Agent skill

needs

Dynamic motivations (Sims-style) — needs fluctuate and drive behavior

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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/needs

SKILL.md

Needs Skill

Dynamic motivations (Sims-style).

Motto: "Needs drive the story. Low needs create urgency."

Key Concepts

  • Scale — 0-10 (10 = fully satisfied)
  • Decay — Needs decrease over time
  • Urgency — Low needs interrupt other activities
  • Inner voice — YAML Jazz comments reflect mental state

Standard Needs

Need Decay Satisfy Critical
Hunger 2 hours EAT, DRINK 2
Energy 3 hours SLEEP, REST 2
Fun 4 hours PLAY, GAMES 3
Social 6 hours TALK, hang out 3
Comfort Situational Safe place 4
Bladder 4 hours Use bathroom 1

Inner Voice (YAML Jazz)

yaml
hunger: 7   # Satisfied. No food thoughts.
hunger: 3   # Getting peckish. Is that pie?
hunger: 1   # FOOD. FOOD. FOOD. FOOD.

See Also

  • time — Needs decay over simulation turns
  • buff — Some buffs affect need decay
  • character — Needs stored in character

Full Protocol

Needs Skill — Dynamic Motivations (Sims-Style)

Needs fluctuate over time and drive behavior.

skill: name: needs tier: 1 protocol: NEEDS-AS-MOTIVATION description: | Needs fluctuate over time and drive behavior. Low needs create urgency. Satisfied needs enable other activities. Comments update to reflect inner voice. motto: "Needs drive the story. Low needs create urgency."

SCALE

scale: range: "0-10" meaning: 10: "Fully satisfied" 7-9: "Comfortable" 4-6: "Manageable" 2-3: "Urgent" 0-1: "Critical"

STANDARD NEEDS

standard_needs: hunger: decay_rate: "-1 per 2 hours" satisfy: ["EAT", "DRINK"] low_effects: ["distraction", "irritability", "food fixation"] critical_at: 2

energy: decay_rate: "-1 per 3 hours (faster if Active high)" satisfy: ["SLEEP", "REST", "coffee (temporary)"] low_effects: ["reduced effectiveness", "yawning", "sluggishness"] critical_at: 2

fun: decay_rate: "-1 per 4 hours" satisfy: ["PLAY", "GAMES", "social", "exploration"] low_effects: ["boredom", "restlessness", "seeking novelty"] critical_at: 3

social: decay_rate: "-1 per 6 hours (varies by Outgoing)" satisfy: ["TALK", "hang out", "party"] low_effects: ["loneliness", "craving conversation"] critical_at: 3

comfort: decay_rate: "Situational (environment-dependent)" satisfy: ["Safe location", "familiar place", "cozy setting"] low_effects: ["anxiety", "restlessness", "seeking home"] critical_at: 4

bladder: decay_rate: "-1 per 4 hours" satisfy: ["Use bathroom"] low_effects: ["urgency", "distraction", "accident risk"] critical_at: 1

INNER VOICE (YAML Jazz)

yaml_jazz_comments: description: | Need values have DYNAMIC COMMENTS that serve as inner voice. Comments update when values change!

examples: hunger: high: "hunger: 7 # Satisfied. No food thoughts." medium: "hunger: 5 # Could eat. Not urgent." low: "hunger: 3 # Getting peckish. Is that pie?" critical: "hunger: 1 # FOOD. FOOD. FOOD. FOOD."

energy:
  high: "energy: 8  # Wide awake. Let's DO things."
  medium: "energy: 5  # Fine. Maybe coffee later."
  low: "energy: 2  # So tired. Everything is hard."
  critical: "energy: 1  # Can't... keep... eyes..."
  
social:
  high: "social: 9  # People are great. I love everyone."
  medium: "social: 5  # Could use a chat."
  low: "social: 2  # Is anyone there? Hello?"

DECAY

decay: timing: "Needs decay over simulation turns" factors: - "Base decay rate" - "Personality traits (Active, Outgoing)" - "Current location effects" - "Active buffs" - "Dribble food to bladder"

SATISFACTION

satisfaction: actions: "Most needs satisfied by specific actions" locations: "Some locations satisfy needs passively (home, pub)" items: "Some items satisfy needs (food, bed)" social: "Interactions can satisfy social need"

CRITICAL NEEDS

critical_needs: description: | When a need hits critical level, behavior changes: - Inner voice becomes URGENT - Other activities interrupted - May trigger autonomous actions

example: | hunger: 1 # I CAN'T THINK ABOUT ANYTHING ELSE # IS THERE FOOD? WHERE IS FOOD? # [Character may abandon current task to find food]

integrates_with:

  • skill: character how: "Needs stored in character state"
  • skill: time how: "Needs decay over simulation turns"
  • skill: buff how: "Some buffs affect need decay rates"
  • skill: room how: "Locations can satisfy needs"

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