jutsu-creator

Skill Creator - SHINOBI WAY Jutsu Generator

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Install skill "jutsu-creator" with this command: npx skills add cesaraugustusgrob/shinobi-way-the-inifinite-tower/cesaraugustusgrob-shinobi-way-the-inifinite-tower-jutsu-creator

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:

  • Skill Name - The jutsu name (e.g., "Fireball Jutsu", "Chidori")

  • Skill ID - Lowercase with underscores (e.g., fireball , chidori_stream )

  • Tier - BASIC, ADVANCED, HIDDEN, FORBIDDEN, or KINJUTSU

  • 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 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

  • skill-interface.md - Full Skill interface and enum definitions

  • 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

  • No direct damage - Exception: Phoenix Flower (weak chip)

  • Max 2 per turn - Prevents infinite buff stacking

  • Setup focus - Designed to enhance MAIN actions

  • Long cooldowns (3-5 turns) - Can't spam same buff

TOGGLE Balance

  • Activation costs turn - Opportunity cost to enable

  • Meaningful upkeep - 5-10 CP or HP per turn

  • Counter-play exists - Silence/Chakra Drain shuts them down

  • Strong but unsustainable - Resource drain forces decisions

PASSIVE Balance

  • Small but meaningful bonuses - +5-10% stats, +3-5 regen

  • Stat requirements - Gate powerful passives behind stat thresholds

  • Slot-limited - Players can only equip 2-3 passives

Source Transparency

This detail page is rendered from real SKILL.md content. Trust labels are metadata-based hints, not a safety guarantee.

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