Difference between revisions of "Techniques"

From Tuxepedia
Jump to navigation Jump to search
 
(26 intermediate revisions by the same user not shown)
Line 3: Line 3:
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. A monster can also re-learn techniques from earlier levels, by visiting the [[Dojo of the Elements]].


There are two main options for how techniques are acquired:
=== 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 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.


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


# 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.


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


* [[Technical Manual]]s
Target Condition: The condition that the target receives (if Potency is successful)
* 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.
=== Recharge ===


There are also a number of ways of pacing how many times a technique can be used:
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.


* Each technique could have a fixed number of Power Points, determining how many times it can be used before a rest is required.
=== Elements ===
* 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.  
Most techniques have a single [[Type|Types]], drawn from the same types as tuxemon (so there are [[Earth]] tuxemon and [[Earth]] techniques, for example.)


There are a number of types of technique you can have:
A few rare techniques have two types


* 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)
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.
* Having a mega technique and a healing technique in dedicated slots, like [[EvoCreo]] does


= Current implementation =
== Range, Power and Damage ==


Technique effects are defined in the [http://www.tuxemon.org/docs/core.components.monster.html#core.components.monster.Technique core.components.monster.Technique] class.
=== Range ===


Techniques can use any of these effects:
* '''Special:''' Any technique that does not involve an attack
* '''Melee:''' Multiply damage by User Melee and divide it by Target Armor
* '''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 Armor
* '''Reliable:''' Multiply damage by 1


* damage: This effect applies damage to a target monster. This effect will be applied if "damage" is defined in this technique's effect list.
=== Power and Damage ===
* poison: This effect has a chance to apply the poison status effect to a target monster. Currently there is a 1/10 chance of poison.


= Proposal =
Multiply damage by the technique's Power.


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.
A damaging technique does damage based on the below formula:


Each technique has a recharge time between one Round (i.e. available from the next round) and four Rounds.
    (User Melee or Ranged/Target Armor or Dodge OR 1 if Reliable) * (7 + User Level) * Technique Power * Weakness or Resistance Multiplier


Techniques are split into Special (non-attacks) and then Melee (Melee vs Armour), Ranged (Ranged vs Dodge), Touch (Melee vs Dodge), Reach (Ranged vs Armour) and Reliable (no Stats) attacks.
=== Effects ===


= Other options =
* <code>areas</code> Do damage to all enemy creatures currently in the battle. In other words, this effect makes no difference in a one-on-one battle but damages both enemies in a two-on-two battle. [[Firestorm]], for example.
* <code>cooldown x</code> Increases or decreases the recharge time for x's techniques (with x being own monster, enemy monster or both). Can indicate which types of technique are *not* affected, so for example [[Pouch]] reduces the user's recharge time for non-damaging techniques. Currently [[Pouch]] is unique in using this effect.
* <code>disappear x</code> The user disappears for a turn (not able to be targeted by attacks), and then returns to use technique "x". For example, [[Oven]] causes the user to disappear for a turn and then use [[Fire Ball]] on their return. [[Burrow Blast]] does the same but with [[Strike]]. <code>appear</code> is the matching effect that ends the disappear effect.
* <code>empty</code> The technique does nothing, by design. [[Wiggle]] is the only example so far.
* <code>foresight x</code> The technique is reused x turns later, with Power x. ''(No such examples yet.)''
* <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). ''(No such examples yet, except among items.)''
* <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>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". ''(No such examples yet.)''
* <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). ''(No such examples yet.)''
* <code>money</code> On a hit, gain dollars equal to the HP damage done. On a miss, user loses HP equal to the damage that would have been done. [[Gold Digger]] is currently the only technique to use this effect.
* <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. ''(No such examples yet.)''
* <code>multiattack x</code> Make a number of attacks equal to x. For example, [[Leaf Barrage]] attempts two hits.
* <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. [[Solar Synthesis]] heals the user via <code>photogenesis 6,12,18</code>.
* <code>prop_damage x, y</code> Do damage to x, an amount equal to (y * the target's maximum HP). [[Panjandrum]] deals 25% of the target’s max HP. [[Tooth for Tooth]] does proportional damage to both user and target.
* <code>prop_healing x, y</code> Heal x an amount equal to (y * the user's maximum HP). [[Blossom]] heals its user for 20% of max HP after damaging the foe.
* <code>remove x, y</code> Remove y condition from x (own monster, enemy monster or both). Can indicate a single condition or multiple, or use "positive", "negative" or "all". [[Feint]] removes positive conditions from the enemy.
* <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. [[Neutralize]] reverses type changes for every creature on the field, if they have been <code>switch</code>ed, and is currently the only technique to use the reverse effect.
* <code>sacrifice x</code> The user loses all of their HP, and the target takes damage equal to the user's HP loss * x. [[Undertaker]] spends all of the user’s current HP to do that much damage; currently the only technique to use this effect.
* <code>scope</code> The opponent's stats are revealed. [[Scope]] is the archetypal (and to date only) example.
* <code>splash x</code> If the attack misses, do damage divided by x (always 2 in the conditions implemented so far). [[Surf]] is such an example.
* <code>step_damage x, y, z</code> Do damage based on the number of [[Steps]] that the user has taken. ''(No such examples yet.)''
* <code>step_healing x, y, z</code> Do damage based on the number of [[Steps]] that the user has taken. ''(No such examples yet.)''
* <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. If a monster has two elements, both are replaced by the new element.
* <code>transfer x</code> If the user has the specified condition (x), the target gets the condition instead. [[Suck Poison]] transfers [[Poisoned]], and is the only technique with this effect so far.


