Difference between revisions of "Capturing"

From Tuxepedia
Jump to navigation Jump to search
 
(17 intermediate revisions by 2 users not shown)
Line 1: Line 1:
== Naming ==
[[File:Image--022.jpg|thumbnail]]When the player faces a wild tuxemon (one without a [[trainer]]) in combat, the player can use a device to catch it - which makes the tuxemon belong to the player.


'''Tuxeball''', '''Tarball''' (after the [https://en.wikipedia.org/wiki/Tar_(computing) computing term]) and '''Zipball''' have been proposed as names for the [[Capture Device]].
= Purpose =


== Implementation ==
Having capturing as part of combat adds a few features to the game:


The catch likelihood is compared to a random number between 0 and 1,000. If the result is lower than the catch likelihood, the capture is successful.
# Even battles against weak tuxemon are challenging, since you need to lower their hit points without eliminating them
# Other tactics become preferable, like using conditions or using techniques that aren't so damaging
# Capturing comes with a monetary cost, and being sloppy with capturing carries a higher cost
# Customisation - in a game with different types of [[Capture Device]], you might want to catch your tuxemon in one particular one, or have a collection


Catch Likelihood = ((HP Lost/Total HP) * 1,000) + 150 if affected by a status + the Power of the item used (100 for a regular [[Capture Device]])
= How It Works =


=== Dialogue ===
The main method of capturing that has been proposed is as follows:
* It worked!
 
* It failed!
# You buy or otherwise acquire a number of [[Capture Device]]s
# In battle, you weaken the tuxemon by damaging it, and potentially also by giving it a negative [[condition]]
# Instead of taking another action in a Round like using a technique, you use a Capture Device
# It has a chance of succeeding. If it does, you catch the tuxemon. If it doesn't, then your Turn for the Round is over. You can try again later, however.


== Ideas for varieties of Capture Device ==
There are a number of factors that could be involved in catch likelihood:


* Mechanical ways of capturing and holding animals: Cages, boxes, sacks, traps, manacles, nests, nesting boxes
* The item used
* Organic representations of life: Eggs, seeds, fossils
* The level of the tuxemon
* Fantastical ways of holding animals: Gemstones, geodes, flasks (could be sucked into the flask through a kind of spiritual vacuum cleaner)
* The HP of the tuxemon (current and maximum)
* Artistic representations of life: Collectable cards, statuettes, paintings, photographs
* The species of tuxemon (some may be harder or easier to catch)
* Ways of storing information: Floppy disks, CDs
* Conditions affecting the tuxemon
* Some property of the trainer, like if they are well-liked by their other tuxemon or by their active tuxemon


=== Flasks ===
So far we have only gone with the item used, the HP of the tuxemon and conditions affecting the tuxemon.
= Current System =  


* Candied Flask: Upon capture, the tuxemon increases in level by 1.
Catch Likelihood:
* Flavoured Flask: The tuxemon's positive taste changes to the one specified by the flask
* Quick Flask: If the capture fails, you don't lose your turn (but the flask does break as normal)
* Friend Flask: A held item. The active tuxemon attempts a capture at a certain point (no action required)
* Lavish Flask: The capture has a higher chance of succeeding.
* Hardened Flask: Doesn't break on a failed capture.


=== Containment (Hikari) ===
    (3 * target.hp - 2 * target.current_hp) * target.catch_rate * status_modifier * tuxeball_modifier / (3 * target.hp)


Containment: Mostly because the concept of 'spirits' rather than flesh and blood creatures I'd actually looked to the cartoon 'Danny phantom' and how it uses basically a thermos to vacuum up the ghost of the week.
    shake_check = 65536 / (255 / catch_check) ** 0.1875


Instead of a bunch of tiny pokeballs, you get a thermos or jug or something of the like that you dump captured critters in. This only does final containment rather than capture though, so you would still need to buy 'regular/great/ultra balls' to catch things. However those actual capture devices break after each use (one thing I hated about pokeballs. If you fail a capture why not pick the balls up to reuse?)
== Catch Rate ==


Thinking they should be called bottles. Not beer bottle shape, but still bottly shaped.
The amount that the catch likelihood would be multiplied by.  


