Ryonancing Saga Creators' Guide - Skill Directory

Ryonancing Saga
Skill Directory

General Function

(This is all unconfirmed information)
This directory contains all the relevant data for skills. For each skill, there is one txt file containing all relevant data. In addition, there may also be a single graphics file to be used as the default graphic for the skill. In addition, there may be a graphic to be used with the support function. But the latter two are only optional.

All skills used in the game are listed in skill.txt in the StartData directory. Skills not listed there can not be used in the game.
Skill.txt itself is just a list of the internal names of the skills. While these names are not shown during game play, they are very important for all internal processes as well as the data in this directory:

  • The txt file describing the skill has to use the internal name as its file name. For instance "Kiss.png"
  • If a default graphic is provided, it must be a PNG file also using the internal name for its file name. For instance "Kiss.png".
  • In addition, skills using a graphic for their support feature have its name as [internal name] + "_spp.png". For instance "Kiss_spp.png".
  • Structure of a Skill Description txt File

    The following information has been extracted freely from comments in the files and observations. As such, there may be mistakes in this, so please use this with caution and make all mistakes publicly known so they can be corrected.

    General Features

    Blank lines seem to be ignored, so they can be used to structure the file.
    Semicolons (';') mark comments. Everything to the right of a semicolon is ignored.
    Usually, you have one declaration or one command per line. This may be followed by any amount of additional spaces and a comment marked with a semicolon as suggested above.

    The file is usually divided into two major blocks: A header with declarations and a program section contain commands which are to be executed when the skill is used.

    In the descriptions of the declarations in the header, I will put parameters in square brackets ('[]') as these are not normally used in the header. Please note, however, that the square brackets in the program section are indeed part of the code.

    "namej"

    The first declaration is usually of the form

    namej = [external name]

    where "[external name]" is the name of the skill as it is being displayed in the game. Do not confuse it with the internal name which is used for all programming purposes!

    "comment"

    The next declaration is usually of the form

    comment = [description]

    where "[description]" is a short description of the skill which may be displayed upon query.

    "skillkind"

    The next declaration is usually of the form

    skillkind = [skill type name]

    where "[skill type name]" is the internal name of the skill type the skill belongs to. That name must be one of the names listed in skillkind.txt in the StartData directory.

    "skilltype"

    The next declaration is usually of the form

    skilltype = [skill classification]

    where "[skill classification]" seems to be an additional classification as to the nature of the skill. This is either "Attack" or "Magic" used for this entry, and its possible entries seem to be part of the game's core code.

    "needLV"

    The next declaration is usually of the form

    needLV = [minimum level]

    where "[minimum level]" is the minimum character level a character needs in order to use the skill.

    If it can't be used by player characters, use "-" as the parameter.

    "needsklLV"

    The next declaration is usually of the form

    needskilLV = [minimum skill type level]

    where "[minimum skill type level]" is the minimum skill type level a character needs in order to use the skill.

    If it can't be used by player characters, use "-" as the parameter.

    "useHPdef"

    The next declaration is usually of the form

    useHPdef = [default HP cost]

    where "[default HP cost]" seems to be the number of HP that are spent when the skill is used. This increases with the level.

    The empty parameter for this is "0".

    "useMPdef"

    The next declaration is usually of the form

    useMPdef = [default MP cost]

    where "[default MP cost]" seems to be the number of MP that are spent when the skill is used. This increases together with the level.

    The empty parameter for this is "0".

    "targetselect"

    The next declaration is usually of the form

    targetselect = [targetselect value]

    where "[target select value]" controls what target selection is assumed for the skill. "0" means that no selection is made/possible. "1" means a friend is targeted and "2" means a foe is targeted.

    "chargetime"

    The next declaration is usually of the form

    chargetime = [casting time]

    where "[casting time]" is the casting time (probably in frames)of the skill. Casting time means that, after a character decides to use the skill, there is a further delay until the skill actually takes effect.

    If the skill is to be instantaneous, please use the parameter "0".

    "windowsizex"

    The next declaration is usually of the form

    windowsizex = [value]

    where "[value]" is a numeric value. This determines how wide the window with the skill name is when the skill is used. You can use "-1" for this parameter in order to have it sized automatically (recommended).

    "skillCG"

    The next declaration is usually of the form

    skillCG = [CG flag]

    where "[CG flag]" seems to be a flag whether the skill uses some graphic or not. "ON" indicates that there is some graphic while "OFF" indicates that there is none. Please note that this information is highly speculative, so it may be wrong.

