champion-dev

Implement champion skill and buff logic using approved atomic actions and SlotEventCast observers.

31|5|Updated Jul 26, 2025
One-click install
npx skills add https://github.com/mutemoon/moon-lol --skill champion-dev
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: champion-dev
Source: https://github.com/mutemoon/moon-lol/tree/main/.claude/skills/champion-dev
Command: npx skills add https://github.com/mutemoon/moon-lol --skill champion-dev

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It standardizes how to implement a champion’s Q/W/E/R skills and related buffs by enforcing a consistent architecture, asset naming expectations, and a test-driven development workflow.

Core Features & Use Cases

  • Skill system architecture alignment: Ensures casting follows the on_skill_cast pipeline with slot-based dispatch and correct cooldown/recast handling.
  • Deterministic skill implementation rules: Restricts implementation to approved atomic actions (animation, damage, dash, missile/attached field, attack reset, and buff relationships) and approved buff/debuff types.
  • TDD-driven acceptance for gameplay behavior: Requires writing tests in the champion’s tests.rs first to validate casting success, cooldown/consumption, target filtering, and multi-stage/recast behavior.

Quick Start

Tell the AI to generate the required champion tests.rs and then implement the missing Q/W/E/R logic inside crates/lol_champions/src/<champion>/ using only the approved atomic actions and buffs, matching the animations and config/asset paths exactly.

Frequently Asked Questions about champion-dev

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

FAQPage Schema
How do I implement champion skills in Bevy using test-driven development?

To implement champion skills with TDD in Bevy, you first write tests in the champion's tests.rs to validate casting, cooldowns, and target filtering, then implement the Q/W/E/R logic using only approved atomic actions and buffs.

How do I handle multi-stage recast skills and cooldown windows in Rust?

Handling multi-stage recast skills and cooldown windows in Rust requires wiring EventSkillCast observers into the skill casting pipeline with slot-based dispatch to ensure strict cooldown consumption and valid recast behavior.

What are the allowed atomic actions for building gameplay systems in a Bevy champion module?

The allowed atomic actions for building gameplay systems in a Bevy champion module include animations, damage application, dashes, missiles, attached fields, attack resets, and buff relationships, restricting implementation to deterministic behaviors.

Does this TDD workflow support passive interactions and damage-hit linked effects?

Yes, this TDD workflow supports passive interactions and damage-hit linked effects by enforcing a standardized architecture that wires EventSkillCast observers into the existing skill casting pipeline for specific champion modules.

How do I structure a champion module to align with an existing skill casting pipeline?

To align a champion module with an existing skill casting pipeline, you must use slot-based handling for Q/W/E/R dispatch, match exact config and asset paths, and wire EventSkillCast observers to manage cooldowns and target filtering.