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


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= Current and proposed implementation =
= Current and proposed implementation =


''[https://forum.tuxemon.org/thread.php?pid=2258 Original thread]''
''[https://forum.tuxemon.org/thread.php?pid=2258#p2258 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.  
Technique effects are defined in the [http://www.tuxemon.org/docs/core.components.monster.html#core.components.monster.Technique core.components.monster.Technique] class.  
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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 ==
== Damage formula ==
 
    (User Melee or Ranged/Target Armour or Dodge OR 1 if Reliable) * (7 + User Level) * Technique Power * Weakness or Resistance Multiplier
 
= Other options =
 
== Field techniques ==
 
[[Beyond_Episode_1#Field_techniques|Field techniques]] would be usable outside of combat.
 
== Body Shapes and Subelements ==
 
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.
 
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.
 
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.
 
== Effects ==
 
''[https://forum.tuxemon.org/thread.php?id=136 Original thread]''
 
=== Random technique generator ===
''[https://forum.tuxemon.org/thread.php?id=128 Original thread]''
 
=== 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 ===


'''Fast''' attacks multiply the user's Speed by 1.5 for this Round.
* 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)


'''Area''' attacks do half Damage on a Miss. No Conditions on a Miss, however.  
=== Strengths and Weaknesses ===
Techniques can give the user or the target a strength, weakness or immunity towards/against any type.


== Attack Categories ==
=== 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”)
* 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


[[Techniques]] have one of six '''attack categories''':
=== New Effects ===
* Stall or stop swap-outs, or punish them
* High critical hit ratio
* 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
* Go off the target’s Defence (if a Special technique) or the target’s Sp Def (if a Physical technique)
* 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)
* Switch out for another
* Cure some or all conditions
* Flurry: Attack multiple times in a row


* '''Special:''' Any technique that does not involve an attack
=== New States ===
* '''Melee:''' Multiply damage by User Melee/Target Armour
* 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
* '''Ranged:''' Multiply damage by User Ranged/Target Dodge
* Earthy, Watery, Metallic, Woody, Fiery: That Type replaces your other type(s)
* '''Touch:''' Multiply damage by User Melee/Target Dodge
* Harpooned: If you swap out, take X damage
* '''Reach:''' Multiply damage by User Ranged/Target Armour
* Spiky: If you swap in, take X damage
* '''Reliable:''' Multiply by 1


== Damage formula ==
=== New Pseudo-Conditions ===
* Lockdown: Cannot use items
* Spooked:


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


= Other options =
=== Other ideas ===


* [[Other technique ideas]]
* Sinkhole (Water): Earth moves do half damage for X rounds.
* [[Technique design space]]
* Drought (Fire): Water moves do half damage for X rounds.
* Steel Beams (Metal): Fire moves do half damage for X rounds.
* Verdigris (Wood): Metal moves do half damage for X rounds.
* Salt (Earth): Wood moves do half damage for X rounds.

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