I forgot to mention that there is also an option to disable L+R or anything that makes an actor or all the party leave the battle.
Battle scripting will work exactly as event scripting in a map, with the addition of more commands that applies only to battles.
So triggering a BGM when a monster dies, forcing an actor to do an action, display a message, special FX, etc. will all be available through battle events. RPG Maker had that features but it was lacking flexibility.
Also, when triggering a battle through map events, it will be possible to specify what to do "OnVictory" "OnEscaped" and "OnDefeated".
I could also add an "OnSuicide" but I'm not entirely sure how to monitor that yet.
I will also add a battle state for cases like Sneeze or Engulf which will be similar to "OnDefeated" with the exception that the actors will not be dead in this case but only missing from battle. Spells will have an option checkbox for that.
So basically, battle end will handle Victory, Defeat, Escape, Missing and maybe Suicide.
Also, note that it will be possible to trigger a battle within a battle. This is a complex thing to code and to think about though.
The idea is to transfer from Battle1 to Battle2 with a seamless transition by either merging both enemy formations or skipping the victory step and trigger battle2 instead. I'm not entirely sure how it will be done or what features will be available, etc.
And about the events you mentioned clockworkbutterfly, the first one will be done using battle events by tracking variables such as Vargas health. Then when the condition is met, a combination of Character Action, FX and Message should do the trick
For the 2 other cases, as I have mentioned above, it will be possible to trigger different events depending on the battle end.
Thanks a lot for all the input!
- Dargor