Techniques
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. Every tuxemon knows between one and four techniques.
Nature and Nurture
As a tuxemon levels up, they learn new techniques at fixed levels, based on their Life Stages, Sub-Elements and Body Types. These are their "nature techniques", because they are innate to the tuxemon.
Tuxemon can also learn new techniques from Technique Teachers and Technical Manuals. They can also be taught techniques from other tuxemon that know that technique. 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.
Attack and Non-Attack Techniques
Some techniques are attacks, which have a chance to miss and do damage if they hit. They may have other effects, and those other effects may always occur, or only have a chance of occurring.
Non-attack techniques do not have a chance to miss, and do not do direct damage. They have other effects, but those other effects may only have a percentage chance of occurring, or may only occur under certain circumstances.
Melee and Ranged Attacks
All attack techniques are either melee, which involves the attacking tuxemon bodily striking the target in close quarters, or ranged, which involves the attacking tuxemon using a projectile, energy beam, pseudopod or other remote attack.
Melee attacks do damage based on the attacker's Melee stat divided by the target's Armour stat. Ranged attacks do damage based on the attacker's Ranged stat divided by the target's Dodge stat.
Effects
Techniques can have one or more effects.
Current Effects
Technique effects are defined in the core.components.monster.Technique class.
Techniques can use any of these effects:
- damage: This effect applies damage to a target monster. This effect will be applied if "damage" is defined in this technique's effect list.
- 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.
Proposed 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.