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= How they work =
= How they work =


=== Acquisition ===
There are two main options for how techniques are acquired:
There are two main options for how techniques are acquired:


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# A tuxemon species learns certain techniques at certain levels, and they might be able to learn or acquire others from another list.
# A tuxemon species learns certain techniques at certain levels, and they might be able to learn or acquire others from another list.


=== Availability ===
To keep things managable, tuxemon should probably only have access to a finite set of techniques in combat. There are two options:
To keep things managable, tuxemon should probably only have access to a finite set of techniques in combat. There are two options:


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The latter is how [[EvoCreo]] does it. However, there is some concern that this takes an interesting decision away from the player.  
The latter is how [[EvoCreo]] does it. However, there is some concern that this takes an interesting decision away from the player.  
=== Additional ===


Tuxemon could learn additional techniques from a number of sources:
Tuxemon could learn additional techniques from a number of sources:


* [[Technical Manual]]s
* [[Technical Manual]]s
* [[Move Module]]s
* Other tuxemon
* Other tuxemon


Both options are attractive, and having both lets comparisons be made between them: pay a corporation for a Technical Manual, or share knowledge between tuxemon for no charge.
Both options are attractive, and having both lets comparisons be made between them: pay a corporation for a Technical Manual, or share knowledge between tuxemon for no charge.
=== Uses ===


There are also a number of ways of pacing how many times a technique can be used:
There are also a number of ways of pacing how many times a technique can be used:


* Each technique could have a fixed number of uses, reset by a rest.
* Each technique could have a fixed number of Power Points, determining how many times it can be used before a rest is required.
* Each technique could have a fixed number of uses, reset when the encounter ends.  
* Techniques could each have a cost in mana - once mana is too low, they are not available for use. Tuxemon might recover mana over time
* Techniques could each have a cost in mana - once mana is too low, they are not available for use. Tuxemon might recover mana over time
* Techniques could have a recharge time: once used, it takes them a while to be available for use again.  
* Techniques could have a recharge time: once used, it takes them a while to be available for use again.  
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* Techniques could be rationed in another way, like [[Dynamons World]]'s technique card deck.  
* Techniques could be rationed in another way, like [[Dynamons World]]'s technique card deck.  


I think recharging is the best way of doing it.
I think recharging is the best way of doing it.  
 
=== Varieties ===


There are a number of types of technique you can have:
There are a number of types of technique you can have:
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* Distinguishing between attacks based on how they use Stats - Melee (the attacking tuxemon bodily strikes the target in close quarters) and Ranged (the attacking tuxemon using a projectile, energy beam, pseudopod or other remote attack)
* Distinguishing between attacks based on how they use Stats - Melee (the attacking tuxemon bodily strikes the target in close quarters) and Ranged (the attacking tuxemon using a projectile, energy beam, pseudopod or other remote attack)
* Having a mega technique and a healing technique in dedicated slots, like [[EvoCreo]] does
* Having a mega technique and a healing technique in dedicated slots, like [[EvoCreo]] does
* Additional generic techniques, like Defend


=== Elements ===
= Current implementation =
 
Technique effects are defined in the [http://www.tuxemon.org/docs/core.components.monster.html#core.components.monster.Technique core.components.monster.Technique] class.
 
Techniques can use any of these effects:
 
* damage: This effect applies damage to a target monster. This effect will be applied if "damage" is defined in this technique's effect list.
* poison: This effect has a chance to apply the poison status effect to a target monster. Currently there is a 1/10 chance of poison.
 
= Proposal =
 
Each tuxemon species has three techniques all individuals of that species automatically know. The final fourth slot can be filled with a technique from a [[Technical Manual]] or one taught by a fellow tuxemon, or left empty.
 
Each technique has a recharge time between one Round (i.e. available from the next round) and four Rounds.
 
Techniques are split into Special (non-attacks) and then Melee (Melee vs Armour), Ranged (Ranged vs Dodge), Touch (Melee vs Dodge), Reach (Ranged vs Armour) and Reliable (no Stats) attacks.
 
= Other options =
 
== Field techniques ==


The most obvious is for techniques to have [[Types]] that match the types that monsters can have, including having two types if such a thing is possible for monsters.  
[[Beyond_Episode_1#Field_techniques|Field techniques]] would be usable outside of combat.


