DRYanon2 here, after entirely too much procrastination im actually putting in active effort again (for one day because im sleeping soon and in two days i wont be at my pc for a week. but its here, the momentum will stick)
now, as i progress in the battle system there's a thing i need to sort out sooner rather than later: action order.
in base DR its
>immediate: TP influencers like defending, TP items, and tp costs.
>ACTs
>magic, sparing, and items.
>fighting
i kinda want to expand and shuffle this a bit, picrel is what it'll be for DRY2. a bit more split up and granular.
some explanations for the arrangement.
>items before anything else
i want healing to be a bit more strict than DR, which includes making it so that you wont just be stocking up on a billion healing items.
items will have more unique effects like increased damage, easier crits, or more mercy%.
so this means items have to be before almost everything, no point in even using a mercy% item if it happens after the party member that acts, acts.
>support and offense spells split into different order groups
i want everything fight/damage related to come after sparing, and everything act/support related before. simple as
>sleep spells at the end
to enable making an enemy tired and putting them to sleep in the same turn.

my question is what peoples thoughts on this are. any critique on the order of things?