I feel bad bringing these up, but uh, two things.
I do really appreciate the addition of Stockpile as a potential solution for stacking state-based buff/debuffs. Unfortunately, it's not actually stacking the buff for me beyond the first application.
I used your Stockpile code exactly as you have it. I tested this with an Attack Buff state set to * 200% and used it an enemy with 10 ATK, which Libra then shows it has grown to 20 ATK as expected. However, subsequent applications of the state keeps the ATK at 20 (should be 40) even though the state counter goes up.
The second thing, I'm also having difficulty with Gravity.
Gravity will work as intended when used on any enemy, in consistently inflicting dmg equal to half of their current HP. However it also does this against a boss with the Boss category. I've checked to make sure that the boss has the passive state (even assigned the Boss state an icon to be certain of) and made sure that the name of the category is identical between the formula, state, and boss it is applied to. Yet it keeps halving the boss's HP even still.
I tried remaking the skill with notetags to see if that would make any difference. I got the halving effect to work with notetags, but unfortunately it still affects bosses the same.
Code:
<JS Pre-Damage>
if (target.hasStateCategory('boss')) {
value = a.mat * 6;
} else {
value = b.hp * 0.5;
}
</JS Pre-Damage>
I don't know what could be the issue with both of these.