Difference between revisions of "Techniques"

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(Removing old ideas from brainstorming of years ago)
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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.


= How they work =
Each tuxemon knows between one and four techniques at any one time, but which techniques they know can change.


=== Acquisition ===
=== Acquisition ===
There are two main options for how techniques are acquired:
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 species knows a certain number of techniques automatically, and they might be able to learn or acquire others from another list.
A tuxemon can also learn techniques through other ways, most notably by having a technique teaching [[Item]] used on them.  
# A tuxemon species learns certain techniques at certain levels, and they might be able to learn or acquire others from another list.


=== Availability ===
=== Accuracy and Potency ===
To keep things managable, tuxemon should probably only have access to a finite set of techniques in combat. There are two options:


# When a tuxemon learns a new technique but they are already at their limit, they have to forget an old technique
Accuracy (0 to 100): Accuracy is the chance of the technique succeeding.
# Out of battle, a tuxemon trainer can choose their tuxemon's techniques, from the list of all techniques that they know


The latter is how [[EvoCreo]] does it. However, there is some concern that this takes an interesting decision away from the player.  
Potency (0 to 100; only for technqiues with a User or Target Condition, or both): Potency is the chance of the conditions being applied.


=== Additional ===
User Condition: The condition that the user receives (if Potency is successful)


Tuxemon could learn additional techniques from a number of sources:
Target Condition: The condition that the target receives (if Potency is successful)


* [[Technical Manual]]s
=== Recharge ===
* [[Move Module]]s
* Other tuxemon


Both options are attractive, and having both lets comparisons be made between them: pay a corporation for a Technical Manual, or share knowledge between tuxemon for no charge.
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.  


=== Uses ===
=== Elements ===


There are also a number of ways of pacing how many times a technique can be used:
Most techniques have a single [[Type|Types]], drawn from the same types as tuxemon (so there are [[Earth]] tuxemon and [[Earth]] techniques, for example.)


* Each technique could have a fixed number of uses, reset by a rest.
A few rare techniques have two types.
* Each technique could have a fixed number of uses, reset when the encounter ends.
* Techniques could each have a cost in mana - once mana is too low, they are not available for use. Tuxemon might recover mana over time
* Techniques could have a recharge time: once used, it takes them a while to be available for use again.
* Techniques could be used any number of times, perhaps because there is a scissors-paper-rock dynamic where over-using a particular technique is dangerous.
* Techniques could be rationed in another way, like [[Dynamons World]]'s technique card deck.  


I think recharging is the best way of doing it.
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.  


=== Varieties ===
== Range, Power and Damage ==


There are a number of types of technique you can have:
=== Range ===


* Distinguishing between attacks based on how they use Stats - Melee (the attacking tuxemon bodily strikes the target in close quarters) and Ranged (the attacking tuxemon using a projectile, energy beam, pseudopod or other remote attack)
* '''Special:''' Any technique that does not involve an attack
* Having a mega technique and a healing technique in dedicated slots, like [[EvoCreo]] does
* '''Melee:''' Multiply damage by User Melee and divide it by Target Armour
* Additional generic techniques, like Defend
* '''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


=== Elements ===
=== Power and Damage ===


The most obvious is for techniques to have [[Types]] that match the types that monsters can have, including having two types if such a thing is possible for monsters.  
Multiply damage by the technique's Power.  


However, there are a few other options:  
A damaging technique does damage based on the below formula:


* Only being able to have one type.
    (User Melee or Ranged/Target Armour or Dodge OR 1 if Reliable) * (7 + User Level) * Technique Power * Weakness or Resistance Multiplier
* An additional type, "Aether", that takes on the user tuxemon's type(s). This allows for generic attacks like tackles and bites to not belong to a particular type.
* Special techniques - which don't involve attacks - don't need a type at all.
* Techniques could have completely different types to the types that monsters have. See [[Type]]s for more discussion.


=== Options ===
=== Options ===
There could be any number of options for techniques. Some are below under Other options.
= Current and proposed implementation =
''[https://forum.tuxemon.org/thread.php?pid=2258 Original thread]''


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.  


Each tuxemon species has three techniques all individuals of that species automatically know. The final fourth slot can be filled with a technique from a [[Technical Manual]] or one taught by a fellow tuxemon, or left empty.
Each technique has a recharge time between one Round (i.e. available from the next round) and four Rounds.
Each technique has the following options:
* Element (one or two; only for attacks - all special techniques get the Aether element): Element(s) determine whether the target is weak or resistant to the attack.
* 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)
* Power (0 to 3; 0 for non-attacks): The damage multiplier
* Healing Power (0 to 16): The healing multiplier
* Healing Power (0 to 16): The healing multiplier
* Fast: Whether the user's Speed is increased for determining who goes first
* 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): Whether the attack does damage even if the technique fails
* Recharge: How many Rounds you have to wait before it can be used again
* Range (Melee, Ranged, Touch, Reach, Reliable; only for attacks): Which Stats are compared for calculating damage
 
== Attack Properties ==
 
'''Fast''' attacks multiply the user's Speed by 1.5 for this Round.
 
'''Area''' attacks do half Damage on a Miss. No Conditions on a Miss, however.  
 
== Attack Categories ==
 
[[Techniques]] have one of six '''attack categories''':
 
* '''Special:''' Any technique that does not involve an attack
* '''Melee:''' Multiply damage by User Melee/Target Armour
* '''Ranged:''' Multiply damage by User Ranged/Target Dodge
* '''Touch:''' Multiply damage by User Melee/Target Dodge
* '''Reach:''' Multiply damage by User Ranged/Target Armour
* '''Reliable:''' Multiply by 1
 
== Damage formula ==
 
    (User Melee or Ranged/Target Armour or Dodge OR 1 if Reliable) * (7 + User Level) * Technique Power * Weakness or Resistance Multiplier


= Other options =
= 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.)

Related links