Are you so genuinely suprised as to ask for video?
It was so simple to achieve that I didnt think it worthy of a specific mention on the forum threads.
I'll attach a video to this post ^_^
Excuse the choppy frame rate my pc doesnt like running screen cap at the same time as test game
(Remember the music and a lot of the huds and enemies are very place holder i know i cant use the ff7 music in the final version but its just there to make me smile while testing)
But yeah its not that difficult, you just need a way of having different scripts talk to each other, I used variables, but the initial variant just had a global battle variable, 0 for not in battle, 1 was the activation value set to by whatever trigger event was starting the battle, so the main control script can ready all the huds and put the player into battle mode, this gets set to 2 after thats done, telling the enemy script that battle can commence then the initial test script was all just state based so when the player was having a turn it would cycle through evenly numbered states, then reset to the odd number states when the players turn ended so the enemy turn could begin that way they could never take a turn at the same time, then a series of timers and it just worked.
Now its this massive complex script with variables defining different weapons, their attack and damage ratings, miss chance ratios, usable magic etc
smoke em if you got em