See Inside. In this project you'll find the rationale behind modeling the battle engine. The battle engine ( https://scratch.mit.edu/discuss/topic/615953/?page=3#post-6527251 ) is extremely complex, and I have been puzzling over a model that will allow for storage and modularity. This is what I came up with. All components are able to be stored in JSON, and there is a bit of code inbetween that's required for things to work, but it seems pretty solid to me for now.
Next Steps: I'll be gone for a while, so if anyone wants to they can work on the following things (in order): 1. A fragment / group builder GUI. Similar to my Dialogue Tree project but for creating different fragments. 2. Battle Engine Controller. The internals of the battle engine that implements all of the unique quirks of the battle engine outlined by @DurdleT in the post linked in instructions. This task is a really big one, and I wish I had more time to break it into smaller pieces, but unfortunately, I don't. 3. Battle Engine view. The actual graphics of the battle engine including animations, GUIs, graphically using level points, win/loss screens, ect. This one is a big task for artists that can't be completed in parallel unfortunately.