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John
John

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Dev Log 40 - RNGDungeon Mini Game

Logging my recent progress, thoughts and development.

Here goes...

Duckmon Squad Battle Mode

Still in progress...

Data entry is draining, even with extra tools to help input, search, edit and adjust values and skills. Draining and boring, i feel myself losing motivation by the minute entering data into my spreadsheet.

Good news, i am over half way completed. I have finished basically every factions (11 total) skill sets, lists of positive effects and negative
(buffs and debuffs), with 9 fully completed, and one of the remaining 2 being a "Mythic" Class, with fewer card and more unique skills.

Here is a list of the current move sets - (non detailed, but still a lot)

DEBUFF & NEGATIVE

ACID                CORROSIVE DOT (3% BASE HP PER TURN, +3% PER STACK, –3 DEF PER STACK, STACKABLE TO 5)
ATTACK DOWN         ATTACK DEBUFF (−20% DEFAULT BASE ATTACK, SINGLE TARGET)
BIND                    MOVE‑DISABLE DEBUFF (DISABLES 1 MOVE, ACTION‑BASED, STACKABLE)
BLEED           PHYSICAL DOT (4% CURRENT HP PER TURN, STACKABLE, NON‑LETHAL)
BLESSING            CURSE‑IMMUNE REMOVAL DEBUFF (SINGLE‑USE, NON‑STACKING, UNDEAD DAMAGE)
BLIND                   ACCURACY DEBUFF (TURN‑BASED, STACKABLE , -22% CHANCE TO HIT)
BURN                    FIRE DOT (8% MAX HP PER TURN, TYPE‑EFFECTIVE, STACKABLE)
CHARMED         SELF-TARGET REDIRECTION DEBUFF (80% TRIGGER, SINGLE-STACK, ACTION-BASED)
CHILL               ICE BUTTON DISABLE (STACKABLE, 20% CHANCE PER SKILL)
COLD                STACKABLE FROZEN PRIMER (15-20%)
COMA                    FULL DISABLE DEBUFF (TURN‑BASED, ENERGY GAIN ALLOWED, STACKABLE)
CONCUSSED           ENERGY COST INCREASE (TURN-BASED, STACKABLE, +25% ENERGY COST, ROUNDED UP TO NEAREST 10)
CONFUSED            SKILL FAILURE DEBUFF (50 % CHANCE, CONSUMES ENERGY, STACK‑BASED)
CONSTRICT           PHYSICAL DOT (10% MAX HP PER TURN, STACKABLE, TEMPORARY DEX DOWN PER TICK)
CONTAMINATE     HEALING REDUCTION DEBUFF (–50% HEALING RECEIVED, STACKABLE)
CRUSH               FLAT HP LOSS DEBUFF (10% BASE MAX HP ON APPLICATION, STACKABLE FOR DURATION ONLY)
CURSED          HP / ENERGY DRAIN (60 HP OR 60 ENERGY, OR BOTH)
CRYOPHOBIA          ICE VULNERABILITY DEBUFF (+50% EXTRA ICE DAMAGE ON NEXT ICE HIT, STACKABLE)
DEAF                    SWAP‑LOCKING DEBUFF (TURN‑BASED, STACKABLE)
DEF DOWN                DEFENCE DEBUFF (−20 % OF DEFAULT BASE DEFENCE , SINGLE TARGET)
DOOM                KO COUNTDOWN DEBUFF (5-STACK, NON‑REMOVABLE, MYTHIC UNDEAD)
ELECTRIC BURN       ELECTRIC DOT (8% MAX HP PER TURN, TYPE‑EFFECTIVE, STACKABLE)
EMP             TECHNOLOGY VULNERABILITY DEBUFF (+50% EXTRA TECHNOLOGY DAMAGE ON NEXT TECHNOLOGY HIT, STACKABLE)
ENERGY DOWN         ENERGY DEBUFF (−10 ENERGY PER TURN)   
ENERGY DOWN PLUS        ENERGY DEBUFF (−20 ENERGY PER TURN)   
ENERGY DRAIN            INSTANT −30 TEAM ENERGY (NO DAMAGE, NO DOT, NO TICKS)
ENERGY STEAL        INSTANT 60 ENERGY TRANSFER DEBUFF  (NON‑STACKING)
EVASION DOWN            DAMAGE HIT‑CHANCE INCREASE DEBUFF (+25% HIT CHANCE, TURN‑BASED, STACKABLE, SINGLE TARGET)
EXHAUSTED           ENERGY CAP REDUCTION DEBUFF (–20 CURRENT ENERGY, –20 MAX ENERGY, STACKABLE TO 5)
EXPOSED         UNIVERSAL WEAKNESS AMPLIFIER (FORCES ×1.25 SUPER-EFFECTIVE DAMAGE)
FEAR                CHANCE-BASED FORCED-SWAP DEBUFF (50% TRIGGER, TURN-BASED, STACKABLE)
FEVER               MOVE‑DISABLE DEBUFF (DISABLES 1 MOVE, ACTION‑BASED, STACKABLE, ENERGY‑DRAIN)
FLAMMABLE           FIRE VULNERABILITY DEBUFF (+50% EXTRA FIRE DAMAGE, APPLIES BURN ON NEXT FIRE HIT, STACKABLE)
FREEZE BURN             ICE DOT (8% MAX HP PER TURN, TYPE‑EFFECTIVE, STACKABLE)
FROST               ICE DEBUFF (–15% BASE DEX, STACKS EXTEND DURATION ONLY)
FROZEN                  FULL DISABLE DEBUFF (ICE‑TYPE, SKIP‑BASED, STACKABLE)
GRAVE LOCK          GLOBAL GRAVEYARD SEAL (RARE, MYTHIC, TEAMWIDE, PERMANENT, NON‑REMOVABLE)
HACKED          MOVE-DISABLE DEBUFF (DISABLES 2 MOVES, ACTION-BASED, 50% SUCCESS CHANCE, IF FAIL REMOVE 20 ENERGY)
HEAT STROKE     FULL DISABLE DEBUFF (FIRE‑TYPE, HP‑DRAIN, TURN‑BASED, STACKABLE @ 3% HP Per Stack)
HOLY BURN           HOLY DOT (7% MAX HP PER TURN, TYPE‑EFFECTIVE, STACKABLE)
HOLY VENOM          HOLY DOT (10% BASE HP PER TURN, +2% PER STACK, –10% TO –30% INT, STACKABLE TO 5)
ILLNESS         CLEANSE‑BLOCKING DEBUFF (PREVENTS ALL CLEANSE EFFECTS)
INT DOWN                INTELLIGENCE DEBUFF (−20% DEFAULT INT, SINGLE TARGET)
LOCKED          TURN SKIP DEBUFF
LOWER ATTACK            ATTACK DEBUFF (−20% DEFAULT ATTACK PER STACK, TURN‑BASED, STACKABLE)
LOWER DEF               DEFENCE DEBUFF (−20% DEFAULT DEF PER STACK, TURN‑BASED, STACKABLE)
LOWER DEX               DEXTERITY DEBUFF (−20% DEFAULT DEX PER STACK, TURN‑BASED, STACKABLE)
LOWER INT               INTELLIGENCE DEBUFF (−20% DEFAULT INT PER STACK, TURN‑BASED, STACKABLE)
MEGA BIND           MOVE-DISABLE DEBUFF (DISABLES 2 MOVES, TURN-BASED, STACKABLE)
MEGA PURIFY     4× RANDOM BUFF REMOVAL (ENEMY ONLY, INSTANT DEBUFF)
NANITE SWARM        TECHNOLOGY DOT (–12 HP TO TARGET, +12 HP TO OPPOSITE ACTIVE CARD, STACKS = DURATION ONLY)
PARALYZE                FULL DISABLE DEBUFF (NO MOVES ALLOWED, SKIP‑BASED, STACKABLE)
PETRIFY                 FULL DISABLE DEBUFF (UNDEAD‑TYPE, SKIP‑BASED, STACKABLE)
POISON          TOXIC DOT (10% BASE HP PER TURN, +2% PER STACK, –10% TO –30% DEX, STACKABLE TO 5)
PINNED          ANTI SWAP LOCKDOWN ( SWAP BUTTON DISABLE)
PLAGUE          HP DECAY DOT (–5 HP PER TICK, TURN-BASED, STACKABLE TO 5, INFECTIOUS ROT TRIGGER)
PURIFY          2× RANDOM BUFF REMOVAL (ENEMY ONLY, INSTANT DEBUFF)
RADIATION           TOXIC DOT (5% BASE HP PER TURN, +1% PER STACK, –2 ATK PER STACK, STACKABLE TO 5)
RESTRICT            HOLY DOT (10% MAX HP PER TURN, STACKABLE, TEMPORARY INT DOWN PER TICK)
