Former condition system

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See Conditions for the current system.

Durations

Conditions typically have the following durations:

  • Until treated: This can mean using an item, or being healed at a medical centre.
  • Indefinite: There is something that can be done or can happen that will make this condition end.
  • Defeat: When the other tuxemon leaves the battle.
  • Time: 5 rounds unless otherwise specified. The timer is reset every time the tuxemon would get the condition again.
  • Decay: There is a 33% chance that the condition ends each turn (checked at the end of the turn).
  • End of Battle
  • Circumstantial: This means that the condition is caused by a disease or other malady, or the location that the tuxemon is in, or all tuxemon of that variety always have the condition, or for whatever other reason the condition will remain unless the story allows for it.

Proposed Conditions

Other

  • Retaliate #: Keep track of all damage you take between entering this state and next doing damage. You do additional damage equal to damage taken, multiplied by whatever number Retaliate this is
  • Earthy, Watery, Metallic, Woody, Fiery: That Type replaces your other type(s)
  • Harpooned: If you swap out, take X damage
  • Spiky: If you swap in, take X damage
  • Lockdown: Cannot use items
  • Spooked:
  • Prickly: Each time you are hit by a Physical move, the attacker takes 1 MAX (your HP)
  • Feedback: Each time you are hit by a Special move, the attacker takes 1 MAX (your HP)
  • Enlarged: Your MAX and CURRENT HP increase by X

Stuck

Stuck.png

Grabbed

Grabbed.png

Duration: Defeat

Cannot retreat or swap out. Can attack or use item.

Berserk

Berserk.png

Poisoned

Poison-type.png Poisoned 2.png

Duration: Until treated

Take 1/8 of your MAX in damage each turn.

Wasting

Duration: Until treated

Take #/16 of your MAX in damage each turn, where # = the number of turns that you have had this condition.

Lifeleech

Dark-type.png

Duration: Defeat

Take 1/16 of your MAX in damage each turn (unmodified). The enemy's creature heals 1/16 of your MAX in damage each turn (unmodified).

Nodding Off

Sleep1.png

Dozing

Sleep2.png

Duration: Decay

Miss next turn.

Charging Up

7.png

Charged

Glowing-large.png

Charmed

Duration: Decay

Techniques have a 50% chance of not working if they target the enemy.

Festering

Duration: Until treated

Cannot heal.

Staggered

Duration: Decay

Speed is set to 0 and cannot be modified.

Forgetful

Duration: Decay

Cannot use the same technique two times in a row.

Flinching

Duration: Indefinite

50% chance to miss your next turn. If you do miss your next turn, this condition ends.

Confused

Confused.png

Duration: Decay

Instead of using the chosen technique, use a random one.

Sniping

Aim.png

Recovering

Various15all7.png

Duration: End of Battle

Heal 1/16 MAX each turn.

Blinded

Blinded.gif

Hard Shell

Polyrock-heart.png

Diehard

Various15all11.png Diehard 2.png

Duration: End of Battle

Current HP cannot fall below 1, unless it is already at 1.

Wild

Duration: Decay

1/4 chance each turn that instead of using the chosen technique, you take 1/8 MAX unmodified damage.

Focused

Various15all16.png

Frightened

Duration: Defeat

1/8 chance each turn that you swap out for a randomly chosen alternative tuxemon on your team. If there are no others, you attempt to retreat.

Wan

Duration: Time (3 turns)

On turn 1, your moves are at 1/4 Power. On turn two, 1/2 Power. On turn three, 3/4 power.

Softened

Duration: Time (3 turns)

On turn 1, you take +75% damage. On turn two, +50% damage. On turn three, +25% damage.

Slow

Duration: End of battle

Do nothing on the first turn that you become Slow. On each later round, do the thing that you were commanded to do one round earlier.

Spyder Bite

Duration: Circumstantial (until the Spyder Bite cure is revealed)

Spyder bite.png