projectego wrote:Interesting. So this is most definitely a bug present in the base game? I'm really surprised that I hadn't noticed this before. So, just for my clarification, if I open ANY character's status window while the Boost effect is active, that character will retain the Boost spell's effects until they level up? Or does this only occur when viewing the Boostee's (lol?) status window?
It isn't opening the status window that causes them to retain the status, I believe. As far as I know, the bug is caused by the game not properly removing the boost status. If you open the status window while the effect is active, it will display the adjusted stats as intended. However, once the effect is stated to wear off, you will retain the bonus stats until you either open the status window, the character levels up, or the battle ends.
projectego wrote:You are obviously very knowledgeable about Shining Force's core mechanics. Are you know of any other bugs/issues that may not have been brought to light so far? I really would like to catalogue them and hopefully work with RC in discussing ways of correcting them.
Aside from the boost bug, there is also the range bug, which can only really be exploited with Heal 4 or Freeze 3 and 4. Essentially, you can cause a spell to use the range of one of its earlier levels while retaining the AOE of the higher level. In order to make the bug occur, you need to have a spell with multiple levels that has a different range on an earlier level than the current max level. When going to cast the spell, off you scroll to an earlier level, then cancel the selection, the game will still retain the range of the lower level spell. The only cases where this would be useful would be with Freeze 3 and 4, or with Heal 4. By using the bug, you can hit enemies in melee range with Freeze 3 and 4 (though you can't use it for Freeze 3 if you have Freeze 4), or get Heal 4 to have a range of 3.
While this is useful for these spells, the bug can be a bit misleading, because this causes the game to display the AOE of the previously selected spell. For example, if you have Bolt 4, scroll to Bolt 3, then cancel, the game will go back to Bolt 4, but display the massive AOE of bolt 3, despite still only hitting a single enemy.
Off the top of my head, those are the two only exploitable bugs in Vanilla. If you are modding, however, you need to be careful with Detox 2. The spell is coded to remove all negative effects. While this is all well and good, it includes curses. While being able to use a cursed item without the curse of nice, by removing it with Detox 2 instead of a priest, the character is able to weld the weapon or accessory without the curse effect, but they are unable to unequip the item by any means aside from save editing. This is because without the curse status, a priest cannot find any issue with the item and thus cannot remove it, and the item cannot be regularly unequipped because it is marked as unequippable. You can break the item if it has a use effect if you are desperate, however.
Now that I think of it, actually, I think you could have this happen in vanilla with Max. When you go to make the chaos breaker, if Max is equipped with a cursed accessory and the sword of darkness (because you're some kind of crazy sadist that loves seeing "Max's body goes numb!"), The curse effect will be removed upon placing the sword of darkness on its pedastal, but the accessory will still be equipped (no, you can't keep the sword, unfortunately).