Difference between revisions of "Category:Type"

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(Fix the table of tech/target strengths and weaknesses)
 
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* Water nourishes Wood
* Water nourishes Wood


=== How It Works ===
== Associations ==
 
* '''Fire:''' Includes creatures associated with energy, like electricity, light and heat, dragons and other legendary beings, and poison. 
* '''Water:''' Includes creatures associated with the sea, lakes and swamps, ice and snow, the weather, liquids like blood, and fish and amphibians.
* '''Wood:''' Includes creatures associated with plants, lichen and fungi, poison and venom, forests, the natural environment, the wind and flying, and the wilderness.
* '''Earth:''' Includes creatures associated with the ground and underground, dirt and soil, mountains and rocks, caves, and ancient and buried things.
* '''Metal:''' Includes creatures associated with steel, light and darkness, mechanical and robotic things, psychic powers and other unnatural things, humankind, and the undead.
 
=== How it works ===
There are five options for strengths and weaknesses using the Wu Xing cycles:
There are five options for strengths and weaknesses using the Wu Xing cycles:


Line 43: Line 51:
* In E, an attack is weak against the element that it Generates, strong against the element that it Overcomes, weak against the element that Overcomes it and strong against the element that Generates it.
* In E, an attack is weak against the element that it Generates, strong against the element that it Overcomes, weak against the element that Overcomes it and strong against the element that Generates it.


We have gone with model A at this point.  
We have gone with model A at this point:
 
{| class="wikitable"
! tech/target !! Wood !! Earth !! Water !! Fire !! Metal
|-
| Wood ||  || 2 ||  || 0.5 ||
|-
| Earth ||  ||  || 2 ||  || 0.5
|-
| Water || 0.5 ||  ||  || 2 ||
|-
| Fire ||  || 0.5 ||  ||  || 2
|-
| Metal || 2 ||  || 0.5 || ||
|}


== Dual types/Pseudo-types ==
== Dual types/Pseudo-types ==


While the game only has five types, the existence of two-type monsters and techniques allows for different vulnerability and resistance profiles. We can therefore represent other "types". For example, Earth-Fire techniques do half damage to Earth monsters and double damage to Water monsters. Electricity-themed techniques like Electrical Storm can be given the types Earth and Fire, to reflect the idea that water conducts electricity well, but it is earthed when it hits the ground.  
While the game only has five types, the existence of two-type monsters and techniques allows for different vulnerability and resistance profiles. We can therefore represent other "types".  


* Earth-Fire techniques do half damage to Earth monsters and double damage to Water monsters. ("Lightning" pseudo-type)
For example, Earth-Fire techniques do half damage to Earth monsters and double damage to Water monsters. Electricity-themed techniques like [[Electrical Storm]] can be given the types Earth and Fire, to reflect the idea that water conducts electricity well, but it is earthed when it hits the ground.  
* Earth-Water techniques do half damage to Wood and Metal monsters and double damage to Fire and Water monsters. ("Frost" pseudo-type)
* Earth-Wood techniques do half damage to Fire and Metal monsters and double damage to Earth and Water monsters. ("Fungus" or "Toxin" pseudo-type)
* Earth-Metal techniques do half damage to Metal monsters and double damage to Wood monsters. ("Vermin" pseudo-type).
* Fire-Water technqiues do half damage to Earth and Wood monsters and double damage to Fire and Water monsters. ("Cosmic" pseudo-type).
* Fire-Wood techniques do half damage to Fire monsters and double damage to Metal monsters. ("Battle" pseudo-type).
* Fire-Metal techniques do half damage to Earth and Water monsters and double damage to Wood and Metal monsters. ("Psionic" pseudo-type).
* Water-Wood techniques do half damage to Wood monsters and double damage to Earth monsters
* Water-Metal techniques do half damage to Water monsters and double damage to Fire monsters. ("Darkness" pseudo-type)
* Wood-Metal techniques do half damage to Fire and Water monsters and double damage to Earth and Wood monsters. ("Heaven" pseudo-type).


=== Aether ===
=== Earth-Fire ===  


The Aether type is the type for [[special]] techniques for which an element is irrelevant (since they don't involve damage).  
Earth-Fire ("Lightning") techniques do half damage to Earth monsters and double damage to Water monsters.
 
