Agent Skills

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roblox-networkinggamedev-skillsDesign and harden Roblox client/server networking with RemoteEvent, RemoteFunction, and UnreliableRemoteEvent; server authority, argument and Instance validation, rate limits, proximity/ownership checks, targeted replication, streaming, lifecycle, prediction, and reconciliation. Use for Roblox remotes, exploits, request spam, multiplayer replication, network ownership, high-frequency cosmetic updates, or server/client desynchronization.roblox-physicsgamedev-skillsImplement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces, velocity, moving assemblies, cleanup, and network ownership. Use for Roblox collisions, hit detection, RaycastParams, PhysicsService, projectiles, vehicles, knockback, constraints, deprecated BodyMovers, unstable motion, or client-owned physics exploits.roblox-studio-workflowgamedev-skillsModify living Roblox Studio projects safely: inspect Explorer and execution locations, preserve existing structure, reuse modules/remotes, create meaningful Instances, apply Attributes and CollectionService tags, test server/client and multiple devices, inspect Output, and remove experiments/debug objects. Use when an agent edits a place or rbxl/rbxlx/Rojo project, operates in Studio, adds Scripts/LocalScripts/ModuleScripts, or must verify a Roblox change in context.roblox-uigamedev-skillsBuild production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, ScrollingFrames, AutomaticSize, GuiService, gamepad focus, touch UI, or UI that clips, resets on respawn, looks generic, or was generated as one giant LocalScript.minecraft-plugin-developmentgithubUse this skill when building or modifying Minecraft server plugins for Paper, Spigot, or Bukkit, including plugin.yml setup, commands, listeners, schedulers, player state, team or arena systems, persistent progression, economy or profile data, configuration files, Adventure text, and version-safe API usage. Trigger for requests like "build a Minecraft plugin", "add a Paper command", "fix a Bukkit listener", "create plugin.yml", "implement a minigame mechanic", "add a perk or quest system", or "dcli-anything-godothkudsAgent-native CLI for Godot project management, scenes, exports, and script execution.cli-anything-slay-the-spire-iihkudsCommand-line interface for Slay the Spire 2 - Control the real game through a local bridge mod HTTP API. Reads normalized game state and sends action commands for combat, navigation, rewards, and menu management.game-design-documentityes22Generates professional, publisher-grade Game Design Documents (GDD) as polished .docx and .pdf files. Turns a game concept into a comprehensive 40-80 page document covering core gameplay loop, mechanics, UX flows, art direction, monetization strategy, technical requirements, and competitive analysis. Also generates companion pitch decks (.pptx) and one-page pitches. Use when users want to create a GDD, game pitch, game concept document, or game design specification.minecraft-moddingjahrome907Create, modify, debug, or migrate Minecraft mods for current NeoForge or Fabric 26.x, legacy 1.21.x, and Forge 1.20.1. Use for loader-based gameplay code and assets; use minecraft-multiloader when one codebase must target both modern loaders.blockbench-modelingjasonjgardnerCreate and edit 3D models in Blockbench using MCP tools. Use when building geometry with cubes, creating meshes, placing spheres/cylinders, editing vertices, extruding faces, or organizing models with groups. Covers both cube-based Minecraft modeling and freeform mesh editing.blockbench-pbr-materialsjasonjgardnerCreate and manage PBR (Physically Based Rendering) materials in Blockbench using MCP tools. Use when working with texture_set.json files, creating normal/height/MER maps, configuring material properties for Minecraft Bedrock RTX, or setting up multi-channel texture workflows.game-facilitatorjwyniaNarrative RPG game master for collaborative storytelling. Use for tabletop RPG sessions, solo narrative games, or any real-time collaborative fiction requiring scene management, NPC portrayal, and story coherence.godot-asset-generatorjwyniaGenerate game assets using AI image generation APIs (DALL-E, Replicate, fal.ai) and prepare them for Godot. Covers the full art pipeline from concept art and style guides to final sprites, sprite sheets, and import configuration. This skill should be used when creating game art, generating sprites, making tilesets, creating UI elements, or preparing assets for Godot import. Keywords: game assets, AI art, DALL-E, Replicate, fal.ai, sprite sheet, tileset, Godot, pixel art, character sprite, game aworld-fatesjwyniaManage long-term fate and fortune across a shared world. Use when powerful entities feel permanent, when the world becomes static, when you need probabilistic death/fall mechanics, or when campaigns need world-level consequences that persist. Operates above the game-facilitator level.layerlayeraiUse when generating or editing game and entertainment assets on Layer through MCP: images, video, 3D meshes, audio, sprites, textures, or marketing creative. Also when choosing a Layer base model, pricing a run in Creative Units before spending them, uploading reference files, polling a generation, applying a trained style, or recovering from MODEL_NOT_FOUND, INSUFFICIENT_BALANCE, RATE_LIMITED, or