Well, I've been trying to event a battle system for
years. I've finally decided to get serious
and take it step by step until I get it working the way I would like. This is a learning experience for
me, and I'm mainly making this post to show what I've done, give ideas, and of course show the
progress. I don't plan on releasing it (at least not in the exact form I use it) because it is unique to
my game, and I'd like to keep it as unique as possible. If anything, I will probably through together
another battle system done by events that can be customized completely. Anywho, here are my updates

Current Development Video:
Day 1:-"Stalking" (enemy walks around and follows player when near. touching results in battle.)(no 'first hit' effects)
-Transition (temp graphics will be used)Made the real gfx >.<
-Basic enemy spawn (selects the amount of enemies, and decides which enemies you will fight)
-Basic enemy stats (Hp, Def, Str)
-Basic enemy states (invulnerable, attacking, idle, walking, defending, etc.)-Basic player stats (Hp, Def, Str, Mag)
-Very Basic enemy AI (each type of monster will have unique AI)
-Invisible Scan (auto-targets and scans an enemies HP when not manually targeted)
-Basic Attack (average swing with your weapon)
-Basic Attack Combo (strings together a basic combo)
-Basic Defend (completely blocks damage)
Day 2:Decided to completely erase most of what I did yesterday (except before battle transition.)
Worked on handling the players states. So far I've done 3 successfully and 1 WIP of 6 planned for today.
-Idl
-Walk
-Hit
-Hit Knock-back
-Defend
-Attack
Day 3:Though my day is just getting started, I have already done quite a bit of art

(see the video for details)
I also have a new list of states that I need to do today in addition to the others.
-Idl
-Walk
-Hit
-Hit Knock-back-Defend
-Attack
-Use Command
-Dodge
-Busy