One-click install
npx skills add https://github.com/sunbreak-pro/original-card-battle --skill battle-system
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: battle-system
Source: https://github.com/sunbreak-pro/original-card-battle/tree/main/.claude/skills/battle-system
Command: npx skills add https://github.com/sunbreak-pro/original-card-battle --skill battle-system

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Efficiently add or modify battle system features for a card battle game, ensuring consistent buff/debuff handling, damage calculation, phase execution, and card effects across modules.

Core Features & Use Cases

  • Centralized battle orchestration with modular components (state, deck, phase, and execution layers)
  • Buff/Debuff management, damage calculation, and phase-based action sequencing
  • Use Case: implement a new "stun" debuff that interrupts enemy actions or add a new damage modifier after crit

Quick Start

Integrate the battle-system module into the game to extend and test the combat mechanics.

Frequently Asked Questions about battle-system

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement a card game battle system with modular phase execution and buff management?

A card game battle system manages centralized battle orchestration across state, deck, phase, and execution layers to handle buff/debuff logic, damage calculation, phase execution, and card effects for player and enemy turns.

What is the best way to add a new debuff like stun that interrupts enemy actions in a card game combat system?

To add a stun debuff, utilize the data-driven buff/debuff logic within the battle system to interrupt enemy actions during phase-based action sequencing across modular combat components.

Can I modify damage calculation logic to apply new modifiers after a critical hit in my card battle game?

Yes, you can modify damage calculation logic by extending the modular execution layer to add new damage modifiers after a critical hit during phase-based action sequencing.

Does this battle system architecture support centralized orchestration across deck and phase controllers?

The battle system architecture satisfies requirements for centralized battle orchestration, providing modular integration with deck and phase controllers alongside data-driven buff/debuff logic.

How do I integrate new card effects into an existing combat phase execution flow?

Integrate new card effects by extending the modular execution layer, ensuring consistent card-effect logic across player and enemy turns through centralized battle orchestration.