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Game data code:

//Action Library

global.actionLibrary =

{

   attack :

   {

   name : "Attack",

   description : "{0} attacks!",

   subMenu : -1,

   targetRequired : true,

   targetEnemyByDefault : true,

   targetAll : MODE.NEVER,

   userAnimation : "attack",

   effectSprite : sAttackBonk,

   effectOnTarget : MODE.ALWAYS,

   func : function(_user, _targets)

   {

   var _damage = ceil(_user.strength + random_range(-_user.strength * 0.25, _user.strength * 0.25));

   BattleChangeHP(_targets[0],-_damage,0);

   }

   },

   ice :

   {

   name : "Ice",

   description : "{0} casts Ice!",

   subMenu : "Magic",

   mpCost : 4,

   targetRequired : true,

   targetEnemyByDefault : true, //0: party/self, 1: enemy

   targetAll : MODE.VARIES,

   userAnimation : "cast",

   effectSprite : sAttackIce,

   effectOnTarget : MODE.ALWAYS,

   func : function(_user, _targets)

   {

   var _damage = irandom_range(10,15);

   BattleChangeHP(_targets[0],-_damage,);

   //BattleChangeMP(_user, -mpCost);

   }

   }

}

enum MODE

{

NEVER = 0,

ALWAYS = 1,

VARIES = 2

}

//Party data

global.party = 

[

{

name: "Lulu",

hp: 89,

hpMax: 89,

mp: 15,

mpMax: 15,

strength: 6,

sprites : { idle: sLuluIdle, attack: sLuluAttack, defend: sLuluDefend, down: sLuluDown},

actions : [global.actionLibrary.attack]

}

,

{

name: "Questy",

hp: 44,

hpMax: 44,

mp: 30,

mpMax: 30,

strength: 4,

sprites : { idle: sQuestyIdle, attack: sQuestyCast, cast: sQuestyCast, down: sQuestyDown},

actions : [global.actionLibrary.attack, global.actionLibrary.ice]

}

]

//Enemy Data

global.enemies =

{

slimeG: 

{

name: "Slime",

hp: 30,

hpMax: 30,

mp: 0,

mpMax: 0,

strength: 5,

sprites: { idle: sSlime, attack: sSlimeAttack},

actions: [global.actionLibrary.attack],

xpValue : 15,

AIscript : function()

{

//attack random party member

var _action = actions[0];

var _possibleTargets = array_filter(oBattle.partyUnits, function(_unit, _index)

{

return (_unit.hp > 0);

});

var _target = _possibleTargets[irandom(array_length(_possibleTargets)-1)];

return [_action, _target];

}

}

,

bat: 

{

name: "Bat",

hp: 15,

hpMax: 15,

mp: 0,

mpMax: 0,

strength: 4,

sprites: { idle: sBat, attack: sBatAttack},

actions: [global.actionLibrary.attack],

xpValue : 18,

AIscript : function()

{

//attack random party member

var _action = actions[0];

var _possibleTargets = array_filter(oBattle.partyUnits, function(_unit, _index)

{

return (_unit.hp > 0);

});

var _target = _possibleTargets[irandom(array_length(_possibleTargets)-1)];

return [_action, _target];

}

}

}