dialogue-box
Implement dialogue UI (typewriter + advance) for touch/keyboard
Implement dialogue UI (typewriter + advance) for touch/keyboard
Capture Unity EditorWindow and save as PNG. Use when you need to: (1) Take a screenshot of Game View, Scene View, Console, Inspector, etc., (2) Capture visual state for debugging or verification, (3) Save editor output as an image file.
Manim(Mathematical Animation Engine)を使用してアニメーション動画を作成します。このスキルは、(1) 解説動画やビジュアライゼーションの作成、(2) プレゼンテーション動画、(3) ロゴアニメーション、(4) インフォグラフィック、(5) 教育コンテンツ、(6) 3Dアニメーション、(7) アルゴリズムやデータ構造の可視化に使用します。2D/3Dシーン、LaTeX数式、グラフ、TTSナレーション、BGMなどをサポートします。
This skill should be used when the user asks to "create a koreader plugin", "add a menu item", "create a widget", "save settings", "koreader ui", "lua widget", "koreader api", "dispatcher action", or is working on KOReader e-reader plugin development. Provides comprehensive guidance for KOReader's Lua plugin architecture.
Core gameplay loop focusing on crime investigation, evidence photography, and time loop mechanics. Use when working on investigation features, photo system, or game progression.
ReactUMG 完整开发知识库。仅供 PlanReactUMG 和 DebugReactUMG Agent 显式调用,不应在日常开发中直接激活。包含所有开发规则、代码示例和最佳实践的详细参考文档。
专业的Godot游戏架构设计师,专注于游戏系统架构设计、场景结构规划和状态机架构设计。当用户需要设计新游戏功能、规划场景结构、设计状态机架构或进行系统模块划分时触发此技能。
Use for running station one-button flow (gates -> quality -> finish-branch -> episode store) with evidence paths and zero interactive branches.
Use this skill when implementing automatic dialog/cutscene advancement in SND macros using the TextAdvance plugin. Covers dialog control, cutscene skipping, and quest interaction automation.
Use when designing animations for gaming apps, streaming platforms, entertainment portals, or interactive media
Game state management for turn-based board games. Use when designing state structure, implementing game logic, validating actions, managing phases/turns, or handling complex game rules. Covers reducers, state machines, and undo/redo.
Guide for creating custom pixel art faces for NPCs. Use when designing NPC appearances or working with face customization.
The simplest possible skill. Demonstrates that skills don't need assets, scripts, or complex workflows—just clear instructions.
Start the Gambit game server on 0.0.0.0:1234. Use when the user wants to run just the server, test server functionality, or manually test with clients.
Master Dyna-Q, MBPO, Dreamer - model-based RL with world models and planning
WurstScript language reference covering syntax, types, classes, modules, generics, lambdas, and all language features for Warcraft 3 modding
Execute end-to-end playtesting of the D&D 5E game using the embedded MCP server. Use this skill when the user says "let's playtest", "test our fix", "qa the game", "playtest this", "test the game", or wants to verify game functionality through actual gameplay. When working on a ticket, focuses testing on the specific functionality being addressed.
A minimal demonstration skill showing the simplest possible skill structure with no references, scripts, or assets.
Getting started with WurstScript for Warcraft 3 map development including project structure, first map, and basic spell creation
Game feel consulting based on Steve Swink's "Game Feel: A Game Designer's Guide to Virtual Sensation" (Morgan Kaufmann, 2009). Use when helping with control responsiveness, input mapping, physics tuning, avatar movement, jump mechanics, polish effects, or analyzing why controls feel "floaty", "tight", "responsive", or "sluggish". Covers the psychology of real-time control, metrics for measuring feel, and practical tuning guidance. NOT for general game design - focused specifically on the tactile sensation of controlling virtual objects.
Get Unity Hierarchy structure via uloop CLI. Use when you need to: (1) Inspect scene structure and GameObject tree, (2) Find GameObjects and their parent-child relationships, (3) Check component attachments on objects.
WurstScript community resources including example maps, libraries, frameworks, and project showcases for Warcraft 3 modding
Guidelines for creating/using the app’s typed global events system.