QUOTE (OranGemeo @ Jul 2 2011, 09:41 PM)

Question 3:] Hoping to implement a custom battle system that does the following:-Has the option to Attack and Flee with influence from stats.
Spirit Command (Characters equip ghosts, or spirits, that give them traditional FF skills and abilities. They use from this menu. Most characters can only equip 5 of these.
Character Specific Moveset (Character has an ability that is used by accumulating AP throughout the battle. These tend to be rather powerful, such as summoning a magical beast or boosting the defenses of all party members the same as "defend" would)
Character Specific Action (Character uses an action that costs no MP or AP. They aren't amazing, but can be useful. One character learns "Pray" - which heals all members a tiny bout of HP)
Any help on how to achieve this will be helpful! Thanks

Dunno if you still need help with this... tinkered a bit with a few "custom" engines, so I might be able to shed some insight with this. You might want to do your own tinkering and research besides what I say here, this is just what I've come to understand through trial and error.
Fleeing based on stats - This is going to have to be a variable linked to either your characters HP or MP (its only what 2k3 allows you to variable in battle unfortunately) .. which means you'll probably have to use HP. Like, the higher HP the better they are at running away. You can actually add the Flee command in the menu and trigger it using battle events like "Character uses Command" condition trigger and the run the variable.
Spirit Command - So basically materia right? Here's the thing about this. You can add skills by items the party is using, but if you want them removed when the character is no longer using the item, you're going to basically hit a brick wall. I did something similar with trinkets, adding a tiny additional skill with it. You end up with a mile long common event that brings the game to a lagging halt. 2k3 just doesn't have the processing power to do it. There's probably a way you can work around this by having the skill unlocked over time, but either way its going to have to stay on the character if you want to use this as a means of learning spells and such.
Char Moveset - This one is easy. Make a variable for each character, each time they get an AP, whatever you want to trigger it, add one to the variable. Whenever they reach their limit or their requirement, add in the skill. Removing the AP might be a bit tricky, there's only so many ways you can do this. 2k3 doesn't have the ability to distinguish what skill is used by whom and when, just if they possess it, or what command it's under. So.. removing AP is going to result in having it all spent at once. Great for having final limitbreak style attacks, but if you want more than one, might run into a few issues depending how creative you were hoping it to be. Having it as its own separate menu works because you can use that handy "Character uses Command" option to empty out your AP.. then its just a matter of removing the skill when the AP isn't sufficient. Displaying it in a way that makes sense is another thing you'll have to wrangle with. I'm not sure how custom bars work in 2k3, but I know it can be done.
Char Speific - I'm not sure if you want to use this as a menu thing or not. (Locke's Steal, Terra's Morph etc) Its pretty easy to make a skill that only one character has that doesn't cost him/her anything

for the sake of redundancy, I personally would bundle this stuff with AP, but it's not really my call to make. The menu option is going to follow the similar "Character uses Command" in battle events as well as a variable that controls it, say like.. Pray is tethered to 1/2 the user's HP or something. Easy to do, but kind of limited. You'll find that out a lot the more you tinker with the program.