combat-system-creator

Create modular combat systems separating calculation logic from stateful workflows.

Updated Nov 23, 2025
One-click install
npx skills add https://github.com/CesarAugustusGroB/SHINOBI-WAY-the-inifinite-tower --skill combat-system-creator
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: combat-system-creator
Source: https://github.com/CesarAugustusGroB/SHINOBI-WAY-the-inifinite-tower/tree/main/.claude/skills/combat-system-creator
Command: npx skills add https://github.com/CesarAugustusGroB/SHINOBI-WAY-the-inifinite-tower --skill combat-system-creator

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Creates a clear, maintainable blueprint for building and evolving combat systems by enforcing a strict separation between pure calculation logic and stateful workflow, reducing coupling and increasing testability.

Core Features & Use Cases

  • Dual-system architecture guidance: outlines CombatCalculationSystem (pure math) and CombatWorkflowSystem (state management) with interfaces and data flows.
  • Extensibility: supports adding new damage formulas, status effects, mitigation logic, and new combat phases, without touching core state logic.
  • Migration & integration: provides migration steps to split existing monolithic code and integrate with an evaluation pipeline.

Quick Start

Describe the combat system changes you want to implement and I will outline the calculation and workflow updates.

Frequently Asked Questions about combat-system-creator

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

FAQPage Schema
How do I separate combat calculation logic from state management in a game?▼

Separating combat calculation logic from state management requires a dual-system architecture that isolates pure math in a calculation system and handles state transitions in a workflow system. This approach reduces coupling and increases testability.

How do I add new damage formulas and status effects without breaking existing combat logic?▼

Adding new damage formulas and status effects without breaking combat logic requires an extensible architecture that supports new mechanics without touching core state logic. This dual-system design allows calculations and workflow phases to evolve independently.

How do I migrate monolithic combat code to a modular damage and mitigation system?▼

Migrating monolithic combat code to a modular system involves splitting existing logic into calculation and workflow contracts. Migration steps guide you through separating pure math from stateful operations and integrating with an evaluation pipeline.

Can I use this combat system architecture for managing combat phases and status effects?▼

Yes, this combat system architecture supports phase management and status effects through its dual-system design. The CombatWorkflowSystem handles stateful phase transitions while the CombatCalculationSystem processes the associated math independently.

What is the best way to structure a combat system for testability and low coupling?▼

The best way to structure a combat system for testability is enforcing a strict separation between pure calculation logic and stateful workflow. This dual-system blueprint provides clear calculation contracts and data structures that minimize dependencies.

Why does my combat system damage calculation break when I add new mitigation logic?▼

Damage calculations break when adding mitigation logic if calculation and stateful workflow are tightly coupled. A dual-system architecture isolates mitigation logic in pure calculation contracts, preventing new combat phases from corrupting existing state.