Originally Posted by
_L_
Well, Heart/Magic Ring 1 restores a quarter of a container every 1024 (hexadecimal:400) frames. That's about 17 seconds. Sure, it may seem small, but when you're doing a lot of overworld traipsing, it adds up! I recommend Heart Ring 1 as a supplement to the typical tall-grass-covered, recovery-heart-laden quest.
Levels 2 and 3 lower that time to 512 (hex: 200) and 256 (hex: 100) respectively. Level 3 could be used well in a quest where the Item Drop Editor has removed all of the recovery hearts from the game.
Why would they want to turn them off?
Maybe a bottle of Chateau Romani?
I went the easy route. Your "spell cost multiplier" starts at 2 and is reduced to 1 when you get half magic. When you get the Light Force, it becomes 0. Though, I must say that I prefer your approach, and might change it.
You will be able to customise the swords' (and also the hammer's, arrows', wand's, candles', bombs' and boomerang's) damage by changing their family level. The default swords now have levels of 1, 2, 4 and 8. (If you want more divisions between levels 1 and 2, increase the HP of various enemies!)
Also, you can give each sword its own sprites, beam hearts and beam power values. Other behavioural tweaks will be possible for other equipment items (altering the fuse length of bombs, or the flight distance of boomerangs, for example).