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I've implemented"chaser" skills from Etrian Odyssey in my game. These skills basically allow a character an immediate attack when another character uses a skill of a specific element. For example:

1. Char 1 uses "Air Chaser" and is inflicted with the "Air Chaser" state.
2. Char 2 uses Empyrean Magic, an air-elemental attack skill, which calls a common event that has a conditional branch for each character: "if Char 1 is Air Chaser inflicted, force action to use the basic attack skill."

This works perfectly, UNLESS the chaser attack kills the last enemy on screen, at which point the game soft locks and the victory message does not appear.

I have tried using a switch that is turned on at the beginning of the event and off after the chaser attack. I have also tried using the "exit event processing" command at the end of the event.

I also tried having a text box pop up after the use of the chaser attack, which works until the circumstance above where the last enemy is killed, at which point the text box does not pop up before the game freezes, leading me to believe the soft lock happens immediately when the enemy is killed.

Here is the original thread where I got the idea for the chaser skills: https://forums.rpgmakerweb.com/inde...ossible-to-implement-chaser-type-skills.3770/

I am using the default battle system with a modification for text-based combat from this Reddit thread, however I have tried disabling that script and there was no change:

EDIT: After further testing, it appears the problem is the forced action bug fix in Yanfly's core engine. Is there a way to retain this bug fix but prevent the soft lock?

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