I dont think anything raise/reduce agility, the speed-up spell raises evade/hit% directly (which are normally calculated form the agility).
normally you get thrown in the air after a big hit, I dont know it is calculated tho, its most likely depedent on the power of the attack compared to defense, but maybe it doesnt take the equipement into account or is based on the level instead or maybe some attacks have an added knockback chance ? The mechanics in this game are a bit counter-intuitive for example to make the blocking work I had to change both the evade% and the defense. The animation is already twice as fast so there is less chance to get stuck but If I remove normal dodging for human players this could be an issue. It would make more sense to have it depend on the damage compared to the maxHp so that you only get knocked back if the attack is about 1/4 or 1/3 of your maxHP. Btw, did they keep the barrel item in the mobile version lol, who uses those really ?
You are right, I messed up the attacks damage when doing the dodging... Ill try to fix ths today, I think I know what went wrong
For the item drops: The treasure chest are dependent on enemies, IIRC each enemy have a maximum of 2 different drops a normal drop and a rare drop. I could make it so the treasure chest doesnt appear if you are full of the item inside but personally I tend to use a candy if im full before opening the chest because it is the most common drop (at least in the first part of the game). Making the chest give you another item instead would make it a bit too easy to get the better healing items as well as cup of whises and seeds. maybe it could give you only worse items like if it would give you a choco bar but you are full it would give a candy instead ? That way if you know a certain enemy usually gives a choco bar you could use one before opening the chest and get your choco back but if you open it while full of choco but missing candies it would give a candy instead. It could be tricky to make this compatible with the 9items patch tho.
For the intro, you most likely pressed R while the intro was running, that is a know issue, it has something to do with the targeting.
yeah I agree that it would be best to be able to see maxHp and MP at all time, even with different colors it would hard to know if you should give a character a candy or a choco bar if his hp has changed color. heres the prettiest arangement I could come up with, compared to the original, its not in scale tho (not made of 8x8 blocks), I think it would only need 1 more block vertically with some gfx modifications