User:CanvasK/Spirit Battle
| “ | Spirit battles have various conditions that may remind you of the character you're battling. If you manage to win one of these matches, you'll get a chance to capture the spirit for yourself! | ” |
| —Super Smash Blog, Super Smash Bros. Ultimate Official Site | ||
Most spirits can be obtained via Spirit Battles, which appear similar to the thematic missions seen in Event Matches and Super Smash Bros. for Wii U's Special Orders. Battles can randomly appear on the Spirit Board and/or be accessible in World of Light. Each Spirit Battle contains unique challenges and rules. The spirits that are battled against will be paired with puppet fighters of a similar personality and/or appearance, with the battle's rules, conditions, stage and music track often being reflective of the spirit itself. During all battles against spirits, the Final Smash Meter will be active, and certain spirits can make the gauge fill up faster or slow the rate the enemy's gauge fills at. If there are more than one opponent, then the battle will either be a team battle with team attack turned off, or a horde battle similar to the ones seen in Classic Mode. Occasionally, a CPU ally will engage the battle with the player as well. Like in Classic Mode, the player is always given only one stock, unlike with aforementioned game modes in previous games. The battle is won when the victory conditions are met, such as defeating all opponents or surviving for long enough.
Before each Spirit Battle, the two sides' strengths will be compared. The higher the player's advantage over the spirit, the easier the battle will be, but fewer rewards will be earned if the player's strength is significantly greater than the spirit's. The player's strength is dictated by the spirit team the player has the option to use. This team can include one primary spirit and 0 to 3 support spirits depending on the number of slots the primary spirit possesses and the number of slots each support spirit fills. The player can manually choose the spirits for a team, or they can press they Y button for the game to automatically create what it calculates to be the most optimal spirit team for the specific battle. Factors for spirit selection include the rules and strength of the spirit battle, the fighter the player uses, the amount of slots the primary spirit possesses, and the abilities of each spirit, all while creating the minimum strength team possible. The player can also use no spirits if they wish.
There are Support Items one can earn or purchase to make the spirit obtaining process easier. Examples include slow Final Smash Meter Charging, draining the health of opponents, making minions weaker, disabling items, and dealing a collective 50% damage split among all enemies.
One can also battle other players locally in versus matches with spirits equipped, working in a similar manner to character customization from Super Smash Bros. 4. As of version 2.0.0, up to four players can engage in a Spirit Board battle at once, and both the difficulty of the fight and the rewards for completion will be scaled accordingly; however, the battle will end in failure if any human player is KO'd.
General info[edit]
Technical info[edit]
Battle database[edit]
| Internal name | # | Common values | Description |
|---|---|---|---|
| battle_id | Variable | The unique identifier for the battle the battle is linked with. | |
| battle_type |
|
The main battle format. The boss is only used in World of Light when playing as Master Hand or the first phase of the Final Battle.
| |
| battle_time_sec | Variable | The time limit. Does not require battle_type to be stock_time or hp_time.
| |
| basic_init_damage |
|
The player(s)'s starting damage. | |
| basic_init_hp |
|
The player(s)'s starting HP. | |
| basic_stock |
|
The player(s)'s stock count. A value of 3 is used in World of Light during the Final Battle and a value of 99 is sometimes used for unintended battles (such as for enhanced spirits). | |
| ui_stage_id | Variable | The stage. | |
| stage_type |
|
The stage variant. | |
| stage_additional_setting | Variable | Controls various elements such as day/night variant, if time changes, if certain background characters appear, etc. | |
| stage_bgm | Variable | The unique identifier for the music track. | |
| stage_gimmick |
|
If False, stage hazards are disabled. | |
| stage_attr |
|
Hazards. | |
| floor_place_id |
|
A predefined set of geometry that the floor hazard applies to. | |
| item_table | Variable | A predefined set of items that can spawn. | |
| item_level |
|
The frequency that items can spawn. | |
| result_type |
|
The clear condition. win_alive does not require battle_type to be stock_time or hp_time.
