Difference between revisions of "Techniques"
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Techniques are discrete attacks, blocks, tricks and other manoeuvres that tuxemon perform in combat. | Techniques are discrete attacks, blocks, tricks and other manoeuvres that tuxemon perform in combat. | ||
Each tuxemon knows between one and four techniques at any one time, but which techniques they know can change. | |||
=== Acquisition === | === Acquisition === | ||
Each tuxemon learns techniques at certain levels according to their species (so all [[Rockitten]] have the opportunity to learn [[Ram]] at level 4 and [[Mudslide]] at level 7, for example.) | |||
A tuxemon can also learn techniques through other ways, most notably by having a technique teaching [[Item]] used on them. | |||
=== | === Accuracy and Potency === | ||
Accuracy (0 to 100): Accuracy is the chance of the technique succeeding. | |||
Potency (0 to 100; only for technqiues with a User or Target Condition, or both): Potency is the chance of the conditions being applied. | |||
User Condition: The condition that the user receives (if Potency is successful) | |||
Target Condition: The condition that the target receives (if Potency is successful) | |||
=== Recharge === | |||
Each technique has a "Recharge" value, which is how frequently it can be used. A value of 1 means it can be used again the next turn. A value of 2 or more means the user must wait that many turns to use it again. | |||
=== | === Elements === | ||
Most techniques have a single [[Type|Types]], drawn from the same types as tuxemon (so there are [[Earth]] tuxemon and [[Earth]] techniques, for example.) | |||
A few rare techniques have two types. | |||
A technique's type is usually only relevant to affect the damage it does, so while techniques that do not do damage still have types, this is for thematic purposes only. | |||
== | == Range, Power and Damage == | ||
=== Range === | |||
* | * '''Special:''' Any technique that does not involve an attack | ||
* | * '''Melee:''' Multiply damage by User Melee and divide it by Target Armour | ||
* | * '''Ranged:''' Multiply damage by User Ranged and divide it by Target Dodge | ||
* '''Touch:''' Multiply damage by User Melee and divide it by Target Dodge | |||
* '''Reach:''' Multiply damage by User Ranged and divide it by Target Armour | |||
* '''Reliable:''' Multiply damage by 1 | |||
=== | === Power and Damage === | ||
Multiply damage by the technique's Power. | |||
A damaging technique does damage based on the below formula: | |||
* | (User Melee or Ranged/Target Armour or Dodge OR 1 if Reliable) * (7 + User Level) * Technique Power * Weakness or Resistance Multiplier | ||
* | |||
* | |||
=== Options === | === Options === | ||
Technique effects are defined in the [http://www.tuxemon.org/docs/core.components.monster.html#core.components.monster.Technique core.components.monster.Technique] class. | Technique effects are defined in the [http://www.tuxemon.org/docs/core.components.monster.html#core.components.monster.Technique core.components.monster.Technique] class. | ||
* Healing Power (0 to 16): The healing multiplier | * Healing Power (0 to 16): The healing multiplier | ||
* Area (only for attacks): The attack does half damage even if the technique fails (it does not impose conditions on a failure, however.) | |||
* Area (only for attacks): | |||
= | = Related links = | ||
* [[Other technique ideas]] | * [[Other technique ideas]] | ||
* [[Technique design space]] | * [[Technique design space]] | ||
Revision as of 13:03, 6 September 2025
This page describes the game mechanics of techniques. Category:Technique is the list of techniques that have been designed and Creating Techniques is the guide to making your own techniques.
Techniques are discrete attacks, blocks, tricks and other manoeuvres that tuxemon perform in combat.
Each tuxemon knows between one and four techniques at any one time, but which techniques they know can change.
Acquisition
Each tuxemon learns techniques at certain levels according to their species (so all Rockitten have the opportunity to learn Ram at level 4 and Mudslide at level 7, for example.)
A tuxemon can also learn techniques through other ways, most notably by having a technique teaching Item used on them.
Accuracy and Potency
Accuracy (0 to 100): Accuracy is the chance of the technique succeeding.
Potency (0 to 100; only for technqiues with a User or Target Condition, or both): Potency is the chance of the conditions being applied.
User Condition: The condition that the user receives (if Potency is successful)
Target Condition: The condition that the target receives (if Potency is successful)
Recharge
Each technique has a "Recharge" value, which is how frequently it can be used. A value of 1 means it can be used again the next turn. A value of 2 or more means the user must wait that many turns to use it again.
Elements
Most techniques have a single Types, drawn from the same types as tuxemon (so there are Earth tuxemon and Earth techniques, for example.)
A few rare techniques have two types.
A technique's type is usually only relevant to affect the damage it does, so while techniques that do not do damage still have types, this is for thematic purposes only.
Range, Power and Damage
Range
- Special: Any technique that does not involve an attack
- Melee: Multiply damage by User Melee and divide it by Target Armour
- Ranged: Multiply damage by User Ranged and divide it by Target Dodge
- Touch: Multiply damage by User Melee and divide it by Target Dodge
- Reach: Multiply damage by User Ranged and divide it by Target Armour
- Reliable: Multiply damage by 1
Power and Damage
Multiply damage by the technique's Power.
A damaging technique does damage based on the below formula:
(User Melee or Ranged/Target Armour or Dodge OR 1 if Reliable) * (7 + User Level) * Technique Power * Weakness or Resistance Multiplier
Options
Technique effects are defined in the core.components.monster.Technique class.
- Healing Power (0 to 16): The healing multiplier
- Area (only for attacks): The attack does half damage even if the technique fails (it does not impose conditions on a failure, however.)