battle system plan
Browse files- battle_system_design.md +1364 -0
battle_system_design.md
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|
| 1 |
+
# Pictuary Battle System Design Document
|
| 2 |
+
|
| 3 |
+
## Overview
|
| 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.
|
| 6 |
+
|
| 7 |
+
## Core Philosophy
|
| 8 |
+
|
| 9 |
+
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.
|
| 10 |
+
|
| 11 |
+
## JSON Schema for `generateStats`
|
| 12 |
+
|
| 13 |
+
### Monster Definition
|
| 14 |
+
|
| 15 |
+
```json
|
| 16 |
+
{
|
| 17 |
+
"name": "Zephyr Sprite",
|
| 18 |
+
"description": "A mysterious floating creature that manipulates wind currents",
|
| 19 |
+
"tier": "medium",
|
| 20 |
+
"primaryType": "wind",
|
| 21 |
+
"secondaryType": null,
|
| 22 |
+
"baseStats": {
|
| 23 |
+
"hp": 65,
|
| 24 |
+
"attack": 50,
|
| 25 |
+
"defense": 40,
|
| 26 |
+
"fieldAttack": 85,
|
| 27 |
+
"fieldDefense": 70,
|
| 28 |
+
"speed": 90
|
| 29 |
+
},
|
| 30 |
+
"nature": "hasty",
|
| 31 |
+
"specialAbility": {
|
| 32 |
+
"name": "Wind Currents",
|
| 33 |
+
"description": "Gains +25% speed when opponent uses a contact move",
|
| 34 |
+
"trigger": "onOpponentContactMove",
|
| 35 |
+
"effects": [
|
| 36 |
+
{
|
| 37 |
+
"type": "modifyStats",
|
| 38 |
+
"target": "self",
|
| 39 |
+
"stats": { "speed": "increase" }
|
| 40 |
+
}
|
| 41 |
+
]
|
| 42 |
+
},
|
| 43 |
+
"movepool": [
|
| 44 |
+
{
|
| 45 |
+
"name": "Gust Strike",
|
| 46 |
+
"type": "wind",
|
| 47 |
+
"category": "physical",
|
| 48 |
+
"power": 65,
|
| 49 |
+
"accuracy": 95,
|
| 50 |
+
"pp": 20,
|
| 51 |
+
"priority": 0,
|
| 52 |
+
"flags": ["contact"],
|
| 53 |
+
"effects": [
|
| 54 |
+
{
|
| 55 |
+
"type": "damage",
|
| 56 |
+
"target": "opponent",
|
| 57 |
+
"formula": "standard"
|
| 58 |
+
}
|
| 59 |
+
]
|
| 60 |
+
},
|
| 61 |
+
{
|
| 62 |
+
"name": "Piercing Gale",
|
| 63 |
+
"type": "wind",
|
| 64 |
+
"category": "special",
|
| 65 |
+
"power": 80,
|
| 66 |
+
"accuracy": 85,
|
| 67 |
+
"pp": 15,
|
| 68 |
+
"priority": 0,
|
| 69 |
+
"flags": [],
|
| 70 |
+
"effects": [
|
| 71 |
+
{
|
| 72 |
+
"type": "damage",
|
| 73 |
+
"target": "opponent",
|
| 74 |
+
"formula": "standard"
|
| 75 |
+
},
|
| 76 |
+
{
|
| 77 |
+
"type": "modifyStats",
|
| 78 |
+
"target": "self",
|
| 79 |
+
"stats": { "accuracy": "decrease" },
|
| 80 |
+
"condition": "afterUse"
|
| 81 |
+
}
|
| 82 |
+
]
|
| 83 |
+
},
|
| 84 |
+
{
|
| 85 |
+
"name": "Tailwind Boost",
|
| 86 |
+
"type": "wind",
|
| 87 |
+
"category": "status",
|
| 88 |
+
"power": 0,
|
| 89 |
+
"accuracy": 100,
|
| 90 |
+
"pp": 10,
|
| 91 |
+
"priority": 1,
|
| 92 |
+
"flags": [],
|
| 93 |
+
"effects": [
|
| 94 |
+
{
|
| 95 |
+
"type": "modifyStats",
|
| 96 |
+
"target": "self",
|
| 97 |
+
"stats": { "speed": "greatly_increase" }
|
| 98 |
+
}
|
| 99 |
+
]
|
| 100 |
+
},
|
| 101 |
+
{
|
| 102 |
+
"name": "Reckless Dive",
|
| 103 |
+
"type": "wind",
|
| 104 |
+
"category": "physical",
|
| 105 |
+
"power": 120,
|
| 106 |
+
"accuracy": 80,
|
| 107 |
+
"pp": 5,
|
| 108 |
+
"priority": 0,
|
| 109 |
+
"flags": ["contact", "reckless"],
|
| 110 |
+
"effects": [
|
| 111 |
+
{
|
| 112 |
+
"type": "damage",
|
| 113 |
+
"target": "opponent",
|
| 114 |
+
"formula": "standard"
|
| 115 |
+
},
|
| 116 |
+
{
|
| 117 |
+
"type": "damage",
|
| 118 |
+
"target": "self",
|
| 119 |
+
"formula": "recoil",
|
| 120 |
+
"value": 0.25
|
| 121 |
+
}
|
| 122 |
+
]
|
| 123 |
+
}
|
| 124 |
+
]
|
| 125 |
+
}
|
| 126 |
+
```
|
| 127 |
+
|
| 128 |
+
## Building Blocks System
|
| 129 |
+
|
| 130 |
+
### Effect Types
|
| 131 |
+
|
| 132 |
+
All battle effects are built from these atomic operations:
|
| 133 |
+
|
| 134 |
+
#### 1. **damage**
|
| 135 |
+
```json
|
| 136 |
+
{
|
| 137 |
+
"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 |
+
}
|
| 144 |
+
```
|
| 145 |
+
|
| 146 |
+
#### 2. **modifyStats**
|
| 147 |
+
```json
|
| 148 |
+
{
|
| 149 |
+
"type": "modifyStats",
|
| 150 |
+
"target": "self" | "opponent" | "all",
|
| 151 |
+
"stats": {
|
| 152 |
+
"attack": "increase", // "increase" | "decrease" | "greatly_increase" | "greatly_decrease"
|
| 153 |
+
"defense": "decrease",
|
| 154 |
+
"speed": "greatly_increase",
|
| 155 |
+
"accuracy": "decrease"
|
| 156 |
+
},
|
| 157 |
+
"condition": "always" | "onHit" | "afterUse" | "ifCritical"
|
| 158 |
+
}
|
| 159 |
+
```
|
| 160 |
+
|
| 161 |
+
**Standard Stat Modification Levels:**
|
| 162 |
+
- **increase**: +25% (1.25x multiplier)
|
| 163 |
+
- **decrease**: -25% (0.75x multiplier)
|
| 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!
|