Daily challenges reset every day, creating a random enemy. Note: random enemy generator checks for at least one attack that doesn't require MP, so it WILL be able to attack every turn. Format of character codes: 1. Your character's name, then the amount of underscores to account for 16 (example: drew9348________) (8 underscores) 2. Your character's HP, with four digits total. If I had 80 HP, it would be 0080. 3. Character's MP, same as above. (0060) Finished Char Code: drew9348________00800060 Attack Effect Stat IDs: 0 = Poison/Regen 1 = Health 2 = Magic 3 = Attack 4 = Defense (does not affect damage done by Gravity and Health) 5 = Percent-based Attack 6 = Percent-based Defense (percentage of Dmg taken) 7 = Transformation (ID of character to become) 8 = Gravity (Percentage of current HP to reduce) 9 = Counterattack (does amount of damage IF opponent attacks.) When controlling which player it affects, put '1' for self, and '2' for opponent BEFORE the attack ID. Note: Percent-based Defense resets once per turn. Percent-based Attack only resets when doing damage. ---PLANNED FEATURES--- By the time 1.2 is out, I would like to have a Teams feature, for both singleplayer and multiplayer. In singleplayer, one player would control multiple characters, being able to swap characters at certain points, and in multiplayer, each player would control one character, but there are teams of 2-4 players. At the moment, character tracking does occur, but has no purpose.
*3/3/17: V. 1.0 Officially released. Fully functional, but needs a new name. *3/4/17: V1.0.1 Bug fixes: P2's Attack 2 was showing up as Attack 3, Effect 1 of attacks was not working, and attacks that aren't supposed to do damage were sometimes healing the target. *3/9/17: V1.0.2 Some bug fixes, started to add multiplayer. Stat boosts were not resetting...ever. *3/10/17: V1.0.3 Percent-based defense now resets once per turn. Damage system slightly altered, can no longer heal from taking attacks. Readout of how much damage was done now appears after each attack. Multiplayer added. Please report any bugs. *3/11/17: V1.0.4 Bug fix: Multiplayer now supports status effects (still in testing stage) Endgame added, says "Player 1 wins" when P2's HP is 0, and vice versa. *3/12/17: V1.0.5 Readout heavily changed. Displays name of character, name of attack, and how much damage if applicable. Ending the game now makes the attack buttons disappear. *3/13/17: V1.0.6 Multiplayer Bug fixes: Attack lists were not displaying correctly, turn swapping redone, readouts fixed. Critical hits are now the same on both screens. *3/14/17: V1.0.7 Baldin Bot added in Multiplayer, Percent-based Attack fixed. *3/15/17 V1.0.8 Second bot added: Destaron Defense. *3/16/17 V1.0.9 Daily challenges are here! Creates a random opponent with random attacks once per day. *3/17/17 V1.1 All sprites converted to vector, attack names show above buttons, background color changes when game starts. 3/20/17 V1.1.1 Attacks now display correctly. 4/17/17 V1.1.2 Daily Challenge now resets automatically. Long wait in Multiplayer shortened, now updates every 3 seconds. Background now changes color every time a player takes their turn. Modifications were made so that Turbo Mode works better. Added attack effect: Transform. (See Instructions) 4/18/17 V1.1.3 Daily Challenge system altered, problematic character () was in use. Changed backgrounds, added background particles. Baldin Bot will only attempt an attack if he has enough MP. 4/19/17 V1.1.4 Heavily modified Transform effect. Can now increase all stats with the exception of percent-based boosts. 4/21/17 V1.1.5 Added new background particles. 4/24/17 V1.1.6 Background particles now differentiate in color, appear slightly more often, and are filled in. Added attack effect: Gravity. 4/25/17 V1.1.7 Minor bug fixes 4/27/17 V1.1.8 Added sounds for attacks based on their damage. Added attack effects: Poison/Regen and Counterattack. 4/27/17 V1.1.9 Updated Counterattack effect, no longer counters if the player countering is defeated. 5/1/17 V1.2 Added dungeon mode. Added character tracking.