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Abilities
jjppof edited this page Dec 21, 2022
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Database file for abilities. See an example. This json file is an array of objects, each object corresponds to an ability.
-
key_name
[string]
: item unique key_name. -
name
[string]
: ability name. -
description
[string]
: the ability description. -
type
[string]
: the ability type, it can be:"healing"
"effect_only"
"added_damage"
"multiplier"
"base_damage"
"summon"
"utility"
"direct_damage"
-
element
[string]
: can be"no_element"
(default),"venus"
,"mercury"
,"mars"
or"jupiter"
. -
battle_target
[string]
: the target of this ability, it can be:"no_target"
"ally"
"enemy"
-
"user"
(the one who is casting)
-
range
[number|string]
: the targets count. It can be 1, 3, 5, 7, 9, 11 or"all"
. -
pp_cost
[number]
: the PP cost to use this ability. -
ability_power
[number]
: the power of this ability used in the battle formulas. -
effects_outside_battle
[boolean]
: if true, this ability can also be used outside battle. -
is_battle_ability
[boolean]
: if true, this ability can be used in battle. -
is_field_psynergy
[boolean]
: if true, this ability can be used in the world. -
affects_downed
[boolean]
: if true, this ability will affect downed chars. Default isfalse
. -
ability_category
[string]
: the category of this ability, it can be:"psynergy"
"djinn"
"summon"
"item"
"weapon_unleash"
"normal"
-
battle_animation_key
[string]
: the battle animation key name. If no animation, set"no_animation"
. -
has_animation_variation
[boolean]
: if this ability has battle animation variations that depend on the caster, this property must be set to true. -
has_critical
[boolean]
: if this ability produces critical, this property must be set to true. -
crit_mult_factor
[number]
: the critical multiplication factor to be used in the battle formulas if this ability produces critical. -
can_switch_to_unleash
[boolean]
: if true, this ability can be switched to an item unleash ability. -
can_be_evaded
[boolean]
: if true, this ability can be evaded. -
priority_move
[boolean]
: if true, this ability has priority to start first when calculating the abilities order in the battle turn start. -
msg_type
[string]
: the message type that this ability shows on battle log, it can be:"cast"
"attack"
"use"
"summon"
"unleash"
"defend"
"item_unleash"
"set_djinn"
"no_msg"
-
affects_pp
[boolean]
: if true, this ability will affect PP instead of HP. -
can_be_mirrored
[boolean]
: if true, this ability battle animation will be mirrored when caster by the opponent. -
effects
[array]
: the effects caused by the usage of this ability-
type
[string]
: the type of the effect, it can be:-
"max_hp"
: affects the max HP. -
"max_pp"
: affects the max PP. -
"attack"
: affects the attack. -
"defense"
: affects the defense. -
"agility"
: affects the agility. -
"luck"
: affects the luck. -
"power"
: affects the elemental power. -
"resist"
: affects the elemental resist. -
"current_hp"
: affects the current HP. -
"current_pp"
: affects the current PP. -
"hp_recovery"
: affects the HP recovery rate. -
"pp_recovery"
: affects the PP recovery rate. -
"criticals"
: affects the critical chance. -
"counter_strike"
: affects an ability counter-strike. -
"temporary_status"
: affects temporary statuses. -
"permanent_status"
: affects permanent statuses. -
"turns"
: affects battle turns count. -
"encounters"
: affects battle encounters rate. -
"flee"
: affects flee chance. -
"end_the_round"
: effect for finishing the battle round. -
"ability_power"
: effect for modifying the ability power. -
"set_djinn"
: effect for setting a djinn. -
"damage_modifier"
: effect for modifying the damage dealt. -
"damage_input"
: effect that uses damage as input.
-
-
quantity
[number]
: the base value for applying the effect when relevant. -
operator
[string]
: the operator type when havingquantity
set. It can be:"plus"
"minus"
"times"
"divide"
-
quantity_is_absolute
[boolean]
: if you havequantity
set, set this property to true to make thequantity
value absolute. -
rate
[number]
: the rate to be applied to the quantity. -
chance
[number]
: the chance to this effect takes place. Values between 0 and 1. -
element
[string]
: if this effect is of a type that depends on an element, use this property to indicate it, it can be:"no_element"
"venus"
"mercury"
"mars"
"jupiter"
"all_elements"
-
add_status
[boolean]
: if this effect is status related, set this property to true if this effect will add a status. -
status_key_name
[string]
: if this effect is status related, set this property to indicate the status, it can be:"delusion"
"stun"
"sleep"
"seal"
"death_curse
"downed"
"poison"
"venom"
"equip_curse"
"haunt"
-
turns_quantity
[number]
: the number of battle turns this effect will last. -
expression
[string]
: a math expression to be used instead ofoperator
property.x
is the variable that holds a property value or a direct value. Optionally, you can user
variable to be replaced by a random number between 0 and 1. Example of an expression:"r * (x + 50) / (x + 100)"
. -
variation_on_final_result
[boolean]
: if true, adds variation between 0-3 to the effect final result value. -
usage
[string]
: how this effect is going to be applied, it can be (default is"not_apply"
):-
"not_apply"
: don't use this abilities effects. -
"on_use"
: the effect will be applied on ability cast. -
"battle_round_end"
: the effect will be applied on battle round end.
-
-
on_caster
[boolean]
: if true, the effect will be applied to the caster. -
relative_to_property
[string]
: apply a quantity relative to another chart stat different from the one specified in the type. It can be:"max_hp"
"max_pp"
"attack"
"defense"
"agility"
"luck"
- Or any other char stat/property.
-
custom_msg
[string]
: defines a custom msg to be logged. Use${TARGET}
and/or${CASTER}
to display target and caster names, respectively. -
show_msg
[boolean]
: if false, there won't be a battle log message.
-
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