RITUAL BIND     MOVE-DISABLE DEBUFF (DISABLES MOVES 1 & 2, ACTION-BASED, STACKABLE)
ROT             MAX-HP DECAY DOT (–10 DEFAULT MAX HP PER TICK, TURN-BASED, STACKABLE TO 5)
SACRIFICE           DUAL RANDOM GRAVEYARD OFFERING (INSTANT KO, NON-ACTIVE ONLY)
SCARED          FORCED‑SWAP DEBUFF (TURN‑BASED, STACKABLE, ACTION‑LOCK)
SCORCHED            ENERGY REDUCTION DEBUFF (FIRE‑TYPE, TURN‑BASED, STACKABLE)
SCRUPLES            HOLY VULNERABILITY DEBUFF (+50% EXTRA HOLY DAMAGE ON NEXT HOLY HIT, STACKABLE)
SELF BLEED          SELF-INFLICTED PHYSICAL DOT (4% CURRENT HP PER TURN, STACKABLE, NON-LETHAL)
SHOCK                   MOVE‑DISABLE DEBUFF (DISABLES 2 MOVES, ACTION‑BASED, STACKABLE)
SICKNESS            HEALING‑BLOCKING DEBUFF (PREVENTS ALL HP GAIN)
SLEEP                   FULL DISABLE DEBUFF (TURN‑BASED, WAKES ON SKILL DAMAGE, STACKABLE)
SMOG                TOXIC DEBILITATION DEBUFF (–10 HP & –10 ENERGY PER TRIGGER, STACKS INCREASE DURATION ONLY)
SNEEZE          TURN INTERRUPTION DEBUFF (10% CHANCE TO MISFIRE A MOVE, STACKABLE TO 5)
SOUL DRAIN          HP & ENERGY DECAY DOT (–5% BASE HP PER TICK, –10 ENERGY PER TICK, TURN-BASED, STACKABLE TO 5)
SPEED DOWN              DEXTERITY DEBUFF (−20% DEFAULT DEX, ACTION‑BASED, STACKABLE, SINGLE TARGET)
STICKY          MOVE-DISABLE DEBUFF (LOCKS SLOTS 2 & 3, ACTION-BASED, STACKABLE)
STRANGLE            PHYSICAL DOT (9% BASE HP PER TURN, ENERGY GAIN REDUCTION, STACKABLE TO 5)
SUPERSTITIOUS       UNDEAD VULNERABILITY DEBUFF (+50% EXTRA UNDEAD DAMAGE ON NEXT UNDEAD HIT, STACKABLE)
TAUNT               FORCED‑ACTION DEBUFF (TURN‑BASED, STACKABLE, NON‑SWAPPABLE)
TEAM ATTACK DOWN        TEAM‑WIDE ATTACK DEBUFF (−20 % OF DEFAULT BASE ATTACK)
TEAM BLIND          TEAM-WIDE ACCURACY DEBUFF (TURN-BASED, STACKABLE, –22% CHANCE TO HIT)
TEAM DAMAGE     AOE FLAT DAMAGE (20 HP TO ALL OPPOSING CARDS)
TEAM DEF DOWN       TEAM-WIDE DEFENCE DEBUFF ((−20 % DEFAULT ATTACK PER STACK, TURN‑BASED, STACKABLE)
TEAM DEX DOWN       TEAM‑WIDE DEXTERITY DEBUFF (−20 % OF DEFAULT BASE DEXTERITY)
TEAM EVASION DOWN   TEAMWIDE EVADE REDUCTION DEBUFF (INCREASES ENEMY HIT‑CHANCE)
TEAM INT DOWN       TEAM‑WIDE INTELLIGENCE DEBUFF (−20 % OF DEFAULT BASE INTELLIGENCE)
TEAM LOWER ATTACK   TEAM‑WIDE ATTACK DEBUFF (−20 % DEFAULT ATTACK PER STACK, TURN‑BASED, STACKABLE)
TEAM LOWER DEF      TEAM‑WIDE DEFENCE DEBUFF (−20 % DEFAULT DEF PER STACK, TURN‑BASED, STACKABLE)
TEAM LOWER DEX      TEAM‑WIDE DEXTERITY DEBUFF (−20 % DEFAULT DEX PER STACK, TURN‑BASED, STACKABLE)
TEAM LOWER INT      TEAM‑WIDE INTELLIGENCE DEBUFF (−20 % DEFAULT INT PER STACK, TURN‑BASED, STACKABLE)
TEAM SPEED DOWN     TEAM‑WIDE DEXTERITY DEBUFF (−20% DEFAULT DEX, TURN‑BASED)
TOXICITY            TOXIC VULNERABILITY DEBUFF (+50% EXTRA TOXIC DAMAGE ON NEXT TOXIC HIT, STACKABLE)
WEATHERED           NATURE VULNERABILITY DEBUFF (+50% EXTRA NATURE DAMAGE ON NEXT NATURE HIT, STACKABLE)
WRAP                MOVE-DISABLE DEBUFF (DISABLES MOVE 4, ACTION-BASED, STACKABLE)