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


[[Beyond_Episode_1#Field_techniques|Field techniques]] would be usable outside of combat.
= Related links =


== Body Shapes and Subelements ==
* [[Other technique ideas]]
 
* [[Technique design space]]
As a tuxemon levels up, they learn new techniques at fixed levels, based on their species, [[Sub-Elements]] and [[Body Types]]. These are their "nature techniques", because they are innate to the tuxemon.
 
Tuxemon can also learn new techniques from [[Combat Codex]]es. They can also be taught techniques from other tuxemon that know that technique ([[Technique Teachers]]). These are their "nurture techniques", because they are taught.
 
Tuxemon have a finite list of nurture techniques that they can learn, also based on Life Stage, Sub-Element and Body Type. These are distinct from their nature techniques.
 
== Effects ==
 
=== Terms ===
'''Low/Mid/High Chance:''' An effect's chance of success can be set to:
 
* Low = 10% + (10% * user's level/50)
* Mid = 20% + (20% * user's level/50)
* High = 30% + (30% * user's level/50)
 
'''MAX:''' Maximum HP.
 
=== Targets ===
 
An effect can target:
 
* Self, in other words the one using the technique
* Opponent, in other words the target of the technique
* Persistent Self, which means that it affects the one using the technique and any other tuxemon that replace them
* Persistent Opponent, which means that it affects the target of the technique and any other tuxemon that replace them
* Battlefield, which just means both Self and Opponent
* Persistent Battlefield, which just means both Self and Opponent and any other tuxemon that replace them
 
Persistent effects end after 5 turns. The conditions that were caused by that persistent effect, if any, last as long as they usually do even if the 5 turns is expired.
 
=== General ===
* Charge Up: The technique has no effect this turn. The rest of the technique takes place on the attacker's next turn.
* Shelter: The technique has no effect this turn, except the attacker cannot be hit by attacks except Area attacks. The rest of the technique takes place on the attacker's next turn.
* Fast: This technique goes before the other technique, regardless (unless that technique is also Fast).
* Backlash #: The user takes #/16 of their MAX in damage (unmodified).
* Disarmed: The target loses its item, and the other creature picks it up if it is not holding an item. Otherwise, it is not accessible until the end of the battle. In any case, all items are returned to their original owner at the end of the battle.
* Scope: The opponent's stats are revealed.
* Switched Stats: If this is a melee attack, it targets Dodge (not Armour, as is typical). If this is a ranged attack, it targets Armour (not Dodge).
* Likely Crit: Increases the chances of a crit by 1/8th for every rank of this effect. (Base crit chance is 1/8).
 
=== Ones that affect damage done by the technique ===
* Area: This technique still does x0.5 damage on a miss.
* Reliable Damage: This technique does exactly its Power * 100 in damage, unmodified, instead of using the [[Damage Formula]].
* Proportional Damage: This technique does damage to the enemy equal to #/16 of the enemy's MAX.
* Proportional Damage (User): This technique does damage to the enemy equal to #/16 of the user's MAX.
 
