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I'm going to have a similar effect so I'm sure once I start play testing it I'll see how RPG maker actually interprets it but for now basically the idea would be to make two states for that state so in your example Paralyzed one where the player can act and lasts x turns and in it's effects you add that it has a x% chance of inflicted Paralyzed which is set to resrict action for 1 turn.
That's at least how I think it "should" work. But I'm not sure how that is interpreted during battle.
The scripts I mentioned before - Yanfly's Lunatic Objects and Lunatic States scripts - each have what I need, but not in the same scripts. The Objects script would allow me to apply or remove a state while another state is in effect, but it only works with skills and items. Meanwhile, the States script can cause effects on different turn intervals while a state is in effect, but adding or removing other states isn't included in the list of things it can do. Then again, the addons aren't the limit of the things those scripts can do, so it's possible if I can figure out the script call for adding a state to or removing it from a battler, I should be able to get what I want done using the Lunatic States script.
Doing it the way you suggested could work, but it'd require everyone on the field to have that self-stun skill (which would more likely just be a blank skill that states that the affected character was paralyzed). I'd need a way to hide it on characters' skill sets while still letting them access it when it's needed... I think. I dunno. XD I'll try your suggestion if I can't figure out how to do it with the script commands.