Difference between revisions of "Techniques"

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(Removing old ideas from brainstorming of years ago)
(Making a list of technique effects, much of it taken from JaskRendix's very useful notes in the code)
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     (User Melee or Ranged/Target Armour or Dodge OR 1 if Reliable) * (7 + User Level) * Technique Power * Weakness or Resistance Multiplier
     (User Melee or Ranged/Target Armour or Dodge OR 1 if Reliable) * (7 + User Level) * Technique Power * Weakness or Resistance Multiplier


=== Options ===
=== Effects ===


Technique effects are defined in the [http://www.tuxemon.org/docs/core.components.monster.html#core.components.monster.Technique core.components.monster.Technique] class.  
* <code>scope</code> The opponent's stats are revealed.
* <code>photogenesis x, y, z</code> Heals the user based on time of day. The entry specifies the start hour (x), peak hour (y, when healing is greatest) and end hour (z). Healing is skipped if the user is indoors, the technique misses, or the user is at full health.
* <code>multiattack x</code> Make a number of attacks equal to x.
* <code>splash x</code> If the attack misses, do damage divided by x (usually 2).
* <code>switch x, y</code> Changes x's element to y, which can be a specific element or random. X can be the player's monster, the opponent's monster, both, etc. For example, [[Ants]] changes the opponent's element to Earth while [[Chameleon]] changes the user's element to Wood.
* <code>reverse x</code> Change x's element back to its original element after it has been switched. X can be the player's monster, the opponent's monster, both, etc.
* <code>life_swap</code> Swaps the current HP amounts of the two monsters. The user receives the target's HP (up to the user's max HP), and the target receives the user's HP (up to the target's max HP).
* <code>life_share</code> Shares the current HP amounts of the two monsters. The direction of the sharing is determined by the `direction` attribute, which can be either "user_to_target" or "target_to_user". The method of the sharing is determined by the `method` attribute, which can be either "weighted", "geometric" or "simple".
* <code>move_type x</code> The element of the move changes to match the element of x, which is either the user or the target.  
* <code>prop_healing x, y</code> Heal x an amount equal to (y * the user's maximum HP).
* <code>prop_damage x, y</code> Do damage to x, an amount equal to (y * the target's maximum HP).
* <code>step_damage x, y, z</code>Do damage based on the number of [[Steps]] that the user has taken.  
* <code>step_healing x, y, z</code>Do damage based on the number of [[Steps]] that the user has taken.  
* <code>healing</code> Heal the user an amount equal to (the technique's "healing power" value * (7 + user's level)). For example, [[Gourmet]] has healing power 3.
* <code>heal x, y<code>Heal x by y damage, if y is a number (say, 20 or 50). If y is a fraction, heal x by (y * target's maximum HP).  


* Healing Power (0 to 16): The healing multiplier
''In progress''
* Area (only for attacks): The attack does half damage even if the technique fails (it does not impose conditions on a failure, however.)
(Damage is technically an effect too, but is omitted from this list since it is discussed above.)
 
== Healing ==
 
* Healing (Reliable): This technique heals the user exactly its Power in damage, unmodified.
* Healing (Proportional, User) #: This technique heals the user equal to #/16 of the user's maximum HP.
* Healing (Proportional, Enemy) #: This technique heals the user equal to #/16 of the enemy's maximum HP.
* Photogenesis


= Related links =
= Related links =

Revision as of 12:47, 9 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

Effects

  • scope The opponent's stats are revealed.
  • photogenesis x, y, z Heals the user based on time of day. The entry specifies the start hour (x), peak hour (y, when healing is greatest) and end hour (z). Healing is skipped if the user is indoors, the technique misses, or the user is at full health.
  • multiattack x Make a number of attacks equal to x.
  • splash x If the attack misses, do damage divided by x (usually 2).
  • switch x, y Changes x's element to y, which can be a specific element or random. X can be the player's monster, the opponent's monster, both, etc. For example, Ants changes the opponent's element to Earth while Chameleon changes the user's element to Wood.
  • reverse x Change x's element back to its original element after it has been switched. X can be the player's monster, the opponent's monster, both, etc.
  • life_swap Swaps the current HP amounts of the two monsters. The user receives the target's HP (up to the user's max HP), and the target receives the user's HP (up to the target's max HP).
  • life_share Shares the current HP amounts of the two monsters. The direction of the sharing is determined by the `direction` attribute, which can be either "user_to_target" or "target_to_user". The method of the sharing is determined by the `method` attribute, which can be either "weighted", "geometric" or "simple".
  • move_type x The element of the move changes to match the element of x, which is either the user or the target.
  • prop_healing x, y Heal x an amount equal to (y * the user's maximum HP).
  • prop_damage x, y Do damage to x, an amount equal to (y * the target's maximum HP).
  • step_damage x, y, zDo damage based on the number of Steps that the user has taken.
  • step_healing x, y, zDo damage based on the number of Steps that the user has taken.
  • healing Heal the user an amount equal to (the technique's "healing power" value * (7 + user's level)). For example, Gourmet has healing power 3.
  • heal x, yHeal x by y damage, if y is a number (say, 20 or 50). If y is a fraction, heal x by (y * target's maximum HP).

In progress

(Damage is technically an effect too, but is omitted from this list since it is discussed above.)

Healing

  • Healing (Reliable): This technique heals the user exactly its Power in damage, unmodified.
  • Healing (Proportional, User) #: This technique heals the user equal to #/16 of the user's maximum HP.
  • Healing (Proportional, Enemy) #: This technique heals the user equal to #/16 of the enemy's maximum HP.
  • Photogenesis

Related links