I noticed something. For Magic Recharge, the "timer" for the spells differ, depending on the animation of spell. Specifically, the timer starts when the spell animation starts. So, for spells like Freeze, Earth Slide, or Cure Water, the timer starts instantly. However, for spells like Sabers, Fireball, or Air Blast, the last of "magic bolts" needs to hit to start the second phase of the animation. And the 2nd animation restarts the timer.
Long story short, the "magic bolt" spells take longer time to recharge. All the more reason to make the basic 43PWR spells Medium Recharge spells. It wouldn't make sense for them to take longer to recharge than higher-tier spells.
I also found an upside to the Lv9 spells: The timer starts while the rest of the world is frozen -- meaning, you are technically recharging faster. Well, not all spells. I know Explode and Burst don't recharge immediately, so they will start recharging after the animation is over. There's probably more.
Changed Moon Energy to 4MP (instead of original 2MP). Yeah, it's pretty OP. Having said that, You're not gonna use Moon Energy on everyone. You'll most likely use on one target only.
I guess it may make Acid Storm too powerful. The thing is, I don't use that Acid Storm's extra buff patch, because I didn't like how there's no "description box for lowered M.Def" thing. Then again, that's why I added an extra MP Cost (61 PWR magic is usually 3MP, but Acid Storm is 4MP). I also wanted to make the frequent magic users (ex: Silktail, Captain Duck) a bit more dangerous. I even made Lucent Beam more powerful to make the final boss more difficult. I'll have to think about this, but making Freeze = 61PWR/3MP and Acid Storm = 43/3MP and HP Absorb = 43/3MP... they all have 3MP, and I wanted to avoid that.
I actually wanted to keep Lucent Beam at 61 PWR, but add lowers Accuracy/Evasion (it blinds the target, and makes Mana Magic against Mana Beast less effective). And wanted to keep Dark Force at 61 PWR and give Poison status. And I wanted to keep Explode at 61 PWR (at 3MP), but at the same time, make Lava Wave to 43PWR/4MP, but add Petrify. Obviously, I wasn't able to do any of those. Acid Storm, Fire Bouquet, and Blaze Wall all adds something other than pure damage, but even after looking at those, I can't figure it out. I seriously wish I can figure out how to add status to spells (or have someone help me to figure it out). Hence, waiting for Queue (my teacher).
I also wanted to make Burst cost HP (50 HP) instead of MP, but I doubt anyone can figure that out. It is suppose to be a self-destruction magic (remember Pumpkin Bomb?). Any less than 50 HP seems too small (hell, even the number display font is smaller). Or takes 10% recoil damage.
I didn't want to make Cure Water weaker, because that'll make enemies' Cure Water weaker too. Remember how annoying Bite Lizard is? Still, I may consider that and make it into 43/3MP, since Cure Water ignores Defense (or so I heard).
If I remember correctly, a game sprite (enemy or ally) can only have ONE status effects done. So sleeping and poison cannot be done at the same time. You can have a status effect and a buff/debuff at the same time though.
Just so you know, I'm not Queue, who is probably some kind of programming wizard. I can modify existing things if Queue guides me (he did so with the spell modification), but beyond that...