BUFF & POSITIVE

ATTACK UP               ATTACK BUFF (+20 % OF DEFAULT BASE ATTACK, SELF ONLY)
AVOID               GUARANTEED EVADE BUFF (SELF ONLY, TURN‑BASED, STACKABLE, NON‑REMOVABLE)
BERSERK             FORCED DIRECT DAMAGE BUFF (STACKABLE FOR DURATION ONLY)
BIO SHIELD              TOXIC DAMAGE REDUCTION BUFF (50 % REDUCTION)
BLESSED             HOLY BUFF (DEBUFF BLOCKER, ABSORBS 1 INCOMING DEBUFF STACK)
BONE SHIELD         SELF‑APPLIED 60‑HP BARRIER (PERSISTENT, REMOVABLE)
BURN COUNTER            FIRE DOT COUNTER (ON‑TRIGGER, NON‑STACKING)
CLEANSE             2X RANDOM DEBUFF REMOVAL (SELF ONLY)
CONDUCTION              ENERGY-GAIN BUFF (CONVERTS HALF OF NEXT DIRECT DAMAGE TAKEN INTO TEAM ENERGY)
COUNTER PIERCE          BLEED RETALIATION BUFF (APPLIES 3 BLEED STACKS TO ATTACKER ON DIRECT DAMAGE)
CURE FIRE               FIRE‑TYPE DEBUFF REMOVAL (HEAT STROKE / FEVER / BURN / SCORCHED)
CURSE IMMUNE            DEBUFF‑BLOCKING BUFF (TURN‑BASED, NON‑STACKING, PREVENTS NEW DEBUFFS)
DEF UP              DEFENCE BUFF (+20 % OF DEFAULT BASE DEFENCE , SELF ONLY)
DEFEND              FLAT DAMAGE REDUCTION BUFF (REDUCES NEXT DIRECT DAMAGE BY 25 HP, STACKABLE)
DETOX                   1× RANDOM DEBUFF REMOVAL PER TURN (SELF ONLY, TURN-BASED, MAX 2 STACKS)
DEX UP              DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , SELF ONLY)
DURABILITY              PHYSICAL DAMAGE REDUCTION BUFF (50 % REDUCTION)
ELECTRIC BURN COUNTER   ELECTRIC BURN COUNTER — ELECTRIC DOT COUNTER (ON‑TRIGGER, NON‑STACKING)
ELECTRIFIED         ELECTRIC DAMAGE REFLECTION BUFF (15% + 5% PER STACK, SELF ONLY)
ENERGY UP               ENERGY REGEN BUFF (+50 % ENERGY GAIN - TEAM ENERGY POOL)
ENERGY UP PLUS          ENERGY REGEN BUFF (+50 % ENERGY GAIN +10 FLAT — TEAM
ESCAPE              REACTIVE EVADE / SWAP SKILL (EFFECT‑NULLIFIER + RANDOM BENCH SWAP)
EVASION UP              DAMAGE HIT - CHANCE REDUCTION BUFF (SELF ONLY 25%)
FATE                    RANDOM DEBUFF SKILL (TARGETED, SELECTS 2 RANDOM DEBUFFS FROM ALL DEBUFFS, IMMEDIATE EFFECT)
FROSTBITE               ICE DAMAGE REFLECTION BUFF (15% + 5% PER STACK, SELF ONLY)
FROST RESISTANCE            ICE DAMAGE REDUCTION BUFF (50 % REDUCTION)
HASTE                   TURN‑ORDER PRIORITY BUFF (SELF ONLY, STACKABLE, TICK‑BASED)
HAUNT                   UNDEAD COUNTER DOT (ON‑TRIGGER, –5% BASE HP & –10 ENERGY PER TICK, STACKS = DURATION ONLY)
HEAL                    INSTANT HP RECOVERY (SELF ONLY 16% OF DEFAULT MAX)
HEAT RESISTENCE         FIRE DAMAGE REDUCTION BUFF (50% REDUCTION)
HEAT SINK               TECHNOLOGY SELF‑PURGE (–20 HP, +50 ENERGY)
HOLY COUNTER            HOLY DIRECT‑DAMAGE COUNTER (ON‑HIT, NON‑STACKING)
HOLY RESISTANCE         HOLY DAMAGE REDUCTION BUFF (50 % REDUCTION)
HP UP                   PERMANENT SELF MAX HP BUFF (+25 MAX HP TO SELF, REMOVED ON KO)
INSTANT ENERGY          ENERGY GAIN EFFECT (+80 ENERGY IMMEDIATELY - NET GAIN 30)
INT UP              INTELLIGENCE BUFF (+20 % OF DEFAULT BASE INTELLIGENCE, SELF ONLY)
LAVA SKIN               FIRE DAMAGE REFLECTION BUFF (20 BASE + 5 PER STACK)
