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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Efficiently add or modify battle system features for a card battle game, ensuring consistent buff/debuff handling, damage calculation, phase execution, and card effects across modules.

Core Features & Use Cases

  • Centralized battle orchestration with modular components (state, deck, phase, and execution layers)
  • Buff/Debuff management, damage calculation, and phase-based action sequencing
  • Use Case: implement a new "stun" debuff that interrupts enemy actions or add a new damage modifier after crit

Quick Start

Integrate the battle-system module into the game to extend and test the combat mechanics.

Frequently Asked Questions about battle-system

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

FAQPage Schema
How do I implement a card game battle system with modular phase execution and buff management?▼

A card game battle system manages centralized battle orchestration across state, deck, phase, and execution layers to handle buff/debuff logic, damage calculation, phase execution, and card effects for player and enemy turns.

What is the best way to add a new debuff like stun that interrupts enemy actions in a card game combat system?▼

To add a stun debuff, utilize the data-driven buff/debuff logic within the battle system to interrupt enemy actions during phase-based action sequencing across modular combat components.

Can I modify damage calculation logic to apply new modifiers after a critical hit in my card battle game?▼

Yes, you can modify damage calculation logic by extending the modular execution layer to add new damage modifiers after a critical hit during phase-based action sequencing.

Does this battle system architecture support centralized orchestration across deck and phase controllers?▼

The battle system architecture satisfies requirements for centralized battle orchestration, providing modular integration with deck and phase controllers alongside data-driven buff/debuff logic.

How do I integrate new card effects into an existing combat phase execution flow?▼

Integrate new card effects by extending the modular execution layer, ensuring consistent card-effect logic across player and enemy turns through centralized battle orchestration.