battle system plan
Browse files- battle_system_design.md +1364 -0
battle_system_design.md
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1 |
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# Pictuary Battle System Design Document
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2 |
+
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3 |
+
## Overview
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4 |
+
|
5 |
+
This document defines a new programmatic battle system for Pictuary that replaces the current description-based approach with executable building blocks. The design is inspired by Pokemon Emerald's sophisticated battle mechanics while being simplified for our use case.
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6 |
+
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7 |
+
## Core Philosophy
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8 |
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9 |
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The battle system is built on **composable building blocks** that can be combined to create unique and dynamic effects. Each action and ability is defined using simple, atomic operations that can be chained together to create complex behaviors.
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10 |
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11 |
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## JSON Schema for `generateStats`
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12 |
+
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13 |
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### Monster Definition
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14 |
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15 |
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```json
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16 |
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{
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17 |
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"name": "Zephyr Sprite",
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18 |
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"description": "A mysterious floating creature that manipulates wind currents",
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19 |
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"tier": "medium",
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20 |
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"primaryType": "wind",
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"secondaryType": null,
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22 |
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"baseStats": {
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"hp": 65,
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24 |
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"attack": 50,
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25 |
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"defense": 40,
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"fieldAttack": 85,
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27 |
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"fieldDefense": 70,
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"speed": 90
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29 |
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},
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30 |
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"nature": "hasty",
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31 |
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"specialAbility": {
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32 |
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"name": "Wind Currents",
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33 |
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"description": "Gains +25% speed when opponent uses a contact move",
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"trigger": "onOpponentContactMove",
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35 |
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"effects": [
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36 |
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{
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37 |
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"type": "modifyStats",
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38 |
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"target": "self",
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39 |
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"stats": { "speed": "increase" }
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40 |
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}
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41 |
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]
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42 |
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},
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43 |
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"movepool": [
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44 |
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{
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45 |
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"name": "Gust Strike",
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"type": "wind",
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"category": "physical",
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48 |
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"power": 65,
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49 |
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"accuracy": 95,
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50 |
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"pp": 20,
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"priority": 0,
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"flags": ["contact"],
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"effects": [
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{
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"type": "damage",
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"target": "opponent",
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57 |
