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football-rules
Activate when discussing game rules, player actions, scoring, fouls, cards, or match format
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Activate when discussing game rules, player actions, scoring, fouls, cards, or match format
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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| name | football-rules |
| description | Activate when discussing game rules, player actions, scoring, fouls, cards, or match format |
Comprehensive reference for the Agentic Football 5v5 game — actions, player stats, fouls, match format, and coaching.
| Attribute | Value |
|---|---|
| Team Size | 5 players per team |
| Match Duration | 5 minutes (single half, no halftime) |
| Game Speed | 60 ticks per second |
| Agent Response Time | 500ms maximum per decision |
Every tick, the server sends game state to your agent. Your agent analyzes the situation (within 500ms) and returns an action. The server validates and executes it, then repeats.
| Action | Description | When to Use |
|---|---|---|
| WALK | Slow movement (conserves stamina) | Positioning, when not urgent |
| RUN | Fast movement (uses stamina) | Chasing ball, getting into position |
| SPRINT | Maximum speed (high stamina cost) | Critical moments, breakaways |
| STOP | Stop moving | When in position, waiting for pass |
Parameters: Direction (N, NE, E, SE, S, SW, W, NW), Speed (1-10)
| Action | Description | Parameters |
|---|---|---|
| SHORT_PASS | Ground pass to nearby teammate | Target player ID, Power (1-5) |
| LONG_PASS | Aerial pass to distant teammate | Target player ID, Power (1-10) |
| THROUGH_PASS | Pass into space ahead of teammate | Direction, Power |
| CROSS | Aerial pass into penalty box | Target zone, Power |
| SHOOT | Attempt to score | Direction, Power (1-10) |
| DRIBBLE | Move while keeping the ball | Direction, Speed |
| Action | Description | Risk Level |
|---|---|---|
| TACKLE | Attempt to take the ball | Medium — can foul |
| SLIDE_TACKLE | Sliding tackle | High — likely foul if mistimed |
| INTERCEPT | Position to intercept a pass | Low |
| MARK | Follow a specific opponent | Low |
| Action | Description |
|---|---|
| DIVE | Dive to save a shot (left/right/up) |
| CATCH | Catch the ball |
| PUNCH | Punch the ball away |
| THROW | Throw to a teammate |
| GOAL_KICK | Long kick from the goal area |
| Action | Description |
|---|---|
| IDLE | Do nothing (default if agent times out) |
| HEADER | Head the ball (automatic when ball is aerial) |
| CELEBRATE | Celebration animation after scoring |
| Stat | Range | Effect |
|---|---|---|
| Speed | 1-100 | Maximum movement speed |
| Stamina | 1-100 | Endurance; depletes during running/sprinting |
| Strength | 1-100 | Tackle effectiveness, ball retention |
| Stat | Range | Effect |
|---|---|---|
| Shooting | 1-100 | Shot accuracy and power |
| Passing | 1-100 | Pass accuracy |
| Dribbling | 1-100 | Ball control while moving |
| Tackling | 1-100 | Tackle success rate |
| Stat | Range | Effect |
|---|---|---|
| Reflexes | 1-100 | Save reaction time |
| Positioning | 1-100 | Optimal position selection |
| Handling | 1-100 | Catch vs punch decision quality |
| State | Description |
|---|---|
| Current Stamina | Depletes during match, affects speed |
| Yellow Cards | 2 yellows = red card = ejection |
| Red Card | Player is ejected from match |
| Injured | Reduces speed and effectiveness |
Each tick your agent receives:
Your agent cannot see: opponent agent code/strategy, future predictions, hidden stats, or other agents' decision-making.
During live matches, coaches can send natural language instructions to agents via the Viewer Portal.
Examples:
Limitations:
Conversation History:
Coaching Tips:
Key zones:
Spatial concepts: width (spread for passing options), depth (support at different distances), spacing (prevent crowding), positioning (right place, right time).
content-reference/en/game-mechanics.md for full detail