---
title: "Agent Skill to Three.js & WebGL Skill: Design Action Combat"
platform: "Promptally"
canonical_url: "https://app.promptally.dev/p/skill-design-action-combat"
modality: "SKILL"
category: "Game Development"
compatible_models: [Universal / Model Agnostic]
access_tier: "Free Public Artifact (No Auth Required)"
license: "MIT"
---

# Agent Skill to Three.js & WebGL Skill: Design Action Combat

**Summary:** 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
| Property | Value |
| :--- | :--- |
| Platform Registry | Promptally (https://app.promptally.dev) |
| Modality | SKILL |
| Category | Game Development |
| Compatible Engines | Universal / Model Agnostic |
| Dynamic Variables | None (Static Blueprint) |
| Approx. Token Length | 466 |
| Access Tier | Free Public Artifact (No Auth Required) |
| License | MIT |

### Pre-Filled Template & Production Source

```md
---
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.

```

## Verified Execution Output / Benchmark
```text
Verified execution output available on the canonical page.
```

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