Enemy Action Patterns with a State condition not working properly.

Engr. Adiktuzmiko

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Looking at the script, I can't determine which part should be moved because as Andar said, the turn concept was completely redefined...

In my eyes, everything looks fine, and it seems that it sets the action just right before the battler "acts"... so it might be that the game's event processing simply don't catch the redefined turn mechanic of the script...
 

Shaz

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I'm moving this to Script Support, since the issue seems to be particularly related to the way a custom script has changed the default behaviour.
 

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