anchor.diff:              let character = updater character
               { model with BattleCharacters = Map.add characterIndex character model.BattleCharacters }
   
  -        let tickAttack sourceIndex (targetIndexOpt : CharacterIndex option) time timeLocal battleRunning model =
  +        let tickAttack sourceIndex (targetIndexOpt : CharacterIndex option) time timeLocal model =
   
               // if target available, proceed with attack
               let source = getCharacter sourceIndex model
  
positive.code:                    CharacterSize = v2 160.0f 160.0f
                     CharacterAnimationSheet = asset "Battle" "Goblin"
                     CharacterAnimationState = { TimeStart = 0L; CharacterAnimationCycle = ReadyCycle; Direction = Leftward; Stutter = 10 }
                     CharacterState = { CharacterType = Enemy Goblin; PartyIndex = 0; ExpPoints = 0; HitPoints = 5; SpecialPoints = 1; PowerBuff = 1.0f; ShieldBuff = 1.0f; MagicBuff = 1.0f; CounterBuff = 1.0f; Statuses = Set.empty; WeaponOpt = Some "Melee"; ArmorOpt = None; Relics = [] }
                     ActionTime = 0 }] |>
                  List.mapi (fun i enemy -> (EnemyIndex i, enemy))
               let characters =
                  Map.ofList (allies @ enemies)
               let model =
                  { BattleCharacters = characters
                    BattleState = BattleReady 0L }
               model)
  
          let getAllies model =
  
negative.code:                 withCmd model (DestroyCharacterCmd characterIndex)
              | ReticlesSelect (targetEntity, allyIndex) ->
                  match model.BattleState with
                  | BattleRunning ->
                      let targetIndex = getCharacterIndex targetEntity
                      let command = ActionCommand.make Attack allyIndex (Some targetIndex)
                      let model = { model with ActionQueue = Queue.conj command model.ActionQueue }
                      withMsg model (ResetCharacter allyIndex)
                  | _ -> just model
              | Tick ->
  