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 ready to add to src/game/constants/index.ts.
→ See templates/skill-output.md for the copy-paste TypeScript templates (MAIN, TOGGLE, SIDE, PASSIVE variants).
Reference Files
- skill-interface.md - Full Skill interface and enum definitions
- examples.md - Example skills from the game
Balance Guidelines
→ See references/balance-guidelines.md for damage-by-tier, cooldown standards, and SIDE/TOGGLE/PASSIVE balance rules — consult before finalizing costs, cooldowns, and multipliers.