Since how States are visually handled very poorly, l thought of requesting it incase somebody is interested on taking the job and help every game that are using states a lot in battles.
Actor visual states:
First, the choice between using MOG battle hud or not.
If using MOG, then the position will be depending on where the hud is
If not, the position will be anywhere for each actor index on X/Y position
The developer will be able to say how many states maximum each actor should have as a notetag. A default would be available incase there's no notetags.
Enemy visual states:
The developer will be able to say how many states maximum each enemy should have as a notetag. A default would be available incase there's no notetags.
Enemies States would start on X/Y position depending on this enemy position. Here is a mockup of what it should look like with 4 states maximum on each column :
http://puu.sh/lBMCk/66bea759a4.png .
General visually:
The highest state priority will go first on the list, while the lowest will be at the last place or not showed at all due to maximum states.
States will show the duration similar as to how lolaccount's plugin did it as seen here
http://forums.rpgmakerweb.com/index.php?/topic/49034-display-state-turns-on-icon/
Good states will be at the first column
Bad states will be at the second column
Bad states have the tag <Badstate> inside the state making them go in the second column
Utility:
Specific State duration can go lower or higher with a notetag on equipment/enemies/states/actors similar to how
https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/buff-state-manager/ does it
Some states can be hidden completely like they never existed but the bonus still applies, those states will have "1" as priority for simplicity sake.
Mouseclick utility:
When clicking on a state, a box would popup showing a description of the state
That description should be written in the state notetag
IMPORTANT
To make the plugin lag as less as possible:
The states would be refreshed on both the user and the targets after each action
The states would be refreshed for everyone at the end of each turn.