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Agent Skill · 效率

structs-combat(结构战斗)

structs-combat 用于补充效率相关能力,适合在 OpenClaw 中需要让 Agent 承接效率相关任务时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

structs-combat 是效率类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为执行命令;许可证为 MIT-0,第三方扫描有提醒项,按安装量在效率类的 21,003 个 Skill 里排第 4,539。

总安装 13,068周安装 550GitHub Stars 公开资料未说明下载 4,576核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
1.2.0

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:structs-combat(结构战斗)
来源仓库:https://github.com/abstrct/structs-combat
安装命令:
openclaw skills install structs-combat
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install structs-combat

这个 Skill 是做什么的

效率类 Skill 把重复的整理、汇总、转换工作交给助手完成,减少手工复制粘贴。

structs-combat 在结构内执行攻击、突袭与防御设置,支持隐身定位战术操作。适合对抗敌方建筑、袭击行星获取资源的战斗场景。涵盖多种攻击模式与阵型配置选项。structs-combat 属于效率类 Skill,可作为该场景下的辅助能力补充。需指定目标 ID 与行动参数才能触发相应效果。

使用前请确认己方权限与冷却时间限制。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install structs-combat;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要执行命令,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

structs-combat 怎么安装?

在终端执行 openclaw skills install structs-combat。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

structs-combat 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

structs-combat 需要什么权限?

权限级别是执行命令。安装流程涉及命令执行,可能通过 openclaw skills install structs-combat 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

structs-combat 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

structs-combat 用的人多吗?

公开数据是累计安装 13,068 次,近一周安装 550 次,下载 4,576 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

structs-combat 安全吗?

第三方扫描有提醒项,说明存在需要人工确认的行为。安装前请打开源码看清它读了什么、联网到哪里。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。

先想清楚的地方

  • 需要执行命令,装到常用环境前要先评估影响面。
  • 第三方扫描存在提醒项或未通过项,需要人工逐条确认。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理效率类任务、又不想每次都手写提示词的人。

不太适合

  • 不能接受 Skill 在你机器上执行命令的人。
  • 需要厂商级技术支持和 SLA 的生产系统。

效率类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
github

GitHub 代码协作 · OpenClaw

7,632,918545需要联网MIT-0通过
nano-pdf

Nano PDF 文档 · OpenClaw

4,249,476231需要联网MIT-0通过
auto-updater

自动更新程序 · OpenClaw

2,964,063386操作浏览器MIT-0通过
video-frames

视频帧 · OpenClaw

2,621,304112需要联网MIT-0通过
gemini

Gemini 助手 · OpenClaw

2,547,39648需要联网MIT-0有提醒
structs-combat

结构战斗 · 本页

13,068—执行命令MIT-0有提醒

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

name
structs-combat
description
Executes combat operations in Structs. Covers attacks, raids, defense setup, and stealth positioning. Use when attacking enemy structs, raiding a planet for ore, setting up defenders, activating stealth, moving fleet for raids, or preparing for incoming attacks. Raids require fleet movement and background PoW compute.

Structs Combat

Important: Entity IDs containing dashes (like 5-10, 9-3) are misinterpreted as flags by the CLI parser. All transaction commands in this skill use -- before positional arguments to prevent this.

Procedure

  1. Scout — structsd query structs planet [id], structsd query structs struct [id] for targets, shield, defenses.
  2. Optional stealth — structsd tx structs struct-stealth-activate --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id] before attack.
  3. Attack structs — structsd tx structs struct-attack --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [operating-struct-id] [target-struct-id,target-id2,...] [weapon-system]. Can target multiple structs.
  4. Raid flow — Move fleet to target: structsd tx structs fleet-move --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [fleet-id] [destination-location-id]. Then structsd tx structs planet-raid-compute -D 3 --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [fleet-id]. Compute auto-submits the complete transaction. Move fleet home. Refine stolen ore immediately.
  5. Defense setup — structsd tx structs struct-defense-set --from [key] --gas auto -y -- [defender-struct-id] [protected-struct-id] to assign; structsd tx structs struct-defense-clear --from [key] --gas auto -y -- [defender-struct-id] to remove.