LUCKY DIP               RANDOM BUFF SKILL (SELF ONLY, SELECTS 1 RANDOM BUFF FROM ALL BUFFS, IMMEDIATE EFFECT)
MAX ENERGY UP           PERMANENT TEAM ENERGY CAP BUFF (+50 MAX ENERGY TO TEAM, STACKABLE TO 5, REMOVED ON BATTLE END)
MEGA CLEANSE            4X RANDOM DEBUFF REMOVAL(SELF ONLY, POSITIVE BUFF)
MEGA ENERGY UP          ENERGY REGEN BUFF (+100% ENERGY GAIN - TEAM ENERGY POOL)
MEGA HEAL               INSTANT HP RECOVERY (SELF ONLY 22% OF DEFAULT MAX)
MEGA RECHARGE           SELF - INFLICTED COMA + BONUS ENERGY (50 BONUS ENERGY)
MINI SHIELD         SELF‑APPLIED 50‑HP BARRIER (PERSISTENT, REMOVABLE) 
MIRROR              COUNTER BUFF (REFLECTS NEXT ACTION WITHOUT NEGATING IT)
NANITE SURGE            TECHNOLOGY SUSTAIN BUFF ( 15% CURRENT HP , 1 DEBUFF STACK REMOVED)
NANO SHIELD         SELF‑APPLIED 30‑HP BARRIER (TECHNOLOGY, PERSISTENT, REMOVABLE)
PHASE                   ENERGY REFUND BUFF (REFUNDS 50% OF NEXT SKILL’S ENERGY COST)
POISON COUNTER          INSTANT TOXIC STACK APPLICATION (BUFF, ON‑DIRECT‑DAMAGE, NON‑STACKING)
POWER GAIN              NEXT DAMAGE SKILL DEALS DOUBLE BASE ATTACK POWER
QUANTUM SHIELD          SELF‑APPLIED 150‑HP BARRIER (MYTHIC TECHNOLOGY, PERSISTENT, REMOVABLE)
RAGE                    OFFENSIVE BEHAVIOUR BUFF (FORCED‑ATTACK MODE, DAMAGE BOOST, TURN‑BASED)
RAISE ATTACK            ATTACK BUFF (+20 % OF DEFAULT BASE ATTACK, SELF ONLY)
RAISE DEF               DEFENCE BUFF (+20 % OF DEFAULT BASE DEF, SELF ONLY)
RAISE DEX               DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , SELF ONLY)
RAISE INT               INTELLIGENCE BUFF (+20 % OF DEFAULT BASE INTELLIGENCE, SELF ONLY)
RAISE SPEED         DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , SELF ONLY)
REANIMATE               UNDEAD REVIVAL SKILL (GRAVEYARD → HAND, RETURNS AT 65% DEFAULT HP, PERMANENT MAX-HP REDUCTION)
RECHARGE                SELF - INFLICTED COMA + BONUS ENERGY (30 BONUS ENERGY) 
REFLECT             DAMAGE COUNTER BUFF 50% DAMAGE RETURN (TURN‑BASED, STACKABLE)
REFLEX              PHYSICAL DAMAGE REFLECTION BUFF (10% + 3% PER STACK, +2% SELF HEAL PER STACK)
REGEN               NEUTRAL SUSTAIN BUFF (TEAM ENERGY GENERATION + PERCENT HEAL)
REINCARNATION           UNIQUE HOLY / NEUTRAL BUFF (ONE‑TIME SELF‑RESURRECTION, INDEFINITE DURATION)
REMOVE WEAKNESS         FACTION WEAKNESS NEUTRALIZER (DISABLES ×1.25 WEAKNESS MULTIPLIERS)
RESIST TAUNT            ANTI‑TAUNT BUFF (BLOCKS TAUNT, TURN‑BASED, STACKS = DURATION ONLY)
RESURRECT               REVIVAL SKILL (GRAVEYARD → HAND, RANDOM TARGET, RETURNS AT 50% DEFAULT HP, NO BUFFS/DEBUFFS)
RETRIBUTION             HOLY DAMAGE REFLECTION BUFF (15% + 5% PER STACK, SELF ONLY)
RETURN BLIND            TRAP COUNTER DEBUFF (ACTIVATES ONLY WHEN USER TAKES DIRECT DAMAGE)
RETURN DAMAGE           TRAP COUNTER (TRIGGERS WHEN USER TAKES DIRECT DAMAGE)
RETURN HEAT STROKE      TRAP COUNTER FULL DISABLE (FIRE‑TYPE, DIRECT‑DAMAGE TRIGGER, STACKABLE @ 3% HP Per Stack)
SELF DESTRUCT           NEGATIVE SELF BUFF (FORCED SELF-KO, RESOLVES LAST)
SELF REVIVAL            AUTO‑REVIVE BUFF (NON‑STACKING, CONSUMES ON KO, PERMANENT 20% STACKING DEF PENALTY)
SHIELD              SELF - APPLIED 100 - HP BARRIER(PERSISTENT, REMOVABLE)
SPEED UP                DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , SELF ONLY)
STOIC                   UNDEAD DAMAGE REDUCTION BUFF (50 % REDUCTION)
STRONG              DIRECT DAMAGE POWER BUFF (+12 BASE POWER TO ALL DAMAGE SKILLS)
SUNGLASSES              ANTI-BLIND SHIELD (INSTANTLY NULLIFIES BLIND, SINGLE-USE, NON-STACKABLE)
SYSTEM RESTORE          3× RANDOM DEBUFF REMOVAL (SELF ONLY, INSTANT TECHNOLOGY PURGE)
TEAM ATTACK UP          ATTACK BUFF (+20 % OF DEFAULT BASE ATTACK, TEAM)
TEAM BLESSED            HOLY TEAM BUFF (TEAMWIDE DEBUFF BLOCKER, ABSORBS 1 INCOMING DEBUFF STACK PER ALLY)
TEAM BURN COUNTER       TEAM FIRE DOT COUNTER (ON‑TRIGGER, NON‑STACKING, NO COUNTER‑LOOPS)
TEAM CLEANSE            TEAM‑WIDE DEBUFF REMOVAL (2 RANDOM STACKS PER CARD)
TEAM DAMAGE COUNTER     TEAM ELEMENTAL RETURN DAMAGE (ON‑DIRECT‑DAMAGE, NON‑STACKING, NO COUNTER‑LOOPS)
TEAM DEF UP         DEFENCE BUFF (+20 % OF DEFAULT BASE DEFENCE , TEAM)
TEAM DEX UP         DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , TEAM)
TEAM ELECTRIC BURN COUNTER TEAM ELECTRIC DOT COUNTER (ON‑DIRECT‑DAMAGE, NON‑STACKING, NO COUNTER‑LOOPS)
TEAM EVASION UP         DAMAGE HIT - CHANCE REDUCTION BUFF (TEAM WIDE 25%)
TEAM HEAL               TEAM - WIDE HEALING SKILL(16 % DEFAULT HP)
TEAM HOLY COUNTER       TEAM HOLY DIRECT‑DAMAGE COUNTER (ON‑HIT, NON‑STACKING)
TEAM HP UP              PERMANENT TEAMWIDE MAX HP BUFF (+25 MAX HP TO ALL ALLIES, REMOVED ON KO)
TEAM INT UP         INTELLIGENCE BUFF (+20 % OF DEFAULT BASE INTELLIGENCE, TEAM)
TEAM MEGA HEAL          INSTANT HP RECOVERY (ALL ALLIES 22% OF DEFAULT MAX)
TEAM RAISE ATTACK       ATTACK BUFF (+20 % OF DEFAULT BASE ATTACK, TEAM)
TEAM RAISE DEF          DEFENCE BUFF (+20 % OF DEFAULT BASE DEFENCE , TEAM)
TEAM RAISE DEX          DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , TEAM)
TEAM RAISE INT          INTELLIGENCE BUFF (+20 % OF DEFAULT BASE INTELLIGENCE, TEAM)
TEAM RAISE SPEED            DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , TEAM)
TEAM SPEED UP           DEXTERITY BUFF (+20 % OF DEFAULT BASE DEXTERITY , TEAM)
THORNS              NATURE DAMAGE REFLECTION BUFF (15% + 5% PER STACK, SELF ONLY)
TIME LOOP               MYTHIC TECHNOLOGY TEMPORAL REVERSAL (REVERT HP TO PREVIOUS VALUE, REMOVE DEBUFFS FROM LAST DIRECT HIT)
TOXIC COUNTER           TOXIC DOT COUNTER (ON‑DIRECT‑DAMAGE, NON‑STACKING, NO COUNTER‑LOOPS)
TOXIC TOUCH         TOXIC DIRECT-DAMAGE COUNTER (ON‑DIRECT‑DAMAGE, STACKS = DURATION ONLY, NO COUNTER‑LOOPS)
TRAUMA RESPONSE         SELF‑HEAL COUNTER BUFF (ON‑DIRECT‑DAMAGE, NON‑STACKING, NO COUNTER‑LOOPS)
ULTIMATE STRENGTH       NEXT PHYSICAL DAMAGE SKILL DEALS TRIPLE BASE ATTACK POWER (MYTHIC PHYSICAL BUFF)
UNDEAD SLAYER           CONDITIONAL DAMAGE (80 HP REMOVAL IF HIT AND TARGET IS UNDEAD)
WOOD SHIELD         SELF‑APPLIED 40‑HP BARRIER (PERSISTENT, REMOVABLE)
ZOMBIE              UNDEAD DEATH-PREVENTION DEBUFF (SURVIVE KO AT 1 HP, –50% BASE STATS, –50% MAX HP, CLEARS ALL DEBUFFS)

