Proposed Tuxemon Effects

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By Sanglorian 12 May 2016 11:12

Champion · 456 comments

I've been thinking about technique effects, and think that these would make a good addition. Having them in the game would let us build all sorts of techniques:

Vocabulary

Technique: Any technique.

Attack: A technique that targets an enemy's tuxemon (it may target other things as well).

Unmodified damage: This damage occurs regardless of vulnerabilities, resistances, accuracy, battle effects, etc.

MAX: Maximum HP.


Base rules


A technique's base Power is modified in the following formula:

Power + (Power * user's level/50)

So a Base Power 100 move  used by a level 50 tuxemon has a Total Power of 200.

And an effect's chance of success can be set to:

Low = 10% + (10% * user's level/50)
Medium = 20% + (20% * user's level/50)
High = 30% + (30% * user's level/50)

Proposed Technique Effects


These are technique effects I'd like to see added to the game.
  • 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.
  • Area: This technique still does x0.5 damage on a miss.
  • Damage (Reliable): This technique does exactly its Power in damage, unmodified.
  • Damage (Proportional, User) #: This technique does damage to the enemy equal to #/16 of the user's MAX.
  • Damage (Proportional, Enemy) #: This technique does damage to the enemy equal to #/16 of the enemy's MAX.
  • Backlash #: The user takes #/16 of their MAX in damage (unmodified).
  • Impose Condition (User) (Any One): The user of the technique now has the specified condition, if they're eligible for it.
  • Impose Condition (Enemy) (Any One): The enemy now has the specified condition, if they're eligible for it.
  • Impose State (User) (Any One): The user of the technique now has the specified state, if they're eligible for it.
  • Impose State (Enemy) (Any One): The enemy now has the specified state, if they're eligible for it.
  • 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.
  • Fast: This technique goes before the other technique, regardless (unless that technique is also Fast).
  • Battle State (All) (Any One State): For the next five rounds, creatures in the battle are affected by the specified state. If swapped out, whichever creature is swapped in is affected. If cured of the state somehow, at the beginning of the next turn they are re-affected.
  • Battle State (User) (Any One State): As Battle State (All), but only affects the user's creatures.
  • Battle State (Enemy) (Any One State): As Battle State (All), but only affects the user's enemy's creatures.
  • Chance of EFFECT: Choose any effect. It has a low/medium/high chance of occurring each time the technique is used.
  • 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.
    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)

Conditions


Conditions last indefinitely. C.f. states (including pseudo-conditions), which last until the TXMN is swapped out or the battle ends.
  • Poisoned: Take 1/8 of your MAX in damage each turn.
  • Scalded: Take 1/16 MAX each turn.
  • Grabbed: Cannot retreat or swap out. Can attack or use item.
  • Wasting: Take #/16 of your MAX in damage each turn, where # = the number of turns that you have had this condition.
  • Lifeleech: Take 1/16 of your MAX in damage each turn (unmodified). The enemy's creature heals 1/16 of your MAX in damage each turn (unmodified).
  • Asleep: Miss next turn. 50% chance that the condition ends after each turn.

States


States end when the creature affected by the state is swapped out, or when the battle ends. (If a state is imposed by a Battle State, it only lasts as long as the Battle State does).
  • STAT down: This should scale by level. It could either always be a % chance (e.g., reduce stat by 1 stage; % chance = to the user's level that it's actually 2 stages), or it could just automatically upgrade (e.g., reduce stat by 1 stage, or by 2 stages if the user is level 40)
  • STAT up:
  • Resist TYPE:
  • Resist Physical/Special:
  • Vulnerable to Physical/Special:
  • Vulnerable to TYPE:
  • Immune to TYPE:

