Alright, overall everything works for the most part. But there's still two issues, I'm going to info-dump and cross my fingers you read all the way to the end haha.
I "updated" my project, and the scripts in the state notes all appear to work independently of any troop event scripts. Renaming each individual state that has a "first x turns" effect to something unique appears to be flagging "off" at the proper times, but they're appearing on the map for some reason. Not sure why.
Here's the script for the three-turn MAT boost state, so maybe you can see why it's still on in worldmap.
Code:
<Custom Passive Condition>
condition=!user.turnCountMAT || user.turnCountMAT<4;
</Custom Passive Condition>
<Custom Regenerate Effect>
user.turnCountMAT=user.turnCountMAT || 1;
user.turnCountMAT++;
</Custom Regenerate Effect>
<Custom Victory Effect>
delete user.turnCountMAT;
</Custom Victory Effect>
<Custom Escape Effect>
delete user.turnCountMAT;
</Custom Escape Effect>
Also, there's one final problem. I was still working on the "old" 1.0.1 version of the project where I was using the same scripts as now, only they were running in conjunction with the troop events which are no longer needed. Well, there's one Wand I made that essentially is dormant for the first three turns, then on turn 4 a new state is added that applies +5% MAT. Then on turn 7 that state is removed in favor of a new one which adds +10% MAT. Then on turn 10 that state is removed for a permanent +15% MAT until the end of battle.
After a little toying with it in the old project, I got it to function exactly as I wanted it to. But for some reason, even using the same scripts as the last project, it absolutely refuses to work at all on this "updated" version.
I'll post the direct script for all three states which worked flawlessly in the old project. In this one, they refuse to work at all, meaning they don't even show up no matter how long I wait. Renaming every instance to "user.turnCountWAND" actually does make the states appear, but for turn 1 only, and then they all vanish from turn 2 onwards despite the differences.
Code:
(+5%)
<Passive Condition Cases>
Not State 518
Not State 519
</Passive Condition Cases>
<Custom Passive Condition>
condition=!user.turnCount || user.turnCount>=4
</Custom Passive Condition>
<Custom Regenerate Effect>
user.turnCount=user.turnCount || 1;
user.turnCount++;
</Custom Regenerate Effect>
<Custom Victory Effect>
delete user.turnCount;
</Custom Victory Effect>
<Custom Escape Effect>
delete user.turnCount;
</Custom Escape Effect>
(+10%)
<Passive Condition Cases>
Not State 519
</Passive Condition Cases>
<Custom Passive Condition>
condition=!user.turnCount || user.turnCount>=7
</Custom Passive Condition>
<Custom Regenerate Effect>
user.turnCount=user.turnCount || 1;
user.turnCount++;
</Custom Regenerate Effect>
<Custom Victory Effect>
delete user.turnCount;
</Custom Victory Effect>
<Custom Escape Effect>
delete user.turnCount;
</Custom Escape Effect>
(+15%)
<Custom Passive Condition>
condition=!user.turnCount || user.turnCount>=10
</Custom Passive Condition>
<Custom Regenerate Effect>
user.turnCount=user.turnCount || 1;
user.turnCount++;
</Custom Regenerate Effect>
<Custom Victory Effect>
delete user.turnCount;
</Custom Victory Effect>
<Custom Escape Effect>
delete user.turnCount;
</Custom Escape Effect>