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Abilities
jjppof edited this page Dec 21, 2022
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Database file for abilities. See an example. This json file is an array of objects, each object corresponds to an ability.
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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"
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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)
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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 isfalse. -
ability_category[string]: the category of this ability, it can be:"psynergy""djinn""summon""item""weapon_unleash""normal"
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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"
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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.
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quantity[number]: the base value for applying the effect when relevant. -
operator[string]: the operator type when havingquantityset. It can be:"plus""minus""times""divide"
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quantity_is_absolute[boolean]: if you havequantityset, set this property to true to make thequantityvalue 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"
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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"
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turns_quantity[number]: the number of battle turns this effect will last. -
expression[string]: a math expression to be used instead ofoperatorproperty.xis the variable that holds a property value or a direct value. Optionally, you can uservariable 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.
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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.
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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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