Creating Techniques
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What Is a Technique in a Tuxemon Game?[edit | edit source]
In a Tuxemon-style game, a technique is a special move that a creature can use during battle. Think of moves like Sting, Ram, or Shuriken. Each move has different properties that define how it works in the game.
We use a JSON file to describe each move in detail. This file tells the game engine everything it needs to know about the move—how it looks, how strong it is, who it targets, and more.
What Each Field Means[edit | edit source]
Basic Info[edit | edit source]
- slug: A unique name used in code (e.g.
"sting"). - sort: In which stage it occurs. All regular techniques should be
"damage", even if they are non-damaging. ("meta"is available for things like fleeing combat, switching to another monster, and so on). - category: A label for how the move behaves (e.g.
"powerful","basic","exotic").
Tags[edit | edit source]
- tags: Keywords that describe the move (e.g.
"toxic","bug"). These help group similar moves together.
Conditions[edit | edit source]
- conditions: Rules that must be true before the move can be used. For example,
"current_hp".
Effects[edit | edit source]
- effects: What happens when the move is used. Examples:
"damage": Hurts the target."give": Adds a condition like"hard_shell"or"poisoned".
Flip Axes[edit | edit source]
- flip_axes: If the move’s animation should be flipped horizontally (
"x"), vertically ("y"), both ("xy"), or not at all ("").
Target[edit | edit source]
- target: Who the move affects. You can target:
- The enemy monster
- The enemy team
- The enemy trainer
- Your own monster
- Your own team
- Yourself (own trainer)
Each of these is a true or false value.
Animation & Sound[edit | edit source]
- animation: The name of the animation to play.
- sfx: The sound effect file to play when the move is used.
Modifiers[edit | edit source]
- modifiers: Special changes to how the move behaves. For example:
"attribute": "type"with"values": ["fire"]and"multiplier": 1.5means the move is fire-type and does 1.5× damage.
Text Feedback[edit | edit source]
- use_tech: Message shown when the move is used.
- use_success: Message shown when the move hits.
- use_failure: Message shown when the move misses.
- confirm_text and cancel_text: Labels used in the UI when confirming or canceling the move.
Types[edit | edit source]
- types: What kind of move it is (e.g.
"fire","water"). This affects how it interacts with other types.
Usability[edit | edit source]
- usable_on: Can the move be used outside of battle? (
trueorfalse)
Power & Speed[edit | edit source]
- power: How strong the move is (e.g.
1.9). - speed: How fast the move is. Options include:
"extremely_slow""very_slow""slow""normal""fast""very_fast""extremely_fast"
Randomness[edit | edit source]
- randomly: If the move is chosen randomly (
trueorfalse).
Healing[edit | edit source]
- healing_power: If the move heals, how much healing it does.
Recharge[edit | edit source]
- recharge: How many turns you must wait before using the move again.
Range[edit | edit source]
- range: How far the move reaches. Options include:
"melee": Close-range (compare user's Melee to target's Armor)"ranged": Long-range (compare user's Ranged to target's Dodge)"touch": Requires mere contact (compare user's Melee to target's Dodge)"reach": Slightly extended range (compare user's Ranged to target's Armor)"special": Does not involve damage"reliable": Does a uniform amount of damage regardless of stats.
ID & Accuracy[edit | edit source]
- tech_id: A unique number for the move.
- accuracy: Chance to hit (from
0.0to1.0, where1.0is 100%). - potency: How effective the move is overall (can affect damage, status chance, etc.).
{
"tech_id": 1,
"accuracy": 0.8,
"animation": "needle",
"effects": [
{
"type": "give",
"parameters": [
"poison",
"enemy_monster"
]
},
{
"type": "damage"
}
],
"flip_axes": "",
"speed": "normal",
"potency": 0.4,
"power": 1.25,
"range": "melee",
"recharge": 1,
"sfx": "sfx_blaster",
"slug": "sting",
"sort": "damage",
"modifiers": [],
"target": {
"enemy_monster": true,
"enemy_team": false,
"enemy_trainer": false,
"own_monster": false,
"own_team": false,
"own_trainer": false
},
"category": "simple",
"tags": [
"bug",
"toxic"
],
"types": [
"wood"
],
"use_failure": "combat_miss",
"use_success": null,
"use_tech": "combat_used_x"
}