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"formula": "standard"
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58 |
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}
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59 |
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]
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60 |
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},
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61 |
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{
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62 |
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"name": "Piercing Gale",
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63 |
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"type": "wind",
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"category": "special",
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65 |
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"power": 80,
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"accuracy": 85,
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"pp": 15,
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"priority": 0,
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"flags": [],
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"effects": [
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{
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"type": "damage",
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"target": "opponent",
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74 |
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"formula": "standard"
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75 |
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},
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{
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"type": "modifyStats",
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"target": "self",
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79 |
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"stats": { "accuracy": "decrease" },
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80 |
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"condition": "afterUse"
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81 |
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}
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82 |
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]
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83 |
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},
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84 |
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{
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85 |
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"name": "Tailwind Boost",
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86 |
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"type": "wind",
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87 |
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"category": "status",
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88 |
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"power": 0,
|
89 |
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"accuracy": 100,
|
90 |
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"pp": 10,
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91 |
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"priority": 1,
|
92 |
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"flags": [],
|
93 |
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"effects": [
|
94 |
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{
|
95 |
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"type": "modifyStats",
|
96 |
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"target": "self",
|
97 |
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"stats": { "speed": "greatly_increase" }
|
98 |
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}
|
99 |
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]
|
100 |
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},
|
101 |
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{
|
102 |
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"name": "Reckless Dive",
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103 |
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"type": "wind",
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104 |
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"category": "physical",
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105 |
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"power": 120,
|
106 |
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"accuracy": 80,
|
107 |
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"pp": 5,
|
108 |
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"priority": 0,
|
109 |
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"flags": ["contact", "reckless"],
|
110 |
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"effects": [
|
111 |
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{
|
112 |
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"type": "damage",
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113 |
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"target": "opponent",
|
114 |
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"formula": "standard"
|
115 |
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},
|
116 |
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{
|
117 |
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"type": "damage",
|
118 |
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"target": "self",
|
119 |
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"formula": "recoil",
|
120 |
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"value": 0.25
|
121 |
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}
|
122 |
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]
|
123 |
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}
|
124 |
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]
|
125 |
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}
|
126 |
+
```
|
127 |
+
|
128 |
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## Building Blocks System
|
129 |
+
|
130 |
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### Effect Types
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131 |
