[RMXP] Making the 'Force Action' Event not use up a player's turn or pass status effects?

level2janitor

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Force Action is a really useful tool for making more intricate abilities that chain multiple actions together, but it interacts weirdly with status effects where each extra action counts as passing another turn, triggering slip damage multiple times or making long statuses end early. Is there a way to alter this?
 

kyonides

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Never forget to mention what battle systems or extra battle system addon scripts you're using, especially because the default BS doesn't multiply turns nor triggers the slip damage multiple times per turn.
 

level2janitor

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It does, though. That's how it's always worked for as long as I've used this engine. That's the default.
 

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