Before I could have spell and ability menus I needed to create those abilities,
and because all that stuff are gained by Jewels, I needed to create those first.
I found a nice way to store an Item Database in Unity, so that's good news.
Now we have a template Jewels and for a character to use it it get's copied and the values can level up accordingly.
It will be quite hard to code all the special modifiers, stat changes, spells and abilities.
But I know that a good class system is the basis of this and I got that done.
Sound effect guide: http://www.epicsound.com/sfx/
Things to do: Target selection, linking animations to actions, AI manager, spell list, item list.
The ordering of the characters in combat is done. Picking certain actions will be faster or slower like in FFX.
I've been thinking to do the same like ffx but with a cooldown of a few "turns" on powerfull abilities.
For example I cast fire1 and deal 45 dmg to a goblin.
Next turn fire is still in cooldown and I will need to select another action/spell.
The turn after that fire1 is available again.
This will make sure really powerful abilities aren't spammed all the time, and it will be easier to balance everything out.
Also certain Jewels could potentially reduce the amount of turns of cooldown you would endure after casting a powerful spell.
Oh and it will also make sure that more than one spell is going to be used by the player.
For Example I cast Ultima, but now it has 5 turns cooldown, so next turn I'll cast Ice3, ...