haha, i wish i could implement half of that stuff. unfortunately the spells are just a big play on events (like everything is) and they have their limits and possible workarounds. i'd definitely love to have a custom script running the entire rpg with a nice inventory interface.
right now the enemies have a collection of events that calculate various things and input/output information to create rpg-like combat with stats affecting your ability to fight.
Do you plan on having seperate elements for spells? (EG: monsters have affinities, more damage when spells with a certain element used against them, strong affinites = less damage, etc.)
i've been toying around with a few events and I plan to have the enemies running on less events, allow custom status effects, and include a working HIT/EVA system. they still need some touch ups and a bit of improvement.
as barren as it sounds using just events, everything surprisingly flows smooth enough to the point where you probably couldn't even tell they were events.
i'll look into uploading a clip of us fighting a conceptual boss in the works to show some examples.
like a form of shield that blocks damage at the cost of a certain amount of mana/second, and things along those lines.
the closest spell we have to this increases your DEF according to your INT stat for a few seconds. spells and items in the quickslots have minor cooldowns (with a few exceptions.)