RMMV Action Sequences and Common Events

Random Panda

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Hi all, I've noticed that if an action sequence is called via a forced skill, any common events within that action sequence will only play after the sequence is over instead of where they were placed within the action sequence. When the skill is is called by normal means (the player selecting said skill) it functions perfectly. But I need to be able to force this skill for a mid battle "cutscene"

Has anyone else had this problem and of so, know of a way to fix it?
 

JoTerra

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A bit late but yeah, in the documentation it's specified. Any common event will play at last if its a forced action.
There's no fix for this since it is a feature from the plugin.
 

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Thanks for letting me know. I must have missed that. Luckily I found a way to work around it by eventing what I needed through evals.
 

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