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.
What this skill does
# 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:**
| Tier | Rank | INT Req | Description |
|------|------|---------|-------------|
| BASIC | E-D | 0-6 | Academy fundamentals, taijutsu, basic tools |
| ADVANCED | C-B | 8-12 | Chunin-level techniques, elemental jutsu |
| HIDDEN | B-A | 14-18 | Jonin/Clan secret techniques |
| FORBIDDEN | A-S | 16-20 | Dangerous, high-risk techniques |
| KINJUTSU | S+ | 20-24 | Ultimate 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:**
| Type | Turn Cost | Limit | Use Case |
|------|-----------|-------|----------|
| MAIN | Ends turn | 1/turn | Attacks, damage jutsu |
| TOGGLE | Ends turn to activate | Upkeep/turn | Sharingan, Gates, stances |
| SIDE | Free | 2/turn | Buffs, shields, setup |
| PASSIVE | None | Always on | Permanent 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)
| Tier | Zero-Cost | Low (5-15) | Medium (20-40) | High (50+) |
|------|-----------|------------|----------------|------------|
| BASIC | 1.5-2.2x | 2.0-2.5x | 2.5-3.0x | N/A |
| ADVANCED | N/A | 2.5-3.0x | 3.0-3.5x | 3.5-4.0x |
| HIDDEN | N/A | 3.0-3.5x | 3.5-4.5x | 4.5-5.0x |
| FORBIDDEN | N/A | N/A | 4.0-5.0x | 5.0-7.0x |
| KINJUTSU | N/A | N/A | 5.0-6.0x | 6.0-10.0x |
- **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](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`:
```typescript
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
```typescript
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
```typescript
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
```typescript
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
- [skill-interface.md](skill-interface.md) - Full Skill interface and enum definitions
- [examples.md](examples.md) - Example skills from the game
## Balance Guidelines
### Damage by Tier
| Tier | Chakra Cost | Cooldown | Damage Mult | Notes |
|------|-------------|----------|-------------|-------|
| BASIC | 0-20 | 0-3 | 1.5-2.5x | Basic, reliable, spammable |
| ADVANCED | 15-40 | 2-4 | 2.5-3.5x | Signature elemental moves |
| HIDDEN | 25-50 | 3-5 | 3.5-5.0x | Powerful clan techniques |
| FORBIDDEN | 40-80 | 4-6 | 4.5-6.0x | Risky, HP costs common |
| KINJUTRelated in General
modeling-omnistudio-epc-catalog
IncludedSalesforce Industries CME EPC product-modeling skill for Product2-based catalog creation. Use when creating EPC products, configuring product attributes, building offer bundles with Product Child Items, or reviewing EPC DataPack JSON metadata for product catalog changes. TRIGGER when: user creates or updates Product2 EPC records, AttributeAssignment payloads, AttributeMetadata/AttributeDefaultValues, Offer bundles, or ProductChildItem relationships. DO NOT TRIGGER when: designing OmniScripts/FlexCards/Integration Procedures (use building-omnistudio-omniscript, building-omnistudio-flexcard, or building-omnistudio-integration-procedure), implementing Apex business logic (use generating-apex), or troubleshooting deployment pipelines (use deploying-metadata).
relationship-science-coach
IncludedUse this skill for direct, practical adult relationship coaching: couples conflict, repair, trust, marriage, dating, flirting, attachment patterns, emotional connection, sex, desire differences, eroticism, kink negotiation, affection, love languages, breakups, and long-term passion. Draw on Gottman, EFT and Hold Me Tight, attachment science, modern sex research, Perel, Nagoski, Kerner, Schnarch, Love and Stosny, and flexible love-language tools. Be concrete and low-hedge. Redirect only for imminent danger, abuse, coercive control, minors, non-consent, self-harm, stalking, or medical/legal/psychiatric decisions.
building-sf-integrations
IncludedSalesforce integration architecture and runtime plumbing with 120-point scoring. Use this skill to set up Named Credentials, External Credentials, External Services, REST/SOAP callout patterns, Platform Events, and Change Data Capture. TRIGGER when: user sets up Named Credentials, External Services, REST/SOAP callouts, Platform Events, CDC, or touches .namedCredential-meta.xml files. DO NOT TRIGGER when: Connected App/OAuth config (use configuring-connected-apps), Apex-only logic (use generating-apex), or data import/export (use handling-sf-data).
venue-templates
IncludedAccess comprehensive LaTeX templates, formatting requirements, and submission guidelines for major scientific publication venues (Nature, Science, PLOS, IEEE, ACM), academic conferences (NeurIPS, ICML, CVPR, CHI), research posters, and grant proposals (NSF, NIH, DOE, DARPA). This skill should be used when preparing manuscripts for journal submission, conference papers, research posters, or grant proposals and need venue-specific formatting requirements and templates.
let-fate-decide
IncludedDraws the 12 Houses of the Zodiac Tarot spread to inject entropy into planning when prompts are vague, ambiguous, or casually delegated. Interprets the spread to guide next steps. Use when the user says 'let fate decide', 'YOLO', 'whatever', 'idk', or other nonchalant phrases, makes Yu-Gi-Oh references, or when you are about to arbitrarily pick between multiple reasonable approaches. Prefer over ask-questions-if-underspecified when the user's tone is casual or playful rather than precision-seeking.
net-ops
IncludedCross-platform network troubleshooting (Windows, macOS, Linux) via local or remote shell. Use for: DNS broken, can't resolve hostnames, nslookup/dig works but apps fail, NRPT, WFP, scutil, /etc/resolver, systemd-resolved, /etc/resolv.conf, NetworkManager, VPN DNS leak residue (ProtonVPN/Mullvad/WireGuard/AnyConnect), AV/firewall blocking DNS or DoH, Tailscale DNS interaction, intermittent connectivity, remote diagnostics over SSH.