One the programming issues I was fighting with was trying to get the characters to "swing" thier weapons via Final Fantasy, but it has proven to be difficult.
When I first started writing and scripting T:LoK using the RPVX engine, combat looked like this:
It was more Phantasy Star style, where you didn't even see your characters. You just saw generic effects when you attacked and used spells. I did some hunting and code modifying from other peoples projects and scripts and got a working side battle system in place. But, fine tuning will take some time. Sprites will have to made for each and evey weapon, frame by frame, for the attack animations, and that will take some time. And, every usable weapon will have to have its own script for combat.