orbit/dev/shots/skills-window.json

276 lines
8.5 KiB
JSON
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

{
"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/skills/SkillEffects.js reads these; every key has a fallback): the streak drawn along the dash path, and the arrival shock ring. sfxEvent names a COMBAT_SFX EVENT (js/combat/CombatSfx.js) — 'hull' is the heavy armor-crack voice, the same one a hull hit plays.",
"trailColor": "#ff3a4d",
"trailAlpha": 0.55,
"ringColor": "#ffd84d",
"ringLifeMs": 320,
"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
}
},
"regions": {
"panel": {
"x": 29,
"y": 29,
"w": 1222,
"h": 662
},
"plate": {
"x": 45,
"y": 85,
"w": 321,
"h": 389
},
"tree": {
"x": 380,
"y": 85,
"w": 855,
"h": 389
},
"drawer": {
"x": 45,
"y": 488,
"w": 1190,
"h": 187
}
},
"final": {
"open": false,
"shipsOpen": false,
"door": true,
"selected": null,
"regions": {
"panel": {
"x": 29,
"y": 29,
"w": 1222,
"h": 662
},
"plate": {
"x": 45,
"y": 85,
"w": 321,
"h": 389
},
"tree": {
"x": 380,
"y": 85,
"w": 855,
"h": 389
},
"drawer": {
"x": 45,
"y": 488,
"w": 1190,
"h": 187
}
},
"scroll": {
"scroll": 0,
"maxScroll": 0
},
"snap": {
"hasClass": true,
"classId": "vanguard",
"className": "VANGUARD",
"accentCss": "#ff3a4d",
"frame": 0,
"iconKey": "class_icons",
"iconReady": true,
"points": 9,
"spent": 1,
"pending": 0,
"inSession": false,
"seatCount": 8,
"rows": [
{
"def": {
"id": "ramming_charge",
"classId": "vanguard",
"label": "Ramming Charge",
"typeId": "Offense",
"type": {
"id": "Offense",
"label": "OFFENSE",
"accent": 16726605,
"accentCss": "#ff3a4d",
"passive": false
},
"frame": 0,
"energy": 60,
"cooldown": 6,
"maxPoints": 5,
"requires": [],
"seatDefault": 1,
"layout": {
"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": {
"kind": "dashBlast",
"speedMul": 3,
"durationMs": 1000,
"overshootPx": 90,
"blastRadiusPx": 170,
"damageMul": 4,
"damageMulPerRank": 2,
"fx": {
"_comment": "The charge's own dressing (js/skills/SkillEffects.js reads these; every key has a fallback): the streak drawn along the dash path, and the arrival shock ring. sfxEvent names a COMBAT_SFX EVENT (js/combat/CombatSfx.js) — 'hull' is the heavy armor-crack voice, the same one a hull hit plays.",
"trailColor": "#ff3a4d",
"trailAlpha": 0.55,
"ringColor": "#ffd84d",
"ringLifeMs": 320,
"sfxEvent": "hull"
}
},
"passive": false,
"castable": true
},
"id": "ramming_charge",
"rank": 1,
"max": 5,
"state": "upgradable",
"locked": null,
"seat": 3,
"spendable": true,
"pending": 0,
"resettable": false
},
{
"def": {
"id": "reinforced_plating",
"classId": "vanguard",
"label": "Reinforced Plating",
"typeId": "Passive",
"type": {
"id": "Passive",
"label": "PASSIVE",
"accent": 12616956,
"accentCss": "#c084fc",
"passive": true
},
"frame": 1,
"energy": 0,
"cooldown": 0,
"maxPoints": 5,
"requires": [],
"seatDefault": null,
"layout": {
"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": {
"kind": "hullPool",
"hullBonusPerRank": 0.05
},
"passive": true,
"castable": false
},
"id": "reinforced_plating",
"rank": 0,
"max": 5,
"state": "available",
"locked": null,
"seat": null,
"spendable": true,
"pending": 0,
"resettable": false
}
]
},
"hits": [
{
"kind": "close",
"id": null,
"cx": 1234,
"cy": 49
},
{
"kind": "tile",
"id": "ramming_charge",
"cx": 745,
"cy": 279
},
{
"kind": "tile",
"id": "reinforced_plating",
"cx": 997,
"cy": 279
}
],
"tiles": [],
"texts": [],
"seats": [
null,
null,
"ramming_charge",
null,
null,
null,
null,
null
],
"ranks": {
"ramming_charge": 1
},
"pending": {
"ramming_charge": 0
},
"points": 9,
"session": false
}
}