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。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/nikolaj-lat/World-Puppeteer --skill settings命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
正在显示 SKILL.md
基于 SOC 职业分类
| name | settings |
| description | Schema and rules for editing settings |
| context | fork |
| agent | settings |
Edit tabs/settings.json.
Characters progress through four power levels based on skill proficiency:
| Power Level | Skill Range | Experience |
|---|---|---|
| I | 1-10 | Fails almost every roll - training arc |
| II | 10-30 | Fails most rolls - underdog experience |
| III | 30-40 | Succeeds most rolls - capable hero |
| IV | 40-60 | Succeeds almost always - master |
The balanced values below support this progression curve.
| Field | Balanced Value | Notes |
|---|---|---|
startingAttributeValue | 0 | Traits determine attributes, not point-buy |
startingAttributePoints | 0 | No point allocation |
maxStartingAttribute | 0 | No hard cap (traits handle limits) |
attributeBonusModifier | 2.5 | Each attribute point = +2.5 to checks |
lowAttributeThreshold | 8 | Below this grants weakness traits |
| Field | Balanced Value | Notes |
|---|---|---|
trainingCooldown | 10 | Ticks between training opportunities |
skillBonusModifier | 1 | Each skill level = +1 to checks |
maxSkillLevel | 999 | Effectively uncapped |
maxSkillSuccessLevel | 999 | Cap on the absolute contribution any single skill, attribute, ability, random roll, or context modifier can make to a success check |
startingXPToLevelUpSkill | 50 | Fast early progression |
additionalXPRequiredPerSkillLevel | 50 | Consistent XP increase per level |
baseXPFromSkillUpgrade | 100 | Bonus XP when skills level up |
charXPPerSkillLevel | 100 | Character XP from skill progression |
baseChanceToLearnNewSkill | 1 | Use 1 if world allows learning new skills, 0 if fixed |
skillLearningBonusModifier | 1 | Use 1 if world allows learning new skills, 0 if fixed |
xpFromNewSkill | 200 | Character XP when learning a new skill |
newSkillGenerationEnabled | true | Allow the AI to invent skills not in the config; false restricts characters to predefined skills |
| Field | Balanced Value |
|---|---|
skillXPRewards.small | 50 |
skillXPRewards.medium | 100 |
skillXPRewards.large | 150 |
skillXPRewards.huge | 200 |
| Field | Balanced Value | Notes |
|---|---|---|
regionSize | 100 | 100km regions |
simpleRadius | 5 | 5km simple interaction radius |
complexRadius | 10 | 10km complex interaction radius |
avgTravelDistance | 40 | 40km average between locations |
minTravelDistance | 20 | 20km minimum between locations |
regionLocationCount | 0 | Designer defines per world |
regionFactionCount | 0 | Designer defines per world |
encountersEnabled | false | Enable random wilderness encounters during travel |
regionMapBorderFeatheringEnabled | true | Feathered border / rounded frame treatment on region map images |
| Field | Balanced Value | Notes |
|---|---|---|
startingItems | [] | Starting items come from traits |
| Field | Balanced Value | Notes |
|---|---|---|
baseCombatXP | 200 | Combat is rewarding |
minCombatXP | 50 | Trivial fights still meaningful |
abilityCooldown | 0 | Cooldown for AI-generated (learned) abilities + throttle on learning new ones; does not affect predefined abilities |
abilityBonus | 10 | Default bonus for AI-generated (learned) abilities; does not scale predefined abilities |
npcDailyHealingAmount | 999 | NPCs fully heal daily |
| Field | Balanced Value | Notes |
|---|---|---|
npcHealthPerLevel | 10 | NPC HP per level |
npcMinHealth | 0 | NPC base HP |
Player HP scaling lives on the health resource (
resourceSettings.health.maxValueandgainPerLevel), not inotherSettings. See the ai-instructions skill for the Resource schema.
Required section. Character XP and level-up configuration lives here (legacy configs with XP fields in otherSettings migrate automatically).
| Field | Balanced Value | Notes |
|---|---|---|
startingCharacterLevelUpRequirement | 500 | Base XP for first level |
extraRequiredXPPerCharacterLevel | 100 | +100 XP per level; 0 = flat curve (only field allowed to be 0) |
maxCharacterLevel | 999 | Effectively uncapped |
abilityPointEveryLevels | 1 | Grant ability points every N levels |
abilityPointsPerGrant | 1 | Ability points per grant (1/1 = one per level) |
attributePointEveryLevels | 5 | Grant attribute points every N levels |
attributePointsPerGrant | 1 | Attribute points per grant |
maxAttributeValue | 999 | Cap on attributes raised by spending points |
traitPickEveryLevels | 10 | Grant trait picks every N levels |
traitPicksPerGrant | 1 | Trait picks per grant |
locationDiscoveryXP | 10 | XP per party member on first entering an area |
levelUpTraitPool | [] | Trait names offered on level-up picks — empty means no trait picks are ever granted; entries must name existing traits (see the traits skill) |
milestoneTitles | defaults | { levelGranted, title }[] — titles granted when a level is hit exactly; levels unique positive integers, titles non-blank |
All numeric fields must be positive whole numbers except extraRequiredXPPerCharacterLevel (non-negative).
These must be configured per-world:
| Field | Guidance |
|---|---|
attributeSettings.attributeNames | Thematic attribute names for the world |
attributeSettings.lowAttributeTraits | See lowAttributeTraits format below |
attributeSettings.attributeStatModifiers | Only where narratively sensible (e.g., Constitution to Health) |
attributeSettings.attributeDamageModifiers | Optional. Per-point % bonus to outgoing damage, keyed by attribute (e.g. { strength: 1 } = +1% damage per point). Positive values only |
attributeSettings.attributeDamageReductionModifiers | Optional. Per-point % reduction to incoming damage, keyed by attribute (e.g. { dexterity: 1 } = -1% damage taken per point). Positive values only |
skillSettings.skillTypeDifficultyBonus | Always include "none": 0, others creative |
itemSettings.currencyName | Thematic currency name |
itemSettings.itemCategories | Always include "Armor", "Consumable", plus world-specific |
itemSettings.itemSlots | World-specific |
combatSettings.damageTypes | Types that fit world theme |
characterCreationMusic | Optional top-level field. "fantasy" or "nonfantasy" background music for the character-creation screen. Defaults to "fantasy" |
imageModelSources | Optional top-level field. Pins which platform-provided image model renders NPC portraits (portrait), location/area images (location), and region maps (region) while editing the world; games created from it start with these as their default but can pick their own. Omit fields to use the platform's current defaults |
Each entry follows this structure: "You have a weak [domain]. [What skill types this affects]. [Effect on learning and usage]."
interface Settings {
attributeSettings: AttributeSettings
skillSettings: SkillSettings
locationSettings: LocationSettings
itemSettings: ItemSettings
combatSettings: CombatSettings
otherSettings: OtherSettings
progressionSettings: ProgressionSettings
characterCreationMusic?: 'fantasy' | 'nonfantasy'
imageModelSources?: { portrait?: string, location?: string, region?: string }
}
For detailed documentation, see settings-reference.md.