Difference between revisions of "Other technique ideas"

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The '''effects system''' is a now-discarded idea for how techniques could work. The current techniques proposal is outlined on the [[Techniques]] page.
== Move lists and techniques ==
 
''[https://forum.tuxemon.org/thread.php?id=136 Original thread]''
 
=== Random technique generator ===
''[https://forum.tuxemon.org/thread.php?id=128 Original thread]''
 
=== Move lists and techniques ===
''[https://forum.tuxemon.org/thread.php?id=141 Original thread]''
''[https://forum.tuxemon.org/thread.php?id=141 Original thread]''


[https://drive.google.com/file/d/1pwxFTn8HwAt9HcqGX5PhJkurJeCwtWzn/view?usp=sharing On Google Drive]
[https://drive.google.com/file/d/1pwxFTn8HwAt9HcqGX5PhJkurJeCwtWzn/view?usp=sharing On Google Drive]


=== Terms ===
== Battlefield Effect ==
'''Low/Mid/High Chance:''' An effect's chance of success can be set to:
 
* Low = 10% + (10% * user's level/50)
* Mid = 20% + (20% * user's level/50)
* High = 30% + (30% * user's level/50)


'''MAX:''' Maximum HP.
Some techniques cause battlefield effects, which apply to both monsters in play, and remain in place until replaced by another battlefield effect.  


=== Targets ===
* **Resist X (Resist Fire, Resist Water, Resist Wood, Resist Metal, Resist Fire):** Both monsters halve damage from the specified type.


An effect can target:
== Technique Riders ==
 
* Self, in other words the one using the technique
* Opponent, in other words the target of the technique
* Persistent Self, which means that it affects the one using the technique and any other tuxemon that replace them
* Persistent Opponent, which means that it affects the target of the technique and any other tuxemon that replace them
* Battlefield, which just means both Self and Opponent
* Persistent Battlefield, which just means both Self and Opponent and any other tuxemon that replace them
 
Persistent effects end after 5 turns. The conditions that were caused by that persistent effect, if any, last as long as they usually do even if the 5 turns is expired.
 
=== General ===
* Charge Up: The technique has no effect this turn. The rest of the technique takes place on the attacker's next turn.
* Charge Up: The technique has no effect this turn. The rest of the technique takes place on the attacker's next turn.
* Shelter: The technique has no effect this turn, except the attacker cannot be hit by attacks except Area attacks. The rest of the technique takes place on the attacker's next turn.
* Shelter: The technique has no effect this turn, except the attacker cannot be hit by attacks except Area attacks. The rest of the technique takes place on the attacker's next turn.
* Fast: This technique goes before the other technique, regardless (unless that technique is also Fast).
* Fast: This technique goes before the other technique, regardless (unless that technique is also Fast).
* Backlash #: The user takes #/16 of their MAX in damage (unmodified).
* Backlash #: The user takes #/16 of their hit point maximum in damage (unmodified).
* Disarmed: The target loses its item, and the other creature picks it up if it is not holding an item. Otherwise, it is not accessible until the end of the battle. In any case, all items are returned to their original owner at the end of the battle.
* Recoil #: The user takes #/16 of their hit point maximum in damage (unmodified), if they hit.
* Disarm: The target loses its item, and the other creature picks it up if it is not holding an item. Otherwise, it is not accessible until the end of the battle. In any case, all items are returned to their original owner at the end of the battle.
* Scope: The opponent's stats are revealed.
* Scope: The opponent's stats are revealed.
* Switched Stats: If this is a melee attack, it targets Dodge (not Armour, as is typical). If this is a ranged attack, it targets Armour (not Dodge).
* Contrary Healing: This technique heals the enemy, not the user. (How much it heals is determined by healing_power)
* Likely Crit: Increases the chances of a crit by 1/8th for every rank of this effect. (Base crit chance is 1/8).
* 1HKO: If the target is lower level than the attacker, they are reduced to 0 HP.
* Area: This technique still does x0.5 damage on a miss.
* Proportional Damage #: This technique does damage to the enemy equal to #/16 of the enemy's maximum HP.
* Proportional Damage (User) #: This technique does damage to the enemy equal to #/16 of the user's maximum HP.
* Multiattack (Random): Do one attack (25% chance), two attacks (50% chance) or four attacks (25% chance).
* Multiattack #: Do # attacks.
 