    "useMenu"

    The next declaration is usually of the form

    useMenu = [menu flag]

    where "[menu flag]" seems to be a flag whether or not the skill can be used outside of combat in camp mode. "ON" indicates that it can be used in camp while "OFF" indicates that it is combat only. Please note that this information is highly speculative, so it may be wrong.

    If it is "OFF", this declaration is usually left out.

    "support"

    This seems to be an optional declaration of the form

    support = [support flag]

    where "[support flag]" is either "ON" or "OFF". If it is "ON", the skill is invoked repeatedly after its usage so that it can have additional/continuous effect. If it is "OFF", the skill is invoked only once upon usage.

    If it is "OFF", this declaration is usually left out.

    "supporttime"

    This declaration is only used in conjunction with the previous "support" declaration and it takes the form

    supporttime = [time]

    where "[time]" is a value. This determines how long any support effect stays in place. "-1" means until the end of the combat.

    Program Section

    Once all these declarations are out of the way, we get to the program section which contains the program code for the skill. Please note that any square brackets in the following section are actually part of what is inside the txt file. They are not markers for documentation comments as in the other sections!

    The program sections usually starts with the following line:

    [SkillStart]

    This marks the beginning of the code which should be executed if the skill is used within combat. The code itself consists of commands with one command per line. As in the rest of the file, blank lines and everything after a semicolon (';') are ignored, as are spaces after any command.

    This definition of the combat version ends with the following line:

    [SkillEnd]

    Once this is reached, the code execution during combat ends. If the skill can only be used within combat, this is usually the last line of code.

    If the skill can be used outside of combat, a different version of the code needs to be provided for usage from the camp menu. This code is provided after the "[SkillEnd]" line!

    This alternative code starts with the following line:

    [MenuSkillStart]

    There is really not much to say about this. Basically, it works in the same way as the combat code, only that it is called at a different occasion.

    And similarly, this code section ends with the following line:

    [MenuSkillEnd]

    Pretty obvious, I guess.

