Difference between revisions of "Former condition system"
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== Proposed Conditions == | == Proposed Conditions == | ||
=== Other === | |||
* Retaliate #: Keep track of all damage you take between entering this state and next doing damage. You do additional damage equal to damage taken, multiplied by whatever number Retaliate this is | |||
* Earthy, Watery, Metallic, Woody, Fiery: That Type replaces your other type(s) | |||
* Harpooned: If you swap out, take X damage | |||
* Spiky: If you swap in, take X damage | |||
* Lockdown: Cannot use items | |||
* Spooked: | |||
* Prickly: Each time you are hit by a Physical move, the attacker takes 1 MAX (your HP) | |||
* Feedback: Each time you are hit by a Special move, the attacker takes 1 MAX (your HP) | |||
* Enlarged: Your MAX and CURRENT HP increase by X | |||
=== Stuck === | === Stuck === |
Revision as of 22:47, 20 October 2018
See Conditions for the current system.
Durations
Conditions typically have the following durations:
- Until treated: This can mean using an item, or being healed at a medical centre.
- Indefinite: There is something that can be done or can happen that will make this condition end.
- Defeat: When the other tuxemon leaves the battle.
- Time: 5 rounds unless otherwise specified. The timer is reset every time the tuxemon would get the condition again.
- Decay: There is a 33% chance that the condition ends each turn (checked at the end of the turn).
- End of Battle
- Circumstantial: This means that the condition is caused by a disease or other malady, or the location that the tuxemon is in, or all tuxemon of that variety always have the condition, or for whatever other reason the condition will remain unless the story allows for it.
Proposed Conditions
Other
- Retaliate #: Keep track of all damage you take between entering this state and next doing damage. You do additional damage equal to damage taken, multiplied by whatever number Retaliate this is
- Earthy, Watery, Metallic, Woody, Fiery: That Type replaces your other type(s)
- Harpooned: If you swap out, take X damage
- Spiky: If you swap in, take X damage
- Lockdown: Cannot use items
- Spooked:
- Prickly: Each time you are hit by a Physical move, the attacker takes 1 MAX (your HP)
- Feedback: Each time you are hit by a Special move, the attacker takes 1 MAX (your HP)
- Enlarged: Your MAX and CURRENT HP increase by X
Stuck
Grabbed
Duration: Defeat
Cannot retreat or swap out. Can attack or use item.
Berserk
Poisoned
Duration: Until treated
Take 1/8 of your MAX in damage each turn.
Wasting
Duration: Until treated
Take #/16 of your MAX in damage each turn, where # = the number of turns that you have had this condition.
Lifeleech
Duration: Defeat
Take 1/16 of your MAX in damage each turn (unmodified). The enemy's creature heals 1/16 of your MAX in damage each turn (unmodified).
Nodding Off
Dozing
Duration: Decay
Miss next turn.
Charging Up
Charged
Charmed
Duration: Decay
Techniques have a 50% chance of not working if they target the enemy.
Festering
Duration: Until treated
Cannot heal.
Staggered
Duration: Decay
Speed is set to 0 and cannot be modified.
Forgetful
Duration: Decay
Cannot use the same technique two times in a row.
Flinching
Duration: Indefinite
50% chance to miss your next turn. If you do miss your next turn, this condition ends.
Confused
Duration: Decay
Instead of using the chosen technique, use a random one.
Sniping
Recovering
Duration: End of Battle
Heal 1/16 MAX each turn.
Blinded
Hard Shell
Diehard
Duration: End of Battle
Current HP cannot fall below 1, unless it is already at 1.
Wild
Duration: Decay
1/4 chance each turn that instead of using the chosen technique, you take 1/8 MAX unmodified damage.
Focused
Frightened
Duration: Defeat
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.
Wan
Duration: Time (3 turns)
On turn 1, your moves are at 1/4 Power. On turn two, 1/2 Power. On turn three, 3/4 power.
Softened
Duration: Time (3 turns)
On turn 1, you take +75% damage. On turn two, +50% damage. On turn three, +25% damage.
Slow
Duration: End of battle
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.
Spyder Bite
Duration: Circumstantial (until the Spyder Bite cure is revealed)