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- 2026년 5월 14일 05:02
- 감지된 SKILL.md 언어
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설치 방법
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
소스 파일 검토
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
메뉴
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/jleechanorg/claude-commands --skill agents명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
로컬 사본을 원하시나요? SkillsMP에서 현재 제공할 수 있는 파일을 다운로드하세요.
SOC 직업 분류 기준
SKILL.md 표시 중
| name | agents |
| description | Reference WorldArchitect agent routing priority and modal lock patterns. |
COMPACTNESS RULE: Keep this file under 200 lines. Link to code instead of duplicating implementation details.
Error Handling: Warnings only - no assertions, retries, or default content. Log issues explicitly and let validation catch failures rather than silently backfilling missing data.
Routing order in get_agent_for_input():
GOD MODE: prefix)Problem: Leftover flags (e.g., level_up_pending=True) from previous modal sessions can incorrectly reactivate modals.
Solution: Check for explicit False flags that indicate intentional deactivation:
# In agents.py get_agent_for_input():
level_up_in_progress = custom_state.get("level_up_in_progress")
if level_up_in_progress is False: # Explicit False = stale guard
level_up_modal_active = False
level_up_pending_flag = custom_state.get("level_up_pending")
if level_up_pending_flag is False and not bool(level_up_in_progress):
level_up_modal_active = False
Why: None (unset) vs False (explicit guard) distinction prevents modal reactivation from stale data.
Problem: Character creation lock was protecting ALL custom_state flags, including level-up flags.
Solution: Scoped protection per modal type (world_logic.py _should_protect_field()):
level_up_in_progress=True)Modal activates when ANY of these are true:
level_up_in_progress=True (explicit in-progress flag)level_up_pending=True (pending flag from rewards)rewards_pending.level_up_available=True (rewards system signal)Prevented by stale guards: If level_up_in_progress=False or level_up_pending=False explicitly set, modal won't activate.
Modal exit enforcement via server-side choice injection:
# In _inject_modal_finish_choice_if_needed():
# 1. Uses pre-update state (not post-update) to prevent race conditions
# 2. Checks modal is active (no stale guards blocking)
# 3. Adds canonical finish choice as LAST item in planning_block.choices
# 4. Uses structured_fields["planning_block"] not structured_response (preserves injection)
Key fix: Use current_game_state_dict (pre-update) instead of updated_game_state_dict to avoid race condition where LLM sets level_up_in_progress=False in same turn.
Level-up and character creation modals freeze game time:
# In world_logic.py should_freeze_time():
is_char_creation = not custom_state.get("character_creation_completed", False)
is_level_up_mode = custom_state.get("level_up_in_progress", False) or \
custom_state.get("level_up_pending", False)
return is_char_creation or is_level_up_mode
| Issue | Root Cause | Fix Location | Fix |
|---|---|---|---|
| Modal bypass | level_up_pending=True didn't activate lock | agents.py:2871-2876 | Added pending flag to activation logic |
| Routing inconsistency | Injection used different detection logic than routing | agents.py + world_logic.py | Unified stale flag guards |
| Cross-modal interference | Char creation protected level-up flags | world_logic.py _should_protect_field() | Scoped protection per modal |
| Finish choice position | LLM response overwrote server injection | world_logic.py:5414 | Use structured_fields not structured_response |
| Stale reactivation | Old flags reactivated completed modals | agents.py:2864-2876 | Check explicit False flags |
Unit Tests ($PROJECT_ROOT/tests/):
test_rev_439p_modal_bypass.py - Activation with level_up_pending=Truetest_rev_0g1y_inconsistent_detection.py - Stale flag guard consistencytest_world_logic.py::TestModalLockFlagScoping - Cross-modal isolationE2E Tests (testing_mcp/creation/):
test_level_up_modal_flow_real.py - Full modal lifecycle with real LLMtest_character_creation_agent_real_e2e.py - Character creation flowsAgent matching check order:
matches_game_state(game_state)matches_input(user_input)Modal debugging:
level_up_in_progress, level_up_pending, rewards_pending.level_up_availableFalse values blocking activationcharacter_creation_completed not interfering with level-upSee also:
.claude/skills/character-creation-modal-exit.md - Character creation specific patterns$PROJECT_ROOT/agents.py - Full implementation (lines 2739-3200)$PROJECT_ROOT/world_logic.py - Modal injection and protection (lines 1800-1900, 5400-5500)