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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


'''Fast''' attacks multiply the user's Speed by 1.5 for this Round.
= Other options =


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


== Attack Categories ==
[[Beyond_Episode_1#Field_techniques|Field techniques]] would be usable outside of combat.


[[Techniques]] have one of six '''attack categories''':
== Body Shapes and Subelements ==


* '''Special:''' Any technique that does not involve an attack
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.
* '''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 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.


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


= Other options =
== Effects system ==


* [[Other technique ideas]]
[[Sanglorian]]'s original proposal. Spun off into [[Effects system]] page because it was quite involved.
* [[Technique design space]]

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