Talk:Plan for improved attack chaining
Wow, some of these things sound ridiculously awesome. Especially the bitsets that make attacks chain differently--someone could make a Megaman-ish "many weapons, but you need to take a turn to switch between them" character that way. Or a FF5-like "infuse spells into your weapon" ability. Or a "switch fighting styles" type of thing that sets your default attack to blunt/sharp/normal. I'm guessing I might go back into Okédoké and add some new attacks after this feature is added (or maybe the next game I make after Okédoké could use them...) FnrrfYgmSchnish 15:59, 13 September 2009 (UTC)
NeoTA: I found the 'instead chain' concept slightly confusing. I'm guessing that 'If an instead chaining is specified, and its condition is true at the time the attack is performed, the battle engine will chain to the specified instead attack. Otherwise, the default chaining is evaluated, and if true, executed; if false, the else chaining is processed similarly'. I think this is not obvious so it should be mentioned in the relevant help file.
NeoTA: I realize now that the way it works is actually implicitly described in the plan. Still, the above should be a decent explicit explanation.