Oh, did you mean change burst for evil gate ? You mentioned dark force in the other post.
Burst is a bit different from explosion because of how it "explodes" on Popoie and then on the enemy, it uses the same graphics tho
The Dark force animation is long indeed.
I will try to speed-up all spells animations if possible so that character and enemies are frozen for less time.
Ill set the girl and the sprite's magic recharging time seperatly so you can edit the ROM values if you want. Ill include this in the next version which I should post here soon, maybe later tonight. The magic recharging values are stored in RAM as a kind of timer that gets decremented every frame once set and when it hits zero the character can cast again, so if you modify the RAM values with a cheat-code you would only be able to remove the magic recharging time all together or make it last forever.
Its nice to know enemies actually get confused
About releasing the button to attack, I dont like it much because it would make the attack delayed a bit since it would only start to attack when you release the button instead of when you press it.
I found where the ACT values are stored. I thought it would be checked when an AI character aquire a target to know if he should attack or flee etc.. but instead it seems to change the AI script the character uses so I can't set it to higher values than what is normally possible or change it during gameplay. I wil be able to use the value to change when the AI characters start approaching targets tho.
I noticed something weird that I didnt know about ACT settings. Changing the settings make some changes to stats
For example if you set you ACT value to Approach/Attack (top left corner) you will have 1 bonus Strenght and Agility. It affects only STR, AGI and CON. If the ACT position is not on an edge no stats are changed. It works for players too so you can customize your stats a bit (1point doesnt change much tho).
The values are affected like this:
Keep Away (AGI too)
If your act is located at max setting of a behaviour you will get +1 in the associated stat
If your act is located at min setting of a behaviour you will get -1 in the associated stat
since AGI is affected by both Approach and Keep away, you will get +1 if your act is located on the top or bottom line
So it seems you should put the ACT on the top or bottom line (max approach or max keep away) so you get a free AGI, you can then choose to go all the way left for a bonus STR but you will lose 1 CON or go all the way right for a bonus CON and -1 STR or you can stay in the middle 2 squares so that you only get the bonus AGI.
For players, the stats are only affected when the stats are refreshed like when you switch weapon, enter a new area or gain a level.
You can also switch character so that your character is controlled by AI which automatically sets the stats bonus.
I have no idea why they have put this in the game as it doesnt change much but I noticed the stats changing for no apparent reasons when switching characters some time ago but now I know why
I don't think so, I already don't have as much time as I would want to work on this project.
I can provide them with information about the location of stuff in the ROM or RAM if they need it tho.