Earth-Fire monsters take half damage from Fire techniques and double damage from Water techniques.
 
Example Earth-Fire monsters:
 
* [[Grinflare]]
* [[Metesaur]]
 
Example Earth-Fire techniques:
 
* [[Electrical Storm]]
* [[Surge]]
* [[Thunderclap]]
 
=== Earth-Water ===
 
Earth-Water ("Frost") techniques do half damage to Wood and Metal monsters and double damage to Fire and Water monsters.
 
Earth-Water monsters take half damage from Fire and Metal techniques and double damage from Wood and Earth techniques.
 
Example Earth-Water monsters:
 
* [[Grumpi]]
* [[Toufigel]]
* [[Chillimp]]
 
Example Earth-Water techniques:
 
* [[Frostbite]]
* [[Ice Claw]]
* [[Snowstorm]]
 
=== Earth-Wood ===
 
Earth-Wood ("Toxin/Fungus") techniques do half damage to Fire and Metal monsters and double damage to Earth and Water monsters.
 
Earth-Wood monsters take half damage from Fire and Water techniques and double damage from Wood and Metal techniques.  
 
Example Earth-Wood monsters:
 
* [[Coleorus]]
* [[Cowpignon]]
 
Example Earth-Wood techniques:
 
* [[Fester]]
 
=== Earth-Metal ===


It could also be used as the type for attacks that take the element(s) of its user, but this concept isn't part of the current plant.  
Earth-Metal ("Vermin") techniques do half damage to Metal monsters and double damage to Wood monsters.


== Current implementation ==
Earth-Metal monsters take half damage from Earth techniques and double damage from Wood techniques.


Currently, some techniques are identified as Normal or Poison type. However, it is not clear if this will continue in future versions of the game.
Example Earth-Metal monsters:


== Associations ==
* [[Grintrock]]
* [[Happito]]
* [[Miaownolith]]


* '''Fire:''' Includes creatures associated with energy, like electricity, light and heat, dragons and other legendary beings, and poison. 
=== Fire-Water ===
* '''Water:''' Includes creatures associated with the sea, lakes and swamps, ice and snow, the weather, liquids like blood, and fish and amphibians.
* '''Wood:''' Includes creatures associated with plants, lichen and fungi, poison and venom, forests, the natural environment, the wind and flying, and the wilderness.
* '''Earth:''' Includes creatures associated with the ground and underground, dirt and soil, mountains and rocks, caves, and ancient and buried things.
* '''Metal:''' Includes creatures associated with steel, light and darkness, mechanical and robotic things, psychic powers and other unnatural things, humankind, and the undead.


== Other options ==
Fire-Water ("Cosmic") techniques do half damage to Earth and Wood monsters and double damage to Fire and Water monsters.


Some of this design space has instead been filled by dual types (see above).
Fire-Water monsters take half damage from Metal and Wood techniques and double damage from Water and Earth techniques.  


=== Normal type ===
Example Fire-Water monsters:


The Normal type would be strong and weak against nothing.
* [[Seirein]]
* [[Yiinaang]]


=== Heaven and Darkness types ===
=== Fire-Wood ===


[https://forum.tuxemon.org/thread.php?id=140 Original thread]
Fire-Wood ("Battle") techniques do half damage to Fire monsters and double damage to Metal monsters.


Two new types would fit well into our matrix:
Fire-Wood monsters take half damage from Wood techniques and double damage from Metal techniques.


* '''Heaven:''' For flying, divine, weather-based, legendary, heroic, light, fairy and magical creatures and techniques.
Example Fire-Wood monsters:
* '''Darkness:''' For poisonous, evil, undead, fateful, sorcerous, shadowy, frightening and sinister creatures and techniques.