=== Vaguer ideas ===
* Stall or stop swap-outs, or punish them
* Stall or stop swap-outs, or punish them
* High critical hit ratio
* High critical hit ratio (currently we don't have any critical hits)
* Recoil (Backlash that only occurs on a hit)
* 1HKO (if not higher level)
* Change the user’s Type to (a) the target’s Type, (b) this technique’s Type, (c) the Type of the last technique used on the user
* Change the user’s Type to (a) the target’s Type, (b) this technique’s Type, (c) the Type of the last technique used on the user
* Go off the target’s Defence (if a Special technique) or the target’s Sp Def (if a Physical technique)
* Interact with items - eating your opponent's consumable item, stop opponent from using items, etc
* Charge Down: Miss a turn after your current turn (cf Charge Up)
* Auto-Hit: Doesn’t miss
* Interact with items - stealing, eating your opponent's, etc
* Target: Own Team (target one or all of your benched creatures)
* Target: Own Team (target one or all of your benched creatures)
* Switch out for another  
* Switch out one monster for another  
* Cure some or all conditions
* Flurry: Attack multiple times in a row
 
=== Ones that affect damage done by the technique ===
* Area: This technique still does x0.5 damage on a miss.
* Reliable Damage: This technique does exactly its Power * 100 in damage, unmodified, instead of using the [[Damage Formula]].
* Proportional Damage: This technique does damage to the enemy equal to #/16 of the enemy's MAX.
* Proportional Damage (User): This technique does damage to the enemy equal to #/16 of the user's MAX.
 
=== Multiattacks ===
 
* Multiattack (Random): Do one attack (25% chance), two attacks (50% chance) or four attacks (25% chance).
* Multiattack #: Do # attacks.
* Multiattack (Uses): Do # attacks, where # is the number of times in this combat that the technique has already been used.
* Multiattack (Uses): Do # attacks, where # is the number of times in this combat that the technique has already been used.


=== Conditions ===
== Conditions ==
''See [[Former condition system]] for the consequences of having a condition.''
''See [[Former condition system]] for the consequences of having a condition.''


=== Stat Buff and Debuffs ===
* **Flame Shield:** Creatures that hit you with a melee or touch attack take 1/16 your maximum hit points in damage.  
Every stat can be increased or decreased by anywhere from x1 to x6. This refers to how many 'steps' up or down the stat moves; see [[Stats#Temporary stat changes]] for more.  


=== Healing ===
== Healing ==


* Healing (Reliable): This technique heals the user exactly its Power in damage, unmodified.
* Healing (Reliable): This technique heals the user exactly its Power in damage, unmodified.
* Healing (Proportional, User) #: This technique heals the user equal to #/16 of the user's MAX.
* Healing (Proportional, User) #: This technique heals the user equal to #/16 of the user's maximum HP.
* Healing (Proportional, Enemy) #: This technique heals the user equal to #/16 of the enemy's MAX.
* Healing (Proportional, Enemy) #: This technique heals the user equal to #/16 of the enemy's maximum HP.
* Contrary Healing: This technique heals the enemy, not the user. (How much it heals is determined by which of the other healing effects the technique has)


=== Strengths and Weaknesses ===
== Expanding the Concept ==
Techniques can give the user or the target a strength, weakness or immunity towards/against any type.
* “if” statements, e.g. “if target Asleep, user heals 4 maximum HP” . If enemy attacks this round, X. Otherwise Y. If attack misses, user takes X damage
 
