Combat Order

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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 *...")
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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)....