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Causality Conditions

Causality Conditions

Causality conditions are used in passive skills to give them conditions for activation. This table provides info on each causality type.

Causality Types

Causality IDCausalityCausality DescriptionValue 1Value 2Value 3
0isNoneRuleNothingLeave all 0
1isOverHpRateHP is above %HP Percent00
2isUnderHpRateHP is below %HP Percent00
3isOverEnergyKi is above a numberKi Amount00
4isUnderEnergyKi is below a numberKi Amount00
5isElapsedTurnBattle has past turn numberTurn00
6isPartyRaceTypeChecks if entire deck has a certain link skillLink Skill ID00
7isEnemyRaceTypeChecks if enemy has certain link skillLink Skill ID00
8isOverFightingPowerChecks current attack and defense is over a numberAttackDefense0
9isUnderFightingPowerChecks current attack and defense is under a numberAttackDefense0
10isOverHpRateOverEnergyHP is above percent, Ki is above numberHP PercentKi Amount0
11isOverHpRateUnderEnergyHP is above percent, Ki is below numberHP PercentKi Amount0
12isUnderHpRateOverEnergyHP is below percent, Ki is above numberHP PercentKi Amount0
13isUnderHpRateUnderEnergyHP is below percent, Ki is below numberHP PercentKi Amount0
14isFirstAttackCard is in first slotLeave all 0
15isOverTargetNumMore than a number of enemiesNumber of Enemies00
16isUnderTargetNumLess than a number of enemiesNumber of Enemies00
17isOverTargetHpRateEnemy target HP above a percentHP Percent00
18isUnderTargetHpRateEnemy target HP below a percentHP Percent00
19isAttackOrderChecks card slot positionSlot (0, 1, 2)00
20isOverEnergyConditionKi is above percentKi Percent00
21isUnderEnergyConditionKi is below percentKi Percent00
22isPartyExistCharaCheck if character is present in deckCard Unique Info ID00
23isLinkNumCheck if at number of links or greater are activeNumber of links00
24isHitDamagedActivates upon being attackedLeave all 0
25isTargetKillActivates when target is killedLeave all 0
26isOverHpRateEnableSpecialHP is above percent, card has enough ki to superHP Percent00
27isUnderHpRateEnableSpecialHP is below percent, card has enough ki to superHP Percent00
28isSlotElementTypeChecks if any cards on rotation are a certain elementElement Type00
29isEnemyExistCharaCheck if character is an enemyCard Unique Info ID00
30isGuardSuccessCheck if card is guardingLeave all 0
31isCombinationAttackActivates if there are three enemy attacksLeave all 0
32isChangeEnergyBallColorChecks if there is a ki of a certain type on the boardKi Type00
33isBetweenHpRateChecks if card HP percent is between two numbersHP Percent LowerHP Percent Higher0
34isOverTeamCategoryNumCheck if category card is present0 for deck; 1 for enemyCategory IDAmount
35hasAllElementBitpatternCardsChecks if deck has all types of an element bitsetElement Bitset00
36isOverHpRateAndElapsedTurnHP is above percent, battle has past turn numberHP PercentTurn0
37isUnderHpRateAndElapsedTurnHP is below percent, battle has past turn numberHP PercentTurn0
38isTargetEnemyConditionEnemy has required status effectsStatus Effect FlagsUnknown0
39isTargetElementTypeBitPatternCheck if enemy element matches element bitsetElement Bitset00
40isSpecialAttackActivates if attack is a Super Attack (Performed or Recieved)Leave all 0
41isOverTeamUniqueCardNumActivates if deck has card with name(0 = Team, 1 = Turn, 2 = Enemy)Card Unique Info Set Relations ID0
42isEnergyBallGetNumActivates if character collects a certain amount of a specified Orb TypeOrb Type BitsetNumber of Orbs0
43isDodgeSuccessChecks if character evaded attack successfullyUnknownUnknownUnknown
44isCountUpCount of 1: SA performed, 2: Attacks performed, 3: Attacks Recieved, 4: Guard activated, 5: Attacks Evaded(1/2/3/4/5)Amount0
45isContainsCardByCategoryAndUniqueInfoActivates if card is in target, category and unique info relationsTarget (team, turn, enemy…)Category (id, not sub target)carduniqueinfosetrelations
46isContainsSpecifiedElemenetsActivates if card is in specified element type bitset0 for deck; 1 for enemy; 2 for ally attacking in turnType Bitsetamount of cards
47isExecutedRevivalSkillActivates if character has executed a revival skill---
48isAttackedByEnemyWhichTakeSpecialDamageCheck if enemy hit by: (1,2,3,4) Super, Ultra Super, ???, Unit Super(1/2/3/4)00
49isHitBySuperTypeCheck if being hit by: (1) Ki Super, (2) Unarmed Super(1/2)00
50hasPlayedPassiveSkillEffectActivates if a character has played a passive skill effect---
51isUnderTurnCountFromApperanceActivates if a character is under X turns from apperanceTurn Amount--
52chargeCount----
53inStandbyModeTriggered if a character is in standby mode---
54isPartyExecutedRevivalSkillActivates if character in your party has executed a revival skill---
55isOverTurnCountFromApperanceChecks if X turns have passed from character’s apperanceTurn Amount00
56isNormalAttackChecks if attack received by the character is a normal attack---
57isInSpecifiedDokkanFieldTrigger if a specified dokkan field is activeDokkan Field ID#--
58isInDokkanFieldChecks if a Dokkan Field is activated (0 = false, 1 = true)(0/1)--
59isSameAwakeningElementTypeChecks if a character is in a specified class (1 = Super, 2 = Extreme)(1/2)--
60isInSubTargetTypeSetChecks if character is in a sub target type setSubTargetTypeSetID--
61isReceivedAttackDuringTurnActivates if character has recieved attack during turn---
62isAttackerElementTypeBitPatternChecks if attacker matches element bitset? (See caus 39)Element Bitset--
63isElapsedTurnPerRoundBattle has elapsed x turns for round id? (See caus 5)---
64Dragon Balls ObtainedAmount of Dragon Balls Required to Activate2 = Less Than, 5 = Greater ThanAmount of Dragon Balls-