This post is a bit of a whine & a muse... but maybe something that will inspire some creativity in people more skilled than me (if you bare with me)...
I've not been using RMXP for long and whilst it was fun to get started it's limitations quickly became apparent. It seems that I'm not going to be able to produce the game I wanted with it... even though my standards & expectations of what I was trying to accomplish were pretty low.
I finally got to a hurdle that was unjumpable.
I wanted the system to recognise who's turn it was & who was attacking who.
I'm well put out.
It seems that even with a million lines of script I'll still never be able to simulate a conversation between characters & enemies in a battle sequence. My game depended on that. The worst part is that I can see the part in the engine where the option would be and it's simply not there. The most frustrating thing is that it seems like it could have been so easily implemented into the engine (atleast to some degree) by the designers.
In the database, in the troops menu there is a "conditions" pop out menu.
If only it looked less like this.
& more like this..
Take a minute to look at the options on (and figure out) that second pictue & imagine what the implications of having such a thing incorporated into the engine would be.
The green lines represent the drop down menu's from each box.
The yellow & blue lines are simply the options availible depending on the selection. (i.e. depending on which option is selected [one, the other, or both] of the following menu's will be greyed out.
With options like that you could have conversations in battle, display graphical pop ups on a character's turn, counter attacks to specific skills, item drops to specific skills, plot points to your game in the middle of a battle... That jpeg is as eloborate as you could wish for too.
What if????