Agent skill

add-mod-resolver

Use when adding new push* resolver functions inside resolveModsForOffenseSkill to handle mod-based combat mechanics like tangles, debuffs, or conditional damage bonuses (project)

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Install this agent skill to your Project

npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/other/other/add-mod-resolver

SKILL.md

Adding Mod Resolvers

Overview

Mod resolvers are push* functions defined inside resolveModsForOffenseSkill in src/tli/calcs/offense.ts. They read from the mods array (and optionally config, prenormMods, resourcePool, defenses) and push new derived mods based on game mechanics. Each resolver handles one mechanic (e.g., frostbite, numbed, tangles, infiltrations).

When to Use

  • Adding a new combat mechanic that derives mods from existing mods or configuration
  • Adding conditional damage bonuses based on presence of a flag mod (e.g., IsTangle, WindStalker)
  • Adding enemy debuff calculations (e.g., numbed stacks, frostbite, frail)
  • Adding buff/aura effect calculations with effect multipliers

Project File Locations

Purpose File Path
Resolver function location src/tli/calcs/offense.ts (inside resolveModsForOffenseSkill)
Mod type definitions src/tli/mod.ts (ModDefinitions interface)
Configuration interface & defaults src/tli/core.ts (Configuration, DEFAULT_CONFIGURATION)
Mod helper utilities src/tli/calcs/mod-utils.ts
Tests src/tli/calcs/offense.test.ts

Architecture

applyModFilters preprocesses all mods into four groups:

  • mods — non-per mods without condThreshold or resolvedCond (ready to use immediately)
  • prenormMods — all mods without resolvedCond (source for per-stackable normalization)
  • condThresholdMods — non-per mods with condThreshold (pushed back by normalize() when threshold is met)
  • resolvedCondMods — mods with resolvedCond (pushed back by individual push* resolvers when condition is met)

resolveModsForOffenseSkill then runs a sequence of push* resolver functions that push new derived mods into mods via pm(). Each push* function is a closure that captures:

  • mods: Mod[] — the shared mutable array of resolved mods
  • prenormMods — mods needing per-stackable normalization
  • condThresholdMods — mods held back until their stackable threshold is evaluated by normalize()
  • resolvedCondMods — mods held back until their resolved condition is evaluated by a push* resolver
  • config: Configuration — user-configured combat parameters
  • resourcePool — stats, mana, blessings, etc.
  • defenses — armor, evasion, resistances, etc.
  • loadout: Loadout — full parsed loadout
  • Helper functions: pm() (push mods), normalize() (normalize stackables), step() (dependency tracking)

The execution sequence begins with normalizeFromConfig(), which normalizes all stackables whose values come purely from config fields (e.g., level, num_enemies_nearby, enemy_numbed_stacks). This runs before pushStatNorms() and all other resolvers. Normalize calls whose values depend on mods, stats, defenses, or resourcePool remain in their respective push* functions or inline in the execution sequence.

Available Helpers

From closure (defined in resolveModsForOffenseSkill):

  • pm(...ms: Mod[]) — shorthand for mods.push(...ms)
  • normalize(stackable, value) — normalizes per-stackable mods from prenormMods and pushes satisfied condThresholdMods for that stackable
  • normalizeFromConfig() — calls normalize() for all stackables whose values come purely from config fields; called once at the start of the execution sequence before pushStatNorms()
  • step(stepName) — registers a step for dependency tracking (only needed if other steps depend on this one)
  • resolvedCondMods: Mod[] — mods with resolvedCond, separated out by applyModFilters; push matching ones into mods via pm() when the condition is met
  • condThresholdMods: Mod[] — non-per mods with condThreshold, separated out by applyModFilters; pushed back automatically by normalize() when their stackable threshold is met

From src/tli/calcs/mod-utils.ts:

  • modExists(mods, "ModType") — returns boolean, checks if any mod of that type exists
  • findMod(mods, "ModType") — returns first mod of type or undefined
  • filterMods(mods, "ModType") — returns all mods of type as ModT<T>[]
  • sumByValue(mods) — sums .value of all mods in array
  • calcEffMult(mods, "ModType") — calculates (1 + sum_of_inc) * product_of_addn multiplier
  • multModValue(mod, multiplier) — returns new mod with .value multiplied

Implementation Checklist

1. Ensure the Trigger Mod Type Exists

Check src/tli/mod.ts under ModDefinitions. If the flag mod (e.g., IsTangle) doesn't exist, add it:

typescript
// In ModDefinitions
IsTangle: object;  // flag mod, no fields

For mods with data:

typescript
NumbedEffPct: { value: number };

2. Ensure Configuration Fields Exist (if needed)

If the resolver needs user-configurable values, ensure they exist in src/tli/core.ts. Use the /add-configuration skill if they don't.

3. Write the push* Function

Define the function inside resolveModsForOffenseSkill, near related resolvers. Follow these patterns:

Simple flag-based resolver (multiplies damage by a config value):

typescript
const pushTangle = (): void => {
  if (!modExists(mods, "IsTangle") || config.numActiveTangles <= 1) return;
  mods.push({
    type: "DmgPct",
    dmgModType: "global",
    addn: true,
    value: (config.numActiveTangles - 1) * 100,
    src: "Tangle",
  });
};

Debuff with effect multiplier:

typescript
const pushNumbed = (): void => {
  if (!config.enemyNumbed) return;
  const numbedStacks = config.enemyNumbedStacks ?? 10;
  const numbedEffMult = calcEffMult(mods, "NumbedEffPct");
  const baseValPerStack = 5;
  const numbedVal = baseValPerStack * numbedEffMult * numbedStacks;
  mods.push({
    type: "DmgPct",
    value: numbedVal,
    dmgModType: "lightning",
    addn: true,
    isEnemyDebuff: true,
    src: "Numbed",
  });
};

