I don't know how that would work since stuff like the battle engine is not done yet, so I can't give you any sort of good answer. There also is no editor yet. You can use any code or text editor available. This is mostly language, basic features for now. Sorry. ..
Also I can see why you are confused. Don't think of this as similar to ZC scripting. Think of it more like Game Maker (yuck) scripting (but faster and better times infinity... f**k you GM... cough.. shoot, ..I digressed...).
Why would you need things like item scripts at all anyway if you can create scripts dynamically? ...I suppose there would be at least three ways: events, objects, and through scripts, anyway. ..At the very least you could create any kind of script you wanted through another script. Example:
Events and Map objects have not been designed yet, however.Code:class MyObjectThatCreatesObjects { void run() //runs every logical frame { // NOTE: you do NOT need while true here! wait(60); //wait one second game.create_object("MyObjectThatCreatesObjects"); //create a never ending object creating object!!! :P //note; after so many objects are created the engine throw an exception and close your game so this is a bad idea. } };
The battle engine will probably be real-time with a bool for turn-based. :) The BattleActor class (or whatever) might just implement the ATB system. (since it is arguably 99% real-time anyway.) I don't know for sure though since it doesn't exist.