Abilities - jjppof/goldensun_html5 GitHub Wiki
Database file for abilities. See an example. This json file is an array of objects, each object corresponds to an ability.
Properties
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"
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)
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"
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"
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 abilitytype
[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.
quantity
[number]
: the base value for applying the effect when relevant.operator
[string]
: the operator type when havingquantity
set. It can be:"plus"
"minus"
"times"
"divide"
quantity_is_absolute
[boolean]
: if you havequantity
set, set this property to true to make thequantity
value 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"
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"
turns_quantity
[number]
: the number of battle turns this effect will last.expression
[string]
: a math expression to be used instead ofoperator
property.x
is the variable that holds a property value or a direct value. Optionally, you can user
variable 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.
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.
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.