party
npx skills add https://github.com/simhacker/moollm --skill party
Agent 安装分布
Skill 文档
Party Skill
Companions and group dynamics.
Motto: “You’re never alone. Unless you want to be.”
Key Concepts
- Companions have relationships with you AND each other
- Emergent creation â asking about family CREATES them
- Maintenance â companions have needs too
- Selection â commands directed to selected targets (zero, one, many)
Simulation State
In SIMULATION.yml:
party:
members:
- characters/don-hopkins/
- pub/cat-cave/terpie.yml
leader: characters/don-hopkins/
formation: line
selection:
targets: [pub/cat-cave/terpie.yml] # Always a list
Selection targets: Characters, rooms (rooms are characters too!), objects, concepts.
Recruitment
| Method | How |
|---|---|
| Ask NPCs | Request they join |
| Family | Ask Mother about relatives |
| Summon | Use skill/ability |
| Hire | Pay gold |
Roles
| Role | Types |
|---|---|
| Frontline | Fighter, Guardian, Tank |
| Support | Navigator, Light-Bearer, Pack Mule |
| Specialist | Photographer, Chef, Merchant |
| Mystic | Oracle, Medium, Postal Savant |
| Wildcard | Pet, Sibling, Reformed Grue |
Commands
SELECT [target]/DESELECTPARTY/RECRUIT/DISMISSPARTY FORMATION [line/circle/defensive]HOLD / FOLLOW / SCATTER / REGROUP[COMPANION] GUARD / SCOUT / FETCH
See Also
- character â Companions are characters
- needs â Companions have needs
- room â Rooms can be selection targets
Party Skill â Companions and Group Dynamics
Companions have relationships with you AND each other.
skill: name: party tier: 1 protocol: PARTY-AS-ENSEMBLE description: | Party management for companions, groups, and ensemble play. Companions have relationships with you AND each other. Asking about family/pets CREATES them! motto: “You’re never alone. Unless you want to be.”
RECRUITMENT
recruitment: methods: ask_npcs: “Ask NPCs to join your party” family: “Ask Mother about family members” summon: “Summon via skill or ability” hire: “Pay gold for mercenaries”
emergent: | Asking about siblings/pets CREATES them! “Do I have a sister?” â Now you do. “What about my childhood dog?” â Dog appears in flashback/spirit.
ROLES
roles: frontline: types: [“Fighter”, “Guardian”, “Tank”] function: “Takes hits, blocks, protects”
support: types: [“Navigator”, “Light-Bearer”, “Pack Mule”] function: “Carries, guides, illuminates”
specialist: types: [“Photographer”, “Painter”, “Chef”, “Merchant”] function: “Unique skills for specific situations”
mystic: types: [“Oracle”, “Medium”, “Postal Savant”, “Self Help Guru”] function: “Information, foresight, strange knowledge”
wildcard: types: [“Pet”, “Sibling”, “Reformed Grue”] function: “Unpredictable, emotional, surprising”
COMMANDS
commands: formation: syntax: “PARTY FORMATION [type]” options: line: “Single file for corridors” circle: “Defensive, protect center” defensive: “Tanks front, support back” scatter: “Spread out for traps”
orders: HOLD: “Stay in place” FOLLOW: “Follow leader” SCATTER: “Everyone spread out” REGROUP: “Come back together”
individual: syntax: “[COMPANION] [action]” actions: GUARD: “Protect a location/person” SCOUT: “Explore ahead” FETCH: “Retrieve an item” DISTRACT: “Draw attention away”
special: SWARM: “All companions attack target” POSSESS: “Take direct control (mystic)” SUMMON: “Call companion from elsewhere”
DYNAMICS
dynamics: intra_party: | Companions have relationships with EACH OTHER. – Siblings may bicker – Pets bond with certain people – Rivals can become friends – Romance possible
maintenance: | Companions have needs too: – Must be fed (hunger) – Need rest (energy) – Crave interaction (social) – Can get bored (fun)
loyalty: | Relationship with leader affects: – Willingness to follow dangerous orders – Combat effectiveness – Likelihood to leave party – Special abilities unlocked
SIMULATION STATE â Party & Selection
simulation_state: description: | Party and selection state lives in SIMULATION.yml (or session state). Tracks who’s in the party and who commands are directed to.
structure: | # In SIMULATION.yml or adventure session state
party:
# References to character homes (not copies)
members:
- characters/don-hopkins/
- pub/cat-cave/terpie.yml
- characters/bumblewick-fantastipants/
leader: characters/don-hopkins/
formation: line
selection:
# Who commands are directed to (zero, one, or many)
# Always a list for consistency
targets: [] # No one selected
targets: [characters/don-hopkins/] # Self
targets: [pub/cat-cave/terpie.yml] # One companion
targets: # Multiple
- pub/cat-cave/terpie.yml
- pub/cat-cave/stroopwafel.yml
selection_targets: characters: “Players, NPCs, companions, pets” rooms: “Rooms can be characters too â talk to them!” objects: “Animist model â objects can respond” concepts: “Abstract entities (factions, spirits)”
examples: talk_to_room: | selection: targets: [pub/]
> HELLO
The pub itself seems to welcome you.
Warm lights flicker in greeting.
command_multiple: |
selection:
targets:
- pub/cat-cave/terpie.yml
- pub/cat-cave/stroopwafel.yml
> FOLLOW ME
Both cats look up, stretch, and pad after you.
self_selected: |
selection:
targets: [characters/don-hopkins/]
> EXAMINE
You look at yourself...
commands: SELECT: syntax: “SELECT [target]” | “SELECT [target1], [target2]” effect: “Sets selection.targets”
DESELECT:
syntax: "DESELECT" | "DESELECT [target]"
effect: "Clears or removes from selection.targets"
PARTY:
syntax: "PARTY"
effect: "Shows current party members and formation"
RECRUIT:
syntax: "RECRUIT [character]"
effect: "Adds to party.members"
DISMISS:
syntax: "DISMISS [character]"
effect: "Removes from party.members"
EMERGENT CREATION
emergent_creation: principle: | Asking about family or companions CREATES them. The world grows to accommodate your questions.
examples: sister: | Player: “Do I have a sister?” DM: Creates sister with personality, location, relationship
childhood_pet: |
Player: "What about my old dog?"
DM: Creates dog (living, spirit, or memory)
mother_help: |
Player: "Ask Mother who else can help"
Mother: Reveals cousin, old friend, or creates new NPC
integrates_with:
- skill: simulation how: “Party and selection state lives in SIMULATION.yml”
- skill: character how: “Companions are characters”
- skill: needs how: “Companions have needs”
- skill: room how: “Companions move through rooms”
- skill: buff how: “Some companions grant buffs”