However, there are a few other options:
== Body Shapes and Subelements ==


* Only being able to have one type.
As a tuxemon levels up, they learn new techniques at fixed levels, based on their species, [[Sub-Elements]] and [[Body Types]]. These are their "nature techniques", because they are innate to the tuxemon.
* An additional type, "Aether", that takes on the user tuxemon's type(s). This allows for generic attacks like tackles and bites to not belong to a particular type.  
* Special techniques - which don't involve attacks - don't need a type at all.
* Techniques could have completely different types to the types that monsters have. See [[Type]]s for more discussion.


=== Options ===
Tuxemon can also learn new techniques from [[Combat Codex]]es. They can also be taught techniques from other tuxemon that know that technique ([[Technique Teachers]]). These are their "nurture techniques", because they are taught.


There could be any number of options for techniques. Some are below under Other options.
Tuxemon have a finite list of nurture techniques that they can learn, also based on Life Stage, Sub-Element and Body Type. These are distinct from their nature techniques.  


= Current and proposed implementation =
== Effects ==


''[https://forum.tuxemon.org/thread.php?pid=2258 Original thread]''
=== Terms ===
'''Low/Mid/High Chance:''' An effect's chance of success can be set to:


Technique effects are defined in the [http://www.tuxemon.org/docs/core.components.monster.html#core.components.monster.Technique core.components.monster.Technique] class.
* Low = 10% + (10% * user's level/50)
* Mid = 20% + (20% * user's level/50)
* High = 30% + (30% * user's level/50)


Each tuxemon species has three techniques all individuals of that species automatically know. The final fourth slot can be filled with a technique from a [[Technical Manual]] or one taught by a fellow tuxemon, or left empty.  
'''MAX:''' Maximum HP.


Each technique has a recharge time between one Round (i.e. available from the next round) and four Rounds.
=== Targets ===


Each technique has the following options:
An effect can target:


* Element (one or two; only for attacks - all special techniques get the Aether element): Element(s) determine whether the target is weak or resistant to the attack.
* Self, in other words the one using the technique
* Accuracy (0 to 100): Accuracy is the chance of the technique succeeding.
* Opponent, in other words the target of the technique
* Potency (0 to 100; only for technqiues with a User or Target Condition, or both): Potency is the chance of the conditions being applied.
* Persistent Self, which means that it affects the one using the technique and any other tuxemon that replace them
* User Condition: The condition that the user receives (if Potency is successful)
* Persistent Opponent, which means that it affects the target of the technique and any other tuxemon that replace them
* Target Condition: The condition that the target receives (if Potency is successful)
* Battlefield, which just means both Self and Opponent
* Power (0 to 3; 0 for non-attacks): The damage multiplier
* Persistent Battlefield, which just means both Self and Opponent and any other tuxemon that replace them
* Healing Power (0 to 16): The healing multiplier
* Fast: Whether the user's Speed is increased for determining who goes first
* Area (only for attacks): Whether the attack does damage even if the technique fails
* Recharge: How many Rounds you have to wait before it can be used again
* Range (Melee, Ranged, Touch, Reach, Reliable; only for attacks): Which Stats are compared for calculating damage


== Attack Properties ==
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.


'''Fast''' attacks multiply the user's Speed by 1.5 for this Round.
=== General ===
* 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 MAX 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.
* 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).
* Likely Crit: Increases the chances of a crit by 1/8th for every rank of this effect. (Base crit chance is 1/8).


'''Area''' attacks do half Damage on a Miss. No Conditions on a Miss, however.  
=== 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.


== Attack Categories ==
=== Multiattacks ===


[[Techniques]] have one of six '''attack categories''':
* 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.


* '''Special:''' Any technique that does not involve an attack
=== Conditions ===
* '''Melee:''' Multiply damage by User Melee/Target Armour
See [[Conditions]] for the consequences of having a condition.
* '''Ranged:''' Multiply damage by User Ranged/Target Dodge
* '''Touch:''' Multiply damage by User Melee/Target Dodge
* '''Reach:''' Multiply damage by User Ranged/Target Armour
* '''Reliable:''' Multiply by 1


== Damage formula ==
=== Stat Buff and Debuffs ===
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.


    (User Melee or Ranged/Target Armour or Dodge OR 1 if Reliable) * (7 + User Level) * Technique Power * Weakness or Resistance Multiplier
=== Healing ===


= Other options =
* 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, Enemy) #: This technique heals the user equal to #/16 of the enemy's MAX.
* 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)


* [[Other technique ideas]]
=== Strengths and Weaknesses ===
* [[Technique design space]]
Techniques can give the user or the target a strength, weakness or immunity towards/against any type.

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