skills-and-advancement

Model nested skill trees and progression with Oxidus Mudlib functions.

8|3|Updated Sep 29, 2021
One-click install
npx skills add https://github.com/gesslar/oxidus-mudlib --skill skills-and-advancement
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: skills-and-advancement
Source: https://github.com/gesslar/oxidus-mudlib/tree/main/.claude/skills/skills-and-advancement
Command: npx skills add https://github.com/gesslar/oxidus-mudlib --skill skills-and-advancement

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Understand and work with the Oxidus skill and advancement systems, enabling designers to model nested skill trees, use-based progression, boons, and XP mechanics.

Core Features & Use Cases

  • Nested skill tree with dot-path addressing like "combat.melee.slashing" and automatic intermediate creation.
  • Use-based improvement driving organic skill growth, with XP, TNL, and boon integration.
  • Functions and data structures: add_skill, query_skill, query_skill_level, advance, earnXp, and related helpers to manage progression and combat interaction.
  • Supports NPC and player contexts, with different behavior for skill queries and boon application.

Quick Start

Execute a quick test by running a scripted flow that creates a skill path, increments a leaf skill via use_skill, and queries its level.

Frequently Asked Questions about skills-and-advancement

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

FAQPage Schema
How do I model nested skill trees with dot-path addressing in LPC?

Nested skill trees use dot-path addressing like "combat.melee.slashing" to automatically create intermediate nodes. This structure organizes complex hierarchies for game design, allowing precise tracking of player and NPC progression.

How does use-based skill improvement work in a MUD environment?

Use-based improvement drives organic skill growth by incrementing leaf skills through actions like use_skill. This mechanic integrates XP, TNL, and boons to determine advancement speed and combat balance.

Can I apply different boon behaviors for NPCs versus players?

Yes, the advancement system supports both NPC and player contexts with different behaviors for skill queries and boon application. This allows separate combat balance and progression tuning for each entity type.

What functions are needed to manage XP and advancement progression?

Core progression relies on functions such as add_skill, query_skill, query_skill_level, advance, and earnXp. These manage nested data structures, handle use-based improvement, and apply boons.

Is there a quick way to test skill progression and leveling logic?

You can execute a scripted flow that creates a skill path, increments a leaf skill via use_skill, and queries its level. This validates the nested data structure and confirms advancement mechanics function correctly.