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-No idea on whether or not you can actually add additional resolve levels (i.e. 7+, etc.), though I susoect not. However I am reasonably certain you could add more tiers of upgrades to skills and equipment, and simply make their requirements be the previous item on the tree, not dependant on resolve level.
-Again, no idea, but I suspect this one might be more plausible than adding an entire new resolve level, but like I said, can't say for sure.
-Sorry, no idea. Look around the modes/new_game_plus/ folder and see if there isn't anything there for you. Maybe in rules.json?
-Would require testing. It may very well be possible but I'm not sure if it's possible to make an ability target an enemy and an ally. You might have to maybe do something akin to the abomination's Transform ability. Technically, you could have an effect activate that affects your party, but make the ability target enemies and do the same thing to them. It should be able to work. Also look at the Jester's info.darkest. He has the most variety in enemy and ally targeting (single and group enemy, single and group ally).
Almost positive you can do what you mention with the Hamlet dungeon. After Vvulf update, all dungeons now have a parameter that says something like 'requieres_quest_to_be_visible'. Just set that to true and setup quests for the dungeon to generate. You could even customize all sorts of things for the hamlet. Just be careful it doesn't break the game when it does finally try to generate the Vvulf quest.
I might actually end up using your idea to implement the Hamlet dungeon myself!
Hope this can be of some help to you! The best of luck!
The skill must target an enemy (any enemy and/or all enemies) and have two effects.
One effect, on group members, would have .target "performer_group"
The other, hitting enemies, would have .target "target_group" (hence the must target an enemy)
Note: you will run out of tool tip space fairly quickly.