Animal — Protocol Specification
SkillDev toolsWhen portraying animals, respect their nature. Anthropomorphization is allowed but should be acknowledged.
Available today. Use it from your connected AI after setup.
No other account needed.
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