enemy-creator

Add and configure enemies for depths 1–5 with AI patterns.

Updated Nov 27, 2025
One-click install
npx skills add https://github.com/sunbreak-pro/original-card-battle --skill enemy-creator
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: enemy-creator
Source: https://github.com/sunbreak-pro/original-card-battle/tree/main/.claude/skills/enemy-creator
Command: npx skills add https://github.com/sunbreak-pro/original-card-battle --skill enemy-creator

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Add new enemies to the card battle game by defining enemy data, designing AI patterns, and updating depth-specific data files to expand roster and challenge.

Core Features & Use Cases

  • Enemy definition: Create a new enemy entry with id, name, description, base stats, and display attributes.
  • AI pattern design: Define action sequences across phases with probability and conditions.
  • Depth data updates: Integrate the new enemy into depth-specific data files (enemyDepth1.ts through enemyDepth5.ts) for proper spawn and boss handling.

Quick Start

Add a new enemy by confirming depth and type, referencing the EnemyDefinition interface, and updating the corresponding depth data file.

Frequently Asked Questions about enemy-creator

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

FAQPage Schema
How do I add new enemies to a TypeScript card battle game?

To add new enemies, you define their base stats and display attributes using the EnemyDefinition interface, design AI patterns, and update the corresponding depth-specific data files for proper spawning.

How does enemy AI pattern design work for depth battles?

Enemy AI pattern design involves defining action sequences across multiple phases, assigning probabilities to actions, and setting conditions that trigger specific behaviors during the card battle.

Can I create both regular foes and bosses for different depths?

Yes, enemy creation supports both regular foes and bosses across depths 1 through 5. You configure the enemy type and update the appropriate depth data file, such as enemyDepth1.ts, to handle spawning.

What is the best way to structure enemy data files for a card game?

The best way to structure enemy data is by conforming to the EnemyDefinition interface and organizing entries into depth-specific data files under src/domain/characters/enemy/data for scalable roster management.

Do I need to update existing depth data files when adding a new enemy?

Yes, you must update depth-specific data files like enemyDepth1.ts through enemyDepth5.ts to integrate the new enemy, ensuring the game properly handles its spawn rate and boss placement.

Why does my new enemy not spawn in the card battle game?

If a new enemy does not spawn, it is likely because the depth data file was not updated correctly. You must integrate the enemy entry into the specific depth file to register its spawn logic.