Ability base classes¶
Every class here extends a Mine Mine no Mi type and encodes a technique shape that addons kept rewriting. Pick the one closest to your technique, extend it, and fill in what it asks for.
Read the class comment before departing from a base class
Most of the code in these classes exists because something shipped broken first. The class comments usually record what went wrong, and why the obvious simplification brings the bug back.
Which class for which technique¶
| Your technique | Class | Page |
|---|---|---|
| a charged sphere that applies effects to what is inside | ZoneAbility |
Zones |
| a zone that converts the ground and restores it afterwards | SpreadingBlockAbility |
Zones |
| a radial wave converting blocks outward | BlockWaveAbility |
Terrain |
| flooding the surroundings with a block after a charge | OceanAbility |
Terrain |
| a passive granting attribute bonuses under a condition | ConditionalStatPassiveAbility |
Passives |
| a passive aura hitting nearby enemies | AuraAbility |
Passives |
| damage dealt by sprinting into things | RunningSmashAbility |
Passives |
| a passive holding a value shown as a HUD gauge | GaugePassiveAbility |
Passives |
| a held dash that hurts what it passes through | MoveAbility |
Movement |
| the base mod's dash, with start and end hooks | DashAbility |
Movement |
| a charged teleport that hits along its path | InstantDashAbility |
Movement |
| a charged area stomp | StompAbility |
Movement |
| anything that must be used on the ground | GroundAbility |
Movement |
| a wall that stands while the ability goes on and comes down on a second use | WallAbility |
its Javadoc |
| the flight of a Zoan with two flying forms | TwoFormFlightAbility |
Movement |
| a giant body of stone, gold or another matter that takes the blows | MatterGiantAbility |
Giants of matter |
| a form with a time limit that comes in several sizes | TimedSizeFormAbility |
Giants of matter |
| passing through blocks: a dive, a walk through a wall | BlockPassageAbility |
Movement |
| catching a target and holding it | GrabAbility |
Grabs |
| taking a target along while staying free to move | CarryAbility |
Carries |
| a wave that runs ahead of the user, hitting each body once and carrying it along | WaveAbility |
Waves |
| a dive on a quarry that ends in one blow | DiveStrikeAbility |
Dives and gusts |
| a blow of air in a cone that throws bodies back and can turn shots back | GustAbility |
Dives and gusts |
| handing the user an item the fruit makes | ProduceItemAbility |
Items and blocks |
| turning materials into an item | CraftingAbility |
Items and blocks |
| firing a transmutation projectile | TransmutationAbility |
Items and blocks |
| a state in which hitting blocks does something | BlockUseAbility |
Items and blocks |
| an awakened Zoan form, with its smoke | AwakenZoanAbility |
Awakened Zoan |
Damage units differ between classes¶
Some base classes deal damage for you, from a number you return. That number goes to the base mod's pipeline as is, so it is reduced by x0.4 like any ability damage (see Damage). Return AkumaAbilityHelper.scaledDamage(realHp) wherever a class asks for a damage value, unless its page says otherwise.