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:
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Create a new jutsu or skill
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Add a new ability or technique
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Design a combat skill
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Balance or modify existing skills
Workflow
Step 1: Gather Basic Info
Ask the user for:
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Skill Name - The jutsu name (e.g., "Fireball Jutsu", "Chidori")
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Skill ID - Lowercase with underscores (e.g., fireball , chidori_stream )
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Tier - BASIC, ADVANCED, HIDDEN, FORBIDDEN, or KINJUTSU
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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:
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MAIN: Ends your turn - primary attacks and jutsu (default)
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TOGGLE: Activate once (ends turn), pays upkeep cost per turn
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SIDE: Free action BEFORE Main, max 2 per turn (setup/utility)
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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):
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FIRE, WIND, LIGHTNING, EARTH, WATER (elemental cycle: Fire > Wind > Lightning > Earth > Water > Fire)
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PHYSICAL (taijutsu)
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MENTAL (genjutsu)
Damage Type (determines which defense applies):
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PHYSICAL - mitigated by Strength
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ELEMENTAL - mitigated by Spirit
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MENTAL - mitigated by Calmness
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TRUE - bypasses ALL defenses (FORBIDDEN/KINJUTSU only)
Damage Property:
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NORMAL - subject to both flat and % defenses
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PIERCING - ignores flat defense, only % applies
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ARMOR_BREAK - ignores % defense, only flat applies
Attack Method:
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MELEE - hit chance uses Speed vs Speed
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RANGED - hit chance uses Accuracy vs Speed
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AUTO - always hits (genjutsu, some DoTs)
Step 4: Set Costs & Cooldown
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chakraCost: Chakra consumed (0 for taijutsu, 15-150 for jutsu)
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hpCost: HP sacrificed (usually 0, used for forbidden/physical techniques)
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cooldown: Turns before reuse (0-10, higher for powerful skills)
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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
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scalingStat: Which stat scales damage
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STRENGTH - taijutsu
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SPIRIT - ninjutsu/elemental
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SPEED - fast attacks
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ACCURACY - ranged/precision
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CALMNESS - genjutsu
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INTELLIGENCE - complex jutsu
Step 6: Effects (Optional)
Add status effects on hit. See skill-interface.md for all effect types.
Common patterns:
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DoT: BURN, BLEED, POISON with value (damage), duration, chance
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CC: STUN, CONFUSION, SILENCE with duration, chance
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Buff: BUFF with targetStat, value (multiplier), duration
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Debuff: DEBUFF with targetStat, value (reduction), duration
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Shield: SHIELD with value (HP absorbed), duration
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Drain: CHAKRA_DRAIN with value
Step 7: Requirements (Optional)
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intelligence: Minimum INT to learn (see tier guidelines)
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clan: Restrict to specific clan (Clan.UCHIHA, etc.)
Step 8: Special Properties (Optional)
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critBonus: Extra crit chance % (5-30)
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penetration: % defense ignored (0-0.5)
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isToggle: True for stance skills (auto-set if actionType is TOGGLE)
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upkeepCost: Chakra/HP per turn while toggle active
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sideActionLimit: Max uses per turn for SIDE skills (default 1)
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passiveEffect: For PASSIVE skills, define stat bonuses
Step 9: Skill Image (Optional)
Ask if the user has a background image for the skill.
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image: Path to the skill image relative to project root
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Format: /assets/skill_[skill_id].png
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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
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skill-interface.md - Full Skill interface and enum definitions
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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
KINJUTSU 50-150 6-99 5.0-10.0x Ultimate, once per fight
Cooldown Standards
Skill Type CD Range Reason
Basic attacks 0-1 Spammable fallback
Low utility 2-3 Frequent use
Strong damage 3-4 Moderate pacing
Powerful effects 4-6 Strategic timing
Ultimate skills 6-10 Once per fight
One-time use 99 Single use
SIDE Action Rules
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No direct damage - Exception: Phoenix Flower (weak chip)
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Max 2 per turn - Prevents infinite buff stacking
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Setup focus - Designed to enhance MAIN actions
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Long cooldowns (3-5 turns) - Can't spam same buff
TOGGLE Balance
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Activation costs turn - Opportunity cost to enable
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Meaningful upkeep - 5-10 CP or HP per turn
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Counter-play exists - Silence/Chakra Drain shuts them down
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Strong but unsustainable - Resource drain forces decisions
PASSIVE Balance
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Small but meaningful bonuses - +5-10% stats, +3-5 regen
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Stat requirements - Gate powerful passives behind stat thresholds
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Slot-limited - Players can only equip 2-3 passives