一键导入
combat-basics
Generic combat tactics for the Numen entity - target authorization, melee_attack vs ranged_attack choice, drops, retreat rules, and aggro pitfalls.
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。
菜单
Generic combat tactics for the Numen entity - target authorization, melee_attack vs ranged_attack choice, drops, retreat rules, and aggro pitfalls.
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。
基于 SOC 职业分类
High-level roadmap to defeat the Ender Dragon. Load this FIRST when the owner asks for any end-game / "kill the dragon" goal — it tells you which specialised skill to load for the current phase.
Acquire obsidian, build a Nether portal with build, ignite it with flint & steel via interact_at, and enter the Nether with the right packlist.
Locate a Nether fortress, fight blazes at their spawner, and collect ≥7 blaze rods (each grinds into 2 blaze powder; 12 eyes of ender need 12 powder = 6 rods, +1 margin).
Final boss. End arena layout, crystal destruction with ranged_attack (caged ones via auto-pillar + mine), dragon attack patterns and the perch melee window, HP discipline over a long fight.
Hunt endermen for ≥12 ender pearls — warped forest (Nether) is the densest spot, overworld night works too. Pearls + blaze powder = eyes of ender.
Craft eyes of ender, find the stronghold with the locate_structure tool (no eye-throwing needed), reach the portal room, and fill the 12 frames via inspect_block + interact_at.
| name | combat_basics |
| description | Generic combat tactics for the Numen entity - target authorization, melee_attack vs ranged_attack choice, drops, retreat rules, and aggro pitfalls. |
Load this support skill before a combat-heavy phase.
Combat tools do not scan by mob type. First call scan_nearby_entities, select the exact entities you intend to attack, then pass 1-20 returned runtime integer IDs:
{"entity_ids":[184,207,215]}
Players and mobs use the same ID field. Never guess IDs and never include an entity you do not intend to attack. The task re-resolves moving targets every tick, paths across terrain when they are far away, and attacks only the authorized IDs.
get_self_status to check HP, equipment, food, and dimension.melee_attack selects a usable melee weapon from the inventory and visibly switches it into the hand.eat_item before critical HP. Combat does not interrupt an active eating, potion, bow, or other use action.After terrain-heavy travel, melee_attack can recover its weapon from the full inventory even if navigation temporarily selected a tool or block.
| Situation | Tool | Why |
|---|---|---|
| Blazes | ranged_attack, or melee_attack when arrows are low | Range avoids fireball volleys |
| End crystals | ranged_attack | They explode and are not living melee targets |
| Dragon flying | ranged_attack | It is outside melee reach |
| Dragon perched | melee_attack | Use the melee window |
| Endermen | melee_attack | They evade arrows |
| Common mobs and food animals | melee_attack | Preserve arrows and collect drops automatically |
Bow and crossbow combat stays in ranged_attack; never pass those fights to melee_attack.
The task follows the nearest authorized living entity while it is out of reach, waits for weapon switching, target recovery and vanilla attack cooldown, aims visibly, stops sprinting before the hit, and uses the native melee attack. If it is crowded inside its preferred reach while waiting to swing, it backs away before re-engaging. If the target moves out of reach, it resumes following.
After every kill, target selection pauses while the body walks over newly spawned drops around that death point. Do not call collect_items for ordinary melee drops. The final result reports defeated, lost and unreachable IDs plus loot_gained.
Combat tasks run in the background. Check task_finished and get_self_status between engagements.
goto, clear or outrun active pursuers.Per-enemy tactics live in blaze_rods, ender_pearls, and dragon_combat. Gear progression lives in tier_progression.