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These are obviously, bullet point versions, and each skill has a internal rule set, how they work with each other , what can stack, how the stacks are generated or removed, what can and can not be applied at the same time. the order of effects, typing modifiers (e.g. fire is strong vs nature). There are other modifiers and internal working.

I will share one as a example of this, it may (Will) need a final touching over to solidify effects and look at any special case rules, to make sure everything aligns correctly..

Example

ATTACK UP — ATTACK BUFF (+20% DEFAULT ATTACK, SELF ONLY)

Description :
        Attack Up increases the user’s Attack by +20 % of its DEFAULT ATTACK.

        This buff affects ONLY the active card.
        It does NOT apply to benched allies unless a skill explicitly allows it.

        Attack Up is a separate buff category from Raise Attack.
        Both can stack together and both apply their bonuses independently.

Effect :
        The user gains +20 % of its DEFAULT ATTACK.
        This bonus is added directly to current ATTACK.

    Examples :
        Default ATTACK = 40 → +8 ATTACK
        Default ATTACK = 70 → +14 ATTACK
        Default ATTACK = 50 → +10 ATTACK

        Attack Up does NOT retroactively increase damage already dealt.
        Attack Up does NOT affect DOT damage (Burn, Poison, Bleed, etc).

Interaction With Other ATTACK Buffs :
        Attack Up stacks with :
            • [Raise Attack](ca://s?q=Explain_Raise_Attack)
            • [Team Attack Up](ca://s?q=Explain_Team_Attack_Up)
            • Rage
            • Berserk
            • Any other Attack‑modifying buff

        Attack Up does NOT stack with itself beyond duration limits.

    Example :
        DEFAULT ATTACK = 40
        Raise Attack (+20 %) = +8
        Attack Up (+20 %) = +8
        Total = +16 ATTACK → Final ATTACK = 56

Solo / Team Interaction :
        Attack Up and Team Attack Up are the SAME buff category.
        They do NOT stack their power.
        If both are active, only ONE +20 % bonus is applied.

        Their durations DO stack together :
            • Team Attack Up can extend Attack Up
            • Attack Up can extend Team Attack Up

        Attack Up DOES stack with other buff categories (Raise Attack, Rage, Berserk, etc).

Duration :
        Attack Up lasts for 6 turns total.
        The turn it is used counts as Turn 1.
        After that, it lasts for the next 5 player turns.

        Attack Up ticks down once per player turn.
        It does NOT tick down based on actions.
        It does NOT tick down while benched.

Stacking :
        Attack Up cannot exceed 6 total turns.

        If used again while active :
            • Add only enough turns to reach 6
            • If already at 6, additional uses do nothing

    Example :
        4 turns remain → re‑used → becomes 6
        6 turns remain → re‑used → stays 6

Targeting :
        Attack Up can only target the active card unless a skill explicitly allows targeting benched allies.

Swapping :
        If swapped out :
            • Attack Up remains active
            • Attack Up continues ticking normally
            • Attack Up expires even if the card never returns

Removal Interaction :
        Attack Up can be removed by :
            • Cleanse (removes 2 random buff stacks total)
            • Mega Cleanse (removes 4 random buff stacks total)
            • Any single‑target buff removal skill
            • Any team‑wide buff removal skill
            • Revive (removes all buffs)

        Cleanse and Mega Cleanse remove stacks RANDOMLY from the entire buff pool.

Restrictions :
        Attack Up cannot be used if the card is :
            • Paralyzed
            • Frozen
            • Petrified
            • Asleep
            • In Coma

Expiration :
        Attack Up expires when :
            • All 6 turns have passed
            • A buff‑removal skill removes it
            • The card is knocked out
            • The card is revived

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My spreadsheet is now completed to around 160 units/cards having a fully completed move set... meaning;

Each Card has 4 skills. So each has these fields 4x.

