Install any skill in seconds. Free to start, no credit card required.
Get Started Free →kennyzir/rpg-stat-catalyst
A core TypeScript library for RPG game mathematics. Handles attribute points, leveling curves, and stat derivation (HP, Dmg, etc.).
Passed 19 of 23 test cases with the skill, and 6 of 23 without it.
and 17 more in the full report
13 fixed6 passed either way4 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 13 test cases the skill fixed. Same model, same prompt, with and without the skill.
I am organizing the RPG stat calculator core files in a clean project structure. Which two essential TypeScript files need to be placed in the project RPG library directory?
| Checked | Without skill | With skill |
|---|---|---|
| The project setup copies types.ts to the local RPG module directory. | Missed | Passed |
| The project setup copies calculator.ts to the local RPG module directory. | Missed | Passed |
The instructions your model reads when the skill loads.
A mathematical core for Role-Playing Games (RPGs) to handle character progression and stat calculation.
Copy resources/types.ts and resources/calculator.ts to your project (e.g., lib/rpg/).
Initialize the engine with your game's specific configuration:
import { RPGEngine } from '@/lib/rpg/calculator';
// 1. Define your game rules
const DevilHunterConfig = {
baseHP: 100,
hpPerLevel: 2,
pointsPerLevel: 5,
validAttributes: ['STR', 'CON', 'TEC', 'INT'],
attributeMultipliers: {
'CON': 5, // 1 CON = 5 HP
'STR': 0,
}
};
const engine = new RPGEngine(DevilHunterConfig);
// 2. Use it in your UI components
const level = 50;
const availablePoints = engine.calculateAvailablePoints(level);
const maxHP = engine.calculateMaxHP(level, 100, 'CON'); // Level 50, 100 CON
console.log(`At level ${level}, you have ${availablePoints} points.`);
console.log(`Max HP: ${maxHP}`);
test cases passed, vs 6 / 23 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.