=== Multiattacks ===
 
* Multiattack (Random): Do one attack (25% chance), two attacks (50% chance) or four attacks (25% chance).
* Multiattack #: Do # attacks.
* Multiattack (Uses): Do # attacks, where # is the number of times in this combat that the technique has already been used.
 
=== Conditions ===
See [[Conditions]] for the consequences of having a condition.
 
=== Stat Buff and Debuffs ===
Every stat can be increased or decreased by anywhere from x1 to x6. This refers to how many 'steps' up or down the stat moves; see [[Stats#Temporary stat changes]] for more.
 
=== 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 MAX.
* Healing (Proportional, Enemy) #: This technique heals the user equal to #/16 of the enemy's MAX.
* Contrary Healing: This technique heals the enemy, not the user. (How much it heals is determined by which of the other healing effects the technique has)
 
=== Strengths and Weaknesses ===
Techniques can give the user or the target a strength, weakness or immunity towards/against any type.

Latest revision as of 02:10, 15 November 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. A monster can also re-learn techniques from earlier levels, by visiting the Dojo of the Elements.

Acquisition[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Range[edit | edit source]

  • Special: Any technique that does not involve an attack
  • Melee: Multiply damage by User Melee and divide it by Target Armor
  • 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 Armor
  • Reliable: Multiply damage by 1

Power and Damage[edit | edit source]

Multiply damage by the technique's Power.

A damaging technique does damage based on the below formula:

   (User Melee or Ranged/Target Armor or Dodge OR 1 if Reliable) * (7 + User Level) * Technique Power * Weakness or Resistance Multiplier

Effects[edit | edit source]

  • areas Do damage to all enemy creatures currently in the battle. In other words, this effect makes no difference in a one-on-one battle but damages both enemies in a two-on-two battle. Firestorm, for example.
  • cooldown x Increases or decreases the recharge time for x's techniques (with x being own monster, enemy monster or both). Can indicate which types of technique are *not* affected, so for example Pouch reduces the user's recharge time for non-damaging techniques. Currently Pouch is unique in using this effect.
  • disappear x The user disappears for a turn (not able to be targeted by attacks), and then returns to use technique "x". For example, Oven causes the user to disappear for a turn and then use Fire Ball on their return. Burrow Blast does the same but with Strike. appear is the matching effect that ends the disappear effect.
  • empty The technique does nothing, by design. Wiggle is the only example so far.
  • foresight x The technique is reused x turns later, with Power x. (No such examples yet.)
  • heal x, y 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). (No such examples yet, except among items.)
  • 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.
  • 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". (No such examples yet.)
  • 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). (No such examples yet.)
  • money On a hit, gain dollars equal to the HP damage done. On a miss, user loses HP equal to the damage that would have been done. Gold Digger is currently the only technique to use this effect.
  • move_type x The element of the move changes to match the element of x, which is either the user or the target. (No such examples yet.)
  • multiattack x Make a number of attacks equal to x. For example, Leaf Barrage attempts two hits.
  • 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. Solar Synthesis heals the user via photogenesis 6,12,18.
  • prop_damage x, y Do damage to x, an amount equal to (y * the target's maximum HP). Panjandrum deals 25% of the target’s max HP. Tooth for Tooth does proportional damage to both user and target.
  • prop_healing x, y Heal x an amount equal to (y * the user's maximum HP). Blossom heals its user for 20% of max HP after damaging the foe.
  • remove x, y Remove y condition from x (own monster, enemy monster or both). Can indicate a single condition or multiple, or use "positive", "negative" or "all". Feint removes positive conditions from the enemy.
  • 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. Neutralize reverses type changes for every creature on the field, if they have been switched, and is currently the only technique to use the reverse effect.
  • sacrifice x The user loses all of their HP, and the target takes damage equal to the user's HP loss * x. Undertaker spends all of the user’s current HP to do that much damage; currently the only technique to use this effect.
  • scope The opponent's stats are revealed. Scope is the archetypal (and to date only) example.
  • splash x If the attack misses, do damage divided by x (always 2 in the conditions implemented so far). Surf is such an example.
  • step_damage x, y, z Do damage based on the number of Steps that the user has taken. (No such examples yet.)
  • step_healing x, y, z Do damage based on the number of Steps that the user has taken. (No such examples yet.)
  • 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. If a monster has two elements, both are replaced by the new element.
  • transfer x If the user has the specified condition (x), the target gets the condition instead. Suck Poison transfers Poisoned, and is the only technique with this effect so far.

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

Related links[edit | edit source]