combat-system-creator

Create modular combat systems separating calculation logic from stateful workflows.

Updated Nov 23, 2025
One-click install
npx skills add https://github.com/CesarAugustusGroB/SHINOBI-WAY-the-inifinite-tower --skill combat-system-creator
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: combat-system-creator
Source: https://github.com/CesarAugustusGroB/SHINOBI-WAY-the-inifinite-tower/tree/main/.claude/skills/combat-system-creator
Command: npx skills add https://github.com/CesarAugustusGroB/SHINOBI-WAY-the-inifinite-tower --skill combat-system-creator

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Creates a clear, maintainable blueprint for building and evolving combat systems by enforcing a strict separation between pure calculation logic and stateful workflow, reducing coupling and increasing testability.

Core Features & Use Cases

  • Dual-system architecture guidance: outlines CombatCalculationSystem (pure math) and CombatWorkflowSystem (state management) with interfaces and data flows.
  • Extensibility: supports adding new damage formulas, status effects, mitigation logic, and new combat phases, without touching core state logic.
  • Migration & integration: provides migration steps to split existing monolithic code and integrate with an evaluation pipeline.

Quick Start

Describe the combat system changes you want to implement and I will outline the calculation and workflow updates.

Frequently Asked Questions about combat-system-creator

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

FAQPage Schema
How do I separate combat calculation logic from state management in a game?

Separating combat calculation logic from state management requires a dual-system architecture that isolates pure math in a calculation system and handles state transitions in a workflow system. This approach reduces coupling and increases testability.

How do I add new damage formulas and status effects without breaking existing combat logic?

Adding new damage formulas and status effects without breaking combat logic requires an extensible architecture that supports new mechanics without touching core state logic. This dual-system design allows calculations and workflow phases to evolve independently.

How do I migrate monolithic combat code to a modular damage and mitigation system?

Migrating monolithic combat code to a modular system involves splitting existing logic into calculation and workflow contracts. Migration steps guide you through separating pure math from stateful operations and integrating with an evaluation pipeline.

Can I use this combat system architecture for managing combat phases and status effects?

Yes, this combat system architecture supports phase management and status effects through its dual-system design. The CombatWorkflowSystem handles stateful phase transitions while the CombatCalculationSystem processes the associated math independently.

What is the best way to structure a combat system for testability and low coupling?

The best way to structure a combat system for testability is enforcing a strict separation between pure calculation logic and stateful workflow. This dual-system blueprint provides clear calculation contracts and data structures that minimize dependencies.

Why does my combat system damage calculation break when I add new mitigation logic?

Damage calculations break when adding mitigation logic if calculation and stateful workflow are tightly coupled. A dual-system architecture isolates mitigation logic in pure calculation contracts, preventing new combat phases from corrupting existing state.