Difference between revisions of "Techniques"

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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. Every tuxemon knows between one and four techniques. Each creature learns techniques based on their variety. Some techniques are learned from leveling up ("nature techniques"), others require training ("nurture techniques"). That training can either come from an expensive, one-use [[Combat Codex]] or from another creature that also knows that move.  
Techniques are discrete attacks, blocks, tricks and other manoeuvres that tuxemon perform in combat.


= Nature and Nurture =
= How they work =


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:


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.
# 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.
 
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


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.  
The latter is how [[EvoCreo]] does it. However, there is some concern that this takes an interesting decision away from the player.  


= Attack and Non-Attack Techniques =
Tuxemon could learn additional techniques from a number of sources:


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.
* [[Technical Manual]]s
* Other tuxemon


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.  
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 and Ranged Attacks =
There are also a number of ways of pacing how many times a technique can be used:


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.  
* Each technique could have a fixed number of Power Points, determining how many times it can be used before a rest is required.
* 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.  


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.  
I think recharging is the best way of doing it.  


= Effects =
There are a number of types of technique you can have:


Techniques can have one or more effects.
* 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


== Current Effects ==
= Current implementation =


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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* damage: This effect applies damage to a target monster. This effect will be applied if "damage" is defined in this technique's effect list.
* 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.
* 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.
= 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 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.
= Other options =
https://wiki.tuxemon.org/index.php?title=Beyond_Episode_1#Field_techniques
== 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 ==


=== Terms ===
=== Terms ===

Revision as of 10:52, 2 July 2018

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.

How they work

There are two main options for how techniques are acquired:

  1. A tuxemon species knows a certain number of techniques automatically, and they might be able to learn or acquire others from another list.
  2. A tuxemon species learns certain techniques at certain levels, and they might be able to learn or acquire others from another list.

To keep things managable, tuxemon should probably only have access to a finite set of techniques in combat. There are two options:

  1. When a tuxemon learns a new technique but they are already at their limit, they have to forget an old technique
  2. 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.

Tuxemon could learn additional techniques from a number of sources:

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.

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 Power Points, determining how many times it can be used before a rest is required.
  • 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.

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

Current implementation

Technique effects are defined in the 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.

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 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.

Other options

https://wiki.tuxemon.org/index.php?title=Beyond_Episode_1#Field_techniques

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 Codexes. 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

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)

Strengths and Weaknesses

Techniques can give the user or the target a strength, weakness or immunity towards/against any type.