progression-entities

Documents core attributes, derived combat stats, XP curves, and level-up logic for the RPG engine.

Updated Feb 8, 2026
One-click install
npx skills add https://github.com/ttnhan18062000/rpg-based-simulation --skill progression-entities-ttnhan18062000
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: progression-entities
Source: https://github.com/ttnhan18062000/rpg-based-simulation/tree/main/.agents/skills/progression-entities
Command: npx skills add https://github.com/ttnhan18062000/rpg-based-simulation --skill progression-entities-ttnhan18062000

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Developers working on the RPG engine's entity and progression systems need exact formulas, thresholds, and execution orders scattered across mechanics docs and source code; this Skill consolidates them into one authoritative reference. ## Core Features & Use Cases - Exact Stat Formulas: Provides the precise derived-stat equations (Max_HP, Attack, Defense, Evasion, Move_Cost) and the strict 6-step recalculation order in LevelingService. - Progression Rules: Documents the XP curve (100 * level^1.5), level cap 99, +5 AP per level, skill unlock thresholds, and the 4 AP allocation gates (PROG-067 through PROG-070). - Use Case: When fixing a bug where an entity's tactical role flickers between VANGUARD and SKIRMISHER, consult this Skill to confirm the 5-point hysteresis rule and locate the relevant tests in tests/unit/progression/. ## Quick Start Ask the AI to explain how the level-up algorithm and AP allocation gates work in src/progression/ using the progression-entities skill.

Frequently Asked Questions about progression-entities

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

FAQPage Schema
How does the XP curve and level-up algorithm work in this RPG engine?

XP required follows int(100 * level^1.5) with a level cap of 99 and +5 AP per level. The _execute_level_up algorithm carries excess XP forward, grants AP, and unlocks skills at levels 2, 5, and 10 (power_strike, swift_reflexes, fireball).

How are derived combat stats calculated from core attributes?

Nine attributes (STR, AGI, VIT, END, INT, SPI, WIS, PER, CHA) feed exact formulas, e.g. Max_HP = base_hp + vitality*2 + int(endurance*0.5) + gear_hp. LevelingService.recalculate_combat_stats applies them in a strict 6-step order: base, equipment, passives, traits, movement cost, then tactical role.

Why does an entity's tactical role keep flickering between roles?

Role flickering is prevented by a 5-point hysteresis rule: the role only switches when the new role's attribute score exceeds the current role's score by more than 5. If flickering occurs, verify the hysteresis comparison in step 6 of recalculate_combat_stats.

What gates must pass before AP can be allocated to an attribute?

Four gates are checked in the apply path: PROG-067 (sufficient unspent AP), PROG-068 (valid attribute name), PROG-069 (aptitude multiplier from class/race), and PROG-070 (attribute value cap of 99).

Where are the tests for progression and leveling logic?

Tests live in tests/unit/progression/, including test_leveling.py, test_attribute_growth.py, test_evolution.py, test_classes_loadouts.py, and test_progression_v2.py. These cover the XP curve, level-up execution, and class loadout base stats.