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/SimHacker/moollm --skill party명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
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SOC 직업 분류 기준
SKILL.md 표시 중
| name | party |
| description | Companions and group dynamics — you're never alone |
| license | MIT |
| tier | 1 |
| allowed-tools | ["read_file","write_file"] |
| commands | ["SELECT target","DESELECT","PARTY","RECRUIT character","DISMISS character","PARTY FORMATION [line|circle|defensive|scatter]","HOLD / FOLLOW / SCATTER / REGROUP","[COMPANION] GUARD / SCOUT / FETCH"] |
| roles | ["frontline","support","specialist","mystic","wildcard"] |
| related | ["character","society-of-mind","cat","dog","needs","simulation","room","adventure"] |
| tags | ["moollm","companions","group","rpg","fellowship"] |
Companions and group dynamics.
Motto: "You're never alone. Unless you want to be."
In SIMULATION.yml:
party:
members:
- characters/don-hopkins/
- pub/cat-cave/terpie.yml
leader: characters/don-hopkins/
formation: line
selection:
targets: [pub/cat-cave/terpie.yml] # Always a list
Selection targets: Characters, rooms (rooms are characters too!), objects, concepts.
| Method | How |
|---|---|
| Ask NPCs | Request they join |
| Family | Ask Mother about relatives |
| Summon | Use skill/ability |
| Hire | Pay gold |
| Role | Types |
|---|---|
| Frontline | Fighter, Guardian, Tank |
| Support | Navigator, Light-Bearer, Pack Mule |
| Specialist | Photographer, Chef, Merchant |
| Mystic | Oracle, Medium, Postal Savant |
| Wildcard | Pet, Sibling, Reformed Grue |
SELECT [target] / DESELECTPARTY / / RECRUITDISMISSPARTY FORMATION [line/circle/defensive]HOLD / FOLLOW / SCATTER / REGROUP[COMPANION] GUARD / SCOUT / FETCHskill: name: party tier: 1 protocol: PARTY-AS-ENSEMBLE description: | Party management for companions, groups, and ensemble play. Companions have relationships with you AND each other. Asking about family/pets CREATES them! motto: "You're never alone. Unless you want to be."
recruitment: methods: ask_npcs: "Ask NPCs to join your party" family: "Ask Mother about family members" summon: "Summon via skill or ability" hire: "Pay gold for mercenaries"
emergent: | Asking about siblings/pets CREATES them! "Do I have a sister?" → Now you do. "What about my childhood dog?" → Dog appears in flashback/spirit.
roles: frontline: types: ["Fighter", "Guardian", "Tank"] function: "Takes hits, blocks, protects"
support: types: ["Navigator", "Light-Bearer", "Pack Mule"] function: "Carries, guides, illuminates"
specialist: types: ["Photographer", "Painter", "Chef", "Merchant"] function: "Unique skills for specific situations"
mystic: types: ["Oracle", "Medium", "Postal Savant", "Self Help Guru"] function: "Information, foresight, strange knowledge"
wildcard: types: ["Pet", "Sibling", "Reformed Grue"] function: "Unpredictable, emotional, surprising"
commands: formation: syntax: "PARTY FORMATION [type]" options: line: "Single file for corridors" circle: "Defensive, protect center" defensive: "Tanks front, support back" scatter: "Spread out for traps"
orders: HOLD: "Stay in place" FOLLOW: "Follow leader" SCATTER: "Everyone spread out" REGROUP: "Come back together"
individual: syntax: "[COMPANION] [action]" actions: GUARD: "Protect a location/person" SCOUT: "Explore ahead" FETCH: "Retrieve an item" DISTRACT: "Draw attention away"
special: SWARM: "All companions attack target" POSSESS: "Take direct control (mystic)" SUMMON: "Call companion from elsewhere"
dynamics: intra_party: | Companions have relationships with EACH OTHER. - Siblings may bicker - Pets bond with certain people - Rivals can become friends - Romance possible
maintenance: | Companions have needs too: - Must be fed (hunger) - Need rest (energy) - Crave interaction (social) - Can get bored (fun)
loyalty: | Relationship with leader affects: - Willingness to follow dangerous orders - Combat effectiveness - Likelihood to leave party - Special abilities unlocked
simulation_state: description: | Party and selection state lives in SIMULATION.yml (or session state). Tracks who's in the party and who commands are directed to.
structure: | # In SIMULATION.yml or adventure session state
party:
# References to character homes (not copies)
members:
- characters/don-hopkins/
- pub/cat-cave/terpie.yml
- characters/bumblewick-fantastipants/
leader: characters/don-hopkins/
formation: line
selection:
# Who commands are directed to (zero, one, or many)
# Always a list for consistency
targets: [] # No one selected
targets: [characters/don-hopkins/] # Self
targets: [pub/cat-cave/terpie.yml] # One companion
targets: # Multiple
- pub/cat-cave/terpie.yml
- pub/cat-cave/stroopwafel.yml
selection_targets: characters: "Players, NPCs, companions, pets" rooms: "Rooms can be characters too — talk to them!" objects: "Animist model — objects can respond" concepts: "Abstract entities (factions, spirits)"
examples: talk_to_room: | selection: targets: [pub/]
> HELLO
The pub itself seems to welcome you.
Warm lights flicker in greeting.
command_multiple: |
selection:
targets:
- pub/cat-cave/terpie.yml
- pub/cat-cave/stroopwafel.yml
> FOLLOW ME
Both cats look up, stretch, and pad after you.
self_selected: |
selection:
targets: [characters/don-hopkins/]
> EXAMINE
You look at yourself...
commands: SELECT: syntax: "SELECT [target]" | "SELECT [target1], [target2]" effect: "Sets selection.targets"
DESELECT:
syntax: "DESELECT" | "DESELECT [target]"
effect: "Clears or removes from selection.targets"
PARTY:
syntax: "PARTY"
effect: "Shows current party members and formation"
RECRUIT:
syntax: "RECRUIT [character]"
effect: "Adds to party.members"
DISMISS:
syntax: "DISMISS [character]"
effect: "Removes from party.members"
emergent_creation: principle: | Asking about family or companions CREATES them. The world grows to accommodate your questions.
examples: sister: | Player: "Do I have a sister?" DM: Creates sister with personality, location, relationship
childhood_pet: |
Player: "What about my old dog?"
DM: Creates dog (living, spirit, or memory)
mother_help: |
Player: "Ask Mother who else can help"
Mother: Reveals cousin, old friend, or creates new NPC
integrates_with: