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


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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 ===
=== Varieties ===
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There could be any number of options for techniques. Some are below under Other options.
There could be any number of options for techniques. Some are below under Other options.


= Current and proposed implementation =
= Current implementation =


''[https://forum.tuxemon.org/thread.php?pid=2258 Original thread]''
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.


Technique effects are defined in the [http://www.tuxemon.org/docs/core.components.monster.html#core.components.monster.Technique core.components.monster.Technique] class.
= 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 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.  
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.


Each technique has the following options:
Each technique has the following options:
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* Range (Melee, Ranged, Touch, Reach, Reliable; only for attacks): Which Stats are compared for calculating damage
* Range (Melee, Ranged, Touch, Reach, Reliable; only for attacks): Which Stats are compared for calculating damage


== Attack Properties ==
= Other options =


'''Fast''' attacks multiply the user's Speed by 1.5 for this Round.
== Field techniques ==


'''Area''' attacks do half Damage on a Miss. No Conditions on a Miss, however.  
[[Beyond_Episode_1#Field_techniques|Field techniques]] would be usable outside of combat.


== Attack Categories ==
== Body Shapes and Subelements ==


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


* '''Special:''' Any technique that does not involve an attack
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.
* '''Melee:''' Multiply damage by User Melee/Target Armour
* '''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 ==
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.


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


= Other options =
=== Terms ===
'''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.
 
=== Targets ===
 
An effect can target:
 
* 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.
* 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).
 
=== 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.
 
=== Conditions ===
See [[Conditions]] for the consequences of having a condition.
 
=== 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.
 
=== 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 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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