first_ray = { --[[ ]] turn = true; on_start = function(self) return 0; end; on_action = function(self) if self.turn == true then set_random_enemy_as_target(); --set_random_enemy_with_highest_current_hp_as_target(); battle:run_command(Battle.MONSTER_ACTION, 279); self.turn = false; else self.turn = true; end; return 0; end; action_idle = function(self) fighter_self:play_animation("0"); return 0; end; action_hurt = function(self) fighter_self:play_animation("1"); return 0; end; action_laser_cannon = function(self) fighter_self:play_animation("0"); fighter_self:play_animation("2"); fighter_self:play_animation("3"); fighter_self:play_animation("4"); fighter_self:play_animation("5"); return 0; end; };