The two extra types would fit in as such:
* [[Tikoal]]
* [[Tikorch]]


* Heaven is weak against Water, as rain swells the waters and wind whips it up and the Moon gives the ocean motion
=== Fire-Metal ===
* Water is weak against Darkness, as darkness fell upon the face of the deep, and the depths of the oceans are dark
* Heaven is strong against Fire, as wind and rain extinguish fire, and the Sun eclipses mere flames, and fire was a gift of the gods to humankind
* Fire is strong against Darkness, as fire lights the dark, warms the spirit and lends courage
* Darkness is weak against Earth, as it falls harmlessly on the planet every nighttime
* Earth is weak against Heaven, as the Earth supports the heavens
* Darkness is strong against Metal, as humans are afraid of the dark and metals can dull and rust
* Metal is strong against Heaven, as cold iron kills fairies, science and skepticism undermines faith and superstition and iron from meteors can be turned against the sky
* Heaven and Darkness would be strong against each other


With the current five types, there are a lot that fit quite awkwardly. Wood is a catch-all for nature spirits and flying things that could better go to Heaven, and Metal has abstract beings, human-like beings, corrupted or weird things, etc. It would balance out the categories too: many in Wood and Fire could go to Heaven and many in Metal could go to Darkness.
Fire-Metal ("Psionic") techniques do half damage to Earth and Water monsters and double damage to Wood and Metal monsters.


Under my proposed system Fire (0.5 vs Earth, 2 vs Metal, 2 vs Darkness) would be very close to Darkness (0.5 vs Earth, 2 vs Metal, 2 vs Heaven). In that case, you could instead make Darkness super-effective against Wood, as living things need light, and Wood super-effective against Heaven (not sure why, though ... )
Fire-Metal monsters take half damage from Earth techniques and double damage from Fire techniques.  


''tamashihoshi added:''
Example Fire-Metal monsters:


We have the 5 elements "wood", "fire", "water", "metal", "earth"; these are natural. The natural tuxemon belong to these types.
* [[Embazook]]
* [[Angrito]]
* [[Ouroboutlet]]


When the humans came, they brought something new ... a soul, which can behave good or evil. They have morality.
Example Earth-Fire techniques:


Soon, a new wheel of elements was added, the balance of nature was changed. "heaven" and "darkness", "good" and "bad", "moral" and "corruption" ... "cathedral" and "bazaar".
* [[Amnesia]]
* [[Bubble]]
* [[Sleep Bomb]]


Soon, artificial tuxemon were created. The natural tuxemon had to live with the changes the humans brought. Since then, tuxemon adopted the types "heaven" and "darkness".
=== Water-Wood ===


== Secondary types ==
Water-Wood techniques do half damage to Wood monsters and double damage to Earth monsters
[https://forum.tuxemon.org/thread.php?id=81 Original thread]


All tuxemon would have a primary type, and they may also have a secondary type.
Water-Wood monsters take half damage from Water techniques and double damage from Earth techniques.  


''Leo suggested:''
Example Water-Wood monsters:


* Repair
* [[Conifrost]]
* Elemental
* [[Sharpfin]]
* Error


''Sanglorian suggested:''
=== Water-Metal ===


* Psychic feeds Ghost
Water-Metal ("Darkness") techniques do half damage to Water monsters and double damage to Fire monsters.
* Ghost inspires Fighting (e.g. spirit ancestors)
* Fighting can't reach Flying/Wind
* Wind blows futilely against Rock
* Rock is repelled by the forcefield of Psychic


* Psychic controls Fighting
Water-Metal monsters take half damage from Metal techniques and double damage from Fire techniques.
* Fighting breaks Rock (like a strike that breaks a block)
* Rock entombs Ghost
* Ghost follows Wind
* Wind ducks around Psychic


I'll be the first to admit that it lacks the simplicity and obviousness of the original Wu Xing! And we probably don't need Earth, Rock AND Metal.
Example Water-Metal monsters:


== Technique-only and monster-only types ==
* [[Hydrone]]
[https://forum.tuxemon.org/thread.php?id=81 Original thread]
* [[Sadito]]
* [[Vivitrans]]


You could have a Poison move type despite no tuxemon having the Poison type. It could be super-effective against Wood and Earth and not very effective against Metal and Water. That would reflect that many attacks are poisonous, but having a poisonous attack doesn't make you immune to other poisons.
=== Wood-Metal ===


