| name | jutsu-creator |
| description | 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. |
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