Tax script like in RMXP
I once used a tax script in RMXP where you could put the buy rates at certain shops and sell rates, so I could make certain merchants that hated me, sell me stuff for 150% of their normal price, or if they were my friends, they'd sell stuff to me for 80% of their price.
The same goes for selling, normally you sell items at half their prices, well in the case of a merchant hating me, I could make it so that I get 25% from the things I sell, or if the merchant liked me, I could get 60% or 75% or more.
Furthermore there was a great thing about this, I could link (either through scripting, which I didn't understand, or through common eventing) a variable called merchant skill to this tax thing, so at the beginning of the game I'd buy at 170% and sell at 15%, and as I progress and find items that raise my merchant skill higher, I could even get to 80% buy 70% sell.
And I've got an idea now, to make a trading system in a game, complex enough to be dependent of: Player skill, Weather, Friendship level, Random events (like, the cart bringing wares to the merchant was destroyed) and demand (well I don't think that rmxp script was capable of that). When I say dependent on demand, I mean, the more you buy something, the more it costs or the less it costs.
Inventory scripting like in Gothic
Inventory script: I know there are tons of inventory scripts for VX, but I have something more complex in mind: Has anybody ever played a Gothic game? In that game, you could attack anybody (and you could defeat most of them), even if allies, and they wouldn't die, they would just fall down and stay down like 20 seconds to recover. During that time you could get what they had. I would like a script that gives an inventory to every event I make, and make every event I assign beatable, and after defeat, I could loot them. Also another cool thing in that game was, when they defeated you, your weapon would drop, and they would take your weapon, and it would end up in their inventory, can that be made into a script for RMVX too?
More types of magic power
There are some games that not only have mana, but also other factors. In Phantasy Star 4, each (almost) character can use Techniques which drain your TP (like mana), and skills, which have a counter that represents the number of times you can use that skill untill you go to an inn. Is that possible?
Furthermore, a script where you can assign as many mana types as you want and assign them special proprieties (has a strict counter, recovers X of it every turn, at the start of each battle is 0, but it goes up as you use other skills, and once it reaches a certain number, you can use a skill that costs that kind of mana, and many many more)
More inventory slots
I really hate that there is only HELM, ARMOR, SHIELD/WEAPON, WEAPON and ACCESSORY slots to equip, cant a script make more? For example Helmet, Armor, Gloves, Pants, Boots, Weapon, Weapon/shield, 4 ring slots or more, or better, customizable
and amulet slot?
Percentage resistance
I hate the thing in the editor that only has A B C D E F at states, 200% 150% 100% 50% 0% -100%, I think in rm2k you could set what each letter meant (in percentage, but idk really, that's just what I think from the first look I had at rm2k), Can a script make these states customizable?
Thank you very much for taking the time to read all these ideas