+
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132 |
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All battle effects are built from these atomic operations:
|
133 |
+
|
134 |
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#### 1. **damage**
|
135 |
+
```json
|
136 |
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{
|
137 |
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"type": "damage",
|
138 |
+
"target": "opponent" | "self" | "all" | "allies",
|
139 |
+
"formula": "standard" | "fixed" | "recoil" | "drain" | "custom",
|
140 |
+
"value": 80, // Fixed damage amount or percentage for recoil/drain
|
141 |
+
"multiplier": 1.0, // Damage multiplier
|
142 |
+
"condition": "always" | "ifLowHp" | "ifHighHp" | "afterKO" | "custom"
|
143 |
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}
|
144 |
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```
|
145 |
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|
146 |
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#### 2. **modifyStats**
|
147 |
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```json
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148 |
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{
|
149 |
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"type": "modifyStats",
|
150 |
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"target": "self" | "opponent" | "all",
|
151 |
+
"stats": {
|
152 |
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"attack": "increase", // "increase" | "decrease" | "greatly_increase" | "greatly_decrease"
|
153 |
+
"defense": "decrease",
|
154 |
+
"speed": "greatly_increase",
|
155 |
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"accuracy": "decrease"
|
156 |
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},
|
157 |
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"condition": "always" | "onHit" | "afterUse" | "ifCritical"
|
158 |
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}
|
159 |
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```
|
160 |
+
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161 |
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**Standard Stat Modification Levels:**
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162 |
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- **increase**: +25% (1.25x multiplier)
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163 |
+
- **decrease**: -25% (0.75x multiplier)
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164 |
+
- **greatly_increase**: +50% (1.5x multiplier)
|
165 |
+
- **greatly_decrease**: -50% (0.5x multiplier)
|
166 |
+
|
167 |
+
#### 3. **applyStatus**
|
168 |
+
```json
|
169 |
+
{
|
170 |
+
"type": "applyStatus",
|
171 |
+
"target": "opponent" | "self",
|
172 |
+
"status": "burn" | "freeze" | "paralyze" | "poison" | "sleep" | "confuse",
|
173 |
+
"chance": 30, // Percentage chance
|
174 |
+
"condition": "onHit" | "always"
|
175 |
+
}
|
176 |
+
```
|
177 |
+
|
178 |
+
#### 4. **heal**
|
179 |
+
```json
|
180 |
+
{
|
181 |
+
"type": "heal",
|
182 |
+
"target": "self" | "ally",
|
183 |
+
"amount": "percentage" | "fixed",
|
184 |
+
"value": 50, // 50% of max HP or 50 fixed HP
|
185 |
+
"condition": "always" | "ifLowHp" | "endOfTurn"
|
186 |
+
}
|
187 |
+
```
|
188 |
+
|
189 |
+
#### 5. **manipulatePP**
|
190 |
+
```json
|
191 |
+
{
|
192 |
+
"type": "manipulatePP",
|
193 |
+
"target": "opponent",
|
194 |
+
"action": "drain" | "restore" | "disable",
|
195 |
+
"amount": 3, // PP to drain/restore
|
196 |
+
"targetMove": "last" | "random" | "strongest"
|
197 |
+
}
|
198 |
+
```
|
199 |
+
|
200 |
+
#### 6. **fieldEffect**
|
201 |
+
```json
|
202 |
+
{
|
203 |
+
"type": "fieldEffect",
|
204 |
+
"effect": "reflect" | "lightScreen" | "spikes" | "healingMist" | "toxicSpikes",
|
205 |
+
"target": "playerSide" | "opponentSide" | "field",
|
206 |
+
"stackable": false
|
207 |
+
}
|
208 |
+
```
|
209 |
+
|
210 |
+
#### 7. **counter**
|
211 |
+
```json
|
212 |
+
{
|
213 |
+
"type": "counter",
|
214 |
+
"counterType": "physical" | "special" | "any",
|
215 |
+
"multiplier": 2.0, // Damage multiplier when countering
|
216 |
+
"condition": "ifDamagedThisTurn"
|
217 |
+
}
|
218 |
+
```
|
219 |
+
|
220 |
+
#### 8. **priority**
|
221 |
+
```json
|
222 |
+
{
|
223 |
+
"type": "priority",
|
224 |
+
"target": "self",
|
225 |
+
"value": 1, // Priority bracket (-5 to +5)
|
226 |
+
"condition": "ifLowHp" | "always"
|
227 |
+
}
|
228 |
+
```
|
229 |
+
|
230 |
+
#### 9. **removeStatus**
|
231 |
+
```json
|
232 |
+
{
|
233 |
+
"type": "removeStatus",
|
234 |
+
"target": "self" | "opponent" | "allies" | "all",
|
235 |
+
"status": "burn" | "freeze" | "paralyze" | "poison" | "sleep" | "confuse" | "all",
|
236 |
+
"condition": "always" | "onSwitchIn" | "endOfTurn"
|
237 |
+
}
|
238 |
+
```
|
239 |
+
|
240 |
+
### Triggers and Conditions
|
241 |
+
|
242 |
+
Effects can be triggered by various battle events:
|
243 |
+
|
244 |
+
- **always**: Effect always applies when move is used
|
245 |
+
- **onHit**: Effect applies only if the move hits
|
246 |
+
- **afterUse**: Effect applies after move execution regardless of hit/miss
|
247 |
+
- **onCritical**: Effect applies only on critical hits
|
248 |
+
- **ifLowHp**: Effect applies if user's HP < 25%
|
249 |
+
- **ifHighHp**: Effect applies if user's HP > 75%
|
250 |
+
- **onOpponentContactMove**: Trigger when opponent uses a contact move
|
251 |
+
- **endOfTurn**: Effect applies at the end of each turn
|
252 |
+
- **onSwitchIn**: Effect applies when Piclet enters battle
|
253 |
+
- **afterKO**: Effect applies after knocking out an opponent
|
254 |
+
|
255 |
+
### Target Specification
|
256 |
+
|
257 |
+
- **self**: The move user
|
258 |
+
- **opponent**: The target opponent
|
259 |
+
- **all**: All Piclets in battle
|
260 |
+
- **allies**: All allied Piclets (in team battles)
|
261 |
+
- **playerSide**: Player's side of the field
|
262 |
+
- **opponentSide**: Opponent's side of the field
|
263 |
+
- **field**: Entire battlefield
|
264 |
+
|
265 |
+
## Special Abilities
|
266 |
+
|
267 |
+
Special abilities are passive traits that can fundamentally alter battle mechanics. They can use standard effect building blocks OR modify core game mechanics directly.
|
268 |
+
|
269 |
+
### Mechanic Modifications
|
270 |
+
|
271 |
+
Special abilities can override or alter fundamental battle mechanics:
|
272 |
+
|
273 |
+
#### 9. **mechanicOverride**
|
274 |
+
