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jutsu-creator

Create new jutsu/skills for SHINOBI WAY game. Use when user wants to add abilities, techniques, jutsu, or combat skills. Guides through all parameters and generates TypeScript code.

SKILL.md

Full skill instructions

Skill Creator - SHINOBI WAY Jutsu Generator

This skill helps create new game skills (jutsu) for the SHINOBI WAY: THE INFINITE TOWER roguelike game.

When to Use

Activate when the user wants to:

  • Create a new jutsu or skill
  • Add a new ability or technique
  • Design a combat skill
  • Balance or modify existing skills

Workflow

Step 1: Gather Basic Info

Ask the user for:

  1. Skill Name - The jutsu name (e.g., "Fireball Jutsu", "Chidori")
  2. Skill ID - Lowercase with underscores (e.g., fireball, chidori_stream)
  3. Tier - BASIC, ADVANCED, HIDDEN, FORBIDDEN, or KINJUTSU
  4. Description - Flavor text explaining what the skill does

Tier Guidelines:

TierRankINT ReqDescription
BASICE-D0-6Academy fundamentals, taijutsu, basic tools
ADVANCEDC-B8-12Chunin-level techniques, elemental jutsu
HIDDENB-A14-18Jonin/​Clan secret techniques
FORBIDDENA-S16-20Dangerous, high-risk techniques
KINJUTSUS+20-24Ultimate forbidden arts

Step 2: Determine Action Type

Ask the user which action type:

  • MAIN: Ends your turn - primary attacks and jutsu (default)
  • TOGGLE: Activate once (ends turn), pays upkeep cost per turn
  • SIDE: Free action BEFORE Main, max 2 per turn (setup/​utility)
  • PASSIVE: Always active, no action required (permanent bonuses)

Action Type Rules:

TypeTurn CostLimitUse Case
MAINEnds turn1/​turnAttacks, damage jutsu
TOGGLEEnds turn to activateUpkeep/​turnSharingan, Gates, stances
SIDEFree2/​turnBuffs, shields, setup
PASSIVENoneAlways onPermanent stat bonuses

Step 3: Determine Element & Damage Type

Element (for elemental interactions):

  • FIRE, WIND, LIGHTNING, EARTH, WATER (elemental cycle: Fire > Wind > Lightning > Earth > Water > Fire)
  • PHYSICAL (taijutsu)
  • MENTAL (genjutsu)

Damage Type (determines which defense applies):

  • PHYSICAL - mitigated by Strength
  • ELEMENTAL - mitigated by Spirit
  • MENTAL - mitigated by Calmness
  • TRUE - bypasses ALL defenses (FORBIDDEN/​KINJUTSU only)

Damage Property:

  • NORMAL - subject to both flat and % defenses
  • PIERCING - ignores flat defense, only % applies
  • ARMOR_BREAK - ignores % defense, only flat applies

Attack Method:

  • MELEE - hit chance uses Speed vs Speed
  • RANGED - hit chance uses Accuracy vs Speed
  • AUTO - always hits (genjutsu, some DoTs)

Step 4: Set Costs & Cooldown

  • chakraCost: Chakra consumed (0 for taijutsu, 15-150 for jutsu)
  • hpCost: HP sacrificed (usually 0, used for forbidden/​physical techniques)
  • cooldown: Turns before reuse (0-10, higher for powerful skills)
  • upkeepCost: For TOGGLE skills, CP or HP paid each turn while active

Step 5: Damage Scaling

  • damageMult: Base multiplier (1.5-10.0 range based on tier)
TierZero-CostLow (5-15)Medium (20-40)High (50+)
BASIC1.5-2.2x2.0-2.5x2.5-3.0xN/​A
ADVANCEDN/​A2.5-3.0x3.0-3.5x3.5-4.0x
HIDDENN/​A3.0-3.5x3.5-4.5x4.5-5.0x
FORBIDDENN/​AN/​A4.0-5.0x5.0-7.0x
KINJUTSUN/​AN/​A5.0-6.0x6.0-10.0x
  • scalingStat: Which stat scales damage
    • STRENGTH - taijutsu
    • SPIRIT - ninjutsu/​elemental
    • SPEED - fast attacks
    • ACCURACY - ranged/​precision
    • CALMNESS - genjutsu
    • INTELLIGENCE - complex jutsu

Step 6: Effects (Optional)

Add status effects on hit. See skill-interface.md for all effect types.

Common patterns:

  • DoT: BURN, BLEED, POISON with value (damage), duration, chance
  • CC: STUN, CONFUSION, SILENCE with duration, chance
  • Buff: BUFF with targetStat, value (multiplier), duration
  • Debuff: DEBUFF with targetStat, value (reduction), duration
  • Shield: SHIELD with value (HP absorbed), duration
  • Drain: CHAKRA_DRAIN with value

Step 7: Requirements (Optional)

  • intelligence: Minimum INT to learn (see tier guidelines)
  • clan: Restrict to specific clan (Clan.UCHIHA, etc.)

Step 8: Special Properties (Optional)

  • critBonus: Extra crit chance % (5-30)
  • penetration: % defense ignored (0-0.5)
  • isToggle: True for stance skills (auto-set if actionType is TOGGLE)
  • upkeepCost: Chakra/​HP per turn while toggle active
  • sideActionLimit: Max uses per turn for SIDE skills (default 1)
  • passiveEffect: For PASSIVE skills, define stat bonuses

Step 9: Skill Image (Optional)

Ask if the user has a background image for the skill.