a silently degraded reference set.layer-3dlayeraiUse when producing 3D assets with Layer: generating a mesh from text or an image, retopologising or remeshing, retexturing an existing mesh, rigging a character, or animating a rigged mesh. Also when choosing between quad and triangle output, setting a polygon budget, or asking for PBR textures for a game engine. Keywords: 3D, mesh, model, text to 3D, image to 3D, remesh, retopology, retexture, rig, skeleton, animate, PBR, quad mesh, poly count, glTF, FBX.layer-game-assetslayeraiUse when producing in-game art with Layer: characters, heroes, NPCs, enemies and mascots, environment and background concept art, parallax layers, or game UI such as icons, buttons, frames, panels, HUD elements and currency symbols. Also when a cast must stay on-model across many images, when an icon must read at 64px, or when a character must be split into parts for a skeletal rig. Keywords: character art, NPC, enemy, concept art, background, parallax, game UI, HUD, icon set, Spine, rigging.layer-pixel-artlayeraiUse when making pixel art with Layer: sprites, retro game characters, pixel icons, pixel tiles, or a sprite sheet and walk cycle. Also when generated pixel art comes back blurry, anti-aliased, or at the wrong grid size, and when packing separate frames into a sheet or cutting an existing sheet into frames. Keywords: pixel art, sprite, sprite sheet, spritesheet, 16-bit, 32x32, walk cycle, animation frames, palette, dithering, pack, split.author-game-levelsmengtoAuthor or revise readable, flat-world Three.js game levels. Use for movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, or desktop and mobile playthrough verification.build-game-audio-feedbackmengtoDesign or implement responsive audio feedback for a Three.js or web game. Use for action sounds, combat layers, music states, spatial audio, mix priorities, mute controls, accessibility, mobile audio unlock, and audio performance.build-game-camera-controlsmengtoImplement or tune Three.js game cameras. Use for isometric framing, follow behavior, orbit/zoom limits, occlusion, lock-on, camera shake, touch camera controls, and camera regression tests.build-game-changelogmengtoDesign, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and responsive release-ledger UI. Use when Codex needs to add or revise a changelog or version screen in a game, reconstruct release history from deployments and Git, define version-bump rules, keep displayed versions synchronized with live builds, or test changelog mechanics across desktop and mobile.build-game-inventorymengtoBuild or repair game inventory, loot, equipment, tooltips, drag-and-drop, persistence, and progression systems. Use for item schemas, pickup flows, stack rules, equipment slots, atomic swaps, save migration, and no-loss regression testing.build-game-map-editormengtoBuild, extend, or audit production-linked browser map editors for Three.js and isometric games. Use when Codex needs to create a private director view, derive a versioned editor document from authored placements, add outliner, layer, selection, drag, snap, inspector, or camera controls, expose enemy aggro, leash, or patrol overlays, implement local draft import, export, undo, and reset, secure an editor route with IP and password sessions, or validate and release a map editor without mutating libuild-game-monster-systemmengtoBuild, integrate, audit, or refactor rigged monsters for Three.js and web action games. Use for monster asset contracts, procedural or imported creature rigs, semantic joints and sockets, hurtboxes and attack volumes, combat animation states, enemy-runtime adapters, LODs, deterministic review fixtures, and validating that every monster follows one shared system.build-hybrid-game-assetsmengtoPlan, create, integrate, or audit a hybrid asset pipeline for a Three.js or web game. Use when choosing among imported meshes, procedural 3D geometry, AI-generated reference art, 2D UI media, sprites, VFX, and performance-ready runtime asset delivery.build-isometric-arpgmengtoBuild or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression, saves, or production-ready vertical slices.build-mobile-threejs-gamesmengtoBuild, tune, or test a Three.js game for mobile web. Use for touch movement, action controls, target selection, touch inventory, safe areas, portrait/landscape layouts, responsive HUD, battery/performance budgets, and real mobile browser QA.build-rigged-game-assetsmengtoCreate, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death cbuild-threejs-enemy-systemsmengtoBuild or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. Use for enemy content schemas, model and rig conventions, combat move timing and contact contracts, runtime state boundaries, placeholder fallbacks, deterministic fixtures, or production playthrough validation.build-vesperfall-review-assetsmengtoBuild truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for game art review.create-game-vfxmengtoCreate readable, performance-safe Three.js game visual effects. Use for attacks, impacts, damage feedback, status effects, spell trails, particles, shaders, telegraphs, quality tiers, and reduced-motion alternatives.design-action-combatmengtoDesign, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, and deterministic combat tests.design-game-encountersmengtoDesign, implement, tune, or test Three.js