Difference between revisions of "Other technique ideas"
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* Recoil #: The user takes #/16 of their hit point maximum in damage (unmodified), if they hit. | * Recoil #: The user takes #/16 of their hit point maximum in damage (unmodified), if they hit. | ||
* Disarm: 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. | * Disarm: 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. | * Scope: The opponent's stats are revealed. '''(implemented)''' | ||
* Contrary Healing: This technique heals the enemy, not the user. (How much it heals is determined by healing_power) | * Contrary Healing: This technique heals the enemy, not the user. (How much it heals is determined by healing_power). '''(implemented as effect)''' | ||
* 1HKO: If the target is lower level than the attacker, they are reduced to 0 HP. | * 1HKO: If the target is lower level than the attacker, they are reduced to 0 HP. | ||
* Proportional Damage #: This technique does damage to the enemy equal to #/16 of the enemy's maximum HP. | * Proportional Damage #: This technique does damage to the enemy equal to #/16 of the enemy's maximum HP. '''(implemented as effect)''' | ||
* Proportional Damage (User) #: This technique does damage to the enemy equal to #/16 of the user's maximum HP. | * Proportional Damage (User) #: This technique does damage to the enemy equal to #/16 of the user's maximum HP. '''(implemented as effect)''' | ||
* Multiattack (Random): Do one attack (25% chance), two attacks (50% chance) or four attacks (25% chance). | * Multiattack (Random): Do one attack (25% chance), two attacks (50% chance) or four attacks (25% chance). | ||
* Multiattack #: Do # attacks. | * Multiattack #: Do # attacks. '''(implemented as effect)''' | ||
=== Vaguer ideas === | === Vaguer ideas === | ||
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* Earthy, Watery, Metallic, Woody, Fiery: That Type replaces your other type(s) '''(implemented as switch and reverse)''' | * Earthy, Watery, Metallic, Woody, Fiery: That Type replaces your other type(s) '''(implemented as switch and reverse)''' | ||
* Feedback: Each time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage | * Feedback: Each time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage. '''(implemented)''' | ||
* Flame Shield: Creatures that hit you with a melee or touch attack take 1/16 your maximum hit points in damage. '''(implemented as elemental shield)''' | * Flame Shield: Creatures that hit you with a melee or touch attack take 1/16 your maximum hit points in damage. '''(implemented as elemental shield)''' | ||
* Flinching: 50% chance to miss your next turn. If you do miss your next turn, this condition ends. '''(implemented)''' | * Flinching: 50% chance to miss your next turn. If you do miss your next turn, this condition ends. '''(implemented)''' | ||
* Harpooned: If you swap out, take damage equal to 1/8th your maximum HP '''(implemented)''' | * Harpooned: If you swap out, take damage equal to 1/8th your maximum HP '''(implemented)''' | ||
* Lockdown: Cannot use items '''(implemented)''' | * Lockdown: Cannot use items '''(implemented)''' | ||
* Prickly: Each time you are hit by a melee or touch move, the attacker takes 1/8th your maximum HP in damage | * Prickly: Each time you are hit by a melee or touch move, the attacker takes 1/8th your maximum HP in damage. '''(implemented)''' | ||
* Wasting: Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition. '''(implemented)' | * Wasting: Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition. '''(implemented)''' | ||
* Wild: 1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage. '''(implemented)''''' | * Wild: 1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage. '''(implemented)''' | ||
* Enlarged: Your maximum and current HP increase by 1/4, but you take that much damage when you lose this condition '''(reconsidered, really necessary?)''' | * Retaliate: Keep track of all damage you take between entering this state and next doing damage. You do additional damage equal to damage taken. '''(implemented)''' | ||
* Charmed: Techniques have a 50% chance of not working if they target the enemy. | * Revenge Stance: The next time you are attacked, your enemy takes the same amount of damage that you do. You heal as much damage as you dealt. '''(implemented)''' | ||
* Enlarged: Your maximum and current HP increase by 1/4, but you take that much damage when you lose this condition. '''(reconsidered, really necessary?)''' | |||
* Charmed: Techniques have a 50% chance of not working if they target the enemy. '''(A uses Pound against B, A is charmed, Pound has 50% chance of not working?)''' | |||
* Frightened: 1/8 chance each turn that you swap out for a randomly chosen alternative tuxemon on your team. If there are no others, you attempt to retreat. | * Frightened: 1/8 chance each turn that you swap out for a randomly chosen alternative tuxemon on your team. If there are no others, you attempt to retreat. | ||
* | * Delay: Do nothing on the first turn that you become Slow. On each later round, do the thing that you were commanded to do one round earlier. '''(changed into "delay", the original was "slow", already used)''' | ||
* Spiky: If an opponent swaps in, they take damage equal to 1/8th your maximum HP | * Spiky: If an opponent swaps in, they take damage equal to 1/8th your maximum HP | ||
Latest revision as of 16:21, 6 November 2023
This is a grab-bag of technique ideas that have gathered over the years, from many contributors, some of whom are no longer involved in the project. Before implementing any particular idea, we should discuss on GitHub and Discord whether it's helpful.
