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Immediate Action Menu System

Howdy! For my game, Beyond the Veil, I need to really overhaul the command menu during combat. In fact, I sorta need to get rid of it. I am using RTAB along with Animated Battlers.

During battle I want the cursor to select enemies/players to always be present. By pressing directional buttons the cursor changes to different targets like normal. Pressing an action button, however, will do nothing...
Until it's someone's turn.
When it becomes a player's turn, a window is displayed showing available skills and a button assigned to each skill.
The cursor is still active so the target selection is already being made. When an action button is pressed, that target is attacked with the corresponding skill.

Here're some visuals...

http://img156.imageshack.us/img156/1792 ... nu3bu9.png[/IMG]
In this first image, the PCs' and enemies' CT/ATB bars are filling up, but the cursor is still visible and the player is able to move it around to different targets--All while RTAB is refreshing.

http://img522.imageshack.us/img522/5392 ... nu2mz8.png[/IMG]
Here we see it is Tea's turn. In the lower right, all of his available skills are displayed along with a corresponding button or button combination. During this time, the cursor is still movable with directional buttons. When a button is pressed, he'll execute the corresponding skill on the enemy that the cursor is pointing to.

http://img241.imageshack.us/img241/8333 ... nu1ms5.png[/img]
Here is just a different example of what I might want for the skill display during the turn. As soon as the skill button is pressed, these windows disappear.
 
Hey y'all! Bump up the jams!

As a start (and the way I'm currently approaching it) the order of selecting skill and selecting target could be inverted. That way a target is picked first, then a skill could be selected.
 

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