Animations and Actions Mirroring
So since Witness to Unity uses a “side-view battle system”, it means I need to have animations mirror depending on where they’re coming from. Unfortunately, RPG Maker XP does not even have under the hood ability to understand this, because it was front-view by default. (VXAce meanwhile added some unused variables for scripters to make use of that made this sort of thing easier.)
Multi-Hit Adventures
Let me tell you about my adventures with multi-hit attacks. It was possibly the biggest nightmare I've had in programming in the longest time, not from getting errors or anything, but because of the game logic falling apart or misbehaving in ways I couldn't understand for a while.
Keep It Simple, Stupid

I haven't talked about Witness to Unity here in a while, and I have a backlog of design/code stuff I think might be interesting to talk about here. So lets see to that~.