Difference between revisions of "Breeding"

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===Egg Moves:===
===Egg Moves:===
* Instead of just one random move from the father, introduce "Egg Moves." These are specific moves that a monster can only learn if bred from parents who know those moves, even if the child species normally wouldn't learn them naturally. This encourages specific breeding combinations.
* Instead of just one random move from the father, introduce "Egg Moves." These are specific moves that a monster can only learn if bred from parents who know those moves, even if the child species normally wouldn't learn them naturally. This encourages specific breeding combinations. (working on it)
* The "random move from father" could become the basis for this, where the random selection prioritizes eligible egg moves.


===Move Pool Combining:===
===Move Pool Combining:===

Revision as of 05:48, 28 July 2025

Spawning Process Summary

The spawn_monster event action manages the breeding of two "Tuxemons" (monsters) to create a new offspring. This process involves determining the genetic "seed" parent, inheriting tastes with a chance of mutation, and generating a unique name for the new monster.

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Determining the Genetic Seed Parent (_determine_seed)

The _determine_seed function decides which of the two parent monsters (mother or father) will contribute its species (slug) as the basis for the offspring. The selection follows a hierarchical set of rules, prioritizing biological fitness:

  • Evolution Stage: The monster at a higher evolutionary stage is preferred. The stages are prioritized as stage2 > stage1 > standalone.
  • Total Stats: If evolution stages are the same, the monster with higher total base stats (sum of all StatType values) is chosen.
  • Vitality Ratio (HP Ratio): If total stats are also equal, the monster with a greater vitality ratio (current HP divided by max HP) is selected.
  • Type Effectiveness: If all the above are equal, the function considers type effectiveness. The parent whose types are more effective against the other parent's types is chosen.
  • Random Selection: If all previous criteria are tied, the seed parent is chosen randomly between the mother and the father.

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Determining the Offspring's Name (_determine_name)

The _determine_name function generates a new name for the offspring by combining parts of the mother's and father's names. The process aims to create a blended name while avoiding awkward combinations:

  • Vowel-Based Combination (Preferred):
    • If both parent names contain at least one vowel (a, e, i, o, u, y), the function finds the vowel closest to the midpoint of each name.
    • The new name is formed by taking the first part of the first parent's name up to and including its closest midpoint vowel, and combining it with the second part of the second parent's name starting from its closest midpoint vowel.
  • Midpoint Split (Fallback):
    • If either parent's name lacks a vowel, the function defaults to splitting each name at its midpoint.
    • The first half of the first parent's name is combined with the second half of the second parent's name.
  • Duplicate Character Removal: After combining the name parts, any consecutive duplicate characters are removed (e.g., "Aarron" becomes "Aaron").
  • Capitalization: The final generated name is capitalized.

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Move Selection

The offspring inherits one move directly from the father:

  • A random move is selected from the father's current moves.
  • This randomly selected move replaces one of the child's initial moves (specifically, at index 0 or 1, chosen randomly).

Enhancing Genetic Inheritance & Stats

Individual Values (IVs) and Effort Values (EVs) Equivalent:

  • IVs: Introduce a system of "inherent potential" for each stat (HP, Attack, Defense, Speed, etc.). These would be random values assigned at birth/spawn, typically ranging from 0 to 31. Parents could pass down a certain number of their IVs to the offspring (e.g., 3-5 IVs from the parents are guaranteed to pass down, or a specific item held by a parent guarantees a specific IV passes down). This adds a "min-maxing" layer for competitive players.
  • EVs: Implement an "Effort Value" system where training (battling specific types of monsters, using certain items) increases specific stats beyond their base growth. This allows players to customize their monster's stat distribution.
  • Breeding Tie-in: Make breeding the primary way to get monsters with ideal IVs, while EV training allows players to maximize those potentials.

Recessive/Dominant Traits & Genetic Mutations:

  • Expand the taste mutation idea to other traits. Certain visual traits (patterns, colors, markings) or even minor stat boosts/reductions could be governed by a recessive/dominant genetic system. This creates a "gene pool" for each species.
  • Rare "mutations" could occur, leading to unique color variations (shinies), slightly altered stat distributions, or even entirely new (but minor) cosmetic features. Make these truly rare and exciting to obtain.

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Expanding Move Inheritance

Egg Moves:

  • Instead of just one random move from the father, introduce "Egg Moves." These are specific moves that a monster can only learn if bred from parents who know those moves, even if the child species normally wouldn't learn them naturally. This encourages specific breeding combinations. (working on it)

Move Pool Combining:

  • Perhaps the child has a chance to inherit moves from both parents' current move pools, not just the father.
  • Or, if a parent knows a move that the child could learn by leveling up later, the child might start with it earlier.

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Adding Depth to the Breeding Process

Compatibility/Affinity System:

  • Introduce a "compatibility" or "affinity" stat between breeding partners. Higher compatibility (e.g., achieved by battling together, giving gifts, or having shared "tastes") could increase the chances of better offspring (e.g., higher IVs, more favorable taste inheritance, higher shiny chance).
  • Certain monster types or "egg groups" could have natural higher compatibility.

Breeding Environment/Items:

  • Breeding Grounds: Create specific "daycare" or "breeding centers" that offer different benefits. Some might accelerate egg hatching, others might increase the chance of good IVs, or influence specific traits.
  • Held Items: Introduce items that parents can hold to influence the offspring:
    • Everstone equivalent: Guarantees the offspring inherits the parent's Nature.
    • Destiny Knot equivalent: Guarantees a certain number of IVs from the parents are passed down.
    • Items to influence gender, ability, or even specific stats.

Parental Sacrifices/Investment:

  • Currently, parents are not "consumed." Consider a system where, to breed, parents might temporarily lose a small amount of "happiness" or require recovery time. This adds a strategic element to choosing which monsters to breed.
  • Or, to achieve exceptionally strong offspring, parents might need to consume rare items, or have very high affection levels.

Pedigree/Lineage System:

  • Track the "lineage" of a monster, showing its parents, grandparents, etc.
  • Monsters from a long, strong lineage could have a slight innate bonus (e.g., increased EXP gain, slightly higher base stats). This encourages players to continue breeding from their best stock.