Anyway the thermos/jug can only hold so many creatures, but you can plug it into a device in healing houses to free up space. Those creatures are tagged as 'yours' by whatever this system is called so that they can be called back to you at need.
I.e. a catch resistance of 1 would mean an unchanged catch likelihood, a catch resistance of 0 would mean a monster is impossible to catch, and a catch resistance of 0.5 would mean that the mon is half as likely to be caught as standard.


Think of the inside of the ghostbusters containment system. Its own world where these things can move and interact. Sure they aren't generally all that smart, but it keeps them less agitated than keeping them stuffed in jars.
If no catch resistance is specified, a default of 1 would be used.  


Plus it gives potential for you having to go in yourself using special gear.
== Dialogue ==
* It worked!
* It failed!


=== Binding (Tamashihoshi) ===
= Other capturing options =
Binding a spirit onto an object, like the soul of the younger brother in Full Metal Alchemist or the djinn bound to objects in Magi and the Labyrinth of Magic the djinn. Trainers would carry an individual object in which the spirits are bound. There could be a "easy to attach" spirit container the cathedral sells, where you can bind tuxemon without having great skill. (Probably works only on weak tuxemon though).


You could do this subtly by having different trainer sprites show different objects - without spelling out that this person's umbrella is their binding object, that person's amulet is their binding object. etc.
[[Other capturing options]]

Latest revision as of 09:49, 17 April 2023

Image--022.jpg

When the player faces a wild tuxemon (one without a trainer) in combat, the player can use a device to catch it - which makes the tuxemon belong to the player.

Purpose[edit | edit source]

Having capturing as part of combat adds a few features to the game:

  1. Even battles against weak tuxemon are challenging, since you need to lower their hit points without eliminating them
  2. Other tactics become preferable, like using conditions or using techniques that aren't so damaging
  3. Capturing comes with a monetary cost, and being sloppy with capturing carries a higher cost
  4. Customisation - in a game with different types of Capture Device, you might want to catch your tuxemon in one particular one, or have a collection

How It Works[edit | edit source]

The main method of capturing that has been proposed is as follows:

  1. You buy or otherwise acquire a number of Capture Devices
  2. In battle, you weaken the tuxemon by damaging it, and potentially also by giving it a negative condition
  3. Instead of taking another action in a Round like using a technique, you use a Capture Device
  4. It has a chance of succeeding. If it does, you catch the tuxemon. If it doesn't, then your Turn for the Round is over. You can try again later, however.

There are a number of factors that could be involved in catch likelihood:

  • The item used
  • The level of the tuxemon
  • The HP of the tuxemon (current and maximum)
  • The species of tuxemon (some may be harder or easier to catch)
  • Conditions affecting the tuxemon
  • Some property of the trainer, like if they are well-liked by their other tuxemon or by their active tuxemon

So far we have only gone with the item used, the HP of the tuxemon and conditions affecting the tuxemon.

Current System[edit | edit source]

Catch Likelihood:

   (3 * target.hp - 2 * target.current_hp) * target.catch_rate * status_modifier * tuxeball_modifier / (3 * target.hp)
   shake_check = 65536 / (255 / catch_check) ** 0.1875

Catch Rate[edit | edit source]

The amount that the catch likelihood would be multiplied by.

I.e. a catch resistance of 1 would mean an unchanged catch likelihood, a catch resistance of 0 would mean a monster is impossible to catch, and a catch resistance of 0.5 would mean that the mon is half as likely to be caught as standard.

If no catch resistance is specified, a default of 1 would be used.

Dialogue[edit | edit source]

  • It worked!
  • It failed!

Other capturing options[edit | edit source]

Other capturing options