Agent Skill to Three.js & WebGL Skill: Design Action Combat
Agent Skill to Three.js & WebGL Skill: Design Action Combat is a verified SKILL blueprint on Promptally in Game Development optimized for leading AI models. Design, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, and deterministic combat tests. Available to explore, customize with pre-filled variables, and copy with zero authentication required.
Technical Specifications
| Specification | Value |
|---|---|
| Artifact type | SKILL (Game Development) |
| Compatible engines | Universal / Model Agnostic |
| Input variables | None (pre-filled) |
| Approximate tokens | 466 |
| Source file | SKILL.md |
| Access tier | Free public (MIT) |

Pre-Filled Template
--- name: design-action-combat description: Design, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, and deterministic combat tests. --- # Design Action Combat Treat combat as explicit state machines with visible, testable timing rather than animation-driven guesses. ## Specify every combat verb For each player or enemy action, define: startup, active window, recovery, cancellation rules, resource cost, contact shape, damage/posture outcome, cooldown, and feedback. Make telegraph, danger, contact, and recovery readable at normal camera distance. ## Use authoritative outcomes - Drive hits, blocks, parries, and interrupts from authoritative collision/contact events. - Require direction, range, phase, and state validity before resolving an outcome. - Apply each contact once using stable action and target identifiers. - Keep visuals downstream of resolved simulation events. ## Tune for decisions Give each defense a distinct purpose: spacing, dodge, timed guard, interruption, or resource trade. Avoid unpunishable attacks, recovery loops, unavoidable damage, and dominant spam. Boss phases must alter decision pressure without invalidating learned timing. ## Test combat deterministically Cover early/late timing, wrong direction, out-of-range contact, multiple targets, interrupted actions, phase changes, cooldown boundaries, pause/frame step, equip swaps, and repeated inputs. Use seeded or queryable review scenarios instead of requiring long campaign playthroughs. ## Verify in play Test at realistic frame rate and camera distance. Confirm that player intent, contact feedback, health/posture changes, sound/VFX, and target state agree. Check reduced motion and input alternatives before release.
How to use this skill
- Review the pre-filled example and source files above.
- Copy the template or download
SKILL.md, then use it in your model, IDE, or workflow tool. - Compare your result with the sample output when one is provided.
Frequently Asked Questions
How do I use Agent Skill to Three.js & WebGL Skill: Design Action Combat?
Open the skill on Promptally, review the pre-filled example, then copy the template or download SKILL.md and paste it into your model, IDE or workflow tool. Agent Skill to Three.js & WebGL Skill: Design Action Combat is a static blueprint with no dynamic variables. Copy it and use it as-is.
Is Agent Skill to Three.js & WebGL Skill: Design Action Combat free?
Yes. Agent Skill to Three.js & WebGL Skill: Design Action Combat is free to view, copy and download on Promptally without creating an account. It is published under the MIT license.
What variables does Agent Skill to Three.js & WebGL Skill: Design Action Combat need?
Agent Skill to Three.js & WebGL Skill: Design Action Combat is a static blueprint with no dynamic variables. Copy it and use it as-is.