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design-action-combat

Design, implement, tune, and test action combat for web games with clear attack and defense timing. Define reliable hit outcomes, give defensive moves distinct purposes, and verify that visual feedback matches combat results in repeatable scenarios.

中文简介正在准备中。当前显示英语简介。

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Design, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, and deterministic combat tests.

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适用场景

  • Tuning attack, guard, and dodge timing
  • Checking hit detection and combat feedback
  • Designing boss phases and defensive choices
  • Testing combat edge cases in repeatable scenarios

包含的文件(2)

  • SKILL.md1.8 KB
  • agents/openai.yaml209 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Design Action Combat

Treat combat as explicit state machines with visible, testable timing rather than animation-driven guesses.

Specify every combat verb

For each player or enemy action, define: startup, active window, recovery, cancellation rules, resource cost, contact shape, damage/posture outcome, cooldown, and feedback. Make telegraph, danger, contact, and recovery readable at normal camera distance.

Use authoritative outcomes

  • Drive hits, blocks, parries, and interrupts from authoritative collision/contact events.
  • Require direction, range, phase, and state validity before resolving an outcome.
  • Apply each contact once using stable action and target identifiers.
  • Keep visuals downstream of resolved simulation events.

Tune for decisions

Give each defense a distinct purpose: spacing, dodge, timed guard, interruption, or resource trade. Avoid unpunishable attacks, recovery loops, unavoidable damage, and dominant spam. Boss phases must alter decision pressure without invalidating learned timing.

Test combat deterministically

Cover early/late timing, wrong direction, out-of-range contact, multiple targets, interrupted actions, phase changes, cooldown boundaries, pause/frame step, equip swaps, and repeated inputs. Use seeded or queryable review scenarios instead of requiring long campaign playthroughs.

Verify in play

Test at realistic frame rate and camera distance. Confirm that player intent, contact feedback, health/posture changes, sound/VFX, and target state agree. Check reduced motion and input alternatives before release.

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