• I must have just been looking in the wrong place. But I think you're right about improperly ending the turn: using an end turn node in the on apply event of the daze status effect automatically triggers the problem every time. I've identified that part of the issue was also that the formula for action time needed to be set up to add a minimum action time of above 0, or the same problem would happen. Inputting a similar minimum action time check into the On Apply event of the Daze status effect which prevents the reduction of action time if the Action Time is already too low seems to have fixed the problem. Is it possible that the turn was improperly ended because action time was reduced to 0 before the move animation of the combatant that got hit finished animating?
  • Whatexists said: Is it possible that the turn was improperly ended because action time was reduced to 0 before the move animation of the combatant that got hit finished animating?
    Hm, I don't think so ... the action time running out just ends action selection, but it ending e.g. during someone's action will simply not allow them to select an action again.
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  • What about if the formula for determining action time set it to 0 (or a negative value) in the first place?
  • In that case the combatant will not be able to select actions.
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