Buff with effect multiplier (e.g., aggression, mark):

typescript
const pushMark = (): void => {
  if (!config.targetEnemyMarked) return;
  const markEffMult = calcEffMult(mods, "MarkEffPct");
  const baseValue = 20;
  mods.push({
    type: "CritDmgPct",
    value: baseValue * markEffMult,
    addn: true,
    modType: "global",
    isEnemyDebuff: true,
    src: "Mark",
  });
};

Resolver with per-stackable normalization:

typescript
const pushPactspirits = () => {
  const addedMaxStacks = sumByValue(filterMods(mods, "MaxPureHeartStacks"));
  const maxStacks = 5 + addedMaxStacks;
  const stacks = config.pureHeartStacks ?? maxStacks;
  normalize("pure_heart", stacks);
};

Config-only normalization (add to normalizeFromConfig):

If the stackable value comes purely from config fields (no dependency on mods, stats, defenses, or resourcePool), add the normalize() call inside normalizeFromConfig() instead of creating a separate push* function or placing it inline in the execution sequence:

typescript
const normalizeFromConfig = (): void => {
  // ... existing config-based normalizes ...
  normalize("new_stackable", config.newStackableValue ?? defaultValue);
};

Only use a separate push* function or inline normalize() when the value depends on computed data (mods, stats, etc.), or when the value has a config override with a mod-computed fallback (e.g., config.stacks ?? maxStacksFromMods).

Resolved condition resolver (conditions that depend on calculated values):

Some mod conditions can't be evaluated statically from configuration — they depend on values calculated earlier in resolveModsForOffenseSkill (e.g., sealed mana/life percentages come from resourcePool.sealedResources, not config). These use resolvedCond on the mod (see ResolvedCondition in mod.ts) instead of cond (which is for static Configuration-based conditions evaluated in filterModsByCond).

Mods with resolvedCond are separated out by applyModFilters into resolvedCondMods. The push* resolver filters for its condition and pushes matching mods into mods via pm() when the condition is met.

typescript
const pushHasSealedLifeAndManaCond = (): void => {
  const { sealedManaPct, sealedLifePct } = resourcePool.sealedResources;
  if (sealedManaPct <= 0 || sealedLifePct <= 0) return;
  pm(
    ...resolvedCondMods.filter(
      (m) => m.resolvedCond === "have_both_sealed_mana_and_life",
    ),
  );
};

To add a new resolved condition:

  1. Add the condition string to ResolvedConditionValues in src/tli/mod.ts
  2. In the mod parser template (src/tli/mod-parser/templates.ts), use resolvedCond: RC.condition_name (imported as ResolvedConditions as RC) instead of cond: C.condition_name
  3. Write a push* resolver that filters resolvedCondMods and pushes matching mods via pm(), and call it at the appropriate point in the execution sequence

Resolver with step dependencies (rare, only when other resolvers depend on this one):

typescript
const pushSpellAggression = (): void => {
  step("spellAggression");
  if (!config.hasSpellAggression && !modExists(mods, "HasSpellAggression")) return;
  const mult = calcEffMult(mods, "SpellAggressionEffPct");
  mods.push({
    type: "CspdPct",
    value: 7 * mult,
    addn: true,
    src: "Spell Aggression",
  });
};

If using step(), also register the step in stepDeps (above resolveModsForOffenseSkill):

typescript
const stepDeps = createSelfReferential({
  // ... existing steps ...
  newStep: ["dependency1"],  // list steps that must run before this one
});

4. Call the Function

Add the call in the execution sequence inside resolveModsForOffenseSkill. Place it near related mechanics.

5. Verify

bash
pnpm test
pnpm typecheck
pnpm check

Common Patterns

Pattern When to Use Key Helper
Check flag mod exists Mechanic only applies when a specific support/skill mod is present modExists(mods, "FlagMod")
Check config boolean Mechanic depends on user toggle if (!config.someToggle) return
Effect multiplier Buff/debuff has mods that scale its effectiveness calcEffMult(mods, "SomeEffPct")
Config stacks with default User can override stack count, defaults to max config.someStacks ?? maxStacks
Normalize stackable Mechanic involves per-stackable scaling with computed value normalize("stackable_name", value)
Config-only normalize Stackable value comes purely from config Add to normalizeFromConfig()
Filter by resolved condition Condition depends on calculated values, not static config pm(...resolvedCondMods.filter(...))
addn: true on DmgPct More multiplier (multiplicative with other addn: true mods)
addn: false on DmgPct Increased multiplier (additive with other addn: false mods)
isEnemyDebuff: true Damage increase from enemy debuff (for display grouping)
src: "Name" Label for debug/display panel

DmgPct addn Field

The addn (additional) field on DmgPct controls how the damage bonus stacks:

  • addn: falseIncreased damage. All addn: false mods sum together into one multiplier: (1 + sum).
  • addn: trueMore damage. Each addn: true mod is its own separate multiplier: (1 + value1) * (1 + value2) * ...

Most resolvers use addn: true because their effects are multiplicative with other damage sources.

Common Mistakes

Mistake Fix
Forgetting early return when flag/config is absent Always guard with if (!condition) return
Using addn: false when the mechanic should be multiplicative Use addn: true for separate "more" multipliers
Pushing mods without src Always include src for debug panel visibility
Forgetting to add config field Use /add-configuration skill first
Adding step() unnecessarily Only use step() if other resolvers depend on this one running first
Not handling undefined config with ?? Optional config values need fallback: config.stacks ?? defaultMax
Placing config-only normalize inline in execution sequence Add to normalizeFromConfig() instead; only use inline/push* for computed values

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