بنقرة واحدة
goal
Quest objectives that drive narrative — the WANTS of adventure
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Quest objectives that drive narrative — the WANTS of adventure
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
استنادا إلى تصنيف SOC المهني
Portable tokens of capability, identity, and access
The grammar rules that make MOOLLM's file system object-oriented. Plural directory names declare element type; UPPERCASE marker files declare interface exports (COM-style, minus the UUIDs); directories are implementation classes exporting every interface whose marker file sits at their root.
Mother skill for platform-descriptor sister skills. Defines what a BIOME is — a bounded region of an ecosystem (coexisting, exchanging, never isolated) for one platform you operate — and what files, subdirectories, and cross-biome bridges every daughter biome inherits.
A skill is documentation that learned to do things.
GNU Emacs as a stateful Lisp machine for agents — daemon, moo-* protocol, emacs.py router, emacs:// URLs, spoken grammar, play-learn-lift.
Schemapedia — schema plugins, families, gateways, formats.yml, mechanism_relations; self-object kernel; delegates to sibling skills.
| name | goal |
| description | Quest objectives that drive narrative — the WANTS of adventure |
| allowed-tools | ["read_file","write_file"] |
| tier | 1 |
| protocol | SCHEMA-MECHANISM |
| tags | ["moollm","quest","objective","narrative","game"] |
| related | ["adventure","character","needs","hero-story"] |
| adversary | aimlessness |
"A goal is not always meant to be reached. Often it serves simply as something to aim at." — Bruce Lee
A Goal is a quest objective that drives the adventure forward. It defines what the player is trying to achieve and when they've succeeded (or failed).
Goals create narrative tension — the gap between current state and desired state.
From Gary Drescher's theory:
Context → Action → Result
Goals define the desired Result that motivates Action. The adventure is a laboratory for learning causal chains that achieve goals.
| Property | Purpose |
|---|---|
id | Unique identifier |
name | Short display name |
description | What you're trying to achieve |
status | pending, active, complete, failed |
complete_when | Natural language condition |
fail_when | When goal becomes impossible |
reward | What you get on completion |
progress | Partial completion tracking |
Natural language conditions that compile to JS/PY:
complete_when: "player has the treasure"
complete_when_js: "(ctx) => ctx.player.inventory.includes('treasure')"
Goals can grant various rewards:
reward:
buff: "Hero's Glory" # Temporary effect
item: "champion-medal" # Object
unlock: "secret-room" # New access
narrative: "The kingdom celebrates!" # Story beat
For multi-step goals:
progress:
collected: 3
needed: 5
Goals can nest:
parent: defeat-dragon
children:
- find-magic-sword
- learn-dragon-weakness
- reach-dragon-lair
Complete all children to complete the parent.
Goals can fail:
fail_when: "time reaches midnight AND prisoner is not freed"
fail_message: "You were too late."
goal:
id: find-treasure
name: "Find the Treasure"
complete_when: "player has the treasure"
goal:
id: rescue-mission
name: "Save the Prisoner"
complete_when: "prisoner is freed"
fail_when: "10 turns pass without rescue"
priority: urgent
goal:
id: gather-keys
name: "Collect All Keys"
complete_when: "player has 5 enchanted keys"
progress:
collected: 2
needed: 5
SCHEMA-MECHANISM — Goals drive causal learning