What's up, RMers?
Upon more testing, I notice the slowdown only happens when the battle animation and damage display are applied to all enemies. There aren't any issues in single attacks.
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On a basic project with this script in place, I don't see it.

With a party of eight (all the RTP heroes), I set Estelle's Bird Killer to an 'all-enemies' flag and saw no slowdown change with either battle animations or damage pops. It went from 40 to 39fps. Likewise, I changed Hilda's Mage class so she garnered Mass Fire with the same results.

Now, ... the script's update_phase4_step4 method could have been handled differently, using alias to insert the status window updte code instead of rewriting the method... But it does nothing to the animations (but would cause issue with anything that tries to attach code there too).

I think you have something else interfering.
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Oh, my bad. Multi hit skills work just well in my game.

What's happening on this particular skill is that I'm using a common event to calculate and deal damage based on a variable. That's causing a slowdown when there's more than 4 actors in the battle.

Sorry for the misunderstanding.
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