It would be awesome if "Run Script" and "<Script>" could be added as a possible option for the override_action() function.
This would bring a lot of versatility to what's possible with keybinds, for example, a special weapon.
When equipped:
override_action("attack", "run_script", "special_attack");
The Special Attack script would then have custom attack functionality, like triggering effects or animations, including perform_action("attack") to still attack.
When unequipped:
reset_action("attack");
now it goes back to standard RPGiaB handling of attack keybind.
Aside from that, having the ability to swap a built in action out for a script at certain parts of the game, and restoring them back at will.....
super useful! 🙂