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 ID | Causality | Causality Description | Value 1 | Value 2 | Value 3 |
|---|---|---|---|---|---|
| 0 | isNoneRule | Nothing | Leave all 0 | ||
| 1 | isOverHpRate | HP is above % | HP Percent | 0 | 0 |
| 2 | isUnderHpRate | HP is below % | HP Percent | 0 | 0 |
| 3 | isOverEnergy | Ki is above a number | Ki Amount | 0 | 0 |
| 4 | isUnderEnergy | Ki is below a number | Ki Amount | 0 | 0 |
| 5 | isElapsedTurn | Battle has past turn number | Turn | 0 | 0 |
| 6 | isPartyRaceType | Checks if entire deck has a certain link skill | Link Skill ID | 0 | 0 |
| 7 | isEnemyRaceType | Checks if enemy has certain link skill | Link Skill ID | 0 | 0 |
| 8 | isOverFightingPower | Checks current attack and defense is over a number | Attack | Defense | 0 |
| 9 | isUnderFightingPower | Checks current attack and defense is under a number | Attack | Defense | 0 |
| 10 | isOverHpRateOverEnergy | HP is above percent, Ki is above number | HP Percent | Ki Amount | 0 |
| 11 | isOverHpRateUnderEnergy | HP is above percent, Ki is below number | HP Percent | Ki Amount | 0 |
| 12 | isUnderHpRateOverEnergy | HP is below percent, Ki is above number | HP Percent | Ki Amount | 0 |
| 13 | isUnderHpRateUnderEnergy | HP is below percent, Ki is below number | HP Percent | Ki Amount | 0 |
| 14 | isFirstAttack | Card is in first slot | Leave all 0 | ||
| 15 | isOverTargetNum | More than a number of enemies | Number of Enemies | 0 | 0 |
| 16 | isUnderTargetNum | Less than a number of enemies | Number of Enemies | 0 | 0 |
| 17 | isOverTargetHpRate | Enemy target HP above a percent | HP Percent | 0 | 0 |
| 18 | isUnderTargetHpRate | Enemy target HP below a percent | HP Percent | 0 | 0 |
| 19 | isAttackOrder | Checks card slot position | Slot (0, 1, 2) | 0 | 0 |
| 20 | isOverEnergyCondition | Ki is above percent | Ki Percent | 0 | 0 |
| 21 | isUnderEnergyCondition | Ki is below percent | Ki Percent | 0 | 0 |
| 22 | isPartyExistChara | Check if character is present in deck | Card Unique Info ID | 0 | 0 |
| 23 | isLinkNum | Check if at number of links or greater are active | Number of links | 0 | 0 |
| 24 | isHitDamaged | Activates upon being attacked | Leave all 0 | ||
| 25 | isTargetKill | Activates when target is killed | Leave all 0 | ||
| 26 | isOverHpRateEnableSpecial | HP is above percent, card has enough ki to super | HP Percent | 0 | 0 |
| 27 | isUnderHpRateEnableSpecial | HP is below percent, card has enough ki to super | HP Percent | 0 | 0 |
| 28 | isSlotElementType | Checks if any cards on rotation are a certain element | Element Type | 0 | 0 |
| 29 | isEnemyExistChara | Check if character is an enemy | Card Unique Info ID | 0 | 0 |
| 30 | isGuardSuccess | Check if card is guarding | Leave all 0 | ||
| 31 | isCombinationAttack | Activates if there are three enemy attacks | Leave all 0 | ||
| 32 | isChangeEnergyBallColor | Checks if there is a ki of a certain type on the board | Ki Type | 0 | 0 |
| 33 | isBetweenHpRate | Checks if card HP percent is between two numbers | HP Percent Lower | HP Percent Higher | 0 |
| 34 | isOverTeamCategoryNum | Check if category card is present | 0 for deck; 1 for enemy | Category ID | Amount |
| 35 | hasAllElementBitpatternCards | Checks if deck has all types of an element bitset | Element Bitset | 0 | 0 |
