agentleFS
ShiningPlagueShiningPlague/shiningplague-studio/skills/team-combat/SKILL.md

team-combat

Skill0 starsChanged 4 months agoMITView on GitHub

Use when working on combat mechanics, damage pipeline, status effects, battle flow, or enemy behaviour. Routes to the correct workflow pattern and executes step-by-step. ShiningPlague-adopted: full implementation with team-orchestrator protocol, game-designer + systems-designer + gameplay-programmer dispatch, project combat-context block.

13 other projects use a version of this.

Adopted by

Most recently taken up by

The file

We split this skill into the rules it gives an agent

4 rules. 0 are common, 2 are distinctive, and 2 are very specific to this project.

  • 0

    Common

    Most of the 12 edited versions we read keep these.

  • 2

    Distinctive

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Read production/workstreams/combat.md — what's done, in-progress, next

    line 31
  2. Distinctive:

    Ask or infer: which ACTIVITY?

    line 32
  3. Very specific:

    Follow the matching execution chain from team-orchestrator.md

    line 33
  4. Distinctive:

    When the execution chain says "dispatch specialist," use these agents:

    line 37

“Common” is measured: kept by at least 6 in 10 of the 12 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Team Combat

🌱 ShiningPlague-adopted. Originally Donchitos (barebones stub); battle-tested on a shipped Godot project. Upstream was a pointer-only file; the studio version is the full implementation — orchestration protocol, agent routing, director gates, project combat-context block.

Execution protocol: .claude/docs/templates/team-orchestrator.md Workstream state: production/workstreams/combat.md Domain code: CB

If an artifact named here is absent: say so plainly in one line, skip that step, and continue. Never invent the file to satisfy a checklist, and never fail a close because an optional artifact was never created.

Step 0: Load State + Select Activity

  1. Read production/workstreams/combat.md — what's done, in-progress, next
  2. Ask or infer: which ACTIVITY? (Design / Build / Content / Playtest / Review / Ship)
  3. Follow the matching execution chain from team-orchestrator.md

Agent Routing — WHO to dispatch at each step

When the execution chain says "dispatch specialist," use these agents:

Step in chainAgent to dispatchWhat they do
Design: brainstorm / specgame-designerCombat mechanic design, balance targets
Design: formulas / curvessystems-designerDamage formulas, interaction matrices
Design: GDD authoringgame-designer8-section GDD per /design-system
Build: implementationgameplay-programmerGDScript code, autoloads, scenes
Build: code qualitygodot-gdscript-specialistStatic typing, signals, performance
Build: code reviewlead-programmerArchitecture compliance, ADR adherence
Content: data authoringDirect — via the project's in-engine editor docks (if any) or data JSON edits
Playtest: debugginggameplay-programmerRoot cause via /systematic-debugging
Playtest: test casesqa-testerHeadless harnesses, regression entries
Review: design reviewcreative-directorGate CD-GDD-ALIGN
Review: architecturetechnical-directorGate TD-ADR, TD-CODE-REVIEW

Gates to Fire

GateWhenDirector
CD-GDD-ALIGNAfter combat GDD or speccreative-director
TD-ADRAfter combat ADRtechnical-director
TD-CODE-REVIEW / LP-CODE-REVIEWAfter combat code shipslead-programmer
CD-PILLARSIf combat changes affect core pillarscreative-director

Project Combat Context (fill for your project)

  • Combat model: [one-line summary, e.g. turn-based / real-time / hybrid] ({{GDD_PATH}} combat section)
  • Core combat schemas: data/_schemas/[combat-schema].json
  • Damage pipeline: src/systems/[damage-system].gd ([autoload name])
  • Tunable multipliers / curves: data/_schemas/[tuning-file].json (dock-editable if the project has docks)
  • Status/effect system: src/systems/[effect-system].gd ([autoload name])
  • Combat ADRs: list the docs/adr/NNN-* entries that govern combat
  • Note any paused combat work here so dispatched agents inherit it

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.