| |
| event#_type | 3 | Variable | The unique identifier for the type of event. |
| event#_label | Variable | The event specifier, determining the strength of the event, who it affects, what Assist Trophies are summoned, etc. | |
| event#_start_time | Variable | The time (in seconds) that the event will start at or, if repeating, how long after the its previous occurrence to occur again. | |
| event#_range_time | Variable | The duration (in seconds) of the event. A value of -1 means the event never ends. For Assist Trophies, a value of -1 means they will not disappear after a period of time. | |
| event#_count | Variable | How many times the event will repeat. Many use a value of 200, making it unlikely to exhaust the event without intentionally trying to exhaust it. | |
| event#_damage | Variable | The damage percent or the percentage of stamina required to activate the event. Takes precedence over event#_start_time.
| |
| hint#_visible | 3 |
|
Whether or not a particular condition is displayed. |
| recommended_skill_fixed# | 2 | Variable | The unique identifier for a spirit ability that is highly recommended when using autopick. |
| recommended_skill# | 13 | Variable | The unique identifier for a spirit ability that is recommended when using autopick. |
| un_recommended_skill# | 5 | Variable | The unique identifier for a spirit ability that is discouraged when using autopick. |
| ex_bad_table_id | Variable | The unique identifier for a predefined subset of spirit abilities that are discouraged when using autopick. | |
| battle_power | Variable | The battle's power. | |
Fighter database[edit]
| Internal name | # | Common values | Description |
|---|---|---|---|
| battle_id | Variable | The unique identifier for the battle the fighter is linked with. | |
| stock | Variable | Number of stocks or, if corps=True, the horde size.
| |
| hp | Variable | Amount of HP in stamina battles. | |
| entry_type |
|
If the fighter is the main opponent, a minion, ally, or boss. | |
| first_appear | Bool
|
Whether the fighter will appear at the start of the match. | |
| appear_rule_time | Variable | The latest time (in seconds) this fighter will spawn. If all available fighters are KO'd before the time is reached (assuming the win condition wasn't met), the fighter with the next lowest value is immediately spawned. | |
| appear_rule_count | Variable | The number of KOs needed to spawn this fighter. | |
| fighter_kind | Variable | The fighter (e.g. Mario). | |
| color | 0-11 | The fighter's alternate costume index. | |
| mii_hat_id | Variable | Mii Fighter's headgear unique identifier. | |
| mii_body_id | Variable | Mii Fighter's outfit unique identifier. | |
| mii_color |
|
Mii Fighter's "favorite color" index. | |
| mii_voice | Variable | Mii Fighter's voice gender, type, and pitch. | |
| mii_sp_n | 0-2 | Mii Fighter's special move index | |
| mii_sp_s | |||
| mii_sp_hi | |||
| mii_sp_lw | |||
| cpu_lv | 0-100 | The CPU's base level.
| |
| cpu_type | Variable | How the CPU behaves. | |
| cpu_sub_type | Variable | Minor change to how the CPU behaves. | |
| cpu_item_pick_up |
|
If the CPU will seek out items. If False, CPUs can still pick up and use items, though usually as a result of attempting to attack the player with an attack that happens to be able to grab items. | |
| corps |
|
If True, the fighter's stocks will be used as the number of individual fighters to spawn, up to 4 at a time. A medallion with the number of fighters remaining is placed in the top-left of the interface. | |
| fix_corps_color |
|
If True, all corps fighters will share the same color value. If False, all corps fighters will use the color value and increment it by 1 for each fighter, looping back to a value of 0 if the highest index is exceeded and incrementing from there. The Spirit Battle preview doesn't account for the result of this property, resulting in a single fighter icon with the original color value regardless.
| |
| init_damage |
|
The fighter's starting damage. | |
| sub_rule |
|
The fighter's "transformation". | |
| scale | Variable (0.3-3.0) | The fighter's size multiplier. | |
| fly_rate | Variable (0.0-5.0) | The fighter's launch rate. | |
| invalid_drop |
|
If True, damaging the fighter will never cause them to drop their item. | |
| enable_charge_final |
|
If True, this fighter will have Final Smash Meter enabled. | |
| spirit_name | Variable | The spirit to display next to the fighter's damage display. Appears to not have any other effect and not to be confused with battle_id.
| |
| attack | Variable | The fighter's spirit attack stat. | |
| defense | Variable | The fighter's spirit defense stat. | |
| attr |
|
The fighter's spirit type. | |
| ability# | 3 | Variable | The fighter's support spirit skills. |
| ability_personal | Variable | The fighter's primary spirit trait. | |