You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

7.3 KiB

HikeMap RPG - Skills Reference

This document contains base skill definitions for the HikeMap RPG system.

Table of Contents


Skill Types

Type Description
damage Deals damage to enemy/enemies
heal Restores HP to self
buff Applies a temporary stat boost
status Applies a status effect (poison, etc.)
utility Out-of-combat effects (MP regen, etc.)

Base Skills

Basic Attack

Property Value
ID basic_attack
Type Damage
MP Cost 0
Base Power 100% ATK
Accuracy 95%
Target Single enemy
Description A basic physical attack

Double Attack

Property Value
ID double_attack
Type Damage
MP Cost 5
Base Power 60% ATK
Hits 2
Accuracy 85%
Target Single enemy
Description Strike twice in quick succession

Heal

Property Value
ID heal
Type Heal
MP Cost 8
Base Power 50% of max HP
Accuracy 100%
Target Self
Description Restore HP

Power Strike

Property Value
ID power_strike
Type Damage
MP Cost 10
Base Power 180% ATK
Accuracy 80%
Target Single enemy
Description A powerful blow with extra force

Defend

Property Value
ID defend
Type Buff
MP Cost 3
Effect DEF +50% for 2 turns
Accuracy 100%
Target Self
Description Raise defense temporarily

Whirlwind

Property Value
ID whirlwind
Type Damage
MP Cost 12
Base Power 75% ATK
Accuracy 85%
Target All enemies
Description A spinning attack that hits all enemies

Quick Strike

Property Value
ID quick_strike
Type Damage
MP Cost 4
Base Power 80% ATK
Accuracy 98%
Target Single enemy
Description A fast attack with high accuracy

Focus

Property Value
ID focus
Type Buff
MP Cost 6
Effect Accuracy +20% for 3 turns
Accuracy 100%
Target Self
Description Concentrate to boost accuracy

Second Wind

Property Value
ID second_wind
Type Utility
MP Cost 0
Effect 2x MP regen while walking for 1 hour
Cooldown Once per day
Target Self
Description Double your MP regeneration while walking

Heavy Blow

Property Value
ID heavy_blow
Type Damage
MP Cost 15
Base Power 250% ATK
Accuracy 60%
Target Single enemy
Description A devastating attack that is hard to land

Quick Heal

Property Value
ID quick_heal
Type Heal
MP Cost 4
Base Power 25% of max HP
Accuracy 100%
Target Self
Description A small but efficient heal

Triple Strike

Property Value
ID triple_strike
Type Damage
MP Cost 18
Base Power 50% ATK
Hits 3
Accuracy 80%
Target Single enemy
Description Strike three times in rapid succession

Full Restore

Property Value
ID full_restore
Type Heal
MP Cost 30
Base Power 100% of max HP
Accuracy 100%
Target Self
Description Fully restore HP at great MP cost

Poison (Monster Only)

Property Value
ID poison
Type Status
MP Cost 0
Effect 5 damage per turn for 3 turns
Accuracy 75%
Target Single enemy
Player Usable No
Description Inflict poison that deals damage over time

Skill Unlock Levels

Skills are unlocked at level milestones. Each level offers a choice between two skills:

Player Level Choice A Choice B
1 Basic Attack -
2 Double Attack Heal
3 Power Strike Defend
4 Whirlwind Quick Strike
5 Second Wind Quick Heal
6 Triple Strike Focus
7 Full Restore Heavy Blow

Skill Loadout System

How It Works

  1. On Level-Up: When reaching a skill unlock level, the player chooses one skill to make active. However, all skills offered at that level are unlocked.

  2. Active vs Unlocked:

    • unlockedSkills: All skills the player has learned
    • activeSkills: Skills currently equipped for combat (one per tier)
  3. Swapping Skills: At home base, players can swap which skill is active for each tier.

  4. Combat: Only skills in activeSkills appear in the combat skill menu.

Skill Tiers

Tier Level Skills
0 1 Basic Attack (always active)
1 2 Double Attack, Heal
2 3 Power Strike, Defend
3 4 Whirlwind, Quick Strike
4 5 Second Wind, Quick Heal
5 6 Triple Strike, Focus
6 7 Full Restore, Heavy Blow

Note: Utility skills (like Second Wind) don't appear in combat loadout - they are activated from the character sheet.


Combat Formulas

Damage Calculation

finalDamage = (skillPower * playerATK / 100) - enemyDEF

Hit Chance

hitChance = skillAccuracy + (attackerAccuracy - 90) - defenderDodge
  • Clamped between 5% and 99%

Defense Buff

When Defend is active:

effectiveDEF = baseDEF * 1.5

Database Schema

skills table

Column Type Description
id TEXT Skill identifier (primary key)
name TEXT Display name
description TEXT Skill description
type TEXT damage/heal/buff/status/utility
mp_cost INTEGER MP required to use
base_power INTEGER Base power percentage
accuracy INTEGER Base accuracy (default 100)
hit_count INTEGER Number of hits (default 1)
target TEXT enemy/self/all_enemies
status_effect TEXT JSON for status effects
player_usable BOOLEAN Can players use this?
monster_usable BOOLEAN Can monsters use this?
enabled BOOLEAN Is skill active in game?

class_skills table

Column Type Description
class_id TEXT Class ID
skill_id TEXT Base skill ID
unlock_level INTEGER Level when skill becomes available
choice_group INTEGER Skills with same group are offered together

class_skill_names table

Column Type Description
skill_id TEXT Base skill ID
class_id TEXT Class ID
custom_name TEXT Class-specific name
custom_description TEXT Class-specific description