Well, I was thinking I could use Lua to make scripting certain non standardized "events" work easier, like say, the animation sequence for a spell, or something that requires obscure one-time specific animations (like a cutscene). They'd utilize things hard coded in the engine but not necessarily have to be hard coded in.
Also I do want a means to let other people help develop these things that need to be adjustable on the fly without a huge amount of coding required. I think that's all I'd use scripts for.
Then keep references to what all the spells do, range, damage modifiers, and then also store the lua scripts which create the particle effects and other things on screen in a client database (ODBC?)
Right now the base code of the game stores things like animation parameteres (which UV range to use for what classification of animation, such as An.WALK, An.JUMP, An.FALL, An.CUSTOM [which would use a lua script to define it's animation paramters). But in this sense basically the base code would take a script saying "Play the CAST animation for 3 seconds, then spawn a particle effect with these parameters, and then make a giant bird come down and eat whatever is on that tile when this spell is cast". This is how I *Think* it should work in the end result, but what is standard practice I don't know with Lua just yet, I've only downloaded the library so far ;p
That sound logical to any extent?