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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.''
''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.''


Techniques are discrete attacks, blocks, tricks and other manoeuvres that tuxemon perform in combat.
Techniques are discrete attacks, blocks, tricks and other manoeuvres that tuxemon perform in combat. Every tuxemon knows between one and four techniques.


= How they work =
= Nature and Nurture =


=== Acquisition ===
As a tuxemon levels up, they learn new techniques at fixed levels, based on their [[Life Stages]], [[Sub-Elements]] and [[Body Types]]. These are their "nature techniques", because they are innate to the tuxemon.
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.
Tuxemon can also learn new techniques from [[Technique Teachers]] and [[Technical Manuals]]. They can also be taught techniques from other tuxemon that know that technique. These are their "nurture techniques", because they are taught.  
# A tuxemon species learns certain techniques at certain levels, and they might be able to learn or acquire others from another list.


=== Availability ===
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.
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
= Attack and Non-Attack Techniques =
# 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.  
Some techniques are attacks, which have a chance to miss and do damage if they hit. They may have other effects, and those other effects may always occur, or only have a chance of occurring.  


=== Additional ===
Non-attack techniques do not have a chance to miss, and do not do direct damage. They have other effects, but those other effects may only have a percentage chance of occurring, or may only occur under certain circumstances.


Tuxemon could learn additional techniques from a number of sources:
= Melee and Ranged Attacks =


* [[Technical Manual]]s
All attack techniques are either melee, which involves the attacking tuxemon bodily striking the target in close quarters, or ranged, which involves the attacking tuxemon using a projectile, energy beam, pseudopod or other remote attack.
* [[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.
Melee attacks do damage based on the attacker's Melee stat divided by the target's Armour stat. Ranged attacks do damage based on the attacker's Ranged stat divided by the target's Dodge stat.  


=== Uses ===
= Effects =
 
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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