battle-management

battle-management is a skill for Claude Code, Codex from recca0120/code-quest. It costs 71 tokens per session (4,138 once invoked), scanned A, original, MIT.

A future design document for managing several AI-controlled battles in a Code Quest role-playing game. It describes the idea but says the system has not been implemented.

In plain words
What is it for?
Use it as background when planning future combat flows, multiple AI tasks, or isolated worktree-based battles.
Why use it?
It helps explain planned combat and parallel-agent behavior without implying that these features already exist.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/recca0120/code-quest/battle-management
Any agent
npx skills add recca0120/code-quest --skill battle-management
Clone the repo
git clone --depth 1 https://github.com/recca0120/code-quest

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for battle-management

README.md
[![agentmods](https://agentmods.dev/badge/skills/recca0120/code-quest/battle-management.svg)](https://agentmods.dev/skills/recca0120/code-quest/battle-management)
Your own site
<a href="https://agentmods.dev/skills/recca0120/code-quest/battle-management"><img src="https://agentmods.dev/badge/skills/recca0120/code-quest/battle-management.svg" alt="Measured on agentmods" height="20"></a>
Per session 71 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,138 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00071 $0.04138
Opus 5 $0.00036 $0.02069
Sonnet 5 $0.00014 $0.00828
Haiku 4.5 $0.00007 $0.00414

Measured 4d ago against content hash 036c78abba5f, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

battle-management scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/battle-management/SKILL.md · 375 lines

How it starts

The opening of the file, as written. The whole thing — 375 lines — stays where its author put it; the contents beside it link to each section on GitHub.

戰鬥管理系統 - 多 AI 並行戰鬥設計(Roadmap,尚未實作)

⚠️ 本 skill 描述 Code Quest RPG 願景的戰鬥系統,目前 cc-office 未實作。當前專案是 Claude Code web client — 現況見 project-overview

核心設計理念

Code Quest 採用 Dragon Quest (DQ) 風格 的戰鬥管理:

  • 單一焦點:同一時間只顯示一場戰鬥(全螢幕)
  • 選單驅動:使用彈出式選單切換戰鬥(非持續顯示的 Tab)
  • 沉浸式體驗:保持傳統 RPG 的視覺純粹性

同時支援多 AI 並行:可以同時派遣 Haiku、Sonnet、Opus 三個 AI 代理處理不同任務。


混合方案:派遣 + 快速選單

設計決策

經過多方案比較,選擇了混合方案

方案 DQ純粹性 便利性 採用
純派遣系統 ⭐⭐⭐⭐⭐ ⭐⭐ ❌ 太純粹,缺乏監控
PIP子視窗 ⭐⭐⭐⭐ ❌ 破壞沉浸感
Tab分頁系統 ⭐⭐⭐ ⭐⭐⭐⭐⭐ ❌ 持續顯示Tab列
混合方案 ⭐⭐⭐⭐ ⭐⭐⭐⭐ ✅ 平衡最佳

混合方案特點

  • ✅ 主要模式:背景派遣(不可見)
  • ✅ 便利補充:DQ風格彈出選單(按需顯示)
  • ✅ 完美平衡:保持沉浸感 + 提供監控能力

派遣系統 (6 步驟)

步驟 1:進入派遣介面

觸發方式

  • 城鎮「公會大廳」→「派遣任務」
  • 野外遇到任務時選擇「派遣代理」

步驟 2:選擇 AI 代理

三種 AI 代理

代理 特性 MP消耗 適用場景
Haiku 🌸 速度快、成本低 5 MP/回合 簡單任務、快速迭代、測試想法
Sonnet 🎵 平衡、可靠 15 MP/回合 一般開發任務、程式碼重構
Opus 👑 強大、深思熟慮 50 MP/回合 複雜架構、關鍵決策、棘手Bug

選擇建議

  • 簡單 Bug 修復 → Haiku(快速、便宜)
  • 功能開發 → Sonnet(平衡、可靠)
  • 架構重構 → Opus(強大、深思)

步驟 3:選擇監控模式

三種監控模式

模式 說明 適用情境
完全背景 🔇 AI自主工作,只在需要決策時通知 簡單任務、信任AI能力
觀察模式 👁️ 可透過快速選單查看進度,不主動通知 想掌握進度,但不想被打斷
即時監控 📺 切換到該戰鬥畫面,即時查看AI動作 學習、調試、關鍵任務

模式選擇建議

  • 高信任:完全背景(「交給AI,我去做其他事」)
  • 中等信任:觀察模式(「我想知道進度,但不想一直盯著」)
  • 學習/調試:即時監控(「我想看AI怎麼做」)

步驟 4:選擇工作環境

兩種環境選項

環境 視覺標示 說明 適用情境
當前目錄 🔵 藍色 直接在專案目錄工作 小型修改、測試
Worktree 隔離 🟣 紫色 建立獨立工作樹,完全隔離 大型重構、實驗性功能

設計理由

  • 視覺區分:顏色讓你一眼看出戰鬥的隔離狀態
  • 風險提示:當前目錄會提示風險,引導複雜任務使用Worktree
  • 自動建議:系統根據任務複雜度自動推薦環境

步驟 5:自動戰鬥設定

AI 可自動處理

  • ✅ 選擇工具(Read, Write, Grep等)
  • ✅ 讀取檔案
  • ✅ 編輯程式碼
  • ✅ 執行測試
  • ✅ 簡單git操作(add, commit)

需要玩家決策

  • ❌ git push(影響遠端)
  • ❌ 刪除檔案(不可逆)
  • ❌ 安裝新套件(改變依賴)
  • ❌ 修改設定檔(影響專案)
  • ❌ 遇到複雜錯誤(需要策略)

平衡點

  • 90% 操作自動化(便利)
  • 10% 關鍵操作需確認(安全)

Read the full file on GitHub · 375 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 4d ago First seen · 375 lines · 71 tokens per session scan A 036c78abba5f

Subscribe to this mod's changes

battle-management is a skill published in the GitHub repository recca0120/code-quest (11 stars, last pushed 2mo ago), licensed MIT. It adds 71 tokens to every session and 4,138 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

Related

Other skills, from other repositories

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

playtest-report

Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.

Donchitos/Claude-Code-Game-Studios · 35 tokens

unity-manual-component

Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.

Besty0728/Unity-Skills · 36 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens