I was actually hoping to combine this with changing the functionality of what “attack boost” meant, like perhaps having the amount of boost being proportional to number of turns left. So sort of like the “Barrier” boost.
If I could find where the +10 to attack part actually appears then I feel like it shouldn’t be too hard to change it… :\
which seems to take the status byte, look at what the status nibble is, and add 0xA to the relevant stat if the status is one of the 4 dancer boosts.
And changing the #0xA at *** makes Seth’s attack boost different.
I don’t like the concept.
I mean, the dance ring effects are already broken as they are… Having them last more than one turn is insane.
It’s just a humble suggestion, but why don’t make the boost depend on the stat, instead of the turn number?
Stat boost = Skl/2
Optional: Number of turns = Luck/10 (so max 3 turns)
something like this?
Hmm. I’m not sure how doable this is… there’d have to be some way to store the amount of stat boost on the character. I wonder if I can repurpose that seemingly unused 2nd nibble where the barrier data is…
Or just recalculate it based on the character that is being boosted – Take the stat you’re adding it to and instead multiply by 3/2. But yeah making it dancer based is… interesting to say the least. Also, protip: “seemingly unused” isn’t the best judge of things.
Seems to be working. (Modifications made to the stat-getter routines, boost stored where the Barrier boost used to be. Also has effect of making the boost decline by 1 every turn, with the boost disappearing either this way or when the status runs out, whichever comes first.)