    Skills Contained

  • AcidRain (アシッドレイン) + CG
  • Antidote (アンチドート)
  • AntiGravity (アンチグラビティ)
  • ArmHold (触手拘束) + CG (TN: Tentacle hold)
  • Aspiration2 (吸引ver2) (TN: HP draining; uses the Eat graphics)
  • Aspiration (吸引) (TN: pulls all enemies to user and drains HP, may result in capture)
  • AspirationSingle (単体吸引) (TN: pulls target to user and drains HP, may result in capture)
  • AspirationSingle+ (単体吸引+) (TN: same as above but zooms in on the event)
  • Bazsaw1 (バズソーLv1) + CG (TN: Yes, Buzzsaw)
  • Bazsaw2 (バズソーLv2) + CG
  • Bazsaw3 (バズソーLv3) + CG
  • BearHug (ベアハッグ) + CG
  • Berserk (ベルセルク) + support CG
  • BioBite (バイオかみつき) + CG (TN: Poisonous)
  • BirdSong (バードソング) (TN: 1 HP damage to all friends and enemies and heals sleep)
  • Bite (かみつき) (TN: results in attachment)
  • BitsCombination (一斉攻撃)
  • BodyPress (のしかかり) (TN: jump at target; drain HP; attach)
  • BoneCrush (骨砕き) + CG (TN: results in paralysis)
  • BreastPressure (ブレストプレッシャー) (TN: pulls in and shrinks target; results in fracture)
  • Call (仲間を呼ぶ) (TN: call reinforcements)
  • ChangePetit (ぷち化/戻る) + CG (TN: special skill for Ceres)
  • Cling (纏わり付く)
  • CombinationBodyPress (集団のしかかり事件) (TN: all allies of the same type join in this attack)
  • Crack (クラック) + CG (TN: does not affect flyers)
  • CrimsonFlare (クリムゾンフレア) (TN: attack; has support skill)
  • Cure (キュア) (TN: Heals HP, good chance of healing poison or infection)
  • CurseSong (カースソング) + CG (TN: attacks friend and foe MP)
  • CutInAttack (カットイン攻撃)
  • CutInDevour (カットインデバウアー) + CG (TN: swallowing => destruction; with special flavor text)
  • DancingLeaf (ダンシングリーフ) + CG + support CG (TN: Heals HP; improves dodging; heals paralysis)
  • DarkBall (ダークボール) + CG (TN: Attack; may disrupt capture or attachment)
  • DeadlyDrive (デッドリードライブ) + support CG (TN: lower stats of all enemies)
  • Deltahorse1 (旧デルタホース) + CG (TN: old version?, this is ero, I guess (^_^;; )
  • Deltahorse2 (デルタホース) + CG
  • Devour (捕食) (TN: Swallowing => Destruction; with background animation)
  • Dokueki (毒液) (TN: Poisonous liquid)
  • DoubleShot (ダブルショット)
  • DownInjection (押し倒し毒素注入) + CG (TN: Jump onto target and inject toxic liquid)
  • EarthHeal (アースヒール) (TN: Heal HP, may heal paralysis)
  • Eat (食べる) (TN: drain HP; may result in swallowing => destruction)
  • EnergyBullet (気弾)
  • EntirelyAbsorbing (吸い尽くす) (TN: HP drain until HP 0)
  • Epidemic (流行病)
  • EvilSmash (活殺破邪法) + CG (TN: extra damage against undead)
  • Extension (エクステンション) + CG (TN: user dies; other allies completely healed)
  • FireBall (ファイアボール) + CG
  • FireBullet (ファイアバレット) + CG + support CG
  • FirstAid (ファーストエイド)
  • FlamePillar (フレイムピラー) + CG
  • FlameThrower (かえんほうしゃ) + CG (TN: flame attack with very limited range)
  • FreezeMist (氷霧) (TN: freeze all enemy)
  • FreezingStorm (吹雪)
  • GravitySlow (グラビティスロウ) + CG (TN: probably Gravity Throw; improved version of HeavySlow Paralysis; extra damage against flyers)
  • Guiltylance (ギルティランス) + CG
  • HardFire (ハードファイア) + CG (TN: Heal a little HP; heal Frozen)
  • HeadShot (ヘッドショット) + CG (TN: Slim chance of instadeath)
  • HeartShot (ハートショット) + CG (TN: May lower body strength (pow? con? HP?) )
  • HeatBleath (やけつくいき) (TN: Flame Breath attack against all enemies; paralysis)
  • HeatHand (ヒートハンド) + support CG (TN: add fire bonus damage to unarmed attacks)
  • HeavySlow (ヘビースロー) (TN: Heavy Throw?; paralysis; special damage to flyers)
  • HolyBullet (ホーリーバレット) + CG + support CG
  • HundredNeedles (百裂針撃) + CG
  • Hypnotize (あやつる) (TN: for enemy party; guaranteed to control player character)
  • IceBullet (アイスバレット) + CG + support CG
  • IceJavelin (アイスジャベリン) + CG
  • IceMissile (氷の矢) + CG
  • IceTouch (アイスタッチ)
  • Infusion (注入) (TN: confusing attack)
  • Invasion2 (寄生) (TN: puts parasite in target; user dies)
  • Invasion (体内侵入) (TN: slimes the target; user dies)
  • Ironmaiden (抱擁)
  • Kick (キック)
  • LightBall (ライトボール) + CG