=== Expanding the Concept ===
* “if” statements, e.g. “if target Asleep, user heals 4 MAX” . If enemy attacks this round, X. Otherwise Y. If attack misses, user takes X damage
* fields, e.g. “user heals DAMAGE DONE BY THIS ATT” or “do 50% of enemy’s CURRENT HP in dmg” or “user heals USER’S CURRENT DAMAGE and enemy takes USER’S CURRENT DAMAGE”)
* fields, e.g. “user heals DAMAGE DONE BY THIS ATT” or “do 50% of enemy’s CURRENT HP in dmg” or “user heals USER’S CURRENT DAMAGE and enemy takes USER’S CURRENT DAMAGE”)
* tags, e.g. Aerial (can hit Swooping), Underground (can hit Hibernate), Gaze, Light, Sound (some are immune to conditions/pseudo-c/pro-c from Sound techniques, and take half damage from them), etc
* tags, e.g. Aerial (can hit Swooping), Underground (can hit Hibernate), Gaze, Light, Sound (some are immune to conditions/pseudo-c/pro-c from Sound techniques, and take half damage from them), etc
* have absolute values for resist (Resist 50, Resist 30, Resist .25 * Defence) instead of multipliers
* Items that remove or add states, conditions, etc.
* Signature techniques that only one tuxemon family knows


=== Technique ideas ===
== Technique ideas ==
* '''Evil Eye:''' Damage. If you have previously used [[Glower]] this combat, do an additional 50% damage.
* '''Evil Eye:''' Damage. If you have previously used [[Glower]] this combat, do an additional 50% damage.
* '''Eruption:''' The attack occurs as normal in the first round, and then in each of the following four rounds, unless interrupted (e.g. by a miss). Each subsequent attack has double the power of the one before it. Each attack has a 10% chance of imposing the Burn condition.
* '''Eruption:''' The attack occurs as normal in the first round, and then in each of the following four rounds, unless interrupted (e.g. by a miss). Each subsequent attack has double the power of the one before it. Each attack has a 10% chance of imposing the Burn condition.
* '''Swallow:''' The attack occurs as normal in the first round, and then in each of the following four rounds, unless interrupted (e.g. by a miss). Each subsequent attack has double the power of the one before it.
* '''Swallow:''' The attack occurs as normal in the first round, and then in each of the following four rounds, unless interrupted (e.g. by a miss). Each subsequent attack has double the power of the one before it.
* '''Shroud:''' Increases Evasion by 2 stages
* '''Revenge Stance:''' The next time you are attacked, your enemy takes the same amount of damage that you do. You heal as much damage as you dealt.
* '''Revenge Stance:''' The next time you are attacked, your enemy takes the same amount of damage that you do. You heal as much damage as you dealt.
== Sandy's technique ideas ==
Aaardorn/aardart:
Going to be based around slowing down your opponent and dealing mid-range damage
Main moves:
All In
Hibernate
Overfeed
Reckless Abandon
Abesnaki:
High Attack with debuffs for opponents but low defense
Main Moves:
Dash
Envision
Poison Bite
Retalliate
Agnite/Agnidon/Agnigon:
Powerful, but has alot of moves that damage itself.
Main Moves:
Combustion
Heated Fury
Fume
Fire Claw
Reckless Abandon
Allagon:
Going to have very heavy hitting moves but with very low accuracy, at level 12 will learn a move called "lock on" which makes the next move a guaranteed hit
Main moves:
Rust Bomb
Shrapnel
Lock on
Angrito/Sadito:
Angrito has High attack, Low defense, Can transform into Sadito which has Low Attack, high defense with the move Rewire
Main Moves:
Rewire
Duelists Inversion
Rust Bomb
Anoleaf:
High Speed and Attack, with Lots of attacks with the is_fast priority
Main Moves:
Dash
Retalliate
Thorn Lash
Anu:
More powerful when it just took damage
Main Moves:
Retalliate
Revenge of Shadows
Lock On
Dash
Araiginee:
Fast and Slows down opponents
Main Moves:
Web
Overfeed
Posion bite
Arthrobolt:
Low Defense,but more powerful with lower HP.
Moves:
Electrostatic
Retalliate
Shrapnel
Lock On
Self Destruct
AV8R:
More Powerful in Sunlight(needs weather implemented):
Moves:
peck
Dash
Solar Charge
Bright Flash
Fly
Axlyghtl:
High Defense, uses the move Lure to force opponents to use certain types of moves
Moves:
Lure
Envision
Solar Charge
Pressure Wash
Bamboon:
Based around lifeleech and wearing down the opponent and healing itself
Moves:
Thwack
Lifeleech
Bamboo Sweep
Poison Bite
Bigfin:
Big, Slow, and Tough, low attack.
All In
Ram
Pressure Wash
Birdling:
very low in most stats, but high HP, can use hatch to heal and shellshock to prevent damage.
Peck
Fly
Hatch
Shell Shock
High Defense
Budaye:
Scratch
Fluff Up
Cateye:
Going to be based around looking at and predicting your opponents moves to make it work effectively
Main Moves:
Scratch
Envision
Seal in
Dark Prophecy
Sumchon:
Going to be based around have a heavy weight with moves that are propritionate to tuxemons weight. Very Slow.
main moves:
All in
Overfeed
Heavy Armor
Slam Throw
yinaang:
going to have moves that switch its stats with eachother and moves that buff and debuff stats
main moves:
All_In
Amnesia
Duelists Inversion
Heavy Armor
Mediate
Supernova
Finished Moves:
Amnesia(fix bug)
levitate
overfeed
Poison bite
lifeleech
lock on
fume
combustion

