dLopmon turn is first, then terriermon, then veemon and then darkmon, who has 3 turns in a row. It repeats itself. Lopmon: starts with 549 HP and 80MP Q to do bunny torpedo which does 3 to 150 damage W to do a health drain attack which drains and attacks 100HP E to digivolve into Wendingomon, costs 10MP and uses up a turn - E again to degenerate - this does not use up a turn.. R to do lightning blade (an attack) while digivolved into wendingomon. This does 150 to 300 damage and costs 15MP Terriermon: starts with 601 HP and 65MP A to do bunny blast D to digivolve into gargomon, costs 10MP and uses up a turn - press while Gargomon to degenerate, which doesn't use up a turn. F to attack while Gargomon to do rapid shot, which does 0 to 500 damage and costs 5 MP Note - you lose 5MP a turn for each turn Gargomon or Wendingomon are present and gain 5MP for when lopmon and terriermon are present. Veemon: starts with 674HP and 50MP Z to do vee punch which 275 to 0 damage X to do speed barrage which does 300 to 0 damage and costs 5MP Darkmon: starts with 2500HP Up arrow - heal 50 to 250 HP Right arrow - soul glare - attacks terriermon Left arrow - megaflame - attacks lopmon down arow - ice ray - attacks veemon
I didn't change much. Here's the link to the original project by Shayminrules. http://beta.scratch.mit.edu/projects/1317505/ All credit to Shayminrules Here is a list of stuff that I changed/added Structural turns added in - the name in the top-middle is who's turn it is. Transfered the blocks into less scripts added in hurt costumes for wendingomon and gargomon Made it so darkmon does half as much damge to wendingomon and gargomon. Made Mp recharge if lopmon, terriermon or veemon are present and made MP go down if wendingomon and/or gargomon are present. Added in more info about attacks in the instructions