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:
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.
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)
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)
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-effectshttps://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.
Wow! That's a pretty good collection you did there, good job!
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)
And in terms of scaling,
A technique's base Power is modified in the following formula:
Last edited by Sanglorian (11 Sep 2016 04:32)
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).
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 ProducerJesus is God! http://www.upci.org/search
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).
Likely Crit: Increases the chances of a crit by 1/8th for every rank of this effect. (Base crit chance is 1/8).
I've now put these all on the wiki, and cleaned them up a lot: