One thing that I'm not sure about is what to do with our double weapon items system inside of BE.
- Ranged weapons are supposed to be worse than melee in close combat.
Just like in Jake's BE, you'll have two attack skills from your weapon and small weapon.
- If you have ranged and melee weapons equipped, then you can swap them during battle and attack back row when needed.
That's not how I am coding it. Every weapon translates to the attack skill that can locate all targets in range either by my default method or by a custom one.
There are piercing attacks that can reach anyone in range no matter what. Without piercing property, front row will always "cover" the back row so characters there cannot be targeted at all. There are other filters like allies, enemies, single enemy and single ally. There is obviously range.
If there are two weapons, each with skills, there will be a choice of two Attack skills, each with their own targets.
- If you have two melee or two ranged equipped, then you use both of them when attacking, thus have more power. But no swapping.
That is a feature we an introduce with patches and updates. Right now every items can come with one battle-skill and every battle-skill and each-own sfx and gfx.
What you're suggesting here we can introduce after we add matching items sets. For example a set of a sword and a dagger. Separated they are just normal sword and dagger attacks. Together they add a new combo attack.
Another option is to add a new type field to items, if both items are of the same melee type, damage of any of the battle-skills is increased.
In any case, I am not going to mess with this yet. Stuff like this can be added indefinitely until the code is too complicated to work with... Just while writing this post I got another two possible ideas for damage/items modifiers
