Use when a signature traversal/combat/puzzle tool needs a small verb kit, target-capability contract and interruption rules across swing, yank, grapple or optional weapon use. It does not impose one genre's ammo or puzzle philosophy.
Installs into .claude/skills of the current project.
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---
name: adventure-tool
description: Use when a signature traversal/combat/puzzle tool needs a small verb kit, target-capability contract and interruption rules across swing, yank, grapple or optional weapon use. It does not impose one genre's ammo or puzzle philosophy.
---
# Adventure tool
Ask: `tool-swing | tool-yank | tool-and-gun`.
## Ownership
This skill composes a signature tool's verbs. Grapple physics may delegate to `grapple-swing` / `physics-interaction`; ranged fire to `projectile-hitscan`; puzzle teaching to `puzzle-design` / `level-teach`; bindings to `input-design`.
## Contract
Define stable:
- `tool_action_id`
- required target capability/tag
- startup/active/recovery or interaction phases from the project's action clock
- resource/cooldown owner if any
- interruption/cancel policy
- authoritative success/failure event
Do not assume guns are scarce, puzzles come first, or the tool must clear a gap without a weapon. Those are project design choices.
A target may advertise pullable, swingable, cuttable, shootable or another project capability. Presentation cannot make an unsupported target legal.
## Acceptance
The same tool action against the same target capability/state produces the same authoritative result. Interrupted actions cannot double-apply, stale targets fail closed, and optional ranged/ammo policy remains owned by its dedicated system rather than this skill.