← ClaudeAtlas

combat-system-creatorlisted

Create and modify combat system components for SHINOBI WAY game following the dual-system architecture (CombatCalculationSystem + CombatWorkflowSystem). Use when user wants to add new combat mechanics, damage formulas, status effects, mitigation logic, turn phases, or refactor existing combat code. Guides through proper separation of pure calculations vs state management.
aiskillstore/marketplace · ★ 329 · AI & Automation · score 79
Install: claude install-skill aiskillstore/marketplace
# Combat System Creator - SHINOBI WAY Create combat system components following the **dual-system architecture**: pure calculations separated from state workflow. ## Architecture Principle ``` Player Action → CombatCalculationSystem (pure math) → CombatWorkflowSystem (apply to state) ``` **CombatCalculationSystem**: Pure functions, no mutations, returns complete results **CombatWorkflowSystem**: State management, applies calculated results, controls flow ## When to Use - Add new damage calculations or formulas - Create new status effects or mitigation mechanics - Add new combat phases or turn logic - Refactor existing combat code - Balance or modify combat math ## Quick Reference ### Damage Pipeline (5 Steps) ``` 1. Hit Check → MELEE: Speed vs Speed | RANGED: Accuracy vs Speed | AUTO: Always hits 2. Base Damage → ScalingStat × damageMult 3. Element → Super: 1.5× (+10% crit) | Resist: 0.5× | Neutral: 1.0× 4. Critical → 8% + (DEX × 0.5) + bonuses, max 75%, multiplier 1.75× 5. Defense → Flat (max 60% reduction) then % (soft cap 75%) ``` ### Mitigation Pipeline (Priority Order) ``` 1. INVULNERABILITY → Blocks ALL damage (return 0) 2. REFLECTION → Calculate reflected damage (before curse) 3. CURSE → Amplify: damage × (1 + curseValue) 4. SHIELD → Absorb damage before HP 5. GUTS → Survive at 1 HP if roll succeeds ``` ### Defense Formulas | Type | Flat | Percent (Soft Cap) | |------|------|-------------------| | Physic