Agent Skill to Three.js & WebGL Skill: Tune Enemy Ai
Agent Skill to Three.js & WebGL Skill: Tune Enemy Ai is a verified SKILL blueprint on Promptally in Game Development optimized for leading AI models. Build, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression 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 | 425 |
| Source file | SKILL.md |
| Access tier | Free public (MIT) |

Pre-Filled Template
--- name: tune-enemy-ai description: Build, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression tests. --- # Tune Enemy AI Make enemy choices legible, bounded, and reproducible. ## Model decisions explicitly Use a small state machine or utility layer with named states such as idle, investigate, pursue, reposition, windup, attack, recover, stagger, retreat, and defeated. State transitions must state their prerequisites, exit conditions, minimum dwell time, and cooldown effects. ## Separate perception, intent, and motion 1. Gather observable inputs: distance, line of sight, target state, occupancy, threat, health, and timers. 2. Select one intention from constrained legal actions. 3. Move and animate toward that intent without rewriting the decision mid-action. Use authoritative collision and navigation results for movement success. Do not derive them from rendered pose or assumed path completion. ## Preserve fair combat Telegraph attacks before their active window. Prevent instant turn-and-hit behavior, perpetual chase, clipped attacks through blockers, and repeated recovery spam. Add spacing and commitment so the player can read and answer each enemy archetype. ## Test the decision surface Create deterministic fixtures for target acquisition, target loss, obstruction, path failure, close-range pressure, multiple enemies, retaliation, interrupt, stagger, boss phase, and reset. Assert transitions and outcomes, not only final positions. Run a real browser encounter after automated tests.
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: Tune Enemy Ai?
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: Tune Enemy Ai is a static blueprint with no dynamic variables. Copy it and use it as-is.
Is Agent Skill to Three.js & WebGL Skill: Tune Enemy Ai free?
Yes. Agent Skill to Three.js & WebGL Skill: Tune Enemy Ai 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: Tune Enemy Ai need?
Agent Skill to Three.js & WebGL Skill: Tune Enemy Ai is a static blueprint with no dynamic variables. Copy it and use it as-is.