Nath-Vikky/dsh-codekin0

@nath-vikky/dsh-codekin

适用于 DeepSeek Harness Web 的 Codekin 生物收集与三消 RPG 游戏插件。

AI 分析

核心用途是将 DSH 运行时的事件转化为本地游戏事件,在不干扰 AI 正常工作的前提下提供宠物收集与消除战斗游戏。适合想要在工作间隙娱乐的用户。

包名
@nath-vikky/dsh-codekin
版本
0.2.0
许可证
MIT
最近更新
2026年8月28日

安装

$npx -p @deepseek-ai/dsh dsh plugin --profile web add github:Nath-Vikky/dsh-codekin

Codekin

简体中文 · npm · Releases

Codekin is a creature-collection and match-three battle plugin for DeepSeek Harness Web. It turns high-level DSH runtime outcomes into local game events without changing prompts, tools, model requests, or agent behavior.

The first 25 Codekin

Install and enable

Install or update the stable release through the DSH profile manager:

dsh plugin --profile web add @nath-vikky/dsh-codekin@latest

Restart DSH Web after installation, then open DSH Settings → Codekin and enable the plugin. The launcher is draggable and toggles the compact portrait game window. When idle supplies are ready, the launcher changes into a gently animated gift reminder.

Users upgrading from a prerelease should keep the explicit @latest suffix once so that a cached next resolution cannot retain an older release candidate. Release notes and the matching prebuilt .tgz are also available on the GitHub Releases page.

Core loop

Use DSH normally. Completed activity can award one capture core and create at most one encounter. Open Codekin to collect idle supplies, inspect the regional map, choose a wild target, arrange a three-member squad, and enter a 7×7 command match battle. Winning yields growth material; weakening a target opens a capture decision whose odds combine remaining runtime with capture-core quality. Progress, encounters, inventory, squads, and tower state remain local to the plugin.

What it includes

  • Five clear computing attributes—Compute, Compile, Network, Guard, and Glitch—and 25 initial Codekin.
  • Five capture-core qualities earned through ordinary DSH use.
  • Event-driven encounters, including uncommon creatures associated with failed or recovered runs.
  • Up to seven wild map residents, with long-lived common finds and shorter windows for high-level rare encounters.
  • Mixed DSH activity replenishes the least represented matching region; after one region grows beyond five residents, repeated single-attribute activity is diverted to a scarcer region.
  • Ordinary wild levels stay between the lowest and highest levels in the complete roster; Nova and Origin appear as over-level special challenges.
  • A 2D region map, 7×7 match-three battles, capture, a three-Codekin squad, and a creature index.
  • An Endless Stack Tower with increasingly strong Boss levels, qualities, mechanics, and per-floor growth rewards.
  • Five attribute tiles arranged in a closed advantage loop, with strong and resisted damage.
  • Level 1–100 progression, five qualities of growth material, idle supplies, and local persistence.
  • A compact growth target selector keeps training usable even with a large roster.
  • A persisted enable switch under DSH Settings → Codekin; disabling pauses event rewards and idle time without deleting progress.
  • A two-step release flow in Squad that returns one same-quality growth material regardless of the Codekin's level.
  • Three base actions per active Codekin; direct match-four refunds an action and match-five adds one.
  • A wild-battle turn may be ended early to preserve a low-runtime capture target.
  • Damage from all three squad stages is queued and resolved as one team strike at the end of the cycle.
  • Wild Codekin use separate Boss scaling and can telegraph single-target attacks, party-wide attacks, tile locks, freezes, and phase shields according to their level and quality.
  • Matching a Codekin's attribute builds command points, and every Codekin has one passive plus one active ability.
  • Match-four, match-five, and intersecting clears create row, column, burst, and origin tiles.
  • Reward popups, item details, visible material experience values, and explicit confirmations for irreversible roster actions.
  • Host-validated game actions and atomic local persistence.

Battle and encounter rules

Swap adjacent tiles to queue compute damage and charge matching squad members. Each squad member normally contributes three actions; a direct match-four refunds an action and a match-five grants an extra action. The three squad stages are displayed separately, then resolve as one team strike. Wild Bosses have their own multi-action cycle and may use single-target or party-wide attacks, locks, freezes, shields, and quality-dependent mechanics. A player may end the current stage early to avoid defeating a weakened capture target. Encounter duration, level, and quality respond to effective DSH activity while map population and regional balancing prevent one activity type from occupying every spawn slot.

Data behavior

Game progress is stored locally by the plugin. Codekin records bounded game events and aggregate runtime outcomes; it does not store prompt text, assistant responses, tool arguments, commands, workspace paths, or raw error bodies. It does not submit prompts, invoke tools, alter model requests, or modify conversations.

Compatibility and status

The current stable release is 0.2.0 for DeepSeek Harness Web 0.1.0-rc.5. Stable packages use the npm latest tag; future preview builds use next.

License

MIT