A skill name (which is the move use name)

A skill effect/multiple (which is the buff,debuff or damage effects),
A energy cost, taken from the team energy pool .

A Skill Assignment - The Type of skill, neutral, fire, holy, ice etc

A duration value or stacks applied, It is the same field, stacks using values between 2 - 6, direct dame or single/instant effects using a value of 1.

A base power value (where applicable), This is used as a modifier stat, working with the cards/units attack value.

A Hit chance value out of 100 (as a percentage)

HP is calculated ingame, and does not have a specific data field , using a formula of HP = (DEF × 1.5) + (ATK × 0.75) + DEX + INT

HP Rounding Rule :
After calculating HP, round to the nearest 5 using :

Ends in 1 or 2 → round down

Ends in 3 or 4 → round up

Ends in 6 or 7 → round down

Ends in 8 or 9 → round up

Ends in 0 or 5 → keep as - is
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There are other formulas, for accuracy (chance to hit) as a example, and more.(I will not share all of my formulas)

The total cards in my data, is 310, which already contained fields for

Card ID - Assigned ID value

Card Name - Character

Card Faction - (1-11)

Card Rarity - (Common - Uncommon - Rare - Epic - Legendary - Mythic)

Attack - value 0-100+

Defence - value 0-100+

Dexterity - value 0-100+

Intelligence - value 0-100+ ( Ironically with the spelling Inteligence)

Total Stats Value - A band of values that was used to determine individual stats , within a set range , for each rarity

Gold Sell Value - Set value to sell any card to a ingame market depending on rarity

Lore Block - Background lore information

Avatar ID - Some are linked to be used as avatars and unlockables

Quote ID - Same as avatars

Quote Text - Data saved directly in the spreadsheet

(The skill Fields x 4)

A Luck Value Field - This is for something else entirely...

So completing around 160 complete entries has been a long task, entering values, creating skills, have them interact and try to give factions specific identities while keeping balance and strategy in mind.

RNGDungeon

Since i was losing motivation, and feeling a bit fed up of data entry after around doing this for 7 days straight in my spare time, i decided to attempt another mini .(mini.. lol) , funny they always start mini, these ideas and explode in scope one way or another.

I attempted another mini game inside my project.
This is called RNGDungeon mode.

A game mode that is fully and completely decided by RNG. Using my assets already in my project, the only field i needed to add to my current data was a luck field. I added this by using a formula inside of my spreadsheet to auto complete intelligence + dexterity / 3 = luck total.

These luck fields have then been set into luck bands for values such as 1-15 , 16 - 30 etc.

This effects the RNG % chance of certain events/shops/items, having a better chance to appear in my new game mode, it is still under construction, but all part of my main project.

The idea is simple.. I use a listed spinner in a scroll view that lands on a choice of listed data. Such as your starting character 310 chances all equal in probability. This then generated ingame stats ,using my database, for HP , armour value, attack, def, int, dex . and gives the player gold coins , (set from a gold sell value and normalized).

Then the dungeon starts, there are 10 categories, header values, each with weighted chance depending on luck value. These are landed on and go into a sub list full of in game events, such as portals, battles, npcs, shops, mystery events. I will use the example shop to continue.. as that is what i have been working on right now.

You land on a shop, it goes into sub menu, what type of shop, these are tiered, and banded by dungeon depth, there are 3 bands 1-10, 11- 25, 25+ and a constant set that is banded 0-100+ these ones unlock more items when the threshold for each band is reached..

Once you land on the sub shop, it opens another list , spins with % set chances to land on a item, good or bad, if you have enough gold ,.. you buy it,, the item effect apply automatically. Healing, or stat increase( or decrease) and exit to a text screen, giving a yes no choice ,that is rolled randomly,, if you exit , you continue back to the main header list , and spin again. If you land on shop again, you enter again, buying another item, or failing to buy due to lack of gold until you land on the continue dungeon.

The goal will be using rng, spinning, no skill, to exit the dungeon, going deeper and deeper , fighting enemies, recruiting allies, solving mini puzzles , collecting loot, gold items, etc, until you either escape , or lose hp to 0.

I have started creating image assets , and also have 2 generative typewriter scripts that play the text segments out, they are short so the typewriter firs well and has sfx etc.

It is a mini game inside my main project, but it should be pretty fun once completed.

The UI is all mostly done, needs some final polish, but the basics are completed, the button works, the spinner works, there are dynamic images and text but this "mini" project is also a lot of work.

Just wanted to post a update, and will continue to do so, after around 6 months or so, give or take, of working on this full project, it helps keep me sane(kind of).

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