```json
|
275 |
+
{
|
276 |
+
"type": "mechanicOverride",
|
277 |
+
"mechanic": "criticalHits" | "statusImmunity" | "damageReflection" | "healingInversion" | "priorityOverride" | "accuracyBypass" | "typeImmunity" | "contactDamage" | "drainInversion" | "weatherImmunity",
|
278 |
+
"condition": "always" | "ifLowHp" | "whenStatusAfflicted" | "vsPhysical" | "vsSpecial",
|
279 |
+
"value": true | false | "invert" | "double" | "absorb" | "reflect"
|
280 |
+
}
|
281 |
+
```
|
282 |
+
|
283 |
+
**Mechanic Types:**
|
284 |
+
- **criticalHits**: `false` = cannot be crit, `true` = always crit, `"double"` = 2x crit rate
|
285 |
+
- **statusImmunity**: Array of status types to be immune to
|
286 |
+
- **damageReflection**: Reflects % of damage back to attacker
|
287 |
+
- **healingInversion**: Healing effects cause damage instead
|
288 |
+
- **priorityOverride**: Always goes first/last regardless of speed
|
289 |
+
- **accuracyBypass**: Moves cannot miss this Piclet
|
290 |
+
- **typeImmunity**: Immune to specific damage types
|
291 |
+
- **contactDamage**: Attackers take damage when using contact moves
|
292 |
+
- **drainInversion**: HP draining moves heal the target instead
|
293 |
+
- **weatherImmunity**: Unaffected by weather damage/effects
|
294 |
+
|
295 |
+
### Advanced Ability Examples
|
296 |
+
|
297 |
+
#### 1. **Shell Armor** - Cannot be critically hit
|
298 |
+
```json
|
299 |
+
{
|
300 |
+
"name": "Shell Armor",
|
301 |
+
"description": "Hard shell prevents critical hits",
|
302 |
+
"effects": [
|
303 |
+
{
|
304 |
+
"type": "mechanicOverride",
|
305 |
+
"mechanic": "criticalHits",
|
306 |
+
"condition": "always",
|
307 |
+
"value": false
|
308 |
+
}
|
309 |
+
]
|
310 |
+
}
|
311 |
+
```
|
312 |
+
|
313 |
+
#### 2. **Rough Skin** - Contact moves damage attacker
|
314 |
+
```json
|
315 |
+
{
|
316 |
+
"name": "Rough Skin",
|
317 |
+
"description": "Rough skin damages attackers on contact",
|
318 |
+
"triggers": [
|
319 |
+
{
|
320 |
+
"event": "onContactDamage",
|
321 |
+
"effects": [
|
322 |
+
{
|
323 |
+
"type": "damage",
|
324 |
+
"target": "attacker",
|
325 |
+
"formula": "fixed",
|
326 |
+
"value": 12
|
327 |
+
}
|
328 |
+
]
|
329 |
+
}
|
330 |
+
]
|
331 |
+
}
|
332 |
+
```
|
333 |
+
|
334 |
+
#### 3. **Sap Sipper** - Healed by nature-type moves
|
335 |
+
```json
|
336 |
+
{
|
337 |
+
"name": "Sap Sipper",
|
338 |
+
"description": "Absorbs nature-type moves to restore HP",
|
339 |
+
"triggers": [
|
340 |
+
{
|
341 |
+
"event": "onDamageTaken",
|
342 |
+
"condition": "ifMoveType:nature",
|
343 |
+
"effects": [
|
344 |
+
{
|
345 |
+
"type": "mechanicOverride",
|
346 |
+
"mechanic": "damageAbsorption",
|
347 |
+
"value": "absorb"
|
348 |
+
},
|
349 |
+
{
|
350 |
+
"type": "heal",
|
351 |
+
"target": "self",
|
352 |
+
"amount": "percentage",
|
353 |
+
"value": 25
|
354 |
+
}
|
355 |
+
]
|
356 |
+
}
|
357 |
+
]
|
358 |
+
}
|
359 |
+
```
|
360 |
+
|
361 |
+
#### 4. **Poison Heal** - Healed by poison instead of damaged
|
362 |
+
```json
|
363 |
+
{
|
364 |
+
"name": "Poison Heal",
|
365 |
+
"description": "Poison heals instead of damages",
|
366 |
+
"effects": [
|
367 |
+
{
|
368 |
+
"type": "mechanicOverride",
|
369 |
+
"mechanic": "statusEffect:poison",
|
370 |
+
"value": "invert"
|
371 |
+
}
|
372 |
+
]
|
373 |
+
}
|
374 |
+
```
|
375 |
+
|
376 |
+
#### 5. **Wonder Guard** - Only super-effective moves can hit
|
377 |
+
```json
|
378 |
+
{
|
379 |
+
"name": "Wonder Guard",
|
380 |
+
"description": "Only super-effective moves deal damage",
|
381 |
+
"effects": [
|
382 |
+
{
|
383 |
+
"type": "mechanicOverride",
|
384 |
+
"mechanic": "damageCalculation",
|
385 |
+
"condition": "ifNotSuperEffective",
|
386 |
+
"value": false
|
387 |
+
}
|
388 |
+
]
|
389 |
+
}
|
390 |
+
```
|
391 |
+
|
392 |
+
#### 6. **Levitate** - Immune to ground-type moves
|
393 |
+
```json
|
394 |
+
{
|
395 |
+
"name": "Levitate",
|
396 |
+
"description": "Floating ability makes ground moves miss",
|
397 |
+
"effects": [
|
398 |
+
{
|
399 |
+
"type": "mechanicOverride",
|
400 |
+
"mechanic": "typeImmunity",
|
401 |
+
"value": ["ground"]
|
402 |
+
}
|
403 |
+
]
|
404 |
+
}
|
405 |
+
```
|
406 |
+
|
407 |
+
#### 7. **Vampiric** - Drain moves damage the drainer
|
408 |
+
```json
|
409 |
+
{
|
410 |
+
"name": "Vampiric",
|
411 |
+
"description": "Cursed blood damages those who try to drain it",
|
412 |
+
"triggers": [
|
413 |
+
{
|
414 |
+
"event": "onHPDrained",
|
415 |
+
"effects": [
|
416 |
+
{
|
417 |
+
"type": "mechanicOverride",
|
418 |
+
"mechanic": "drainInversion",
|
419 |
+
"value": true
|
420 |
+
},
|
421 |
+
{
|
422 |
+
"type": "damage",
|
423 |
+
"target": "attacker",
|
424 |
+
"formula": "fixed",
|
425 |
+
"value": 20
|
426 |
+
}
|
427 |
+
]
|
428 |
+
}
|
429 |
+
]
|
430 |
+
}
|
431 |
+
```
|
432 |
+
|
433 |
+
#### 8. **Insomnia** - Cannot be put to sleep
|
434 |
+
```json
|
435 |
+
{
|
436 |
+
"name": "Insomnia",
|
437 |
+
"description": "Prevents sleep status",
|
438 |
+
"effects": [
|
439 |
+
{
|
440 |
+
"type": "mechanicOverride",
|
441 |
+
"mechanic": "statusImmunity",
|
442 |
+
"value": ["sleep"]
|
443 |
+
}
|
444 |
+
]
|
445 |
+
}
|
446 |
+
```
|
447 |
+
|
448 |
+
#### 9. **Prankster** - Status moves have +1 priority
|
449 |
+
```json
|
450 |
+
{
|
451 |
+
"name": "Prankster",
|
452 |
+
"description": "Status moves gain priority",
|
453 |
+
"effects": [
|
454 |
+
{
|
455 |
+
"type": "mechanicOverride",
|
456 |
+
"mechanic": "priorityOverride",
|
457 |
+
"condition": "ifStatusMove",
|
458 |
+
"value": 1
|
459 |
+
}
|
460 |
+
]
|
461 |
+
}
|
462 |
+
```
|
463 |
+
|
464 |
+
#### 10. **Magic Bounce** - Reflects status moves
|
465 |
+
```json
|
466 |
+
{
|
467 |
+
"name": "Magic Bounce",
|
468 |
+
"description": "Reflects status moves back at the user",
|
469 |
+
"triggers": [
|
470 |
+
{
|
471 |
+
"event": "onStatusMoveTargeted",
|
472 |
+
"effects": [
|
473 |
+
{
|
474 |
+
"type": "mechanicOverride",
|
475 |
+
"mechanic": "targetRedirection",
|
476 |
+
"value": "reflect"
|
477 |
+
}
|
478 |
+
]
|
479 |
+
}
|
480 |
+
]
|
481 |
+
}
|
482 |
+
```
|
483 |
+
|
484 |
+
### Complex Multi-Mechanic Abilities
|
485 |
+
|
486 |
+
#### **Protean** - Changes type to match moves used
|
487 |
+
```json
|
488 |
+
{
|
489 |
+
"name": "Protean",
|
490 |
+
"description": "Changes type to match the move being used",
|
491 |
+
"triggers": [
|
492 |
+
{
|
493 |
+
"event": "beforeMoveUse",
|
494 |
+
"effects": [
|
495 |
+
{
|
496 |
+
"type": "mechanicOverride",
|
497 |
+