* Sound - x2 vs Water, 1/2 vs Metal (sound waves are amplified by water; metal is a type of music)
Wood-Metal ("Heaven") techniques do half damage to Fire and Water monsters and double damage to Earth and Wood monsters.
* Electric - x2 vs Water, 1/2 vs Earth (conductivity, grounding)
* Wind - x2 vs Wood, 1/2 vs Fire (wind often topples trees, but only fans flames)
* Psychic - x2 vs Metal, 1/2 vs Water (psychics bend metal spoons, but water draws them when they dowse for it)


Or you could have Flying type tuxemon, but no Flying moves. They might have 1/2 from Earth moves but x2 from Fire moves.
Wood-Metal monsters take half damage from Water and Earth techniques and double damage from Metal and Fire techniques.  


[http://telefang.wikia.com/wiki/Habitat_types Telefang 2] is an example of a game with technique types (Fire, Machine, Wind, etc) that are different to the mosnter types (Grassland, Mountain, Sky, etc).
Example Wood-Metal monsters:


== Subtypes ==
* [[Katapill]]
[https://forum.tuxemon.org/thread.php?id=81 Original thread]
* [[Neutrito]]
* [[Spycozeus]]


''Alchemist observes:''
== Aether ==


Metal, for example, also encompasses Undeath and psychic powers. How would one understand that for mechanics and lore purposes, the zombie, wizard and tank are all the same element? What is there to bridge that gap? That's not to say it can't be done, but it is tricky. Careful attention to secondary types could do it- for example, ALL undead are also part poison?  But then, this means that all undead-themed teams would have to be monotype, which limits design space.
The Aether type is the type for [[special]] techniques for which an element is irrelevant (since they don't involve damage).  


What if the five primary elements were like central element schools, with subtypes for creatures beneath that?
== Alternative systems ==


So, a trainer of the Wood school could use animals and plants, and plant-animals and wind-plants. The "Animal" type would be it's own thing, as would the "Plant" type and "wind" type, and they could mix. But at their core, they are part of the Wood type and have some things in common. Maybe they all share the same resistances, but the weaknesses of the subtypes differ?
* [[Other element systems]]


== List ==
== List ==


{{#default_form:Type}}
{{#default_form:Type}}

Latest revision as of 04:35, 16 October 2023

Techniques and monsters have one or two types, reflecting their nature, behaviour and structure. Tuxemon has five types - Fire, Earth, Metal, Water and Wood.

 TXMN IDDefault12pxDefault24pxDefault32pxDefault64px
Aether0
Wood1
Fire2
Earth3
Metal4
Water5

Background[edit | edit source]

Tuxemon's creature types are based on the five-element/five-agent theory of Wu Xing. The doctrine of five phases describes this:

300px-Wu_Xing.png

Overcoming Cycle[edit | edit source]

  • Wood parts Earth (such as roots; or, Trees can prevent soil erosion)
  • Earth dams (or muddles or absorbs) Water
  • Water extinguishes Fire
  • Fire melts Metal
  • Metal chops Wood

Generating Cycle[edit | edit source]

  • Wood fuels Fire
  • Fire leaves behind Earth (ash)
  • Earth produces Metal
  • Metal fortifies Water (minerals in water)
  • Water nourishes Wood

Associations[edit | edit source]

  • Fire: Includes creatures associated with energy, like electricity, light and heat, dragons and other legendary beings, and poison.
  • Water: Includes creatures associated with the sea, lakes and swamps, ice and snow, the weather, liquids like blood, and fish and amphibians.
  • Wood: Includes creatures associated with plants, lichen and fungi, poison and venom, forests, the natural environment, the wind and flying, and the wilderness.
  • Earth: Includes creatures associated with the ground and underground, dirt and soil, mountains and rocks, caves, and ancient and buried things.
  • Metal: Includes creatures associated with steel, light and darkness, mechanical and robotic things, psychic powers and other unnatural things, humankind, and the undead.

