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''This page describes the game mechanics of techniques. [[:Category:Technique]] is the list of techniques that have been designed and [[Creating Techniques]] is the guide to making your own techniques.''
#REDIRECT[[Category:Technique]]
 
Techniques are discrete attacks, blocks, tricks and other manoeuvres that tuxemon perform in combat.
 
= How they work =
 
=== Acquisition ===
There are two main options for how techniques are acquired:
 
# A tuxemon species knows a certain number of techniques automatically, 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:
 
# When a tuxemon learns a new technique but they are already at their limit, they have to forget an old technique
# Out of battle, a tuxemon trainer can choose their tuxemon's techniques, from the list of all techniques that they know
 
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:
 
* [[Technical Manual]]s
* [[Move Module]]s
* 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.
 
=== Uses ===
 
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 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 have a recharge time: once used, it takes them a while to be available for use again.
* Techniques could be used any number of times, perhaps because there is a scissors-paper-rock dynamic where over-using a particular technique is dangerous.
* Techniques could be rationed in another way, like [[Dynamons World]]'s technique card deck.
 
I think recharging is the best way of doing it.
 
=== Varieties ===
 
There are a number of types of technique you can have:
 
* 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
* Additional generic techniques, like Defend
 
=== Elements ===
 
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.
 
However, there are a few other options:
 
* Only being able to have one type.
* 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 ===
 
There could be any number of options for techniques. Some are below under Other options.
 
= Current and proposed 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.
 
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 the following options:
 
* 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.
* Accuracy (0 to 100): Accuracy is the chance of the technique succeeding.
* Potency (0 to 100; only for technqiues with a User or Target Condition, or both): Potency is the chance of the conditions being applied.
* User Condition: The condition that the user receives (if Potency is successful)
* Target Condition: The condition that the target receives (if Potency is successful)
* Power (0 to 3; 0 for non-attacks): The damage multiplier
* 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 ==
 
'''Fast''' attacks multiply the user's Speed by 1.5 for this Round.
 
'''Area''' attacks do half Damage on a Miss. No Conditions on a Miss, however.
 
== Attack Categories ==
 
[[Techniques]] have one of six '''attack categories''':
 
* '''Special:''' Any technique that does not involve an attack
* '''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 ==
 
    (User Melee or Ranged/Target Armour or Dodge OR 1 if Reliable) * (7 + User Level) * Technique Power * Weakness or Resistance Multiplier
 
= Other options =
 
* [[Other technique ideas]]
* [[Technique design space]]

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