jutsu-creator

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.

242 stars

Best use case

jutsu-creator is best used when you need a repeatable AI agent workflow instead of a one-off prompt. It is especially useful for teams working in multi. 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.

Users should expect a more consistent workflow output, faster repeated execution, and less time spent rewriting prompts from scratch.

Practical example

Example input

Use the "jutsu-creator" skill to help with this workflow task. Context: 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.

Example output

A structured workflow result with clearer steps, more consistent formatting, and an output that is easier to reuse in the next run.

When to use this skill

  • Use this skill when you want a reusable workflow rather than writing the same prompt again and again.

When not to use this skill

  • Do not use this when you only need a one-off answer and do not need a reusable workflow.
  • Do not use it if you cannot install or maintain the related files, repository context, or supporting tools.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/jutsu-creator/SKILL.md --create-dirs "https://raw.githubusercontent.com/aiskillstore/marketplace/main/skills/cesaraugustusgrob/jutsu-creator/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/jutsu-creator/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How jutsu-creator Compares

Feature / Agentjutsu-creatorStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

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.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# 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:

1. **Skill Name** - The jutsu name (e.g., "Fireball Jutsu", "Chidori")
2. **Skill ID** - Lowercase with underscores (e.g., `fireball`, `chidori_stream`)
3. **Tier** - BASIC, ADVANCED, HIDDEN, FORBIDDEN, or KINJUTSU
4. **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](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`:

```typescript
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

```typescript
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

```typescript
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

```typescript
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](skill-interface.md) - Full Skill interface and enum definitions
- [examples.md](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

1. **No direct damage** - Exception: Phoenix Flower (weak chip)
2. **Max 2 per turn** - Prevents infinite buff stacking
3. **Setup focus** - Designed to enhance MAIN actions
4. **Long cooldowns** (3-5 turns) - Can't spam same buff

### TOGGLE Balance

1. **Activation costs turn** - Opportunity cost to enable
2. **Meaningful upkeep** - 5-10 CP or HP per turn
3. **Counter-play exists** - Silence/Chakra Drain shuts them down
4. **Strong but unsustainable** - Resource drain forces decisions

### PASSIVE Balance

1. **Small but meaningful bonuses** - +5-10% stats, +3-5 regen
2. **Stat requirements** - Gate powerful passives behind stat thresholds
3. **Slot-limited** - Players can only equip 2-3 passives

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