combat-system

Design combat systems with attack graphs, hit detection, and damage pipelines.

1|Updated May 12, 2026
One-click install
npx skills add https://github.com/Firzus/agent-skills --skill combat-system-firzus
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: combat-system
Source: https://github.com/Firzus/agent-skills/tree/main/skills/game/combat-system
Command: npx skills add https://github.com/Firzus/agent-skills --skill combat-system-firzus

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps you design combat systems that feel responsive, readable, and balanced instead of mushy, unfair, or numerically broken.

Core Features & Use Cases

  • Unified combat architecture: Build melee, ranged, and RPG combat on a shared hit, damage, stagger, and feedback pipeline.
  • Attack graph design: Author data-driven combo strings, cancel rules, hit windows, and defensive options without hardcoding behavior.
  • Balance and tuning: Calibrate motion values, damage caps, status effects, TTK, EHP, and crowd-control scaling for long-term stability.
  • Failure-mode debugging: Diagnose common combat problems like eaten inputs, hitbox desync, duplicate damage, stagger-lock, and bad netcode.
  • Use case: A combat designer can use this Skill to rebuild a character’s combo kit, fix hit registration, and rebalance damage output across a whole game.

Quick Start

Ask for a combat system blueprint for your game, including attack graph structure, hit detection, stagger rules, defensive windows, and balance numbers.

Frequently Asked Questions about combat-system

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

FAQPage Schema
How do I design an attack graph with cancel rules and combo strings?

Designing an attack graph requires authoring data-driven combo strings, cancel rules, and hit windows without hardcoding behavior. This approach defines explicit defensive options and unified melee and ranged rules.

Why does my combat system have hitbox desync and duplicate damage problems?

Hitbox desync and duplicate damage are combat failure modes caused by bad netcode or pipeline errors. Diagnosing these requires checking your multiplayer-safe hit registration and explicit damage windows.

What is the best way to balance damage output, TTK, and EHP across a game?

Balancing damage output requires calibrating motion values, damage caps, status effects, and crowd-control scaling. This ensures long-term stability for TTK and EHP across action and RPG combat systems.

Can I use a unified combat pipeline for both ranged combat and melee mechanics?

Yes, you can build a unified combat architecture that handles melee, ranged, and RPG combat on a shared pipeline. This structure manages hit detection, stagger mechanics, damage formulas, and defensive windows consistently.

How do stagger mechanics and crowd-control scaling work in responsive combat?

Stagger mechanics and crowd-control scaling rely on explicit data-driven defensive windows and motion values. Properly calibrating these prevents stagger-lock and ensures combat feels decisive and readable.