Combat Order
Revision as of 04:39, 20 August 2017 by Sanglorian (talk | contribs) (Created page with "=== Categories === * Item use * Techniques (can be split by effect) * Retreating/attempting to retreat * Switching tuxemon * Status effects * Replacing a knocked-out tuxemon *...")
Categories
- Item use
- Techniques (can be split by effect)
- Retreating/attempting to retreat
- Switching tuxemon
- Status effects
- Replacing a knocked-out tuxemon
- XP allocation
Proposals
Tamashihoshi: May be more strategic than having items guaranteed to go off.
- Combat techniques
- Healing techniques and items
r1g1l: Having Capture Devices go first ensures that tuxemon that always run can still be caught.
- Special items (Capture Devices)
- Run
- Monster techniques (by monster speed)
- Regular items
- Healing
- Status effects
Sanglorian:
- Choosing actions. Each player chooses whether they will: use a technique with their active tuxemon, attempt to retreat, use an item or switch their active tuxemon for a different one on their team.
- Attempts to retreat. If both attempt to retreat, both automatically retreat.
- Switching tuxemon. If both attempt to switch tuxemon, it's random who switches first.
- Using an item. If both attempt to use an item, the relative Speeds of the tuxemon determine which happens first.
- Fast Techniques. If a technique has the Fast effect, it goes before other techniques. If both attempt to use a Fast technique, the relative Speeds of the tuxemon determine which happens first.
- Non-Fast Techniques. If both attempt to use a technique, the relative Speeds of the tuxemon determine which happens first. Any of these use up your action for the round - you can only do one. If two tuxemon's Speeds are tied, it's random which goes first.
- XP Allocation. If a tuxemon was knocked out in a previous part of the round, its XP is allocated now.
- Replacing a Knocked-Out Tuxemon. If one was knocked out this round. Note, if a tuxemon is knocked out in a round, its replacement does not get to act.
- Conditions. If you are poisoned, you take damage now. If your condition has a 50% chance of healing each round, this is the time when the game announces whether that has succeeded, etc.
Other options would be:
- Who uses their item first is random instead of being based on tuxemon speed
- The Fast effect modifies a tuxemon's Speed instead of guaranteeing that they go first
- Trainers could have their own Speed that would affect some of these operations
- Items could have their own Speed (benneti: you could have a fast quick injection or a slower full recovery drug)
- Instead of having different turns for retreating, switching, items and techniques, every action could have its own Speed/Speed modifier. A very fast tuxemon could then get its technique off before an item is used, while a very slow one couldn't (for example).
Trainer stats (bitcraft, tamashihoshi and others): A trainer Speed stat would determine or modify action order, especially for item use. See Trainer Stats for general proposals for trainer stats.
- Instead of making a fixed "first this then that" order, we could go for something more flexible... For example retreat attempts: 20 + speed modify (trainer/2 + tuxemon) -> some value; tuxemon switch: 30 + speed modify (trainer) -> some value; item use: 40 + speed modify (trainer + tuxemon/2) -> some value
- A very fast person could use a technique before you can heal your tuxemon. probably even before you can retreat (gotta go fast)....