throw-tech
Installation
SKILL.md
Throw tech
Compatible modes
break-window | command-grab | both
Throw contract
Each attempt receives a stable throw attempt ID and references its grab volume/range (hitbox-hurtbox), source/target, logical attempt window, eligibility rules, break/tech options if any, priority/trade policy, resulting states and resource/cooldown effects.
Rules
- Hit/grab geometry and candidate collection stay with
hitbox-hurtbox; this skill decides throw-specific eligibility and resolve/escape rules. - Break/tech windows are project-authored logical intervals/actions. Command grabs may be untechable, state-guaranteed or otherwise specialised when explicitly published.
- Armor/invulnerability interaction delegates to
hyper-armor/defense eligibility contracts; no universal “throws always beat armor” rule is assumed. - Duplicate overlap/callbacks for one throw attempt resolve at most once according to stable attempt identity.
- Whiff/miss behavior is project data; a guaranteed throw in a specifically eligible state is not inherently a bug.