That looks neat ! Im not very good at hacking stuff that includes graphics tho, I ran into alot of problems just to show the MP
. I don't understand why the developers didn't include lower-case letters like this.. the game suports it already, I think it would also be better if the letters where not all on the same line (might not be worth the effort tho), the japanese version must have many lines since there is so much "characters" in japanese , I wonder why they went for a single line with only upper-case letters
Thx for the character data values, some of them where unknown to me. About the ranged weapon critical rate do you know if there is also this kind of hard-coded modification to the ranged weapons hit-rate ? It seems to me that the javelin doesnt miss much but the hit-rate is the same as all other weapons in the weapons data.
The problem with the offensive spells targeting the allies is that there is no way to know when you press R and enter "targeting-mode" if you are gonna cast an offensive or a defensive spell so I had to make all targets available. Since I made alot of testing im now very used to picking target this way and I do it very fast tho I agree that it could be improved. At first I wanted to use the L button for defensive spells and the R button for offensive but then I used L for the parry and im out of free buttons now. The default target is always the boy so if you want to cast an offensive spell, press left so that it targets the first enemy, using this method you can cast very fast on bosses (since there is only 1 enemy target). Also, since allies are always targetable (even if they are dead so you can cast the revifiy spell) one tap right always targets the girl and two targets the sprite, so you can do it pretty quickly. I think I should make it so when you press Right it cylces throught allies only and when you press left it cycles enemies only (or targets none if there is no targetable enemies), even if im used to it sometimes I target my allies with offensive spells when a boss goes out of the screen when quickly pressing R + left + hotkey. It could be possible to make it so when you cast from the menu the target is an enemy by default when using an offensive spell and that you can only target enemies and the same for defensive spells since in that case it is clear which spell you will cast.
About the multi-targeting, personally I didnt need it in my last playtrought, it added some difficulty but was not that bad, but since there is now a hard mode I think it could be a good idea to bring it back, it could work by pressing L when in target mode and depending on if your target is an ally or an enemy it would target all allies or all enemies, and you could press left/right to switch from all allies to all enemies too. I plan on rebalancing the spells so cure for example would heal less so the penality when multi-casting maybe could stay the same or depends on the spell. Multi target would make the saber spells (and other defensive spells) better too, I don't use them much with this hack since it can only work on 1 character and I have to wait for the magic recharging time so I waste a chance to use cure. To be honest, I kind of removed it because I was too lazy to implement it
About the target not beign clear, at first the target didnt flash and the only thing that showed the target was the face icon and I got used to it so since now the target flashes I find it clear but like I said I tested it so much that I might not be the best judge about this, maybe I could make it so the target has some palette effects (like when you use a fire spell on them and the sprite have a kind of "burning" effect so that the targets pops up more.
About the characters not beign able to cast not beign clear, I could make it so the spells are greyed in the menu and I plan to make it play an "error" sound when you try to cast with a character that is currently recharging as well as make it stay in target mode because as it is now its not clear why it didnt work and you might try it again before figuring out the character is recharging or doesn't have enough mana. I don't know how I could make it clearer that the characters are currently recharging, using a palette effect would be too much and I can't make a palette effect on the character face only since the face and the character sprite uses the same palette. Using the same effect as when recharging power% could be confusing. I could make it play a sound when a character is done recharging tho (different from when your power% hits 100) so that you don't have to look at the face icon since as it is now you always have to look at the face icon of the sprite when fighting a boss to see if it stops flashing so that you can cast another offensive spell as quickly as possible so you can't stay focused on the character you control.
Im very open to feedback, I want to make this hack as good as possible, so you don't have to feel like a hater. Feel free to post any other sugestions or issues you might find and im glad you like it thus far