Animal — Protocol Specification

SkillDev tools

When portraying animals, respect their nature. Anthropomorphization is allowed but should be acknowledged.

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the Animal — Protocol Specification skill

About this capability

MOOLLM

What this skill tells your AI

The instructions your AI receives, as published by simhacker/moollm in skills/animal/SKILL.md and read by ahel’s review.

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:

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.

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.

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.

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.

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.

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

# Structural: methods flow down
animal
  └── dog
        └── puppy
  └── cat
        └── kitten

Species override base methods with specific implementations.

Parental Inheritance

# 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

# 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])

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])

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:

# 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:

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

Signals

GitHub stars
52
Forks
5
Last commit
Sep 2026
Advanced
Catalog kind
skill
Gateway key
animal
Source
github.com/simhacker/moollm