  • image: Path to the skill image relative to project root
  • Format: /​assets/​skill_[skill_id].png
  • Example: /​assets/​skill_fireball.png

Output Format

Generate TypeScript code ready to add to src/​game/​constants/​index.ts:

SKILL_NAME: {
  id: 'skill_id',
  name: 'Skill Display Name',
  tier: SkillTier.TIER,
  description: 'Flavor text description.',
  actionType: ActionType.MAIN,  // MAIN/​TOGGLE/​SIDE/​PASSIVE
  chakraCost: 0,
  hpCost: 0,
  cooldown: 0,
  currentCooldown: 0,
  damageMult: 0.0,
  scalingStat: PrimaryStat.STAT,
  damageType: DamageType.TYPE,
  damageProperty: DamageProperty.PROPERTY,
  attackMethod: AttackMethod.METHOD,
  element: ElementType.ELEMENT,
  requirements: { intelligence: 0 },
  effects: [{ type: EffectType.TYPE, value: 0, duration: 0, chance: 0.0 }],
  image: '/​assets/​skill_skill_id.png'
},

TOGGLE Skill Output

TOGGLE_SKILL: {
  id: 'toggle_id',
  name: 'Toggle Skill Name',
  tier: SkillTier.HIDDEN,
  description: 'Toggle description.',
  actionType: ActionType.TOGGLE,
  chakraCost: 10,        // Activation cost
  hpCost: 0,
  cooldown: 5,
  currentCooldown: 0,
  damageMult: 0,
  scalingStat: PrimaryStat.INTELLIGENCE,
  damageType: DamageType.PHYSICAL,
  damageProperty: DamageProperty.NORMAL,
  attackMethod: AttackMethod.AUTO,
  element: ElementType.PHYSICAL,
  isToggle: true,
  upkeepCost: 5,         // Cost per turn while active
  effects: [
    { type: EffectType.BUFF, targetStat: PrimaryStat.SPEED, value: 0.3, duration: -1, chance: 1.0 }
  ]
},

SIDE Skill Output

SIDE_SKILL: {
  id: 'side_id',
  name: 'Side Skill Name',
  tier: SkillTier.BASIC,
  description: 'Setup/​utility description.',
  actionType: ActionType.SIDE,
  chakraCost: 5,
  hpCost: 0,
  cooldown: 3,
  currentCooldown: 0,
  damageMult: 0,         // Usually 0 for SIDE skills
  scalingStat: PrimaryStat.DEXTERITY,
  damageType: DamageType.PHYSICAL,
  damageProperty: DamageProperty.NORMAL,
  attackMethod: AttackMethod.AUTO,
  element: ElementType.PHYSICAL,
  effects: [{ type: EffectType.SHIELD, value: 30, duration: 1, chance: 1.0 }]
},

PASSIVE Skill Output

PASSIVE_SKILL: {
  id: 'passive_id',
  name: 'Passive Skill Name',
  tier: SkillTier.BASIC,
  description: 'Permanent bonus description.',
  actionType: ActionType.PASSIVE,
  chakraCost: 0,
  hpCost: 0,
  cooldown: 0,
  currentCooldown: 0,
  damageMult: 0,
  scalingStat: PrimaryStat.STRENGTH,
  damageType: DamageType.PHYSICAL,
  damageProperty: DamageProperty.NORMAL,
  attackMethod: AttackMethod.AUTO,
  element: ElementType.PHYSICAL,
  passiveEffect: {
    damageBonus: 0.1,    // +10% damage
    regenBonus: { chakra: 3 }  // +3 CP/​turn
  }
},

Reference Files

Balance Guidelines

Damage by Tier

TierChakra CostCooldownDamage MultNotes
BASIC0-200-31.5-2.5xBasic, reliable, spammable
ADVANCED15-402-42.5-3.5xSignature elemental moves
HIDDEN25-503-53.5-5.0xPowerful clan techniques
FORBIDDEN40-804-64.5-6.0xRisky, HP costs common
KINJUTSU50-1506-995.0-10.0xUltimate, once per fight

Cooldown Standards

Skill TypeCD RangeReason
Basic attacks0-1Spammable fallback
Low utility2-3Frequent use
Strong damage3-4Moderate pacing
Powerful effects4-6Strategic timing
Ultimate skills6-10Once per fight
One-time use99Single use

SIDE Action Rules

  1. No direct damage - Exception: Phoenix Flower (weak chip)
  2. Max 2 per turn - Prevents infinite buff stacking
  3. Setup focus - Designed to enhance MAIN actions
  4. Long cooldowns (3-5 turns) - Can't spam same buff

TOGGLE Balance

  1. Activation costs turn - Opportunity cost to enable
  2. Meaningful upkeep - 5-10 CP or HP per turn
  3. Counter-play exists - Silence/​Chakra Drain shuts them down
  4. Strong but unsustainable - Resource drain forces decisions

PASSIVE Balance

  1. Small but meaningful bonuses - +5-10% stats, +3-5 regen
  2. Stat requirements - Gate powerful passives behind stat thresholds
  3. Slot-limited - Players can only equip 2-3 passives