If you think the bitsets are bad now, you ought to see what it used to look like! The damage bits were in the same menu as the others, bitsets which did nothing were still displayed, and there weere an extra 32 bits for elemental stuff!
Anyway, I agree with you. The Bitsets menu should be split up into multiple menus and organised; thanks for sorting through them, this is useful. And I also agree that many of the bitsets should not hidden in a bitsets menu, but should be put out in the open. (This is true in many other menus too). However, displaying too much in one menu could be messy. I feel like we just don't have a good way to display lots of options. Of course, we should try to split menus up into visual sections. But honestly, the menus which I've already split into sections, while it's much better, it still looks like a mess if there's too much. How can we improve it? Seeing mockups would be really useful.
I suspect that our menus will be more pleasant to look at if we use a variable width font and do other tweaking with spacing, colour, etc. Like not putting text right against the edge of the window!
However if the chain bitsets were all (or even partially) moved out of the separate menu I think there would be way too much stuff on the Chaining screen.
(If there was an icon for each, in addition to the long-form bitsets menu, that would be acceptable)
Only responding to some of your comments, though I agree with nearly all of them:
Virtuous Sword wrote:
- divide spread damage
I think this should be somehow linked to the target setting, appearing as an option if there is more than 1 target for this attack
This bitset (and also all the other unless I missed some) is already hidden when it's not relevant.
- cure instead of harm
I think this should be placed as toggle option in the "damage settings" menu itself, as it is rather fundamental to what the attack does.
Yes, it's way too significant to hide.
- show damage without inflicting
(this could be renamed I think. Mainly because it has a somewhat impenetrable description. It would be worth renaming it to something longer but clearer, like "Shows what damage would be without causing damage"
I'm not sure, but maybe it would be better off in "appearance/sound" (as well as in "damage")
Maaaaybe a setting like that could show in two places? I'm not sure.
- % based attacks damage instead of set
I think this should be changed to a toggle option called "% damage/ set to %" and placed after "Damage Math" when relevant
I think we should just split the % damage types up into two types. It really is two different damage math settings.
- don't allow damage to exceed target stat[
not sure about this one yet. This is primarily a visual distinction, right?
It's significant for attacks that use the Last Damage base stat and so forth, absorb, curing above maximum.
BTW, where a bitset is placed under an option conditionally, it should be indented to make it clear that that bitset belongs to that option.
Good idea.
I also noticed that "color" for battle menu options affect the entire line.
It would be cool to have colours linked to icons, or something like that so that the line could remain the same.
In any case, it would be nice to choose the colour of the caption/name of an attack too.
It's planned.