Revision as of 11:34, 14 April 2023

Move lists and techniques

Original thread

On Google Drive

Battlefield Effect

Some techniques cause battlefield effects, which apply to both monsters in play, and remain in place until replaced by another battlefield effect.

  • **Resist X (Resist Fire, Resist Water, Resist Wood, Resist Metal, Resist Fire):** Both monsters halve damage from the specified type.

Technique Riders

  • Charge Up: The technique has no effect this turn. The rest of the technique takes place on the attacker's next turn.
  • Shelter: The technique has no effect this turn, except the attacker cannot be hit by attacks except Area attacks. The rest of the technique takes place on the attacker's next turn.
  • Fast: This technique goes before the other technique, regardless (unless that technique is also Fast).
  • Backlash #: The user takes #/16 of their hit point maximum in damage (unmodified).
  • Recoil #: The user takes #/16 of their hit point maximum in damage (unmodified), if they hit.
  • Disarm: The target loses its item, and the other creature picks it up if it is not holding an item. Otherwise, it is not accessible until the end of the battle. In any case, all items are returned to their original owner at the end of the battle.
  • Scope: The opponent's stats are revealed.
  • Contrary Healing: This technique heals the enemy, not the user. (How much it heals is determined by healing_power)
  • 1HKO: If the target is lower level than the attacker, they are reduced to 0 HP.
  • Area: This technique still does x0.5 damage on a miss.
  • Proportional Damage #: This technique does damage to the enemy equal to #/16 of the enemy's maximum HP.
  • Proportional Damage (User) #: This technique does damage to the enemy equal to #/16 of the user's maximum HP.
  • Multiattack (Random): Do one attack (25% chance), two attacks (50% chance) or four attacks (25% chance).
  • Multiattack #: Do # attacks.

Vaguer ideas

  • Stall or stop swap-outs, or punish them
  • High critical hit ratio (currently we don't have any critical hits)
  • Change the user’s Type to (a) the target’s Type, (b) this technique’s Type, (c) the Type of the last technique used on the user
  • Interact with items - eating your opponent's consumable item, stop opponent from using items, etc
  • Target: Own Team (target one or all of your benched creatures)
  • Switch out one monster for another
  • Multiattack (Uses): Do # attacks, where # is the number of times in this combat that the technique has already been used.

Conditions

See Former condition system for the consequences of having a condition.

  • **Flame Shield:** Creatures that hit you with a melee or touch attack take 1/16 your maximum hit points in damage.

Healing

  • Healing (Reliable): This technique heals the user exactly its Power in damage, unmodified.
  • Healing (Proportional, User) #: This technique heals the user equal to #/16 of the user's maximum HP.
  • Healing (Proportional, Enemy) #: This technique heals the user equal to #/16 of the enemy's maximum HP.