  • MachingunJab (マシンガンジャブ)
  • MagicDrainKiss (マジックドレインキス) + CG + support CG (TN: Drain MP; reduce magic)
  • MagicDrainKissC (マジックドレインキスC) (TN: as above with cut scene?)
  • MagicMissile (マジックミサイル) + CG (TN: Ignores armor)
  • MagnetWall1 (マグネットウォールType1) + CG
  • MagnetWall2 (マグネットウォールType2) + CG
  • Makituki (まきつき) + CG (TN: Envelope and squeeze one target)
  • MakitukiAll (まきつき8) + CG (TN: Envelope and squeeze all foes)
  • Marunomi (まるのみ) (TN: Pull in target; if HP low may result in swallowing => destruction)
  • Megarock (メガロック) + CG
  • MegaSuction (メガサクション) + CG (TN: Drain HP from all foes)
  • MeltyKiss (メルティキス) + CG (TN: Acid attack)
  • NightmareImpact (ナイトメアインパクト) + CG (TN: Reduce mental stats?)
  • NightmareKiss (ナイトメアキス) (TN: Sleep)
  • Pain (ペイン) + CG (TN: High chance for Stun)
  • ParasiteEgg (産み付ける) (TN: Place egg in target; eventually hatches to monster)
  • PetitStorm (プチストーム) + CG
  • Pheromone (フェロモン) + CG
  • Plasma (プラズマ) + CG
  • PoisonMist (毒霧) (TN: Poison attack against all foes)
  • PoisonNeedle (毒針) + CG
  • PoisonTackle (体当たり)
  • PowerCharge (集気法) (TN: Heal own HP; move into defensive position)
  • PressCapture (押し倒し捕獲) (TN: Jump at target; Capture)
  • Punch (パンチ) (TN: Basic Melee)
  • Punish1 (乱打(縛)) + CG (TN: Chance for paralysis)
  • Punish2 (乱打(従)) + CG
  • QuickFreeze (急速冷凍) (TN: Pull in target; Freeze and then spit her out)
  • Reviver (リヴァイヴァ)
  • Revolver (リボルバー)
  • SelfSplit (分裂) (TN: enemy skill; split self into two)
  • ShockShot (神経弾) (TN: Paralysis)
  • ShowLifeGauge (ライフゲージ表示)
  • SingleShot (シングルショット)
  • Shiraberu (しらべる) + CG (TN: See enemy statistics; use pause (CTRL) if you wish some extra time (^_^;; )
  • SkullCrush (脳天割り) (TN: Faint)
  • SkyAttackA (スカイアタックA) (TN: Attack from the sky; Attach)
  • Slash2 (武器攻撃:二連斬)
  • Slash (武器攻撃:斬る) (TN: Basic Melee Attack)
  • SleepShot (麻酔弾)
  • SlimeInfection (白血球異常反応) (TN: Slime all foes)
  • SlimeSpread (スライムスプレッド) + CG (TN: Paralysis)
  • SlimeTouch (粘タッチ) (TN: Slimed)
  • SoulFreeze (ソウルフリーズ) + CG (TN: Area attack with cold beam; Freeze)
  • SparkKnuckle (スパークナックル) + support CG (TN: add lightning and light damage to unarmed attacks)
  • Sparkrod2 (スパークロッド2) + CG
  • Sparkrod (スパークロッド) + CG
  • StarLightHeal (スターライトヒール) + CG (TN: Heal HP for all friends; cause damage instead if weak against light)
  • Suction (サクション) + CG (TN: Drain HP from a single foe)
  • SuicidalTackle (捨て身タックル) + CG (TN: If not fatal, user gets captured.)
  • SummonBeegirl (蜂召喚)
  • SunShine (サンシャイン) (TN: Light and Heat attack against all foes)
  • suppression (暴徒鎮圧) + CG
  • SweetBreath (スウィートブレス) (TN: Sleep at all foes)
  • SwordBarrier (ソードバリア)
  • TackleCombination (集中攻撃) (TN: Allies join in attack)
  • Teleport (テレポート) (TN: Escape from combat)
  • TeleportC (テレポート) (TN: Escape from combat?)
  • Thrust2 (武器攻撃:二連突き)
  • Thrust (武器攻撃:突く) (TN: Basic Melee Attack)
  • ThunderBall (サンダーボール) + CG
  • ThunderCall (召雷) + CG
  • ToxicInjection (トキシンインジェクション) + CG
  • TripleCaptureAssault (トリプルキャプチャアサルト) (TN: Capture 3 targets at once; for the Slime Queen)
  • TripleShot (トリプルショット)
  • TrueSkullCrush (真・脳天割り) + CG
  • Tuukaku (痛覚倍増) (TN: High chance for ???)
  • UltimateChaos (アルティメットカオス) (TN: Can cause various conditions)
  • Vacuum (すいこむ) (TN: Shrink and suck up target; swallow/destruction)
  • VirusSpread (細菌散布) (TN: Attacks all enemies with an infectious disease 細菌)
  • WandOfPandra (道化師の杖)
  • WaterGun (ウォーターガン) + CG
  • WhiteDrug (ホワイトドラッグ) (TN: HP Healing)
  • WholeAbsorption (全身吸収) (TN: Drains the body (shrinking) of the target and then swallows/destroys it)
  • WindCutter (ウインドカッター) + CG
  • WindDart (ウインドダート) + CG
  • WormHoleParty (ワームホール(パーティ)) (TN: attacks one group; excluding the user)
  • WormHoleSingle (ワームホール(単体)) (TN: attacks individual)
  • WormHoleZone (ワームホール(無差別)) (TN: attacks all characters except user)
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