simhacker/moollm

reward

Motto: Rewards should feel earned and fitting.

First seen Jan 26, 2026

Installation

$ npx skills add simhacker/moollm --skill reward

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 52
License LICENSE
Default branch main
Open issues 1
Status Active

Skill metadata

Parsed from SKILL.md frontmatter.

LicenseMIT
Allowed toolsread_file, write_file

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 4,207 B
  • docs README.md 1,055 B
  • docs SUMMARY.md 60 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 14 installs

SKILL.md

Reward Protocol

Dynamic achievement rewards — the treasure matches the quest.
"Rewards should feel earned and fitting."

Core Principle

Thematic Appropriateness

Rewards match achievements:

  • Slay a dragon → dragon-themed rewards (scales, hoard, reputation)
  • Save a village → village's gratitude (shelter, allies, title)
  • Solve a puzzle → knowledge rewards (secrets, techniques, lore)

Reward Types

Type Examples When Granted
Items Weapons, tools, treasures Combat, exploration
Gold Currency, valuables Commerce, quests
Buffs Temporary powers Heroic moments
Titles LIGHT-BEARER, DRAGON-SLAYER Major achievements
Abilities New skills, techniques Learning, training
Access Keys, permissions, trust Social achievements
Knowledge Secrets, lore, maps Investigation
Heirlooms Items with history Generational play

Methods

GRANT - Give a Reward

invoke: GRANT
params:
  recipient: "Who gets it"
  achievement: "What they did"
  reward: "What they get (or auto-generate)"
effect:
  - Add to recipient's inventory or state
  - Record in achievement log
  - Narrate the granting

GENERATE - Create Thematic Reward

invoke: GENERATE
params:
  achievement: "What was accomplished"
  context: "Where and how"
effect:
  - Analyze achievement theme
  - Generate appropriate reward
  - Propose with justification

Reward Generation Logic

Achievement: "Rescued the blacksmith from the fire"
Context: Village fire, heroic action

Thematic analysis:
  - Fire → fire-related items?
  - Blacksmith → smithing reward?
  - Heroic → reputation boost?

Generated rewards:
  1. Fireproof cloak (practical, thematic)
  2. Free repairs for life (relationship)
  3. Title: FLAME-WALKER (reputation)
  4. Secret: location of rare ore (knowledge)

Scaling Rewards

Achievement Level Reward Scale
Minor task Small token, few coins
Significant quest Useful item, title
Major accomplishment Powerful item, ability
Legendary feat Unique artifact, lasting fame

Curse Lifting Rewards

When curses are lifted, special rewards apply:

curse:
  name: "Curse of Darkness"
  lift_condition: "Light 3 dark places"
  
reward_on_lift:
  - title: "LIGHT-BEARER"
  - ability: "Glow in darkness"
  - knowledge: "Location of the Shadow Temple"

Delayed Rewards

Some rewards mature over time:

delayed_reward:
  type: "Planted seed"
  matures: "After 3 game days"
  becomes: "Magical fruit tree"
  
relationship_reward:
  type: "Merchant's favor"
  grows_with: "Repeated business"
  becomes: "Exclusive supplier"

State

reward_state:
  earned_rewards: []
  pending_rewards: []
  titles: []
  achievements_log:
    - date: "2026-01-15"
      achievement: "Rescued the blacksmith"
      reward: "Fireproof cloak"

Integration

Skill Integration
scoring Score determines reward quality
buff Some rewards are buffs
economy Gold rewards
character Rewards update character state
adventure Quest completion triggers rewards

Safety Guidelines

  • Proportional — reward matches difficulty
  • Consistent — similar achievements, similar rewards
  • Meaningful — rewards should matter to the story
  • No inflation — keep rewards valuable

Example Session

> [Player completes fire rescue quest]

GENERATE: achievement="rescued blacksmith from fire"

Analysis:
- Heroic action in dangerous situation
- Relationship established with craftsman
- Fire element prominent

Proposed rewards:
1. 🛡️ Fireproof Cloak - practical protection
2. 🔨 Free Smithing - relationship benefit
3. 🏆 Title: FLAME-WALKER - reputation

Which feels right for this character?