greed-island-cards

Manage Greed Island card conversion and binder storage in TbaMUD.

7|1|Updated Mar 15, 2017
One-click install
npx skills add https://github.com/Henquewl/Hunter-X-Hunter-Greed-Island-MUD --skill greed-island-cards
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: greed-island-cards
Source: https://github.com/Henquewl/Hunter-X-Hunter-Greed-Island-MUD/tree/main/.claude/skills/greed-island-cards
Command: npx skills add https://github.com/Henquewl/Hunter-X-Hunter-Greed-Island-MUD --skill greed-island-cards

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill resolves the complexity of managing the Greed Island card system, including vnum mappings, conversion logic, and binder mechanics, ensuring developers can modify game mechanics without breaking the card economy.

Core Features & Use Cases

  • Card System Reference: Provides deep technical insight into restricted, free, and spell card vnum mappings and item types.
  • Logic Debugging: Offers guidance on the bidirectional make_card conversion engine and auto-reversion rules.
  • Use Case: When adding a new collectible card to the game, use this Skill to verify the correct vnum range, ensure the item is properly flagged for the binder, and confirm the auto-conversion triggers are correctly implemented.

Quick Start

Use the greed-island-cards skill to explain the vnum mapping requirements for adding a new restricted card to the game.

Frequently Asked Questions about greed-island-cards

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

FAQPage Schema
How do I add a new collectible card to a TbaMUD game engine?

To add a collectible card in TbaMUD, you must assign the correct vnum range for the specific card type, flag the item properly for binder storage, and implement the auto-conversion triggers. This ensures the item integrates seamlessly without breaking the card economy.

What vnum ranges are required for restricted, free, and spell cards in a MUD?

Restricted, free, and spell cards require specific vnum mappings alongside distinct struct definitions for ITEM_CARD, ITEM_SPELLCARD, and ITEM_RESTRICTED types. Adhering to these vnum ranges ensures proper item-to-card lifecycle management and binder mechanics.

How does bidirectional make_card conversion work in MUD card systems?

The make_card conversion engine handles bidirectional logic and auto-reversion rules for card items. It manages the item-to-card lifecycle by automatically triggering conversions based on predefined struct definitions and vnum parameters.

Can I use standard item flags for MUD binder storage mechanics?

Standard item flags must be specifically configured for binder storage to function correctly within the card system. You need to ensure items are properly flagged using the ITEM_CARD, ITEM_SPELLCARD, or ITEM_RESTRICTED struct definitions.

Why does my card auto-conversion logic break the game economy in TbaMUD?

Card auto-conversion breaks the economy when vnum mappings and item type struct definitions are mismatched. Verifying the correct vnum ranges and ensuring proper flagging for restricted, free, and spell cards prevents logic errors and economy disruption.