"mechanic": "typeChange",
|
498 |
+
"value": "matchMoveType"
|
499 |
+
}
|
500 |
+
]
|
501 |
+
}
|
502 |
+
]
|
503 |
+
}
|
504 |
+
```
|
505 |
+
|
506 |
+
#### **Contrary** - Stat changes are reversed
|
507 |
+
```json
|
508 |
+
{
|
509 |
+
"name": "Contrary",
|
510 |
+
"description": "Stat changes have the opposite effect",
|
511 |
+
"effects": [
|
512 |
+
{
|
513 |
+
"type": "mechanicOverride",
|
514 |
+
"mechanic": "statModification",
|
515 |
+
"value": "invert"
|
516 |
+
}
|
517 |
+
]
|
518 |
+
}
|
519 |
+
```
|
520 |
+
|
521 |
+
### Status-Specific Abilities
|
522 |
+
|
523 |
+
#### **Frost Walker** - Heal when frozen
|
524 |
+
```json
|
525 |
+
{
|
526 |
+
"name": "Frost Walker",
|
527 |
+
"description": "Thrives in frozen conditions, healing instead of being immobilized",
|
528 |
+
"effects": [
|
529 |
+
{
|
530 |
+
"type": "mechanicOverride",
|
531 |
+
"mechanic": "statusEffect:freeze",
|
532 |
+
"value": "invert"
|
533 |
+
}
|
534 |
+
],
|
535 |
+
"triggers": [
|
536 |
+
{
|
537 |
+
"event": "onStatusInflicted",
|
538 |
+
"condition": "ifStatus:freeze",
|
539 |
+
"effects": [
|
540 |
+
{
|
541 |
+
"type": "heal",
|
542 |
+
"target": "self",
|
543 |
+
"amount": "percentage",
|
544 |
+
"value": 12
|
545 |
+
}
|
546 |
+
]
|
547 |
+
}
|
548 |
+
]
|
549 |
+
}
|
550 |
+
```
|
551 |
+
|
552 |
+
#### **Glacial Birth** - Starts battle frozen
|
553 |
+
```json
|
554 |
+
{
|
555 |
+
"name": "Glacial Birth",
|
556 |
+
"description": "Enters battle in a frozen state but gains defensive bonuses",
|
557 |
+
"triggers": [
|
558 |
+
{
|
559 |
+
"event": "onSwitchIn",
|
560 |
+
"effects": [
|
561 |
+
{
|
562 |
+
"type": "applyStatus",
|
563 |
+
"target": "self",
|
564 |
+
"status": "freeze",
|
565 |
+
"chance": 100
|
566 |
+
},
|
567 |
+
{
|
568 |
+
"type": "modifyStats",
|
569 |
+
"target": "self",
|
570 |
+
"stats": { "defense": "greatly_increase" },
|
571 |
+
"condition": "whileFrozen"
|
572 |
+
}
|
573 |
+
]
|
574 |
+
}
|
575 |
+
]
|
576 |
+
}
|
577 |
+
```
|
578 |
+
|
579 |
+
#### **Cryogenic Touch** - Freezes enemy on contact
|
580 |
+
```json
|
581 |
+
{
|
582 |
+
"name": "Cryogenic Touch",
|
583 |
+
"description": "Contact moves have a chance to freeze the attacker",
|
584 |
+
"triggers": [
|
585 |
+
{
|
586 |
+
"event": "onContactDamage",
|
587 |
+
"effects": [
|
588 |
+
{
|
589 |
+
"type": "applyStatus",
|
590 |
+
"target": "attacker",
|
591 |
+
"status": "freeze",
|
592 |
+
"chance": 30
|
593 |
+
}
|
594 |
+
]
|
595 |
+
}
|
596 |
+
]
|
597 |
+
}
|
598 |
+
```
|
599 |
+
|
600 |
+
#### **Slumber Heal** - Heal when asleep
|
601 |
+
```json
|
602 |
+
{
|
603 |
+
"name": "Slumber Heal",
|
604 |
+
"description": "Restores HP while sleeping instead of being unable to act",
|
605 |
+
"triggers": [
|
606 |
+
{
|
607 |
+
"event": "endOfTurn",
|
608 |
+
"condition": "ifStatus:sleep",
|
609 |
+
"effects": [
|
610 |
+
{
|
611 |
+
"type": "heal",
|
612 |
+
"target": "self",
|
613 |
+
"amount": "percentage",
|
614 |
+
"value": 15
|
615 |
+
}
|
616 |
+
]
|
617 |
+
}
|
618 |
+
]
|
619 |
+
}
|
620 |
+
```
|
621 |
+
|
622 |
+
#### **Toxic Skin** - Poisons on contact
|
623 |
+
```json
|
624 |
+
{
|
625 |
+
"name": "Toxic Skin",
|
626 |
+
"description": "Physical contact poisons the attacker",
|
627 |
+
"triggers": [
|
628 |
+
{
|
629 |
+
"event": "onContactDamage",
|
630 |
+
"effects": [
|
631 |
+
{
|
632 |
+
"type": "applyStatus",
|
633 |
+
"target": "attacker",
|
634 |
+
"status": "poison",
|
635 |
+
"chance": 50
|
636 |
+
}
|
637 |
+
]
|
638 |
+
}
|
639 |
+
]
|
640 |
+
}
|
641 |
+
```
|
642 |
+
|
643 |
+
#### **Paralytic Aura** - Starts battle with paralyzed enemy
|
644 |
+
```json
|
645 |
+
{
|
646 |
+
"name": "Paralytic Aura",
|
647 |
+
"description": "Intimidating presence paralyzes the opponent upon entry",
|
648 |
+
"triggers": [
|
649 |
+
{
|
650 |
+
"event": "onSwitchIn",
|
651 |
+
"effects": [
|
652 |
+
{
|
653 |
+
"type": "applyStatus",
|
654 |
+
"target": "opponent",
|
655 |
+
"status": "paralyze",
|
656 |
+
"chance": 75
|
657 |
+
}
|
658 |
+
]
|
659 |
+
}
|
660 |
+
]
|
661 |
+
}
|
662 |
+
```
|
663 |
+
|
664 |
+
#### **Burn Boost** - Powered up when burned
|
665 |
+
```json
|
666 |
+
{
|
667 |
+
"name": "Burn Boost",
|
668 |
+
"description": "Fire damage energizes this Piclet, increasing attack power",
|
669 |
+
"triggers": [
|
670 |
+
{
|
671 |
+
"event": "onStatusInflicted",
|
672 |
+
"condition": "ifStatus:burn",
|
673 |
+
"effects": [
|
674 |
+
{
|
675 |
+
"type": "modifyStats",
|
676 |
+
"target": "self",
|
677 |
+
"stats": { "attack": "greatly_increase" }
|
678 |
+
}
|
679 |
+
]
|
680 |
+
}
|
681 |
+
]
|
682 |
+
}
|
683 |
+
```
|
684 |
+
|
685 |
+
#### **Confusion Clarity** - Cannot be confused, clears team confusion
|
686 |
+
```json
|
687 |
+
{
|
688 |
+
"name": "Confusion Clarity",
|
689 |
+
"description": "Clear mind prevents confusion and helps allies focus",
|
690 |
+
"effects": [
|
691 |
+
{
|
692 |
+
"type": "mechanicOverride",
|
693 |
+
"mechanic": "statusImmunity",
|
694 |
+
"value": ["confuse"]
|
695 |
+
}
|
696 |
+
],
|
697 |
+
"triggers": [
|
698 |
+
{
|
699 |
+
"event": "onSwitchIn",
|
700 |
+
"effects": [
|
701 |
+
{
|
702 |
+
"type": "removeStatus",
|
703 |
+
"target": "allies",
|
704 |
+
"status": "confuse"
|
705 |
+
}
|
706 |
+
]
|
707 |
+
}
|
708 |
+
]
|
709 |
+
}
|
710 |
+
```
|
711 |
+
|
712 |
+
### Event Triggers for Abilities
|
713 |
+
|
714 |
+
Extended list of trigger events:
|
715 |
+
- **onDamageTaken**: When this Piclet takes damage
|
716 |
+
- **onDamageDealt**: When this Piclet deals damage
|
717 |
+
- **onContactDamage**: When hit by a contact move
|
718 |
+
- **onStatusInflicted**: When a status is applied to this Piclet
|
719 |
+
- **onStatusMove**: When targeted by a status move
|
720 |
+
- **onCriticalHit**: When this Piclet lands/receives a critical hit
|
721 |
+
- **onHPDrained**: When HP is drained from this Piclet
|
722 |
+
- **onKO**: When this Piclet knocks out an opponent
|
723 |
+
- **onSwitchIn**: When this Piclet enters battle
|
724 |
+
- **onSwitchOut**: When this Piclet leaves battle
|
725 |
+
- **onWeatherChange**: When battlefield weather changes
|
726 |
+
- **beforeMoveUse**: Just before this Piclet uses a move
|
727 |
+
- **afterMoveUse**: Just after this Piclet uses a move
|
728 |
+
- **onLowHP**: When HP drops below 25%
|
729 |
+
- **onFullHP**: When HP is at 100%
|
730 |
+
|
731 |
+
## Move Categories and Interactions
|
732 |
+
|
733 |
+
### Physical vs Special Attacks
|
734 |
