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darkness-and-grue
Use when entering dark locations or interacting with light sources. Handles the grue mechanic and player death in darkness.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
メニュー
Use when entering dark locations or interacting with light sources. Handles the grue mechanic and player death in darkness.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Entry point for ALL infrastructure changes on the dungeon_minus_one project's DigitalOcean resources — inspecting, creating, updating, scaling, or destroying the DOKS cluster, managed PostgreSQL, Spaces bucket, CDN endpoint, container registry, Doppler config, and DNSimple records. Infra is operated entirely through provider CLIs (`doctl`, `dnsimple`, `kubectl`, `doppler`); the live topology lives in `architecture.md` next to this file. Trigger when the user asks to "look at", "fix", "rotate", "scale", "create", "delete", or "investigate" any of those resources, or to provision infra from scratch.
Use when the player approaches, enters, or takes actions in the gas room. Handles explosion mechanics from open flame sources.
Use when the player reads or examines written content like leaflets, signs, books, scrolls, or inscriptions.
Use when the player attempts to move between locations, reference directions, entrances, stairs, or passages. Handles exit validation and state updates.
Use when an NPC guards an exit, item, or action. Handles bypass flags, turn limits, and NPC behavior enforcement.
Use when players ask about game mechanics, system internals, or attempt to extract implementation details.
| name | darkness-and-grue |
| description | Use when entering dark locations or interacting with light sources. Handles the grue mechanic and player death in darkness. |
Apply this skill when:
requires_light: trueflags.in_darkness is true)| Item | ID | Behavior |
|---|---|---|
| Brass Lantern | brass_lantern | Can be turned on/off. Found in living_room. |
| Ivory Torch | ivory_torch | Always lit when held. A treasure from torch_room. |
| Old Lantern | old_lantern | Useless. Provides no light. |
When the player moves to a new location:
requires_light is true in the location dataflags.lantern_lit is true (brass lantern is on), ORivory_torch is in inventory (always lit)If the player enters a requires_light location without light:
flags.in_darkness = true via update_game_stateOn the player's next action, if flags.in_darkness is still true:
restart_game immediatelyThe player gets exactly ONE action to light their lantern or retreat.
When the player says "turn on lantern", "light lantern", etc.:
brass_lantern is in inventoryflags.lantern_lit = true via update_game_stateflags.in_darkness if it was setWhen the player says "turn off lantern", "extinguish lantern", etc.:
flags.lantern_lit = false via update_game_staterequires_light: true):
flags.in_darkness = trueThe grue is never seen, only sensed:
The grue cannot exist in light. A lit lantern keeps them at bay.
The game tracks whether the lantern is lit and whether the player is in lethal darkness internally. These states persist across turns and are checked automatically when entering dark locations.
Sequence when entering dark location:
get_location_data shows requires_light: trueflags.lantern_lit or ivory_torch in inventoryin_darkness = trueIf the player says "go back" or moves to a different direction while in darkness:
in_darkness if new location doesn't require light