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RMXP CBS development thread (Taking suggestions!)

Here's where I'm going to chronicle my iterative development of a CBS for RMXP. I'm beginning to move away from RPG Maker, but I feel obligated to give back to the community that has supported me for years, and I'm going to do so by building a powerful, modular, well-documented, and extensible CBS for RMXP.

This CBS will be turn-based and will not use an ATB, although if there's demand for it, I might build an ATB add-on. My goal is to build a powerful base system and then create several easily addable or removable add-ons for it.

That being said, I'm still in the design stages, so I'm open to feature requests. Please post here with features, mechanics, or aspects that you would like to see included in this CBS. So far, what I have in mind:

- The battle system will be inspired by SMT Persona 3 and 4. It will be based upon elemental strengths and weaknesses with optional elements such as the ability to string together multiple attacks when taking advantage of an enemy's weakness.
- The battle system will not have built-in support for animated or sideview battlers but will be designed in such a way so as to allow it to easily hook together with such scripts.
- The battle system will include built-in functionality for creating new stats and allow users to easily edit algorithms such as determining hit/miss, determining damage, and so on and so forth.
 
I was saying this in IRC yesterday, but something that irks me is the starting positions of the player and enemies; they always have to do a run-up to be able to attack and then run back again. I'd like to see them standing facing one another as in a tekken game (perhaps a swords-length apart).

Now what that boils down to is simply somewhere in the script to define the starting positions of the player and enemies, which would presumably have to factor in the animated sprite sheets. It might be difficult to code.

Still, that's what I'd like to see personally.
 

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