Expanding the Concept

  • “if” statements, e.g. “if target Asleep, user heals 4 maximum HP” . If enemy attacks this round, X. Otherwise Y. If attack misses, user takes X damage
  • fields, e.g. “user heals DAMAGE DONE BY THIS ATT” or “do 50% of enemy’s CURRENT HP in dmg” or “user heals USER’S CURRENT DAMAGE and enemy takes USER’S CURRENT DAMAGE”)
  • tags, e.g. Aerial (can hit Swooping), Underground (can hit Hibernate), Gaze, Light, Sound (some are immune to conditions/pseudo-c/pro-c from Sound techniques, and take half damage from them), etc

Technique ideas

  • Evil Eye: Damage. If you have previously used Glower this combat, do an additional 50% damage.
  • Eruption: The attack occurs as normal in the first round, and then in each of the following four rounds, unless interrupted (e.g. by a miss). Each subsequent attack has double the power of the one before it. Each attack has a 10% chance of imposing the Burn condition.
  • Swallow: The attack occurs as normal in the first round, and then in each of the following four rounds, unless interrupted (e.g. by a miss). Each subsequent attack has double the power of the one before it.
  • Revenge Stance: The next time you are attacked, your enemy takes the same amount of damage that you do. You heal as much damage as you dealt.

Sandy's technique ideas

Aaardorn/aardart: Going to be based around slowing down your opponent and dealing mid-range damage

Main moves:

All In Hibernate Overfeed Reckless Abandon

Abesnaki: High Attack with debuffs for opponents but low defense Main Moves: Dash Envision Poison Bite Retalliate

Agnite/Agnidon/Agnigon: Powerful, but has alot of moves that damage itself. Main Moves: Combustion Heated Fury Fume Fire Claw Reckless Abandon

Allagon: Going to have very heavy hitting moves but with very low accuracy, at level 12 will learn a move called "lock on" which makes the next move a guaranteed hit Main moves: Rust Bomb Shrapnel Lock on

Angrito/Sadito: Angrito has High attack, Low defense, Can transform into Sadito which has Low Attack, high defense with the move Rewire

Main Moves: Rewire Duelists Inversion Rust Bomb

Anoleaf: High Speed and Attack, with Lots of attacks with the is_fast priority Main Moves: Dash Retalliate Thorn Lash

Anu: More powerful when it just took damage Main Moves: Retalliate Revenge of Shadows Lock On Dash

Araiginee: Fast and Slows down opponents Main Moves: Web Overfeed Posion bite

Arthrobolt: Low Defense,but more powerful with lower HP. Moves: Electrostatic Retalliate Shrapnel Lock On Self Destruct

AV8R: More Powerful in Sunlight(needs weather implemented): Moves: peck Dash Solar Charge Bright Flash Fly

Axlyghtl: High Defense, uses the move Lure to force opponents to use certain types of moves Moves: Lure Envision Solar Charge Pressure Wash

Bamboon: Based around lifeleech and wearing down the opponent and healing itself Moves: Thwack Lifeleech Bamboo Sweep Poison Bite

Bigfin: Big, Slow, and Tough, low attack. All In Ram Pressure Wash

Birdling: very low in most stats, but high HP, can use hatch to heal and shellshock to prevent damage. Peck Fly Hatch Shell Shock

High Defense Budaye: Scratch Fluff Up

Cateye: Going to be based around looking at and predicting your opponents moves to make it work effectively Main Moves: Scratch Envision Seal in Dark Prophecy

Sumchon: Going to be based around have a heavy weight with moves that are propritionate to tuxemons weight. Very Slow. main moves:

All in Overfeed Heavy Armor Slam Throw

yinaang: going to have moves that switch its stats with eachother and moves that buff and debuff stats main moves: All_In Amnesia Duelists Inversion Heavy Armor Mediate Supernova

Finished Moves: Amnesia(fix bug) levitate overfeed Poison bite lifeleech lock on fume combustion