Commands Reference

ActionCLI Command
Attackstructsd tx structs struct-attack -- [operating-struct-id] [target-ids] [weapon-system]
Raid compute (PoW + auto-complete)structsd tx structs planet-raid-compute -D 3 -- [fleet-id]
Raid complete (manual, rarely needed)structsd tx structs planet-raid-complete -- [fleet-id]
Fleet movestructsd tx structs fleet-move -- [fleet-id] [destination-location-id]
Set defensestructsd tx structs struct-defense-set -- [defender-id] [protected-id]
Clear defensestructsd tx structs struct-defense-clear -- [defender-id]
Stealth onstructsd tx structs struct-stealth-activate -- [struct-id]
Stealth offstructsd tx structs struct-stealth-deactivate -- [struct-id]
Move Command Ship (ambit)structsd tx structs struct-move -- [struct-id] [new-ambit] [new-slot] [new-location]

Raid flow: fleet-move → planet-raid-compute (auto-submits complete) → fleet-move home → refine stolen ore. Common tx flags: --from [key-name] --gas auto --gas-adjustment 1.5 -y.

Raid Timing

Fleet movement (fleet-move) is instant — no transit time. The only time cost in a raid cycle is the PoW compute.

planet-raid-compute uses -D flag (range 1-64) to wait until difficulty drops before hashing. Raid PoW difficulty depends on the target planet's properties. Launch raid compute in a background terminal — it may take minutes to hours depending on difficulty. Use -D 3 for zero wasted CPU. Compute auto-submits the complete transaction.

Important: Your fleet is locked "away" during the raid compute. You cannot build on your planet while your fleet is away. Plan accordingly — complete all planet builds before moving fleet for a raid.

Ambit Targeting

Each weapon can only hit specific ambits. Before attacking, verify your struct's weapon can reach the target's ambit.

StructLives InPrimary TargetsSecondary Targets
Command ShipAny (movable)Current ambit only—
BattleshipSpaceSpace, Land, Water—
StarfighterSpaceSpaceSpace
FrigateSpaceSpace, Air—
Pursuit FighterAirAir—
Stealth BomberAirLand, Water—
High Altitude InterceptorAirSpace, Air—
Mobile ArtilleryLandLand, Water—
TankLandLand—
SAM LauncherLandSpace, Air—
CruiserWaterLand, WaterAir
DestroyerWaterAir, Water—
SubmersibleWaterSpace, Water—

Command Ship positioning: The Command Ship is the only struct that can change ambits via struct-move. It can only attack structs in its current ambit (ambit flag 32 = "Local"). Move it to the target's ambit before attacking. Move it away from enemy weapon ranges as a defensive tactic.

Weapon Control vs Defense Type

The interaction between weapon control (guided/unguided) and target defense determines evasion. This is the core of combat tactics:

Target Defensevs Guidedvs Unguided
Signal Jamming (Battleship, Pursuit Fighter, Cruiser)66% missFull hit
Defensive Maneuver (High Alt Interceptor)Full hit66% miss
Armour (Tank)Full hit, -1 dmgFull hit, -1 dmg
Stealth Mode (Stealth Bomber, Submersible)Same-ambit onlySame-ambit only
Indirect Combat (Mobile Artillery)Full hitFull hit
NoneFull hitFull hit

Tactics: Use unguided weapons vs Signal Jamming, guided vs Defensive Maneuver. Armour always reduces by 1.

Stealth rules:

  • Stealthed structs can still be attacked from the same ambit -- stealth only blocks cross-ambit targeting
  • Attacking instantly deactivates stealth (firing reveals position)
  • Re-activation costs 1 charge (struct-stealth-activate)

Strategic Positioning

Offensive: Move your Command Ship to the ambit where you want to deal damage. Use cross-ambit attackers (Battleship, Stealth Bomber, SAM Launcher, Submersible) for coverage without repositioning.

Defensive: If the enemy fleet can only target specific ambits, move your Command Ship to an ambit they cannot reach. Diversify defenders across ambits so you can block attacks from any direction.

High-value cross-ambit units: Battleship (Space→Space/Land/Water), SAM Launcher (Land→Space/Air), Stealth Bomber (Air→Land/Water), Submersible (Water→Space/Water), Cruiser (Water→Land/Water + Air secondary). These structs threaten multiple ambits and are the foundation of flexible fleet composition.

