Hmm. I tried Simpler_Patterns, but I don't get how to pick some of the spells. It seems that I can only pick Sylphid, Undine, Lumina (if Girl), and Dryad. I cannot pick Shade, Salamando, Gnome, and Luna (I'm guessing there is a way, but my intuition isn't picking it up).
Edit: Oh, I figured it out. I reread your description from above, and Simpler_Patterns was 8-way direction (so diagonal counts too). Silly me. Still, I think you should put that in the ZPS description (something like, "Reduces QuickSpell input pattern complexity by using 8-way directions for the first input").
Anyhow, it's a very interesting concept. I thought 8 direction would be kinda hard to remember, but that part surprisingly wasn't very difficult (which means you succeeded in making the spells easier to remember). I also loved that the 3 spell/items only used left/down/right -- far easier to remember. However, I do think that "which element is where" is slightly confusing, because Sylphid isn't next to Gnome -- all other elements' opposites are right next to each other (I know why you chose that, since in programming, 1st element is Gnome, then Undine, then Salamando, then Sylphid, etc, but I don't think others would get that). Or better yet, I think the opposite elements should be on the other side of the direction, similar to what you did for your normal 3 input directions (this is what I would prefer). So:
0=gnome, 1=undine, 2=salamando, 3=sylphid, 4=luna, 5=dryad, 6=shade, 7=lumina
4 1 6
0 --+-- 3
7 2 5
As you can see, the first 4 elements are the non-diagonal directions, since they're the "prime" elements.
Another thing. I see that you made the spell order to left (1), down (2), and right (3) -- that's what I want. But for items, you made it left (1), down (3), and right (2). Was there any reason for that?
For Boss AI edits, I can think of several:
1. Mana Beast -- I already mentioned this before, but I'll address them again:
- It really shouldn't rise from the bottom, as it's a sitting duck for the Boy to beat the crap out of.
- Speed up the "down time", esp the rise/descent since it gives the heroes way too much time to recover and such from the previous attack. On the other hand though, it wastes a lot of time for any buffs and Mana Sword. So a double edged sword if the speed is changed.
2. Bite Lizard/Snap Dragon -- their "eating" attack can damage themselves if the condition is right -- it shouldn't damage itself.
3. Similar to Lizard/Dragon, Aegagropilon's "eating" attack can damage itself -- it shouldn't damage itself.
For the eating attack, if you can incorporate something that does a big damage (such as 25% of target's max HP), that'll be great. I'm not sure how the eating attacks work for the Spikeys and Vampires.
For Hydra/Jabberwocky, what is their head appearing/disappearing supposed to do? It seemed like it was just animation, and it didn't really affect the battle in any way.
For Wall Face's Change Form, what do you have in mind? I thought it'd be neat for Wall Face to use them to waste the precious time (and resource) for Wall Face to use its crush attack, but if you got something better, then I'm open to that. You're right that Change Form is definitely annoying as hell. However, Freeze seems... kinda boring, as there are so many bosses that only do damage. Perhaps I should make its middle eye back to the original element? (Air, which is weak to Earth attacks) Or make the non-main eyes have less HP?
Holy crap, I think Kilroy is a little too hard at that point, thanks to its tornado attack. It killed my guys rather quickly (I was at Lv15, which was reasonable, I think). I didn't see Kettle Kin using it though. So I think Kilroy shouldn't have it (as it's a flawed robot), while Kettle Kin should (as it's the non-flawed version). Kettle Kin can activate the tornado with its drill legs if that's enabled, or the hammer spin if the drill leg graphic is disabled.