Difference between revisions of "Techniques"

From Tuxepedia
Jump to navigation Jump to search
 
(13 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]].


=== 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 ===
 
There are also a number of ways of pacing how many times a technique can be used:
 
* Each technique could have a fixed number of uses, reset by a rest.
* 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.
 
=== Varieties ===
 
There are a number of types of technique you can have:
 
* 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)
* Having a mega technique and a healing technique in dedicated slots, like [[EvoCreo]] does
* Additional generic techniques, like Defend


=== Elements ===
=== Elements ===


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.  
Most techniques have a single [[Type|Types]], drawn from the same types as tuxemon (so there are [[Earth]] tuxemon and [[Earth]] techniques, for example.)


However, there are a few other options:
A few rare techniques have two types. 


* Only being able to have one type.
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.  
* 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 ===
== Range, Power and Damage ==


There could be any number of options for techniques. Some are below under Other options.
=== Range ===


= Current and proposed implementation =
* '''Special:''' Any technique that does not involve an attack
 
* '''Melee:''' Multiply damage by User Melee and divide it by Target Armor
''[https://forum.tuxemon.org/thread.php?pid=2258 Original thread]''
* '''Ranged:''' Multiply damage by User Ranged and divide it by Target Dodge
 
* '''Touch:''' Multiply damage by User Melee and divide it by Target Dodge
Technique effects are defined in the [http://www.tuxemon.org/docs/core.components.monster.html#core.components.monster.Technique core.components.monster.Technique] class.
* '''Reach:''' Multiply damage by User Ranged and divide it by Target Armor
 
* '''Reliable:''' Multiply damage by 1
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
* Fast: Whether the user's Speed is increased for determining who goes first
* 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.
=== Power and Damage ===


'''Area''' attacks do half Damage on a Miss. No Conditions on a Miss, however.  
Multiply damage by the technique's Power.  


== Attack Categories ==
A damaging technique does damage based on the below formula:


[[Techniques]] have one of six '''attack categories''':
    (User Melee or Ranged/Target Armor or Dodge OR 1 if Reliable) * (7 + User Level) * Technique Power * Weakness or Resistance Multiplier


* '''Special:''' Any technique that does not involve an attack
=== Effects ===
* '''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 ==
* <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.


    (User Melee or Ranged/Target Armour or Dodge OR 1 if Reliable) * (7 + User Level) * Technique Power * Weakness or Resistance Multiplier
(Damage is technically an effect too, but is omitted from this list since it is discussed above.)


= Other options =
= Related links =


* [[Other technique ideas]]
* [[Other technique ideas]]
* [[Technique design space]]

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]