Pseudo-Conditions


A sub-category of states.
  • Charmed: Techniques have a 50% chance of not working if they target the enemy.
  • Festering: Cannot heal.
  • Staggered: Always go last.
  • Forgetful: Cannot use the same technique two times in a row.
  • Flinching: 50% chance to miss next turn. If you do, this state ends.
  • Recovering: Heal 1/16 MAX each turn.
  • Diehard: Current HP cannot fall below 1.
  • Confused: Instead of using the chosen technique, use a random one.
  • Frightened: Each turn, you have a 1/8 chance of swapping out of the battle.
  • Forgetful: Each turn, lose 1 PP from each technique.
  • Frozen: Lasts for three turns. On turn 1, your moves are at 1/4 Power. On turn two, 1/2 Power. On turn three, 3/4 power.
  • Softened: Lasts for three turns. On turn 1, you take +75% damage. On turn two, +50% damage. On turn three, +25% damage.
  • Rage: Do x2 damage. Take x2 damage.
  • Shielded: Immune to Physical attacks.
  • Obscured: Immune to Special attacks.
  • Slow: Do nothing on the first turn that you become Slow. On each later round, do the thing that you were commanded to do one round earlier.
  • Shiver: Each turn, you have a 1/4 chance of doing nothing. (Bestowed by Spyder Bite, an infection in the draft plot).

Examples


Raise a Wind: Effect: Battle State (Enemy) (ACCURACY down by 1 stage); Battle State (All) (ResistNon-Contact)

Swoop: Effect: Shelter, Damage

Levitate: Target: Self; Impose State (Resist Earth)

Healing Circle: Effect: Battle State (User) (Recovering)

Last edited by Sanglorian (11 Sep 2016 05:44)

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By ShadowApex 13 May 2016 01:36

Lead Developer · 370 comments

These are awesome technique/status effects! If anyone is interested in implementing any of these technique effects, there's a little bit of information on the wiki:

https://github.com/Tuxemon/Tuxemon/wiki … ue-effects
https://github.com/Tuxemon/Tuxemon/wiki … techniques

Edit: I'll also try and implement some of these effects in the future if no one else has worked on them.


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By tamashihoshi 13 May 2016 18:08

Champion · 249 comments

Wow! That's a pretty good collection you did there, good job! happy


my pretty inactive DeviantArt Account is here: http://tamashihoshi.deviantart.com/
I'm also pretty inactive on OpenGameArt: http://opengameart.org/users/tamashihoshi

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By Sanglorian 21 May 2016 00:08

Champion · 456 comments

A few more as I noticed there was no provision for 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)

EDIT:

And in terms of scaling,

A technique's base Power is modified in the following formula:

Power + (Power * user's level/50)

So a Base Power 100 move  used by a level 50 tuxemon has a Total Power of 200.

And an effect's chance of success can be set to:

Low = 10% + (10% * user's level/50)
Medium = 20% + (20% * user's level/50)
High = 30% + (30% * user's level/50)

Last edited by Sanglorian (11 Sep 2016 04:32)

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By Sanglorian 11 Sep 2016 05:42

Champion · 456 comments

And some more pseudo-conditions:

Deafened: Instead of using the chosen technique, use a random one.

Frightened: Each turn, you have a 1/8 chance of swapping out of the battle.

Forgetful: Each turn, lose 1 PP from each technique.

Frozen: Lasts for three turns. On turn 1, your moves are at 1/4 Power. On turn two, 1/2 Power. On turn three, 3/4 power.

Softened: Lasts for three turns. On turn 1, you take +75% damage. On turn two, +50% damage. On turn three, +25% damage.

Rage: Do x2 damage. Take x2 damage.

Shielded: Immune to Physical attacks.

Obscured: Immune to Special attacks.

Slow: Do nothing on the first turn that you become Slow. On each later round, do the thing that you were commanded to do one round earlier.

---

Shiver: Each turn, you have a 1/4 chance of doing nothing.
(Bestowed by Spyder Bite, an infection in the draft plot).

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By josepharaoh99 11 Sep 2016 22:44

Champion · 295 comments

These are some great ideas! You put a lot of detail into them, and it shows. These seem to me to be detailed enough to cover any technique - I really appreciate all the work you've done for techniques. One idea I've thrown in before is a technique for robot Tuxemons when they run out of moves - glitch. It hurts them and the enemy. Again, thanks! Let's keep working on these techniques!


Multiple Media Producer
Jesus is God! http://www.upci.org/search

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By Sanglorian 28 Dec 2016 02:56

Champion · 456 comments

Thanks josepharaoh99.

Two more effects:

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).

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By Sanglorian 20 Apr 2017 14:47

Champion · 456 comments

Another effect:

Likely Crit: Increases the chances of a crit by 1/8th for every rank of this effect. (Base crit chance is 1/8).

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By Sanglorian 22 Apr 2017 03:43

Champion · 456 comments

I've now put these all on the wiki, and cleaned them up a lot:

Effects
Conditions