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Abilities

jjppof edited this page Dec 21, 2022 · 5 revisions

Database file for abilities. See an example. This json file is an array of objects, each object corresponds to an ability.

Properties

  • 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 is false.
  • 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 having quantity set. It can be:
      • "plus"
      • "minus"
      • "times"
      • "divide"
    • quantity_is_absolute [boolean]: if you have quantity set, set this property to true to make the quantity 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 of operator property. x is the variable that holds a property value or a direct value. Optionally, you can use r 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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