


Demo:


Link.


Require:


Yanfly Battle Core. ( for now )


LeUtilites.


See demo.


To-Do:


-Special tags for Equipments, Skills and States


-More tags


-Factorise more the code

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#039#rpg-maker-archive#js-development

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