I hate to chime in to give some major change ideas to such a great script but I've been slightly spoiled. The only turn based strategy games like this that I've ever played are Shining Force 1 and 2. The simplicity of shining force made it very easy to control and based on the TBS's I've seen created and the many screenshots I've seen of other tactical battle games Shining Force seems to be the most intuitive as far as controls. Let me explain...
http://www.ignitionmaine.com/Pictures/s ... e_move.gif[/IMG]
Like I asked about earlier it seems to me that the logical first step is not a choice. It's move. When you move it's not a cursor where you select a location and confirm, you actually control the character itself which seems much more interactive. It gives you a greater feeling of direct control. If you don't want to move then you can immedietely open the menu to make your selection. Most of the time in a tactical battle you are trying to get from one end of the map to your enemy anyways. I know this is a very subtle thing and seems like it wouldn't be worth changing but the simpler the battle system is to play, the more intuitive and fun it is. I also should mention that while moving, you can also hit cancel which brings up the cursor and you can look around the entire map to see your individual character stats, and how they are doing. (this would subtract the need for a "status" item on the menu.
Secondly, the menu system itself.
http://www.ignitionmaine.com/Pictures/sf/Menu.gif[/IMG]
This menu system is designed so that you never need to do any scrolling. 4 options: Attack, Stay, Magic, Item. Magic and Item menus open up into other 4 choice menus. The beauty is, press down for stay, up for attack, left for magic, and right for item. Then the confirm button to select. Once you've played this game for a while it's all intuitive and you get really fast. It's nice not to scroll down a 6 piece menu. And since you've already moved, move isn't an option. However, you can cancel at any time to change your location and open the menu again. Another logical feature is that when you are not in attack range the menu opens up on the attack option, when you are not in attack range the menu opens up on the stay option.
http://www.ignitionmaine.com/Pictures/sf/ADecision.bmp[/IMG]
Just thought I'd point out that when you press attack when you are in attack range it will automatically select an enemy whether you are facing the enemy or not.
http://www.ignitionmaine.com/Pictures/sf/Attack.gif[/IMG]
The only other thing I wanted to point out actually isn't the fact that shining force opens up a seperate animation sequence but notice the enemies HP bar on the bottom left. I've always felt a great sense of accomplishment watching an HP bar drop. Just an idea.
I counted button hits for moving a character and then making him stay. With GTBS it's 10 hits (assuming you are only hiting one arrow key on the move phase). With Shining force it's 4! (I'm adding one button press to shining force because you don't do anything with character facing in the game). When attacking someone GTBS is 8 and shining force is 4. I know I sound lazy but I just thinking logical simplicity in gaming is pretty important.
Thanks for reading my ramblings! This script is the best TBS I've seen and even without these changes would still be awesome! Great job!