+
|
735 |
+
- **Physical**: Use attack vs defense stats, affected by contact abilities
|
736 |
+
- **Special**: Use fieldAttack vs fieldDefense stats, no contact interactions
|
737 |
+
- **Status**: No damage, focus on effects and stat manipulation
|
738 |
+
|
739 |
+
### Move Flags
|
740 |
+
|
741 |
+
Moves can have flags that affect interactions:
|
742 |
+
|
743 |
+
- **contact**: Triggers contact-based abilities (like Rough Skin)
|
744 |
+
- **sound**: Affects sound-based interactions
|
745 |
+
- **bite**: Triggers bite-specific abilities
|
746 |
+
- **punch**: Triggers punch-specific abilities
|
747 |
+
- **reckless**: Increased power but with drawbacks
|
748 |
+
- **priority**: Natural priority moves
|
749 |
+
- **multiHit**: Hits multiple times
|
750 |
+
- **charging**: Requires charging turn
|
751 |
+
|
752 |
+
## Dynamic Combinations
|
753 |
+
|
754 |
+
### Power vs Risk Tradeoffs
|
755 |
+
|
756 |
+
1. **High Power, Self-Debuff**
|
757 |
+
```json
|
758 |
+
{
|
759 |
+
"name": "Berserker Strike",
|
760 |
+
"power": 130,
|
761 |
+
"effects": [
|
762 |
+
{
|
763 |
+
"type": "damage",
|
764 |
+
"target": "opponent",
|
765 |
+
"formula": "standard"
|
766 |
+
},
|
767 |
+
{
|
768 |
+
"type": "modifyStats",
|
769 |
+
"target": "self",
|
770 |
+
"stats": { "defense": "greatly_decrease" },
|
771 |
+
"condition": "afterUse"
|
772 |
+
}
|
773 |
+
]
|
774 |
+
}
|
775 |
+
```
|
776 |
+
|
777 |
+
2. **Accuracy Trade for Power**
|
778 |
+
```json
|
779 |
+
{
|
780 |
+
"name": "Wild Swing",
|
781 |
+
"power": 100,
|
782 |
+
"accuracy": 70,
|
783 |
+
"effects": [
|
784 |
+
{
|
785 |
+
"type": "damage",
|
786 |
+
"target": "opponent",
|
787 |
+
"formula": "standard"
|
788 |
+
},
|
789 |
+
{
|
790 |
+
"type": "modifyStats",
|
791 |
+
"target": "self",
|
792 |
+
"stats": { "accuracy": "decrease" },
|
793 |
+
"condition": "afterUse"
|
794 |
+
}
|
795 |
+
]
|
796 |
+
}
|
797 |
+
```
|
798 |
+
|
799 |
+
3. **Conditional Power Scaling**
|
800 |
+
```json
|
801 |
+
{
|
802 |
+
"name": "Revenge Strike",
|
803 |
+
"power": 60,
|
804 |
+
"effects": [
|
805 |
+
{
|
806 |
+
"type": "damage",
|
807 |
+
"target": "opponent",
|
808 |
+
"formula": "standard",
|
809 |
+
"multiplier": 1.0,
|
810 |
+
"condition": "always"
|
811 |
+
},
|
812 |
+
{
|
813 |
+
"type": "damage",
|
814 |
+
"target": "opponent",
|
815 |
+
"formula": "standard",
|
816 |
+
"multiplier": 2.0,
|
817 |
+
"condition": "ifDamagedThisTurn"
|
818 |
+
}
|
819 |
+
]
|
820 |
+
}
|
821 |
+
```
|
822 |
+
|
823 |
+
### Extreme Risk-Reward Moves
|
824 |
+
|
825 |
+
Powerful moves with dramatic sacrifices create high-stakes decision making:
|
826 |
+
|
827 |
+
#### **Self Destruct** - Ultimate sacrifice for massive damage
|
828 |
+
```json
|
829 |
+
{
|
830 |
+
"name": "Self Destruct",
|
831 |
+
"category": "physical",
|
832 |
+
"power": 200,
|
833 |
+
"accuracy": 100,
|
834 |
+
"pp": 1,
|
835 |
+
"priority": 0,
|
836 |
+
"flags": ["explosive", "contact"],
|
837 |
+
"effects": [
|
838 |
+
{
|
839 |
+
"type": "damage",
|
840 |
+
"target": "all",
|
841 |
+
"formula": "standard",
|
842 |
+
"multiplier": 1.5
|
843 |
+
},
|
844 |
+
{
|
845 |
+
"type": "damage",
|
846 |
+
"target": "self",
|
847 |
+
"formula": "fixed",
|
848 |
+
"value": 9999,
|
849 |
+
"condition": "afterUse"
|
850 |
+
}
|
851 |
+
]
|
852 |
+
}
|
853 |
+
```
|
854 |
+
|
855 |
+
#### **Life Drain Overload** - Heal massively but lose stats permanently
|
856 |
+
```json
|
857 |
+
{
|
858 |
+
"name": "Life Drain Overload",
|
859 |
+
"category": "special",
|
860 |
+
"power": 0,
|
861 |
+
"accuracy": 100,
|
862 |
+
"pp": 3,
|
863 |
+
"priority": 0,
|
864 |
+
"flags": ["draining"],
|
865 |
+
"effects": [
|
866 |
+
{
|
867 |
+
"type": "heal",
|
868 |
+
"target": "self",
|
869 |
+
"amount": "percentage",
|
870 |
+
"value": 75
|
871 |
+
},
|
872 |
+
{
|
873 |
+
"type": "modifyStats",
|
874 |
+
"target": "self",
|
875 |
+
"stats": { "attack": "greatly_decrease", "fieldAttack": "greatly_decrease" },
|
876 |
+
"condition": "afterUse"
|
877 |
+
}
|
878 |
+
]
|
879 |
+
}
|
880 |
+
```
|
881 |
+
|
882 |
+
#### **Berserker's End** - More damage as HP gets lower, but can't heal
|
883 |
+
```json
|
884 |
+
{
|
885 |
+
"name": "Berserker's End",
|
886 |
+
"category": "physical",
|
887 |
+
"power": 80,
|
888 |
+
"accuracy": 95,
|
889 |
+
"pp": 10,
|
890 |
+
"priority": 0,
|
891 |
+
"flags": ["contact", "reckless"],
|
892 |
+
"effects": [
|
893 |
+
{
|
894 |
+
"type": "damage",
|
895 |
+
"target": "opponent",
|
896 |
+
"formula": "standard",
|
897 |
+
"multiplier": 1.0,
|
898 |
+
"condition": "ifHighHp"
|
899 |
+
},
|
900 |
+
{
|
901 |
+
"type": "damage",
|
902 |
+
"target": "opponent",
|
903 |
+
"formula": "standard",
|
904 |
+
"multiplier": 2.0,
|
905 |
+
"condition": "ifLowHp"
|
906 |
+
},
|
907 |
+
{
|
908 |
+
"type": "mechanicOverride",
|
909 |
+
"target": "self",
|
910 |
+
"mechanic": "healingBlocked",
|
911 |
+
"value": true,
|
912 |
+
"condition": "afterUse"
|
913 |
+
}
|
914 |
+
]
|
915 |
+
}
|
916 |
+
```
|
917 |
+
|
918 |
+
#### **Mirror Shatter** - Reflect all damage taken this turn back doubled
|
919 |
+
```json
|
920 |
+
{
|
921 |
+
"name": "Mirror Shatter",
|
922 |
+
"category": "status",
|
923 |
+
"power": 0,
|
924 |
+
"accuracy": 100,
|
925 |
+
"pp": 5,
|
926 |
+
"priority": 4,
|
927 |
+
"flags": ["priority"],
|
928 |
+
"effects": [
|
929 |
+
{
|
930 |
+
"type": "mechanicOverride",
|
931 |
+
"target": "self",
|
932 |
+
"mechanic": "damageReflection",
|
933 |
+
"value": "double",
|
934 |
+
"condition": "thisTurn"
|
935 |
+
},
|
936 |
+
{
|
937 |
+
"type": "modifyStats",
|
938 |
+
"target": "self",
|
939 |
+
"stats": { "defense": "greatly_decrease", "fieldDefense": "greatly_decrease" },
|
940 |
+
"condition": "afterUse"
|
941 |
+
}
|
942 |
+
]
|
943 |
+
}
|
944 |
+
```
|
945 |
+
|
946 |
+
#### **Temporal Overload** - Act twice next turn, skip following turn
|
947 |
+
```json
|
948 |
+
{
|
949 |
+
"name": "Temporal Overload",
|
950 |
+
"category": "status",
|
951 |
+
"power": 0,
|
952 |
+
"accuracy": 100,
|
953 |
+
"pp": 2,
|
954 |
+
"priority": 0,
|
955 |
+
"flags": ["temporal"],
|
956 |
+
"effects": [
|
957 |
+
{
|
958 |
+
"type": "mechanicOverride",
|
959 |
+
"target": "self",
|
960 |
+
"mechanic": "extraTurn",
|
961 |
+
"value": true,
|
962 |
+
"condition": "nextTurn"
|
963 |
+
},
|
964 |
+
{
|
965 |
+
"type": "applyStatus",
|
966 |
+
"target": "self",
|
967 |
+
"status": "paralyzed",
|
968 |
+
"chance": 100,
|
969 |
+
"condition": "turnAfterNext"
