minecraft-combat-rules
Implement Minecraft PvP/PvE damage, equipment effects, friendly fire, attribution and encounter rules without assuming an RPG stat system.
Skill by Ngducok
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/ngducok-minecraft-combat-rules
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Reviews
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/minecraft-combat-rules
What's inside
- Skill name
minecraft-combat-rules- Description
- Implement Minecraft PvP/PvE damage, equipment effects, friendly fire, attribution and encounter rules without assuming an RPG stat system.
- License
- MIT
- Instructions
- 24 lines in SKILL.md · view on GitHub
Files (5)
- REFERENCE.md
- SKILL.md
- contract.json
- request.md · examples/
- scenario.md · examples/
SKILL.md (first lines)
# Damage, combat and encounter rules Write the requested damage/interaction policy before adding attributes. Preserve native combat when enough; custom stats, classes and phases are optional mechanics. - Identify attacker, projectile/source owner, defender, world/session and protection context. Environmental and reflected damage need explicit attribution policies. - Use the target damage/attribute event model; avoid cancelling then reapplying damage recursively without a guarded and tested reason. - Define ordering of armor, effects, blocking, invulnerability and custom modifiers. Do not apply the same bonus in both native attributes and a damage listener. - Enforce friendly-fire, spectator and safe-zone rules server-side. Visual team labels and collision settings do not fully define combat authorization. - Check death, assists, simultaneous kills and disconnect at reward time. One death must not generate duplicate score or rewards across observers. - Test actual client/server combat and platform differences. Attribute names, ranges and formulas require target verification rather than copied tables. ## Verification Exercise melee, projectile, indirect/environmental damage, cancelled protection events and concurrent lethal hits. Compare intended versus actual damage and attribution. ## Example request Add a friendly-fire rule to a team arena while preserving vanilla armor and attack cooldowns. ## Contract and evidence Read [contract.json](contract.json) for applicability and required outputs; [REFERENCE.md](REFERENCE.md) for evidence and version limits. No listed verified release means resolve the target before generation. [examples/scenario.md](examples/scenario.md) contains a documented evaluation prompt, not proof that an agent passed.
From Ngducok/Minecraft-skills, MIT.
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Signals
- Stars
- 2
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Oct 6, 2026 (23 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/Ngducok/Minecraft-skills
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
minecraft-combat-rules skill. Agent Mart. https://agentmart.dev/skills/ngducok-minecraft-combat-rules (last updated 2026-10-24)