Talk:Plan for improved attack chaining

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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.

Bob the Hamster: I will explain it in detail in the F1 help. I was also wondering if I should rename it to "Replace-Chain". Do you think that would be less confusing?

NeoTA: that would be an improvement -- I am now suspecting though that it's the default chaining having no adjective that caused my confusion.. that is, IMO 'default chain' 'instead chain' 'else chain' is a far less ambiguous set.

Msw188: I think I agree with NeoTA that the real key to clearing this up is calling the initial chain something like the 'default'.--Msw188 04:03, 25 September 2009 (UTC)

Bob the Hamster: I decided to call it "Regular Chain". The change is in tonight's nightlies. Does that seem good enough? --Bob the Hamster 01:16, 27 September 2009 (UTC)