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.
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)