How it works[edit | edit source]

There are five options for strengths and weaknesses using the Wu Xing cycles:

  • In A, an attack is weak against the element that it Generates and strong against the element that it Overcomes.
  • In B, an attack is weak against the element that Overcomes it and strong against the element that Generates it.
  • In C, an attack is weak against the element that it Generates, strong against the element that it Overcomes and strong against the element that Generates it.
  • In D, an attack is weak against the element that Overcomes it, strong against the element that Generates it and strong against the element that it Overcomes.
  • In E, an attack is weak against the element that it Generates, strong against the element that it Overcomes, weak against the element that Overcomes it and strong against the element that Generates it.

We have gone with model A at this point:

tech/target Wood Earth Water Fire Metal
Wood 2 0.5
Earth 2 0.5
Water 0.5 2
Fire 0.5 2
Metal 2 0.5

Dual types/Pseudo-types[edit | edit source]

While the game only has five types, the existence of two-type monsters and techniques allows for different vulnerability and resistance profiles. We can therefore represent other "types".

For example, Earth-Fire techniques do half damage to Earth monsters and double damage to Water monsters. Electricity-themed techniques like Electrical Storm can be given the types Earth and Fire, to reflect the idea that water conducts electricity well, but it is earthed when it hits the ground.

Earth-Fire[edit | edit source]

Earth-Fire ("Lightning") techniques do half damage to Earth monsters and double damage to Water monsters.

Earth-Fire monsters take half damage from Fire techniques and double damage from Water techniques.

Example Earth-Fire monsters:

Example Earth-Fire techniques:

Earth-Water[edit | edit source]

Earth-Water ("Frost") techniques do half damage to Wood and Metal monsters and double damage to Fire and Water monsters.

Earth-Water monsters take half damage from Fire and Metal techniques and double damage from Wood and Earth techniques.

Example Earth-Water monsters:

Example Earth-Water techniques:

Earth-Wood[edit | edit source]

Earth-Wood ("Toxin/Fungus") techniques do half damage to Fire and Metal monsters and double damage to Earth and Water monsters.

Earth-Wood monsters take half damage from Fire and Water techniques and double damage from Wood and Metal techniques.

Example Earth-Wood monsters:

Example Earth-Wood techniques:

Earth-Metal[edit | edit source]

Earth-Metal ("Vermin") techniques do half damage to Metal monsters and double damage to Wood monsters.

Earth-Metal monsters take half damage from Earth techniques and double damage from Wood techniques.

Example Earth-Metal monsters:

Fire-Water[edit | edit source]

Fire-Water ("Cosmic") techniques do half damage to Earth and Wood monsters and double damage to Fire and Water monsters.

Fire-Water monsters take half damage from Metal and Wood techniques and double damage from Water and Earth techniques.

Example Fire-Water monsters:

Fire-Wood[edit | edit source]

Fire-Wood ("Battle") techniques do half damage to Fire monsters and double damage to Metal monsters.

Fire-Wood monsters take half damage from Wood techniques and double damage from Metal techniques.

Example Fire-Wood monsters:

Fire-Metal[edit | edit source]

Fire-Metal ("Psionic") techniques do half damage to Earth and Water monsters and double damage to Wood and Metal monsters.

Fire-Metal monsters take half damage from Earth techniques and double damage from Fire techniques.

Example Fire-Metal monsters:

Example Earth-Fire techniques:

Water-Wood[edit | edit source]

Water-Wood techniques do half damage to Wood monsters and double damage to Earth monsters

Water-Wood monsters take half damage from Water techniques and double damage from Earth techniques.

Example Water-Wood monsters:

Water-Metal[edit | edit source]

Water-Metal ("Darkness") techniques do half damage to Water monsters and double damage to Fire monsters.

Water-Metal monsters take half damage from Metal techniques and double damage from Fire techniques.

Example Water-Metal monsters:

Wood-Metal[edit | edit source]

Wood-Metal ("Heaven") techniques do half damage to Fire and Water monsters and double damage to Earth and Wood monsters.

Wood-Metal monsters take half damage from Water and Earth techniques and double damage from Metal and Fire techniques.

Example Wood-Metal monsters:

Aether[edit | edit source]

The Aether type is the type for special techniques for which an element is irrelevant (since they don't involve damage).

Alternative systems[edit | edit source]

List[edit | edit source]

This category uses the form Type.

Pages in category "Type"

The following 11 pages are in this category, out of 11 total.