mount-systemlisted
Install: claude install-skill Firzus/agent-skills
# Mount System
Design a predictable rideable-creature runtime, not a speed modifier attached to
the player. Keep the public contract reusable: select a product profile explicitly
instead of treating one game's mount fantasy as an engine best practice.
Use an Unreal-first, Mover-first, dedicated-server-capable architecture. Treat the
installed engine version and enabled plugins as evidence: Mover and Network
Prediction APIs are version-sensitive and must pass a capability gate before code
depends on them.
## Route the request
| Branch | Trigger | Required result |
| --- | --- | --- |
| `design` | Product role, architecture, migration, topology, spec, or review | A decision-complete mount contract and validation matrix |
| `build` | New implementation, refactor, or vertical slice | Working scoped slice plus test evidence |
| `diagnose` | Jitter, desync, unsafe exit, bad collision, duplicate spawn, or broken handoff | Reproduction, first divergent fact, root cause, and regression test |
For combined work, run `diagnose → design → build`. Do not implement a fix when
the request only asks for diagnosis or review.
## Preserve the ownership boundary
| Owner | Owns | Does not own |
| --- | --- | --- |
| `mount-system` | Runtime mount actor, lifecycle, control lease, rider binding, mount-specific movement, summon/dismiss, replicated session | Generic on-foot solver, world authoring, combat rules, durable player identity |
| `character-controller` | Rider suspend/resume contract