|
970 |
+
}
|
971 |
+
]
|
972 |
+
}
|
973 |
+
```
|
974 |
+
|
975 |
+
#### **Blood Pact** - Sacrifice HP to double all damage dealt
|
976 |
+
```json
|
977 |
+
{
|
978 |
+
"name": "Blood Pact",
|
979 |
+
"category": "status",
|
980 |
+
"power": 0,
|
981 |
+
"accuracy": 100,
|
982 |
+
"pp": 3,
|
983 |
+
"priority": 0,
|
984 |
+
"flags": ["sacrifice"],
|
985 |
+
"effects": [
|
986 |
+
{
|
987 |
+
"type": "damage",
|
988 |
+
"target": "self",
|
989 |
+
"formula": "percentage",
|
990 |
+
"value": 50
|
991 |
+
},
|
992 |
+
{
|
993 |
+
"type": "mechanicOverride",
|
994 |
+
"target": "self",
|
995 |
+
"mechanic": "damageMultiplier",
|
996 |
+
"value": 2.0,
|
997 |
+
"condition": "restOfBattle"
|
998 |
+
}
|
999 |
+
]
|
1000 |
+
}
|
1001 |
+
```
|
1002 |
+
|
1003 |
+
#### **Soul Burn** - Massive special attack that burns user's PP
|
1004 |
+
```json
|
1005 |
+
{
|
1006 |
+
"name": "Soul Burn",
|
1007 |
+
"category": "special",
|
1008 |
+
"power": 150,
|
1009 |
+
"accuracy": 90,
|
1010 |
+
"pp": 5,
|
1011 |
+
"priority": 0,
|
1012 |
+
"flags": ["burning"],
|
1013 |
+
"effects": [
|
1014 |
+
{
|
1015 |
+
"type": "damage",
|
1016 |
+
"target": "opponent",
|
1017 |
+
"formula": "standard"
|
1018 |
+
},
|
1019 |
+
{
|
1020 |
+
"type": "manipulatePP",
|
1021 |
+
"target": "self",
|
1022 |
+
"action": "drain",
|
1023 |
+
"amount": 3,
|
1024 |
+
"targetMove": "random",
|
1025 |
+
"condition": "afterUse"
|
1026 |
+
}
|
1027 |
+
]
|
1028 |
+
}
|
1029 |
+
```
|
1030 |
+
|
1031 |
+
#### **Cursed Gambit** - Random effect: heal fully OR faint instantly
|
1032 |
+
```json
|
1033 |
+
{
|
1034 |
+
"name": "Cursed Gambit",
|
1035 |
+
"category": "status",
|
1036 |
+
"power": 0,
|
1037 |
+
"accuracy": 100,
|
1038 |
+
"pp": 1,
|
1039 |
+
"priority": 0,
|
1040 |
+
"flags": ["gambling", "cursed"],
|
1041 |
+
"effects": [
|
1042 |
+
{
|
1043 |
+
"type": "heal",
|
1044 |
+
"target": "self",
|
1045 |
+
"amount": "percentage",
|
1046 |
+
"value": 100,
|
1047 |
+
"condition": "ifLucky50"
|
1048 |
+
},
|
1049 |
+
{
|
1050 |
+
"type": "damage",
|
1051 |
+
"target": "self",
|
1052 |
+
"formula": "fixed",
|
1053 |
+
"value": 9999,
|
1054 |
+
"condition": "ifUnlucky50"
|
1055 |
+
}
|
1056 |
+
]
|
1057 |
+
}
|
1058 |
+
```
|
1059 |
+
|
1060 |
+
#### **Apocalypse Strike** - Massive damage to all, but user becomes vulnerable
|
1061 |
+
```json
|
1062 |
+
{
|
1063 |
+
"name": "Apocalypse Strike",
|
1064 |
+
"category": "special",
|
1065 |
+
"power": 120,
|
1066 |
+
"accuracy": 85,
|
1067 |
+
"pp": 1,
|
1068 |
+
"priority": 0,
|
1069 |
+
"flags": ["apocalyptic"],
|
1070 |
+
"effects": [
|
1071 |
+
{
|
1072 |
+
"type": "damage",
|
1073 |
+
"target": "all",
|
1074 |
+
"formula": "standard",
|
1075 |
+
"multiplier": 1.3
|
1076 |
+
},
|
1077 |
+
{
|
1078 |
+
"type": "mechanicOverride",
|
1079 |
+
"target": "self",
|
1080 |
+
"mechanic": "criticalHits",
|
1081 |
+
"value": "alwaysReceive",
|
1082 |
+
"condition": "restOfBattle"
|
1083 |
+
},
|
1084 |
+
{
|
1085 |
+
"type": "modifyStats",
|
1086 |
+
"target": "self",
|
1087 |
+
"stats": { "defense": "greatly_decrease", "fieldDefense": "greatly_decrease" }
|
1088 |
+
}
|
1089 |
+
]
|
1090 |
+
}
|
1091 |
+
```
|
1092 |
+
|
1093 |
+
### Multi-Stage Effects
|
1094 |
+
|
1095 |
+
Complex moves can have multiple phases:
|
1096 |
+
|
1097 |
+
```json
|
1098 |
+
{
|
1099 |
+
"name": "Charging Blast",
|
1100 |
+
"category": "special",
|
1101 |
+
"power": 120,
|
1102 |
+
"accuracy": 90,
|
1103 |
+
"pp": 5,
|
1104 |
+
"flags": ["charging"],
|
1105 |
+
"effects": [
|
1106 |
+
{
|
1107 |
+
"type": "modifyStats",
|
1108 |
+
"target": "self",
|
1109 |
+
"stats": { "defense": "increase" },
|
1110 |
+
"condition": "onCharging"
|
1111 |
+
},
|
1112 |
+
{
|
1113 |
+
"type": "damage",
|
1114 |
+
"target": "opponent",
|
1115 |
+
"formula": "standard",
|
1116 |
+
"condition": "afterCharging"
|
1117 |
+
},
|
1118 |
+
{
|
1119 |
+
"type": "applyStatus",
|
1120 |
+
"target": "self",
|
1121 |
+
"status": "vulnerable",
|
1122 |
+
"condition": "afterCharging"
|
1123 |
+
}
|
1124 |
+
]
|
1125 |
+
}
|
1126 |
+
```
|
1127 |
+
|
1128 |
+
## Implementation Benefits
|
1129 |
+
|
1130 |
+
### 1. **Programmatic Execution**
|
1131 |
+
- All effects are defined as data structures
|
1132 |
+
- Battle engine can execute any combination of effects
|
1133 |
+
- No hardcoded move implementations needed
|
1134 |
+
|
1135 |
+
### 2. **Infinite Variety**
|
1136 |
+
- Mix and match building blocks for unique moves
|
1137 |
+
- Same building blocks create vastly different strategies
|
1138 |
+
- Easy to balance by adjusting values
|
1139 |
+
|
1140 |
+
### 3. **Clear Tradeoffs**
|
1141 |
+
- Every powerful effect has a drawback
|
1142 |
+
- Players must weigh risk vs reward
|
1143 |
+
- Multiple viable strategies emerge
|
1144 |
+
|
1145 |
+
### 4. **Emergent Complexity**
|
1146 |
+
- Simple rules create complex interactions
|
1147 |
+
- Abilities interact with moves in unexpected ways
|
1148 |
+
- Meta-game develops naturally
|
1149 |
+
|
1150 |
+
### 5. **Easy Extension**
|
1151 |
+
- New effect types can be added seamlessly
|
1152 |
+
- New conditions and triggers expand possibilities
|
1153 |
+
- Backward compatible with existing definitions
|
1154 |
+
|
1155 |
+
## Battle Flow Integration
|
1156 |
+
|
1157 |
+
The battle system processes effects in this order:
|
1158 |
+
|
1159 |
+
1. **Pre-Move Phase**: Priority calculation, ability triggers
|
1160 |
+
2. **Move Execution**: Damage calculation, hit/miss determination
|
1161 |
+
3. **Effect Application**: Apply all move effects based on conditions
|
1162 |
+
4. **Post-Move Phase**: End-of-turn abilities, status effects
|
1163 |
+
5. **Turn Cleanup**: Duration decrements, expired effect removal
|
1164 |
+
|
1165 |
+
This ensures predictable interaction resolution while allowing for complex chains of effects.
|
1166 |
+
|
1167 |
+
## Balancing Philosophy
|
1168 |
+
|
1169 |
+
The system encourages diverse strategies through:
|
1170 |
+
|
1171 |
+
- **No "strictly better" moves**: Every powerful move has meaningful drawbacks
|
1172 |
+
- **Type diversity matters**: Different types offer different utility patterns
|
1173 |
+
- **Timing is crucial**: When to use high-risk moves becomes strategic
|
1174 |
+
- **Adaptation required**: Static strategies are punishable by counter-play
|
1175 |
+
|
1176 |
+
This creates a dynamic battle system where player skill and strategic thinking matter more than raw stat advantages.
