combat-system-creatorlisted
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