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victory-and-trophy
Use when interacting with the trophy case, depositing treasures, or evaluating win conditions.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Use when interacting with the trophy case, depositing treasures, or evaluating win conditions.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
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 entering dark locations or interacting with light sources. Handles the grue mechanic and player death in darkness.
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.
| name | victory-and-trophy |
| description | Use when interacting with the trophy case, depositing treasures, or evaluating win conditions. |
Apply this skill when:
living_roomThe trophy case is in the Living Room (id: living_room). It only accepts treasure items.
The following items are treasures that can be deposited in the trophy case:
When the player says "put [item] in trophy case", "put [item] in case", "drop [item] in case", etc. while in living_room:
inventoryinventoryplatinum_bar) to flags.trophy_case arrayupdate_game_state with both changesWhen the player examines the trophy case:
flags.trophy_caseIf the player tries to take a treasure from the trophy case while in living_room:
flags.trophy_caseflags.trophy_caseinventory (as full object with id, name, description)Define all_treasures_deposited as: The player is in living_room AND all required treasures exist in flags.trophy_case (order does not matter).
When all_treasures_deposited becomes true for the first time (i.e., flags.vault_revealed is not true yet):
flags.vault_revealed = true via update_game_statevault, panel, and down in available_exits).This reveal persists and isn't re-triggered every turn.
Once flags.vault_revealed is true, entering the vault uses standard movement resolution:
vault/panel/down exit in available_exits.The moment the player arrives in victory:
[ PROCESS COMPLETE ]
[ NO FURTHER INPUT ]
>
flags.game_over = true via update_game_stateIf flags.game_over is true:
restart_game