orbit/dev/shots/skills-bar.json

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{
"ram": {
"id": "ramming_charge",
"label": "Ramming Charge",
"_comment": "THE HEAD-ON OPENING. Type Offense (the type other skills will reference), 60 energy off the right orb, a 6 second recharge, five points to spend. Rank 0 = inert (no seat lights); rank ≥1 = castable. `seat: 1` is the default binding on a fresh run — keys 1-8 press the seat, not the skill.",
"type": "Offense",
"frame": 0,
"energy": 60,
"cooldown": 6,
"maxPoints": 5,
"requires": [],
"seat": 1,
"node": {
"col": 1,
"row": 0
},
"description": "Charge the nearest enemy at 3x speed over 1 second at ramming speed. Inflict 4x regular damage upon hit, 2x additional damage per additional skill point.",
"shortDescription": "Ram the nearest hostile for 4x weapon damage.",
"effect": {
"_comment": "kind = the handler in js/skills/SkillEffects.js. dashBlast: lock the flight controls, drive the hull at speedMul × the ship's own max speed along the line to the aim point, and detonate on ARRIVAL (the moment it reaches the point, or when durationMs runs out — whichever lands first). The aim point is the nearest hostile's position AT CAST plus overshootPx PAST it, so the ship ends up through the enemy rather than inside it. blastRadiusPx = how far the arrival shock reaches from the ship (every hostile inside takes the hit once). damageMul is a multiple of the cannon's own damage (data/combat.json → player.weapon.damage) at rank 1; damageMulPerRank adds to it for every skill point AFTER the first — 4x at 1/5, 6x at 2/5 … 12x at 5/5.",
"kind": "dashBlast",
"speedMul": 3,
"durationMs": 1000,
"overshootPx": 90,
"blastRadiusPx": 170,
"damageMul": 4,
"damageMulPerRank": 2,
"fx": {
"_comment": "The charge's own dressing (js/combat/Fx.js reads these; every key has a fallback): trailColor = the comet head's shed embers AND the arrival's ember ring, ringColor = the DAMAGE-RADIUS ring + the shock ripples, ringLifeMs = how long that radius ring lingers, sfxEvent = a COMBAT_SFX EVENT (js/combat/CombatSfx.js) played with the thunder boom ('kill') under the impact — 'hull' is the heavy armor-crack voice. The comet head itself, the lingering ~1 s ember trail and the fireball are Fx's fixed craft; these colors skin them.",
"trailColor": "#ff3a4d",
"trailAlpha": 0.55,
"ringColor": "#ffd84d",
"ringLifeMs": 480,
"sfxEvent": "hull"
}
}
},
"plate": {
"id": "reinforced_plating",
"_comment": "THE HULL THAT WILL NOT QUIT. Type Passive — no cast, no energy, no recharge, and it can NEVER hold a bar seat: it works from rank 1 onward. `seat` is null to say so out loud in the data.",
"label": "Reinforced Plating",
"type": "Passive",
"frame": 1,
"energy": 0,
"cooldown": 0,
"maxPoints": 5,
"requires": [],
"seat": null,
"node": {
"col": 3,
"row": 0
},
"description": "Strengthen your ship's hull, adding a 5% increase in hull strength, with an additional 5% increase per additional skill point.",
"shortDescription": "+5% hull. +5% more per point.",
"effect": {
"_comment": "hullPool: the armor's base hull (the ship's own stats.hullIntegrity, or data/combat.json → playerShip.hull on the range) is multiplied by 1 + hullBonusPerRank × rank — 5% at 1/5 … 25% at 5/5. THE MULTIPLIER IS RE-ROLLED FROM BASE EVERY TIME (never compounded on last frame's max), so rank-ups, level-up armor bumps (data/progression.json → reward), combat restarts and save/load can never stack it twice. The hull orb shows the bigger number.",
"kind": "hullPool",
"hullBonusPerRank": 0.05
}
},
"seats": 8,
"ready": {
"visible": true,
"awaiting": false,
"seats": [
{
"index": 0,
"number": 1,
"id": "ramming_charge",
"label": "Ramming Charge",
"frame": 0,
"icon": "assets/images/skills.png",
"iconFrameWidth": 128,
"typeLabel": "OFFENSE",
"accentCss": "#ff3a4d",
"rank": 5,
"maxPoints": 5,
"energy": 60,
"cooldown": 6,
"cooldownLeft": 0,
"cooldownFrac": 1,
"affordable": true,
"ready": true,
"inert": false
},
{
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