Hi All I discovered another bug with skills that have a manage_equipment. The bug is that when you use skills with manage_equipment, it does not do any processing after it pulls up the equipment screen. So that means that the cost subtractions for points are not done, self_effects are not ignored etc. This posed a challenge, as I wanted a way to limit the number of times that players could access the equipment menu to prevent using equipment with lots of damage boosting bonuses, using skills, then switching out into protective equipment at the end of your turn. After an hour of brainstorming with Carlos, we figured out a solution for this issue - force players to access the manage equipment menu at the start of the round, or not at all. This was achieved by creating a point called equipment, and using inheritance to have all of the player controlled units have 1 of this equipment point, and for 1 equipment point to be restored at the end of the turn. All skills except drop, get, use and take item would use a self_effects=equipment_inflict which has a duration of 0, and does equipment_inflict=1. This means that the usage of any skill would subtract this equipment point, making it impossible to switch eq. It's a really painful workaround to employ especially if the map has dozens to hundreds of skills, but it does get the job done till the bug is fixed. Hope that our experiences help someone. Carlos and Victorious