Move lists and techniques[edit | edit source]
Battlefield Effect[edit | edit source]
Some techniques cause battlefield effects, which apply to both monsters in play, and remain in place until replaced by another battlefield effect.
- Resist X (Resist Fire, Resist Water, Resist Wood, Resist Metal, Resist Fire): Both monsters halve damage from the specified type.
Technique Riders[edit | edit source]
- 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.
- Backlash #: The user takes #/16 of their hit point maximum in damage (unmodified).
- Recoil #: The user takes #/16 of their hit point maximum in damage (unmodified), if they hit.
- Disarm: 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. (implemented)
- Contrary Healing: This technique heals the enemy, not the user. (How much it heals is determined by healing_power). (implemented as effect)
- 1HKO: If the target is lower level than the attacker, they are reduced to 0 HP.
- Proportional Damage #: This technique does damage to the enemy equal to #/16 of the enemy's maximum HP. (implemented as effect)
- Proportional Damage (User) #: This technique does damage to the enemy equal to #/16 of the user's maximum HP. (implemented as effect)
- Multiattack (Random): Do one attack (25% chance), two attacks (50% chance) or four attacks (25% chance).
- Multiattack #: Do # attacks. (implemented as effect)
Vaguer ideas[edit | edit source]
- Stall or stop swap-outs, or punish them
- High critical hit ratio (currently we don't have any critical hits)
- Change the user’s Type to (a) the target’s Type, (b) this technique’s Type, (c) the Type of the last technique used on the user
- Interact with items - eating your opponent's consumable item, stop opponent from using items, etc
- Target: Own Team (target one or all of your benched creatures)
- Switch out one monster for another
- Multiattack (Uses): Do # attacks, where # is the number of times in this combat that the technique has already been used.
Conditions[edit | edit source]
- Earthy, Watery, Metallic, Woody, Fiery: That Type replaces your other type(s) (implemented as switch and reverse)
- Feedback: Each time you are hit by a ranged or reach move, the attacker takes 1/8th your maximum HP in damage. (implemented)
- Flame Shield: Creatures that hit you with a melee or touch attack take 1/16 your maximum hit points in damage. (implemented as elemental shield)
- Flinching: 50% chance to miss your next turn. If you do miss your next turn, this condition ends. (implemented)
- Harpooned: If you swap out, take damage equal to 1/8th your maximum HP (implemented)
- Lockdown: Cannot use items (implemented)
- Prickly: Each time you are hit by a melee or touch move, the attacker takes 1/8th your maximum HP in damage. (implemented)
- Wasting: Take #/16 of your maximum HP in damage each turn, where # = the number of turns that you have had this condition. (implemented)
- Wild: 1/4 chance each turn that instead of using the chosen technique, you take 1/8 your maximum HP in unmodified damage. (implemented)
- Retaliate: Keep track of all damage you take between entering this state and next doing damage. You do additional damage equal to damage taken. (implemented)
- Revenge Stance: The next time you are attacked, your enemy takes the same amount of damage that you do. You heal as much damage as you dealt. (implemented)
- Enlarged: Your maximum and current HP increase by 1/4, but you take that much damage when you lose this condition. (reconsidered, really necessary?)
- Charmed: Techniques have a 50% chance of not working if they target the enemy. (A uses Pound against B, A is charmed, Pound has 50% chance of not working?)
- Frightened: 1/8 chance each turn that you swap out for a randomly chosen alternative tuxemon on your team. If there are no others, you attempt to retreat.
- Delay: Do nothing on the first turn that you become Slow. On each later round, do the thing that you were commanded to do one round earlier. (changed into "delay", the original was "slow", already used)
- Spiky: If an opponent swaps in, they take damage equal to 1/8th your maximum HP
Healing[edit | edit source]
- 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.
