The Idea:With the popularity of the MMORPG, I'm surprised this hasn't been done yet, but I'm sure quite a few people would be quick to include a system like this. Would anyone be willing to take up scripting this?
In RPG Maker XP's default battle system, enemies seemingly target your characters randomly, although battlers in the front row have a higher chance of being targeted than those in the back. What this script would do is create a threat/aggro system, where each action your battlers perform creates a certain amount of overall threat for his or herself. This script stores a separate value for each actor that keeps track of the amount of threat they have generated, and enemy actors always target the party member with the highest threat when attacking (or if two actors have the same value, the target is randomly selected between the two). This has the possibility of creating a more strategic battle system where the player has to balance using strong abilities which produce a high amount of threat with defensive maneuvers to keep the battlers alive.
Customization and Further Explanation:Now, I'm no scripting genius, but I'd imagine the customization layout would look something along the lines of this:
Max_Threat = 100
When ID then return [[X, Y]]
when 1 then return [[0, 0]]
when 2 then return [[50, 0]]
when 3 then return [[-100, 0]]
when 4 then return [[30, -10]]
This script allows the user to determine the maximum threat possible as well as the amount of threat each skill produces or removes from the actor using it. The ID is the ID Number of the skill in the database, the X value is the amount of threat a skill produces (or removes) for the actor using it and the Y value is the amount of threat it produces or removes from all actors. In the above example we made four different skills. Skill 1 would be an example of a skill that produces no threat for the actor. Skill 2 is an example of a skill that produces quite a bit of threat. Skill 3 is a skill that removes all threat from the actor, and skill 4 would produce threat for the actor while removing threat from all actors.
Changes to Battle ScreenFinally, there needs to be a visual representation of how much threat each character has generated. Below is a screen shot of what I have in mind (I'm using ParaDog's Active Time Battle System v. 2.58, by the way, and a copy can be found at
http://rmrk.net/index.php?topic=14056.0):

Excuse the bad picture. I just drew up something simple in paint before posting. On the right side of the screen you can see a small box has been added that uses gauges to keep track of the amount of threat each actor has. Notice how there is a fourth gauge, but there is no fourth actor in the party. That's my mistake.

If the extremely benevolent person who decides to script this can make it so the number of gauges shown is equal to the number of actors in the party (I.E., if you only have two actors, only two gauges are drawn), then that would be perfect!
Thanks so much in advance, and hopefully there is someone out there nice of to take this over.