After conducting more testing (with some help from Slayer) to understand the party skill application, couple things were discovered that I believe could help other game developers.
The duration of a party skill application, located in effects details, affects only the players turn and not the whole party. For the party to benefit from the buff property, the duration must also include the party members turns in their attack phase turn. So, if the player has a skill that they want to last a single turn (including the party), the duration needs to = party total.
Another finding was the effect detail: Stat (move range).
The move range stat will affect the performance of the engine, If the skill is used in a way to forces the engine to calculate empty space. In other words, if you try to use a skill that will extend your movement range, and this range extends the tiles that are placed on the map, the game will lock up.
The reason this occurs, is because the engine is trying to compute the extra walkable spaces, and if the move range skill selects empty spaces (coords that have not tiles placed) during the application of the skill, it locks the engine in the process of calculating the movement area.
In addition, the number of spaces the move range can move, which is also in the effect details, means that whatever number amount is entered will allow the player to move x amount of spaces additionally in each direction.
This is important to know, because if the player selects a high amount of spaces to move, which exceeds the tile space occupied in the map, then the lock error will occur.
Example
if the player inputs a amount of 35, this means that the player, and party members will move 35 spaces in each direction, however in a smaller map, this could exceed the map space parameters and lock the engine up
However, if you select a number within the map space parameters, it will execute the skill with no issues
Summary
The party system skills needs to be tested further, also the passive skills in another area that needs to research properly, the following observations below are tips that might help understand the testing concepts of this experiment.
1.) The percentage effect details while using a HP restoration skill does not work on party members.
2.) The party skills must “usable in combat” to work properly in a fight, (still need to test the passive skills).
3.) If a move range skill extends the map space limit of the current map during the execution of the skill, it will lock up the engine.
4.) To ensure a party skill is properly applied to party members, a suggestion is to use a log message that pops us letting you know that it was applied to party members.
5.) Passive Skills currently not a opinion, only Active skills available.
Please let me know if there is any additional steps that are necessary or suggestions that help me conduct more tests to gain a better understanding of this party skill process, thank you!