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Implement Split-Panel Combat UI (Pattern A) for SHINOBI WAY game.
Passed 20 of 23 test cases with the skill, and 3 of 23 without it.
and 23 more in the full report
17 fixed3 passed either way3 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 17 test cases the skill fixed. Same model, same prompt, with and without the skill.
We need an index file to simplify imports for our new combat components in `src/components/combat/`. Provide the exact TS code for this barrel export file.
| Checked | Without skill | With skill |
|---|---|---|
| Exports CombatLayout, PhaseHeader, ConfrontationZone, CharacterPanel, VSDivider, ActionDock, QuickActionCard, and MainActionCard from src/components/combat/index.ts. | Missed | Passed |
The instructions your model reads when the skill loads.
This skill guides implementation of the Split-Panel Combat UI, transforming the vertical theater mode into a horizontal confrontation layout.
┌───────────────────────────────────────────────────┐
│ TURN INDICATOR │ PHASE PIPELINE │ MODIFIERS │ ← PhaseHeader
├──────────────────┴───────┬───────────┴────────────┤
│ │ │
│ PLAYER PANEL │ ENEMY PANEL │ ← ConfrontationZone
│ (CharacterPanel) │ (CharacterPanel) │
│ │ │
├──────────────────────────┴────────────────────────┤
│ QUICK ACTIONS (SIDE/TOGGLE) │ MAIN ACTIONS │ ← ActionDock
└───────────────────────────────┴───────────────────┘
Combat.tsx (scene orchestrator)
├── CombatLayout.tsx (CSS Grid container)
│ ├── PhaseHeader.tsx (top status bar)
│ │ ├── TurnIndicator
│ │ ├── PhasePipeline
│ │ ├── SideActionCounter
│ │ └── ApproachModifier
│ │
│ ├── ConfrontationZone.tsx (battle area)
│ │ ├── CharacterPanel.tsx (player variant)
│ │ │ ├── CharacterSprite
│ │ │ ├── IdentityBar
│ │ │ ├── ResourceBars (HP/CP)
│ │ │ └── BuffBar
│ │ │
│ │ ├── VSDivider.tsx (center emblem)
│ │ │
│ │ └── CharacterPanel.tsx (enemy variant)
test cases passed, vs 3 / 23 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.