|
1177 |
+
|
1178 |
+
## Complete Example: Tempest Wraith
|
1179 |
+
|
1180 |
+
Here's a full example of a Piclet using the complete schema with advanced abilities and dramatic moves:
|
1181 |
+
|
1182 |
+
```json
|
1183 |
+
{
|
1184 |
+
"name": "Tempest Wraith",
|
1185 |
+
"description": "A ghostly creature born from violent storms, wielding lightning and shadow in equal measure",
|
1186 |
+
"tier": "high",
|
1187 |
+
"primaryType": "storm",
|
1188 |
+
"secondaryType": "shadow",
|
1189 |
+
"baseStats": {
|
1190 |
+
"hp": 75,
|
1191 |
+
"attack": 60,
|
1192 |
+
"defense": 45,
|
1193 |
+
"fieldAttack": 95,
|
1194 |
+
"fieldDefense": 80,
|
1195 |
+
"speed": 85
|
1196 |
+
},
|
1197 |
+
"nature": "timid",
|
1198 |
+
"specialAbility": {
|
1199 |
+
"name": "Storm Caller",
|
1200 |
+
"description": "When HP drops below 25%, gains immunity to status effects and +50% speed",
|
1201 |
+
"triggers": [
|
1202 |
+
{
|
1203 |
+
"event": "onLowHP",
|
1204 |
+
"effects": [
|
1205 |
+
{
|
1206 |
+
"type": "mechanicOverride",
|
1207 |
+
"mechanic": "statusImmunity",
|
1208 |
+
"value": ["burn", "freeze", "paralyze", "poison", "sleep", "confuse"]
|
1209 |
+
},
|
1210 |
+
{
|
1211 |
+
"type": "modifyStats",
|
1212 |
+
"target": "self",
|
1213 |
+
"stats": { "speed": "greatly_increase" }
|
1214 |
+
}
|
1215 |
+
]
|
1216 |
+
},
|
1217 |
+
{
|
1218 |
+
"event": "onSwitchIn",
|
1219 |
+
"condition": "ifWeather:storm",
|
1220 |
+
"effects": [
|
1221 |
+
{
|
1222 |
+
"type": "modifyStats",
|
1223 |
+
"target": "self",
|
1224 |
+
"stats": { "fieldAttack": "increase" }
|
1225 |
+
}
|
1226 |
+
]
|
1227 |
+
}
|
1228 |
+
]
|
1229 |
+
},
|
1230 |
+
"movepool": [
|
1231 |
+
{
|
1232 |
+
"name": "Shadow Pulse",
|
1233 |
+
"type": "shadow",
|
1234 |
+
"category": "special",
|
1235 |
+
"power": 70,
|
1236 |
+
"accuracy": 100,
|
1237 |
+
"pp": 15,
|
1238 |
+
"priority": 0,
|
1239 |
+
"flags": [],
|
1240 |
+
"effects": [
|
1241 |
+
{
|
1242 |
+
"type": "damage",
|
1243 |
+
"target": "opponent",
|
1244 |
+
"formula": "standard"
|
1245 |
+
},
|
1246 |
+
{
|
1247 |
+
"type": "applyStatus",
|
1248 |
+
"target": "opponent",
|
1249 |
+
"status": "confuse",
|
1250 |
+
"chance": 20,
|
1251 |
+
"condition": "onHit"
|
1252 |
+
}
|
1253 |
+
]
|
1254 |
+
},
|
1255 |
+
{
|
1256 |
+
"name": "Lightning Strike",
|
1257 |
+
"type": "storm",
|
1258 |
+
"category": "special",
|
1259 |
+
"power": 85,
|
1260 |
+
"accuracy": 90,
|
1261 |
+
"pp": 10,
|
1262 |
+
"priority": 0,
|
1263 |
+
"flags": [],
|
1264 |
+
"effects": [
|
1265 |
+
{
|
1266 |
+
"type": "damage",
|
1267 |
+
"target": "opponent",
|
1268 |
+
"formula": "standard"
|
1269 |
+
},
|
1270 |
+
{
|
1271 |
+
"type": "applyStatus",
|
1272 |
+
"target": "opponent",
|
1273 |
+
"status": "paralyze",
|
1274 |
+
"chance": 15,
|
1275 |
+
"condition": "onHit"
|
1276 |
+
}
|
1277 |
+
]
|
1278 |
+
},
|
1279 |
+
{
|
1280 |
+
"name": "Spectral Drain",
|
1281 |
+
"type": "shadow",
|
1282 |
+
"category": "special",
|
1283 |
+
"power": 60,
|
1284 |
+
"accuracy": 95,
|
1285 |
+
"pp": 12,
|
1286 |
+
"priority": 0,
|
1287 |
+
"flags": ["draining"],
|
1288 |
+
"effects": [
|
1289 |
+
{
|
1290 |
+
"type": "damage",
|
1291 |
+
"target": "opponent",
|
1292 |
+
"formula": "drain",
|
1293 |
+
"value": 0.5
|
1294 |
+
},
|
1295 |
+
{
|
1296 |
+
"type": "heal",
|
1297 |
+
"target": "self",
|
1298 |
+
"amount": "percentage",
|
1299 |
+
"value": 50,
|
1300 |
+
"condition": "onHit"
|
1301 |
+
}
|
1302 |
+
]
|
1303 |
+
},
|
1304 |
+
{
|
1305 |
+
"name": "Storm's Sacrifice",
|
1306 |
+
"type": "storm",
|
1307 |
+
"category": "special",
|
1308 |
+
"power": 130,
|
1309 |
+
"accuracy": 85,
|
1310 |
+
"pp": 1,
|
1311 |
+
"priority": 0,
|
1312 |
+
"flags": ["sacrifice", "explosive"],
|
1313 |
+
"effects": [
|
1314 |
+
{
|
1315 |
+
"type": "damage",
|
1316 |
+
"target": "all",
|
1317 |
+
"formula": "standard",
|
1318 |
+
"multiplier": 1.2
|
1319 |
+
},
|
1320 |
+
{
|
1321 |
+
"type": "damage",
|
1322 |
+
"target": "self",
|
1323 |
+
"formula": "percentage",
|
1324 |
+
"value": 75,
|
1325 |
+
"condition": "afterUse"
|
1326 |
+
},
|
1327 |
+
{
|
1328 |
+
"type": "fieldEffect",
|
1329 |
+
"effect": "electricStorm",
|
1330 |
+
"target": "field",
|
1331 |
+
"stackable": false,
|
1332 |
+
"condition": "afterUse"
|
1333 |
+
}
|
1334 |
+
]
|
1335 |
+
}
|
1336 |
+
]
|
1337 |
+
}
|
1338 |
+
```
|
1339 |
+
|
1340 |
+
This example demonstrates:
|
1341 |
+
|
1342 |
+
### **Advanced Special Ability**
|
1343 |
+
- **Conditional Triggers**: Different effects based on HP and weather
|
1344 |
+
- **Multiple Mechanics**: Status immunity + stat boosts + weather interactions
|
1345 |
+
- **Strategic Depth**: Becomes more dangerous when near defeat
|
1346 |
+
|
1347 |
+
### **Diverse Movepool**
|
1348 |
+
- **Standard Attack**: Shadow Pulse with minor status chance
|
1349 |
+
- **Type Coverage**: Storm and Shadow moves for different matchups
|
1350 |
+
- **Utility Move**: Spectral Drain for sustainability
|
1351 |
+
- **Ultimate Move**: Storm's Sacrifice - massive AoE damage with severe self-harm
|
1352 |
+
|
1353 |
+
### **Meaningful Tradeoffs**
|
1354 |
+
- **Spectral Drain**: Healing requires hitting the opponent
|
1355 |
+
- **Storm's Sacrifice**: Incredible power (130 base + 20% bonus to all) but costs 75% of user's HP
|
1356 |
+
- **Low defenses**: High speed/special attack but vulnerable to physical moves
|
1357 |
+
|
1358 |
+
### **Emergent Strategy**
|
1359 |
+
- Use standard moves early while healthy
|
1360 |
+
- Spectral Drain for sustain in mid-game
|
1361 |
+
- When low on HP, ability kicks in for immunity and speed boost
|
1362 |
+
- Storm's Sacrifice as desperate finisher or when opponent is also low
|
1363 |
+
|
1364 |
+
This creates a Piclet that plays differently throughout the battle, rewards risk-taking, and offers multiple viable strategies depending on the situation!
|