I haven't been around and now you guys solve abs with scripts instead of madly hard work?
well I don't know how great this new script is but you can solve this via events.
the easiest way are common events which will be triggered by buttons.
now assuming you got a sword thingy weapon you would condition the tile in front of your hero thing (if hero is headed east and tile is hero's X +1 is filled by enemy1 then enemy1 variable - damage... and the same with Y, else if... enemy2 then... so on, a GIGANTIC common event)
this is also where you set your enemy defenses, after the if you calculate damage.
so assuming our hero got 10 str and we want enemy to take 4 damage because he is hot it can look like:
Damage = herostr - 6(that will be our solid defense)
since the hero got 10, enemy will take 4 damage, but that's boring isn't it?
we want the damage to be a little more random so next we call another common event, or otherwise copypaste the next lines all over
Tempdamage = damage + random [1,10]
Damagereduction = random [1,10]
Damage = Tempdamage - Damagereduction (so now you can do the damage you would have done +9 or -9 at best and worse cases)
but we don't want to heal the enemy... so...
If Damage =< 0 then
Damage = 1
you can set it to 0 as well, but most games make you do 1 damage if you fail to pwn the defenses of something.
now let's add another little thing.
Critvariable = Heroluck (or agi or whatever you want, you can make a variable and don't have to depend on the game's basic stats) / 10
Tempcrit = random [1,10]
Crit = critvariable + tempcrit
IF crit >= 5 then
Crit(button thingy) = true
Else
Crit = flase
If crit = True then
Damage = Damage * 2
now we go back to the main common event and we deal the damage to the event.
and since we are already there we can add a nice explosion so we add that on the tile next to us, where we found mr event1 hiding, there will be a little explosion thingy graphic, that's easy to do.
we take damage out of the event's life like that : Event1hp = Event1hp - damage
and now we go to the event it self, we will have a line there
If event1hp <= 0 then
Erase event thingy.
now if you had a ranged weapon you would have to condition many many many more tiles, which would be a bit more complicated.
remember to throw away everything you can into common events in order not to fill up too much any of them, it will be easier for you.
for the events to attack you will want to have conditions with them so that on collusion with the hero they will attempt to do damage or wait 3 seconds then attempt or something crazy like that.
It's a lot of hard work, and I haven't rmxped in a while so i am not certain I am accurate but it's by far more fun to do than just using a script and well, it's a lot easier to change.