duris-group-combat
Skill9 starsChanged 4 months agoMITView on GitHub
Use when designing or operating Duris group combat with tanks, assists, assumed targets, caster memorization readiness, bash risk, tracking enemies, aggro adds, or command spam risk.
In this repository33 other files it gives its agents.
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The file
We split this skill into the rules it gives an agent
5 rules. About 0 are common, 4 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 19
REQUIRED BACKGROUND: Use duris-game-knowledge for Duris prompt, posture, memorization, flee, aggro, tracking, and spell mechanics.
- Distinctive: line 32
When designing from named logs, use this structure:
- Distinctive: line 52
After the binding table, use role names.
- Distinctive: line 85
After assist/current target exists, prefer targetless current-target commands.
- Distinctive: line 89
Before planned combat, clarify:
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Duris Group Combat
Overview
Duris group combat is role-based. The controlled character may be any class; bind live names to roles, then reason with self, tank, leader, enemy, and add.
REQUIRED BACKGROUND: Use duris-game-knowledge for Duris prompt, posture, memorization, flee, aggro, tracking, and spell mechanics.
Priority Order
- Survival interrupts: self tanking, tank gone, self disabled, lethal HP, hostile add on self.
- Command pacing: prevent duplicate casts, repeated offense, flee spam, and chat spam.
- Role action: assist, targetless cast, rescue, order follower, heal, attack.
- Communication: concise status the group can act on.
Survival interrupts are not spam. If T: becomes self during a cast, do not wait for spell resolution; send one survival command now and parse the result.
Required Output Shape
When designing from named logs, use this structure:
# Duris Group Combat Behavior
## Role Bindings
| Role | Binding |
|---|---|
| self | <controlled character> |
| tank | <designated or prompt tank> |
| leader | <caller/mover> |
| enemy | prompt E after assist |
## Priority
survival interrupts > command pacing > role action > communication
## States
...After the binding table, use role names. Do not put character names in headings, state names, or reusable rules.
Hard Stops
Reject any design that does these:
| Bad pattern | Correct pattern |
Says mana, OOM, or out of mana for a Duris mem caster | Say not memmed, out of memorized spells, or spell slots spent. |
Treats queued mem study as ready | Ready means memorized and usable now. |
Uses cast '<spell>' <enemy>, <target>, or $target after assist/prompt target exists | Use a targetless current-target command or configured alias, such as mm, when known. |
| Defers flee/retreat/rescue because a cast is in progress | Survival interrupts override castLock. |
Repeats flee every prompt | Send one escape command, wait for the result, then reassess. |
Invents syntax like flee east or grouptell | Use known commands only, such as gsay if grouped, or describe communication intent. |
| Announces every assist, cast, and spell result | Communicate readiness and danger, not routine rotation. |
Core State Model
| State | Rule |
preflight | Confirm target, tank, route risk, and readiness. Casters must report whether key spells are memorized. |
assist | When tank engages or caller says go, use assist <tank> if target acquisition is needed. |
engaged | Prompt shows stable tank and enemy. Role action may proceed. |
casting | A spell has started. Block added offense and chatter, but not survival interrupts. |
tank-loss | Self is tanking, tank is absent/down/sitting at dangerous time, or tank was forced out. Stop offense. |
add-danger | Extra hostile attacks self or destabilizes room. Do not retarget merely because something entered. |
escape | Send one survival command, wait for result, then evaluate movement, enemies, and route. |
recover | Rejoin, heal, mem/med, or report not ready. Do not auto re-engage. |
Targeting
The tank owns target selection. The controlled character acquires target by assist or by a prompt enemy already tied to the tank. A wandering arrival is just an arrival until it attacks self, attacks the tank, or the tank/caller clearly picks it up.
After assist/current target exists, prefer targetless current-target commands. Store the enemy name as evidence for communication and logs, not as a spell argument.
Readiness Communication
Before planned combat, clarify:
| Topic | Meaning |
| target | Which enemy the tank will engage first. |
| tank | Who or what should hold aggro: player, pet, follower, charm. |
| readiness | Whether each critical role can act now. |
| caster mem | Which key spells are memorized now, not queued. |
During combat, communicate only actionable changes: not ready, out of spells, self tanking, tank down, separated, add on me, fled, need rescue.
Role Notes
Casters: do not cast while sitting, resting, sleeping, or on your ass. Use memorized slots only. If exact targetless syntax is unknown, say configured targetless spell command; do not invent a targeted spell command.
Pet handlers: use pets/followers to establish or restore tanking before personal offense.
Tanks/hitters: establish target clearly. If a weaker group member becomes tank, rescue or retank before maximizing damage.
Fleeability
fleeable includes movement points, posture, known exits, doors, route safety, whether flee goes deeper into danger, tank separation, enemy condition, and tracking evidence. Duris flee is random; directed movement belongs after flee succeeds and combat state allows movement.
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