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Get Started Free →Build, integrate, audit, or refactor rigged monsters for Three.js and web action games. Use for monster asset contracts, procedural or imported creature rigs, semantic joints and sockets, hurtboxes and attack volumes, combat animation states, enemy-runtime adapters, LODs, deterministic review fixtures, and validating that every monster follows one shared system.
.claude/skills/mengto-build-game-monster-system/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-06 | ✗→✓ | ▲ Improved | 23% | 0% |
| case-07 | ✗→✓ | ▲ Improved | 36% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 8% | 0% |
| case-09 | ✗→✓ | ▲ Improved | -5% | 0% |
| case-10 | ✗→✓ | ▲ Improved | 9% | 0% |
Build monsters as gameplay-compatible runtime assets, not decorative meshes.
Read references/monster-contract.md before implementation or audit. Check the real game content model, combat events, enemy state machine, collision API, camera distance, and asset loader before extending the contract.
Use related skills when applicable:
img2threejs for image-driven procedural reconstruction and its staged visual gates.build-hybrid-game-assets to choose procedural versus imported representation and record provenance/budgets.tune-enemy-ai for perception, intent, movement, and behavior transitions.design-action-combat for startup/active/recovery timing and authoritative contact.MonsterDefinition: serializable authored facts, tags, scale, stats, attacks, locomotion, asset provenance, and budgets.MonsterRig: semantic transform hierarchy, joints, sockets, secondary-motion anchors, materials, and LOD visuals.MonsterRuntime: current state, timers, target intent, health/posture, cooldowns, and authoritative combat events.MonsterViewAdapter: drives rig poses, VFX, audio, visibility, and LOD from runtime state; never decides hits from rendered pose.Do not duplicate authored combat values in the rig or UI.
+Y up, +Z forward, meters, and a ground-contact root.root -> motion -> body stable across every monster and LOD.Support at least idle, investigate, pursue, reposition, windup, attack, recover, stagger, and defeated. Each attack definition must declare startup, active, recovery, cooldown, contact shape/socket, damage/posture output, facing rule, and interrupt/cancel policy.
Drive contacts from authoritative action IDs and collision events. Animation may expose a normalized phase, but it must not create damage by itself.
(movesetId, elapsed) to state, attack, normalized phase, active flag, interruptibility, and stable action ID.Report whether the monster fully conforms, conforms with documented exceptions, or needs a new archetype capability added to the shared contract.
| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-01 | fail→fail | 23,466 | 24,940 | +6% | 1 | 1 | 0% | 6,219 | 7,098 | +14% | 0 | 0 | — |
case-02 | fail→fail | 31,721 | 28,306 | -11% | 1 | 1 | 0% | 6,210 | 7,089 | +14% | 0 | 0 | — |
case-03 | fail→fail | 29,762 | 27,707 | -7% | 1 | 1 | 0% | 6,135 | 7,090 | +16% | 0 | 0 | — |
case-04 | pass→pass | 19,225 | 15,844 | -18% | 1 | 1 | 0% | 3,093 | 3,726 | +20% | 0 | 0 | — |
case-05 | pass→pass | 14,089 | 11,087 | -21% | 1 | 1 | 0% | 2,521 | 2,819 | +12% | 0 | 0 | — |
case-06 | fail→pass | 12,679 | 10,872 | -14% | 1 | 1 | 0% | 2,065 | 2,541 | +23% | 0 | 0 | — |
case-07 | fail→pass | 16,034 | 16,514 | +3% | 1 | 1 | 0% | 3,313 | 4,497 | +36% | 0 | 0 | — |
case-08 | fail→pass | 12,569 | 7,873 | -37% | 1 | 1 | 0% | 2,092 | 2,259 | +8% | 0 | 0 | — |
case-09 | fail→pass | 12,633 | 7,576 | -40% | 1 | 1 | 0% | 2,176 | 2,067 | -5% | 0 | 0 | — |
case-10 | fail→pass | 25,497 | 6,112 | -76% | 1 | 1 | 0% | 1,787 | 1,946 | +9% | 0 | 0 | — |
case-11 | pass→pass | 17,175 | 16,792 | -2% | 1 | 1 | 0% | 2,993 | 4,209 | +41% | 0 | 0 | — |
case-12 | fail→pass | 13,831 | 12,806 | -7% | 1 | 1 | 0% | 2,519 | 3,149 | +25% | 0 | 0 | — |
case-13 | fail→fail | 12,874 | 9,495 | -26% | 1 | 1 | 0% | 2,075 | 2,422 | +17% | 0 | 0 | — |
case-14 | fail→pass | 15,626 | 13,242 | -15% | 1 | 1 | 0% | 2,552 | 3,067 | +20% | 0 | 0 | — |
case-15 | fail→pass | 11,177 | 8,277 | -26% | 1 | 1 | 0% | 1,901 | 2,397 | +26% | 0 | 0 | — |
case-16 | fail→pass | 16,149 | 10,518 | -35% | 1 | 1 | 0% | 2,770 | 2,696 | -3% | 0 | 0 | — |
case-17 | fail→pass | 12,639 | 11,831 | -6% | 1 | 1 | 0% | 2,091 | 2,761 | +32% | 0 | 0 | — |
case-18 | pass→pass | 11,587 | 7,501 | -35% | 1 | 1 | 0% | 1,997 | 2,213 | +11% | 0 | 0 | — |
case-19 | fail→pass | 13,344 | 8,963 | -33% | 1 | 1 | 0% | 2,336 | 2,685 | +15% | 0 | 0 | — |
case-20 | fail→pass | 16,297 | 12,403 | -24% | 1 | 1 | 0% | 2,665 | 2,853 | +7% | 0 | 0 | — |
case-21 | fail→pass | 13,222 | 11,545 | -13% | 1 | 1 | 0% | 2,186 | 3,115 | +42% | 0 | 0 | — |
case-22 | fail→pass | 19,063 | 12,327 | -35% | 1 | 1 | 0% | 3,003 | 3,036 | +1% | 0 | 0 | — |
case-23 | fail→pass | 14,897 | 9,154 | -39% | 1 | 1 | 0% | 2,342 | 2,500 | +7% | 0 | 0 | — |
case-24 | fail→fail | 12,732 | 15,714 | +23% | 1 | 1 | 0% | 2,288 | 3,783 | +65% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 24 cases were attempted. The headline lift of +63 percentage points is the difference between those two pass rates over the 24 comparable cases. 1 case got worse with the skill loaded, and it is included in that figure.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.