@Adventurer_inc.
Wow! That was one of my main concerns, since I was unsure of Yanfly could reference LeTBS entities like that!
I thank you for the new option to control the damage flow, but in this case I specifically need to sort of 'action rally', if that makes sense, or 'action chain' rather.
For instance, and here's what I've been stuck on desperately: Vantage. Vantage is a skill in the Fire Emblem games that, if the User is attacked when below a certain threshold of HP and can perform a counter, they will attack BEFORE the Attacker has the chance to even start their assault. And THEN the Attacker will proceed to attack normally. I've been toying with skill sequences trying to get this to work, including evals and delegate_calls, but no dice.
Looking at the first code box, I can probably use ForceAction to force the user to use a 'Follow Up' Attack Skill if the Agility criteria are met, I'd think. The only reason I don't wish to use the applyFloatingDamage function is began certain effects only activate when the skill is USED that need to be accounted for, such as the effects of the <Custom Initiate Effect> in some cases which I am using. Sorry if I am unclear, but I GREATLY appreciate your assistance, I've been driving myself up a wall with my ineptitude.
Edit: To show I'm not, ya know, entirely sitting on my hands here, I fumbled around a bit with the forceAction trying to replicate Vantage. What I did was give the DEFENDER a State with the following:
<Custom Select Effect>
BattleManagerTBS.forceAction($dataSkills[1],origin.getEntity());
</Custom Select Effect>
Which results in the DEFENDER getting attacked, then PUNCHING THEMSELF. Honestly, it was amazing to watch. However, I see I've gotten the order wrong(the DEFENDER should at least punch himself BEFORE getting attacked) as well as the targeting. Am I off base here?