Hmmm... I cannot seem to re-create the issue in my test environment. I have a passive state checking the enemy HP and if below a certain amount the <Custom Initiate Effect> adds the charge up state with the <Custom Apply Effect> that adds stacks. The charge up state and all stacks are removed when they are hit. The filter is removed with it. It comes back if conditions are met and removed the same. It's a dumbed down version of what you are doing but shouldn't matter much since the main user.addState(x) calls are there. I suppose I could maybe add a call to remove all filters from a battler you could use if we can't figure it out?
Rythane
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I like the idea but what lead me to finding the issue was that YEP passives was causing some weird lag spikes when I had a full party (6 peeps) near the end of Chap 1. I adjusted the code and the lag was smoother but then I realized the passives stayed from one class to another which was not my original design. I justified it that way, I suppose. Wanted a job system kinda like FFT.
Excellent feedback. I have actually went back into my skills, specifically the lvl 10 unlocks, and re-did a lot of them. Yes, Mirage slash was terrible. It is WAY cooler now. I'll look into how Master Slash got unlocked so early. Cryo slash is also in surgery to behave differently. Gear and Khrysium later in the game add more regen but I'll look into balancing the regen given by passives. Thanks!

