You explained before how to make items sets, but I'm not sure where to write that line exactly. A new json perhaps?
And I'm not sure if you coded that already (I don't think so).
If you want new JSON, it's not an issue, I'll make it work no matter what. One thing is that I am not going to do anything to activate auto-equipping of sets before the next release. You're right, I don't recall coding this in but it should not be an issue. I have a really good idea on how to re-implement items system in code but no time to make it happen

Well, magic should be more powerful since it requires mp after all, and elemental weaknesses are not enough. Otherwise there is no point to use it at all without such a weakness among enemies.
When you will need several stats to resist it, it's already better than nothing.
I disagree, at higher levels MP stops being an issue and with potions like the one that increases MP by 100 no mater what make things a bit more awkward as well. And magic is already more powerful, with the system as it stands now. But leave formulas discussions for latter time.
When you will need several stats to resist it, it's already better than nothing.
I think interesting, sometimes unique
battle setups and unique AI for those setups is what makes it interesting. No amount of logic will keep making stuff interesting and we'll just be making development more difficult for ourselves.
===
- I've added our first healing spell.
- Added star-light spell with a really decent animation.
- Fixed a few other things.
I want to add one kickass area effect spell before pushing but that will take a long while so I doubt that I'll have the time to swing that until tomorrow/weekend. If you need me to do something for the items/stats, let me know and I'll try to get it done tonight.