Verification

  • Query planet shield, struct health
  • Query fleet location (onStation vs away)
  • Stolen ore: refine immediately; verify with struct/player queries
  • Attack results include health values (remaining health after attack) -- use to assess damage dealt
  • Raid seized_ore is tracked on planet_raid record -- query to see total ore stolen

Combat Notes

  • Minimum damage after reduction is 1 -- attacks always deal at least 1 damage
  • Offline/destroyed structs cannot counter-attack
  • Each struct can counter-attack at most once per struct-attack invocation -- not per target, not per shot
  • Defender counter-attack fires before block, and fires even on evaded shots
  • Target counter-attack fires after all shots resolve -- destroyed targets cannot counter
  • Block does NOT fire on evaded shots -- only counter-attacks happen on evasion
  • Evasion is per-target (entire volley evaded), while shot accuracy is per-projectile
  • Each projectile gets its own EventAttackShotDetail -- targetPlayerId is on EventAttackShotDetail (not EventAttackDetail)
  • PDC does not counter-attack -- it only auto-fires after all targets are resolved
  • Multiple players' PDCs on the same planet stack correctly
  • Target struct existence is validated before attack proceeds
  • Hashing for raid-compute is open by default -- any valid proof accepted
  • Successful raids seize ALL of the target's storedOre -- one raid takes everything
  • Destroyed structs are gone forever but can be replaced by building a new struct of the same type (full PoW required)
  • Protect your Command Ship -- losing it disables your entire fleet until a replacement is built

Combat Readiness Checklist

Before engaging in combat, verify all conditions:

  • [ ] Command Ship online — structsd query structs struct [cmd-ship-id], status = Online
  • [ ] Fleet on station (for defense) or fleet away (for raids) — structsd query structs fleet [fleet-id]
  • [ ] Sufficient charge — Weapons cost 1-20 charge. At ~6 sec/block, 20 charge = 2 minutes
  • [ ] Power capacity headroom — Total load must stay below capacity during combat
  • [ ] Defense structs assigned — PDC, Orbital Shield, defenders set via struct-defense-set
  • [ ] Available struct slot — If building combat structs, check planet slots (0-3 per ambit)
  • [ ] Ore refined or secured — Unrefined ore is stealable. Refine before engaging in raids that may invite retaliation

Defense Formations

Assign defenders to protect high-value structs. Defenders absorb incoming attacks before the protected struct takes damage.

Minimum viable defense: Assign at least one combat struct per ambit to defend your Command Ship. Command Ship has 6 HP; most fleet structs have 3 HP. Without defenders, a Command Ship can be destroyed in just a few attacks.

Example formation (4 Starfighters defending Command Ship):

structsd tx structs struct-defense-set --from [key] --gas auto -y -- [starfighter-1-id] [command-ship-id]
structsd tx structs struct-defense-set --from [key] --gas auto -y -- [starfighter-2-id] [command-ship-id]
structsd tx structs struct-defense-set --from [key] --gas auto -y -- [starfighter-3-id] [command-ship-id]
structsd tx structs struct-defense-set --from [key] --gas auto -y -- [starfighter-4-id] [command-ship-id]

Rules:

  • Defenders must be in the same ambit as the target being defended to block (not the attacker's ambit)
  • A struct cannot block for a friendly in a different ambit
  • Defenders counter-attack once per struct-attack invocation (before block, even on evaded shots) -- for multi-shot weapons (Attack Run with 3 projectiles), the defender counters on the first shot only but can attempt to block all 3 shots
  • Counter-attacks are ambit-independent from the defended target (a space defender can counter a space attacker while defending a land struct)
  • Attacking Signal Jamming targets (Battleship, Pursuit Fighter, Cruiser) with guided weapons is riskier -- you miss AND get countered
  • Each defender assignment costs 1 charge -- stagger 6s apart (same account)
  • Build defense BEFORE economy or offense -- always
  • Defense protects structs from destruction but does NOT prevent ore seizure -- the only defense for ore is immediate refining

Error Handling

  • "insufficient charge" — Weapon needs charge; check struct state.
  • "target invalid" — Target may be destroyed, stealthed, or out of range.
  • "unreachable" / "out_of_range" — Your weapon cannot target that ambit. Check the targeting matrix above and reposition your Command Ship or use a different struct.
  • "fleet not away" — Raids require fleet away; move fleet first.
  • "proof invalid" — Re-run raid-compute with correct difficulty.
  • Stolen ore — Refine immediately; ore is stealable until refined.

See Also

平台分布

OpenClaw

97.15%
按下载量换算4,446

安全审计

VirusTotal

通过

ClawScan

可疑

Static analysis

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 openclaw skills install structs-combat 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在提醒或未通过项,安装前请自行复核。目前只有一个公开来源,建议同时核对源仓库。

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