action-game encounters. Use for arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence, encounter fixtures, and difficulty validation.implement-fog-of-warmengtoImplement, tune, debug, or validate soft wall-aware fog of war and gameplay perception in Three.js action games. Use for orthographic or isometric visibility masks, obstacle-aware line of sight, player and enemy vision ranges, hidden-enemy targeting rules, fog shader artifacts such as spokes or seams, mobile ray budgets, lifecycle and menu-state integration, and deterministic fog-of-war tests.optimize-threejs-gamesmengtoProfile, diagnose, and improve Three.js or WebGL game performance without regressing gameplay. Use for frame-time drops, CPU/GPU pressure, draw calls, texture and geometry budgets, animation loops, adaptive quality, mobile performance, and browser performance verification.test-playable-web-gamesmengtoTest a playable browser game end to end with deterministic fixtures and real browser evidence. Use for gameplay QA, regression testing, controls, accessibility, responsive/mobile testing, save flows, console checks, performance smoke tests, and release verification.threejs-weathermengtoPut weather into a Three.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own light with thunder scheduled by distance, snow that blows up into blizzards and keeps settling until the ground goes white, wet ground with puddles and splashes, and looping ambience that has no seam. Use for scene atmosphere, seasonal states, hero backdrops, or any world where clear/rain/storm/snow needs to be a control tune-enemy-aimengtoBuild, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression tests.game-assetsmeowa-aiPlan games and create, edit, upgrade, animate, and prepare production-ready game assets with Meowa. Use for Game Designer research and design documents, pixel or HD sprites, consistent variants, multi-view or Spine characters, UI sheets, image and frame edits, Pindou bead art, textures, terrain tilesets, maps, video, sound effects, music, spoken dialogue (TTS or voice clone), bundled Meowa CLI execution, or final game-project deliverable validation.game-developmentmindrallyExpert guidance for game development with C#/Unity, Lua scripting, and best practices for scalable game architecturepixi-jsmindrallyExpert guidance for Pixi.js game development with TypeScript, focusing on high-performance web and mobile gamesunitymindrallyExpert in Unity and C# game development with performance optimization patternsnovel-gamemodelstudioai将小说/故事改编为互动小说网页游戏(React SPA),含 AI 生成素材(视频/图片可选)、 可选 TTS 旁白、程序化音频、分支剧情引擎、存档系统。 使用 `bl` CLI 完成素材生成(`bl video generate` / `bl image generate` / `bl speech synthesize`)。 当用户提到互动小说、文字冒险游戏、小说改编游戏、H5 互动游戏、分支剧情、视觉小说时激活。threejs-gamenateaThree.js game development. Use for 3D web games, WebGL rendering, game mechanics, physics integration, character controllers, camera systems, lighting, animations, and interactive 3D experiences in the browser.unity-vrc-udon-sharpniaka3dayoUdonSharp scripting skill for VRChat SDK 3.10.5 (active and verified target). Use when writing, reviewing, debugging, or migrating UdonSharp C# and UdonBehaviour code. Positive triggers include UdonSharp, NetworkCallable, NetworkCalling, CallingPlayer, Udon network authorization, synced runtime state, a local public helper, public-method audit, C# to Udon conversion, and UdonSharp Assembly Version Defines. VRCQualitySettings and VRCTween calls, PhysBone/Contact callbacks, world VRCPhysBoneCollidunity-vrc-world-sdk-3niaka3dayoVRChat World SDK 3 guide for scene and Inspector setup, component placement, optimization, and upload. Use for VRChat world scene configuration, VRC SDK components, layers, baked lighting, Quest/Android performance, Dynamics for Worlds, Build Panel warning triage, validation, and upload. Covers WorldQualitySettings, VRC_SceneDescriptor, VRC_Pickup, VRC_Station, VRC_Mirror, VRC_ObjectSync, VRC_CameraDolly, spawn points, collision matrices, PhysBone and Contact component placement, Box Contacts, G3d-modelingomer-metinExpert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance. Use when "3d model, 3d modeling, mesh topology, uv unwrap, uv mapping, retopology, retopo, low poly, high poly, subdivision, subdiv, edge flow, edge loops, polygon modeling, box modeling, hagame-design-coreomer-metinThe foundational theory of interactive experience design - loops, motivation, feel, and the art of meaningful playUse when "game design, core loop, game feel, player motivation, game mechanics, meaningful choice, progression system, game economy, game balance, playtesting, GDD, game document, fun factor, engagement, flow state, risk reward, player agency, juice, game polish, 8 kinds of fun, bartle types, MDA framework, game-design, player-experience, core-loop, motivation, game-feel, MDA, playtepixel-artomer-metinDeep pixel art expertise covering fundamentals, limited palettes, dithering patterns, subpixel animation, tile design, retro hardware constraints, and HD-2D hybrid techniques. Knowledge Claude wouldn't normally have from indie masters like Pedro Medeiros (saint11). Use when "pixel art, sprite art, dithering, limited palette, subpixel animation, tileset, autotile, pillow shading, selective outline, selout, hue shifting, color ramp, NES style, SNES style, HD-2D, Aseprite, retro game art, 8-bit, 16

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