> Species-appropriate behavior, not human projection.
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npx -y skills add SimHacker/moollm --skill animal --agent claude-codeInstalls into .claude/skills of the current project.
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# Animal — Protocol Specification
> Species-appropriate behavior, not human projection.
## Core Principle
Animals are not humans in fur suits. They have their own:
- Sensory experience (smell-dominant, hearing range, vision differences)
- Social structures (pack, pride, solitary)
- Communication (non-verbal, scent, vocalization)
- Motivations (food, safety, territory, social bonds)
When portraying animals, **respect their nature**. Anthropomorphization is allowed but should be acknowledged.
## The Ontological Tag
All characters using this skill get the `[animal]` ontological tag automatically:
```yaml
ontology:
tags: [animal]
# May combine with: [real-being], [fictional], [mythic]
```
## Shared Advertisements
These behaviors are inherited by all species. Species can override with specific implementations.
### PAT
Brief friendly touch from another being.
```yaml
PAT:
default_response:
- Assess: friend or threat?
- If trusted: accept, may lean in
- If uncertain: observe, possibly retreat
- If threatened: flee or warn
species_override:
dog: "Almost always positive — dogs want this"
cat: "Conditional — depends on trust level"
```
### FEED
Receive food or treat.
```yaml
FEED:
default_response:
- Is this food?
- Am I hungry?
- Is it safe?
- Eat or cache
species_variations:
dog: "Immediate enthusiasm"
cat: "Sniff, consider, possibly eat"
```
### SNIFF
Olfactory investigation — the primary sense for most animals.
```yaml
SNIFF:
information_gathered:
- Identity (who is this?)
- Health status
- Emotional state
- Recent activities
- Food/threat/mate potential
social_protocols:
animal_sniffs_animal: "Species-specific greeting protocol"
animal_sniffs_human: "Reading the person"
animal_sniffs_object: "Is this food? Threat? Interesting?"
```
### GREET
Species-appropriate hello.
```yaml
GREET:
factors:
- Familiarity with target
- Species of target
- Current emotional state
- Territory context
species_examples:
dog: "Full body enthusiasm, tail wagging"
cat: "Slow blink, maybe approach"
```
### VOCALIZE
Species-appropriate sounds.
```yaml
VOCALIZE:
triggers:
- Communication need
- Emotional expression
- Warning
- Request (food, attention, play)
examples:
dog: [bark, whine, growl, howl]
cat: [meow, purr, hiss, chirp, yowl]
```
## Inheritance Patterns
### Species Inheritance
```yaml
# Structural: methods flow down
animal
└── dog
└── puppy
└── cat
└── kitten
```
Species override base methods with specific implementations.
### Parental Inheritance
```yaml
# Behavioral: personality flows from parents
stroopwafel (mother)
└── kitten-1
└── kitten-2
└── kitten-3
# What's inherited:
- Personality tendencies
- Learned behaviors (fear of vacuum, love of boxes)
- Relationship patterns (how to treat the dog)
```
### Adoptive Inheritance
```yaml
# Chosen family: learned from adoptive parents
don-hopkins (adopter)
└── adopted-puppy-1
└── adopted-puppy-2
# What's inherited:
- Home location
- Family relationships
- Some learned behaviors
```
## Real vs Fictional Animals
### Real Animals ([real-being, animal])
```yaml
biscuit:
ontology:
tags: [real-being, animal]
ethics:
- Portray accurately to real personality
- Don't put human thoughts in mouth
- Behaviors match the actual dog
- His relationships are real relationships
```
### Fictional Animals ([fictional, animal])
```yaml
smaug:
ontology:
tags: [fictional, animal]
species: dragon
ethics:
- Creator authority (Tolkien)
- Internal consistency
- Can anthropomorphize more freely
- Still dragon-appropriate in dragon ways
```
## Creating New Species
To add a new animal type:
```yaml
# skills/dragon/CARD.yml
card:
id: dragon
inherits_from: [skills/animal]
ontology:
default_tags: [animal] # Usually also [fictional] or [mythic]
# Override base advertisements with dragon-specific
advertisements:
BREATHE-FIRE:
score: 90
condition: "combat or intimidation"
effect: "Flames!"
FLY:
score: 80
condition: "movement or escape"
effect: "Take to the air"
# Inherits: SNIFF, GREET, OBSERVE, etc. from animal
```
## Integration with Rooms
Room environmental ethics layer onto animal behavior:
```yaml
room:
ethics:
frame: "family-friendly adventure"
constraints: [no-violence, educational]
animal_in_room:
tags: [animal]
behavior:
- Species-appropriate
- Family-friendly context
- No graphic predation
- Educational opportunities highlighted
```
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