Difference between revisions of "Creating Techniques"
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! Description | ! Description | ||
|- | |- | ||
| | | tech_id | ||
| The id of the individual technique. | | The id of the individual technique. | ||
|- | |- | ||
| | | accuracy | ||
| The | | The id of the individual technique. | ||
|- | |||
| animation | |||
| Name of the animation under `resources/animations/technique` to use when the move is used. | |||
|- | |- | ||
| | | conditions | ||
| A comma-separated list of effects that will go off when this move is used. Multiple effects can be bound to a single technique. | | A comma-separated list of effects that will go off when this move is used. Multiple effects can be bound to a single technique. | ||
|- | |- | ||
| | | effects | ||
| | | A comma-separated list of effects that will go off when this move is used. Multiple effects can be bound to a single technique. | ||
|- | |- | ||
| | | flip_axes | ||
| The | | The id of the individual technique. | ||
|- | |||
| is_fast | |||
| The id of the individual technique. | |||
|- | |||
| potency | |||
| Amount of power the technique has. Used in "effect" calculations (such as damage). | |||
|- | |- | ||
| power | | power | ||
| Amount of power the technique has. Used in "effect" calculations (such as damage). | | Amount of power the technique has. Used in "effect" calculations (such as damage). | ||
|- | |- | ||
| | | range | ||
| The kind of technique. Can be either "physical" or "special". Coincides with the monster's attack and special attack stats. | | The kind of technique. Can be either "physical" or "special". Coincides with the monster's attack and special attack stats. | ||
|- | |- | ||
| sfx | | sfx | ||
| The sound effect under `resources/sounds/technique` to play when using the move. | | The sound effect under `resources/sounds/technique` to play when using the move. | ||
|- | |||
| slug | |||
| The slug identifier of the technique. It defines the name of the technique, since inside the PO file there is a translation corresponding at the slug (msgid "sting" - msgstr "Sting") as well as the description (msgid "sting_description" - msgstr "Describing the technique"). | |||
|- | |||
| sort | |||
| Whether damage or meta, meta doesn't do damage. | |||
|- | |||
| target | |||
| The target can be set among "enemy_monster", "enemy_team", etc. | |||
|- | |||
| types | |||
| The technique's types ([[Wood]], [[Fire]], [[Water]], etc.). | |||
|- | |||
| use_failure (optional) | |||
| Text will appear if the technique fails. | |||
|- | |||
| use_success (optional) | |||
| Text will appear if the technique hits. | |||
|- | |||
| use_tech | |||
| Text will appear when the technique is used in battle. | |||
|} | |} | ||
Here is an example of what a technique file might look like: | Here is an example of what a technique file might look like: | ||
`resources/db/technique/ | `resources/db/technique/sting.json` | ||
json | |||
{ | |||
"tech_id": 1, | |||
" | "accuracy": 0.8, | ||
"animation": "pound", | |||
"effects": [ | |||
"give poison,target", | |||
"damage" | |||
], | |||
" | "flip_axes": "", | ||
" | "is_fast": false, | ||
" | "potency": 0.4, | ||
"types": [ | "power": 1.25, | ||
"range": "melee", | |||
"recharge": 1, | |||
"sfx": "sfx_blaster", | |||
"slug": "sting", | |||
"sort": "damage", | |||
"target": { | |||
"enemy monster": 2, | |||
"enemy team": 0, | |||
"enemy trainer": 0, | |||
"own monster": 0, | |||
"own team": 0, | |||
"own trainer": 0 | |||
}, | |||
"types": [ | |||
"wood" | |||
], | |||
"use_failure": "combat_miss", | |||
"use_success": null, | |||
"use_tech": "combat_used_x" | |||
} | |||
Revision as of 09:20, 26 December 2023
Techniques can be created by creating a simple JSON text file in the Technique Table folder under `resources/db/technique`. This folder contains all of the details of each technique available in Tuxemon. Here you can specify the technique's type(s), power, and Technique effects. You can create **brand new** technique effects by adding it as a new method to the core.components.monster.Technique class. With each new technique, the following data must be specified:
| Name | Description |
|---|---|
| tech_id | The id of the individual technique. |
| accuracy | The id of the individual technique. |
| animation | Name of the animation under `resources/animations/technique` to use when the move is used. |
| conditions | A comma-separated list of effects that will go off when this move is used. Multiple effects can be bound to a single technique. |
| effects | A comma-separated list of effects that will go off when this move is used. Multiple effects can be bound to a single technique. |
| flip_axes | The id of the individual technique. |
| is_fast | The id of the individual technique. |
| potency | Amount of power the technique has. Used in "effect" calculations (such as damage). |
| power | Amount of power the technique has. Used in "effect" calculations (such as damage). |
| range | The kind of technique. Can be either "physical" or "special". Coincides with the monster's attack and special attack stats. |
| sfx | The sound effect under `resources/sounds/technique` to play when using the move. |
| slug | The slug identifier of the technique. It defines the name of the technique, since inside the PO file there is a translation corresponding at the slug (msgid "sting" - msgstr "Sting") as well as the description (msgid "sting_description" - msgstr "Describing the technique"). |
| sort | Whether damage or meta, meta doesn't do damage. |
| target | The target can be set among "enemy_monster", "enemy_team", etc. |
| types | The technique's types (Wood, Fire, Water, etc.). |
| use_failure (optional) | Text will appear if the technique fails. |
| use_success (optional) | Text will appear if the technique hits. |
| use_tech | Text will appear when the technique is used in battle. |
Here is an example of what a technique file might look like:
`resources/db/technique/sting.json`
json
{
"tech_id": 1,
"accuracy": 0.8,
"animation": "pound",
"effects": [
"give poison,target",
"damage"
],
"flip_axes": "",
"is_fast": false,
"potency": 0.4,
"power": 1.25,
"range": "melee",
"recharge": 1,
"sfx": "sfx_blaster",
"slug": "sting",
"sort": "damage",
"target": {
"enemy monster": 2,
"enemy team": 0,
"enemy trainer": 0,
"own monster": 0,
"own team": 0,
"own trainer": 0
},
"types": [
"wood"
],
"use_failure": "combat_miss",
"use_success": null,
"use_tech": "combat_used_x"
}