Expanding the Concept[edit | edit source]
- “if” statements, e.g. “if target Asleep, user heals 4 maximum HP” . If enemy attacks this round, X. Otherwise Y. If attack misses, user takes X damage
- fields, e.g. “user heals DAMAGE DONE BY THIS ATT” or “do 50% of enemy’s CURRENT HP in dmg” or “user heals USER’S CURRENT DAMAGE and enemy takes USER’S CURRENT DAMAGE”)
- tags, e.g. Aerial (can hit Swooping), Underground (can hit Hibernate), Gaze, Light, Sound (some are immune to conditions/pseudo-c/pro-c from Sound techniques, and take half damage from them), etc
Ideas for particular techniques[edit | edit source]
- Verdigris (Resist Metal), Drought (Resist Water), Salt (Resist Wood), Sinkhole (Resist Earth), Steel Beams (Resist Fire). All Aether techniques with accuracy 100% and no recharge time.
- Evil Eye: Damage. If you have previously used Glower this combat, do an additional 50% damage.
- Eruption: The attack occurs as normal in the first round, and then in each of the following four rounds, unless interrupted (e.g. by a miss). Each subsequent attack has double the power of the one before it. Each attack has a 10% chance of imposing the Burn condition.
- Swallow: The attack occurs as normal in the first round, and then in each of the following four rounds, unless interrupted (e.g. by a miss). Each subsequent attack has double the power of the one before it.
- Reclaim Relic (Memnomnom): If the opponent uses an item this turn, Memnomnom receives the effect instead of the target (or there is no effect if Memnomnom is not an eligible target). The item is consumed if it would normally be consumed.
Field techniques[edit | edit source]
Field techniques would be usable outside of combat.
Body Shapes and Subelements[edit | edit source]
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 Codexes. 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 system[edit | edit source]
Sanglorian's original proposal. Spun off into Effects system page because it was quite involved.
Sandy's technique ideas[edit | edit source]
Aaardorn/aardart
Going to be based around slowing down your opponent and dealing mid-range damage
Main moves:
- All In
- Hibernate
- Overfeed
- Reckless Abandon
Abesnaki
High Attack with debuffs for opponents but low defense
Main Moves:
- Dash
- Envision
- Poison Bite
- Retalliate
Agnite/Agnidon/Agnigon
Powerful, but has alot of moves that damage itself.
Main Moves:
- Combustion
- Heated Fury
- Fume
- Fire Claw
- Reckless Abandon
Allagon:
Going to have very heavy hitting moves but with very low accuracy, at level 12 will learn a move called "lock on" which makes the next move a guaranteed hit
Main moves:
- Rust Bomb
- Shrapnel
- Lock on
Angrito/Sadito:
Angrito has High attack, Low defense, Can transform into Sadito which has Low Attack, high defense with the move Rewire
Main Moves:
- Rewire
- Duelists Inversion
- Rust Bomb
Anoleaf:
High Speed and Attack, with Lots of attacks with the is_fast priority
Main Moves:
- Dash
- Retalliate
- Thorn Lash
Anu:
More powerful when it just took damage
Main Moves:
- Retalliate
- Revenge of Shadows
- Lock On
- Dash
Araiginee:
Fast and Slows down opponents
Main Moves:
- Web
- Overfeed
- Posion bite
Arthrobolt:
Low Defense,but more powerful with lower HP.
Moves:
- Electrostatic
- Retalliate
- Shrapnel
- Lock On
- Self Destruct
AV8R:
More Powerful in Sunlight(needs weather implemented):
Moves:
- peck
- Dash
- Solar Charge
- Bright Flash
- Fly
Axlyghtl:
High Defense, uses the move Lure to force opponents to use certain types of moves
Moves:
- Lure
- Envision
- Solar Charge
- Pressure Wash
Bamboon:
Based around lifeleech and wearing down the opponent and healing itself
Moves:
- Thwack
- Lifeleech
- Bamboo Sweep
- Poison Bite
Bigfin:
Big, Slow, and Tough, low attack.
- All In
- Ram
- Pressure Wash
Birdling:
very low in most stats, but high HP, can use hatch to heal and shellshock to prevent damage.
- Peck
- Fly
- Hatch
- Shell Shock
High Defense Budaye:
- Scratch
- Fluff Up
Cateye:
Going to be based around looking at and predicting your opponents moves to make it work effectively
Main Moves:
- Scratch
- Envision
- Seal in
- Dark Prophecy
Sumchon:
Going to be based around have a heavy weight with moves that are propritionate to tuxemons weight. Very Slow. main moves:
- All in
- Overfeed
- Heavy Armor
- Slam Throw
yinaang:
going to have moves that switch its stats with eachother and moves that buff and debuff stats
main moves:
- All_In
- Amnesia
- Duelists Inversion
- Heavy Armor
- Mediate
- Supernova
Finished Moves:
- Amnesia(fix bug)
- levitate
- overfeed
- Poison bite
- lifeleech
- lock on
- fume
- combustion