| 36 | isOverHpRateAndElapsedTurn | HP is above percent, battle has past turn number | HP Percent | Turn | 0 |
| 37 | isUnderHpRateAndElapsedTurn | HP is below percent, battle has past turn number | HP Percent | Turn | 0 |
| 38 | isTargetEnemyCondition | Enemy has required status effects | Status Effect Flags | Unknown | 0 |
| 39 | isTargetElementTypeBitPattern | Check if enemy element matches element bitset | Element Bitset | 0 | 0 |
| 40 | isSpecialAttack | Activates if attack is a Super Attack (Performed or Recieved) | Leave all 0 | ||
| 41 | isOverTeamUniqueCardNum | Activates if deck has card with name | (0 = Team, 1 = Turn, 2 = Enemy) | Card Unique Info Set Relations ID | 0 |
| 42 | isEnergyBallGetNum | Activates if character collects a certain amount of a specified Orb Type | Orb Type Bitset | Number of Orbs | 0 |
| 43 | isDodgeSuccess | Checks if character evaded attack successfully | Unknown | Unknown | Unknown |
| 44 | isCountUp | Count of 1: SA performed, 2: Attacks performed, 3: Attacks Recieved, 4: Guard activated, 5: Attacks Evaded | (1/2/3/4/5) | Amount | 0 |
| 45 | isContainsCardByCategoryAndUniqueInfo | Activates if card is in target, category and unique info relations | Target (team, turn, enemy…) | Category (id, not sub target) | carduniqueinfosetrelations |
| 46 | isContainsSpecifiedElemenets | Activates if card is in specified element type bitset | 0 for deck; 1 for enemy; 2 for ally attacking in turn | Type Bitset | amount of cards |
| 47 | isExecutedRevivalSkill | Activates if character has executed a revival skill | - | - | - |
| 48 | isAttackedByEnemyWhichTakeSpecialDamage | Check if enemy hit by: (1,2,3,4) Super, Ultra Super, ???, Unit Super | (1/2/3/4) | 0 | 0 |
| 49 | isHitBySuperType | Check if being hit by: (1) Ki Super, (2) Unarmed Super | (1/2) | 0 | 0 |
| 50 | hasPlayedPassiveSkillEffect | Activates if a character has played a passive skill effect | - | - | - |
| 51 | isUnderTurnCountFromApperance | Activates if a character is under X turns from apperance | Turn Amount | - | - |
| 52 | chargeCount | - | - | - | - |
| 53 | inStandbyMode | Triggered if a character is in standby mode | - | - | - |
| 54 | isPartyExecutedRevivalSkill | Activates if character in your party has executed a revival skill | - | - | - |
| 55 | isOverTurnCountFromApperance | Checks if X turns have passed from character’s apperance | Turn Amount | 0 | 0 |
| 56 | isNormalAttack | Checks if attack received by the character is a normal attack | - | - | - |
| 57 | isInSpecifiedDokkanField | Trigger if a specified dokkan field is active | Dokkan Field ID# | - | - |
| 58 | isInDokkanField | Checks if a Dokkan Field is activated (0 = false, 1 = true) | (0/1) | - | - |
| 59 | isSameAwakeningElementType | Checks if a character is in a specified class (1 = Super, 2 = Extreme) | (1/2) | - | - |
| 60 | isInSubTargetTypeSet | Checks if character is in a sub target type set | SubTargetTypeSetID | - | - |
| 61 | isReceivedAttackDuringTurn | Activates if character has recieved attack during turn | - | - | - |
| 62 | isAttackerElementTypeBitPattern | Checks if attacker matches element bitset? (See caus 39) | Element Bitset | - | - |
| 63 | isElapsedTurnPerRound | Battle has elapsed x turns for round id? (See caus 5) | - | - | - |
| 64 | Dragon Balls Obtained | Amount of Dragon Balls Required to Activate | 2 = Less Than, 5 = Greater Than | Amount of Dragon Balls | - |