design-action-combat — Claude Code skill: setup and guide
Guides the design and testing of tactical combat for web games using deterministic state machines. Useful when tuning parry windows, attack startup, and hit registration.
npx skills add MengTo/Skills --skill design-action-combat -a claude-codeWhat design-action-combat does
The skill treats combat as an explicit state machine with measurable timing instead of animation-driven guesses. For every player or enemy action, you define the startup, active window, recovery, cancellation rules, resource cost, hitbox shape, and cooldown. Visual telegraphs and danger states must remain readable from the normal camera distance.
Hits, parries, blocks, and interrupts resolve strictly from authoritative contact events. Visuals and audio stay downstream of the simulation. The system checks direction, range, phase, and state validity before applying an outcome, logging each contact once with stable identifiers.
Testing relies on seeded review scenarios instead of long campaign playthroughs. This makes it straightforward to verify edge-case timing, equip swaps, and boss phase shifts without manual grind.
What it helps with
- define attack startup, active windows, and recovery durations
- tie hit and parry resolution to authoritative collision events
- build deterministic test scenarios for multi-phase boss fights
- balance defenses to eliminate dominant spam and recovery loops
Example prompts for the agent
- Define a state machine for a heavy sword strike: include startup, active window, recovery, and cancel rules.
- Create deterministic test scenarios to verify parry timing and posture damage during boss phase transitions.
- Structure authoritative hit resolution so that visual effects trigger only after contact validation.
How to install design-action-combat
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill design-action-combat -a claude-code2Manually: put the files in place
~/.claude/skills/design-action-combat/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/design-action-combat/
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill design-action-combat -a codex2Manually: put the files in place
.agents/skills/design-action-combat/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill design-action-combat -a cursor2Manually: put the files in place
.cursor/skills/design-action-combat/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install MengTo/Skills design-action-combat2Manually: put the files in place
.github/skills/design-action-combat/SKILL.md1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill design-action-combat -a gemini-cli2Platform CLI
gemini skills install https://github.com/MengTo/Skills --path agent-skills/game-development/design-action-combatManually: put the files in place
.devin/skills/design-action-combat/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add MengTo/Skills --skill design-action-combat -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about design-action-combat
How do I install design-action-combat in Claude Code?
Run npx skills add MengTo/Skills --skill design-action-combat -a claude-code.
What does design-action-combat do?
It guides the architecture and tuning of action combat in web games. The skill structures actions into explicit state machines, resolves hits through authoritative collisions, and prevents dominant spam tactics.
How does the skill handle combat testing?
It uses deterministic, seeded test scenarios rather than full gameplay runs. This setup tests early or late timing, frame stepping, interrupted actions, and boss phase shifts under repeatable conditions.
Source text
SKILL.md · MIT
--- name: design-action-combat description: 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. --- # 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.
© MengTo · MIT · MengTo/Skills