Skills
18,283 skills, most installed first.
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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-interactive-particle-trailmengtoBuild a cursor or touch particle interaction that emits by distance along the traveled segment into a recycled GPU point pool, with optional keyboard-triggered bursts. Use for interactive particle trails, pollen lifted from a surface, dust disturbed by a pointer, hover particle bursts, and discrete motes whose spacing must stay consistent at different gesture speeds.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-threejs-scroll-worldsmengtoBuild rich, scroll-controlled real-time Three.js experiences as one persistent 3D world whose camera, lighting, atmosphere, materials, objects, DOM story, and interactions evolve across authored chapters. Use for 3D scrollytelling, scroll-driven WebGL worlds, camera journeys, interactive portfolios, product stories, exhibitions, explainers, game or film microsites, spatial narratives, and multi-scene websites where native scroll should travel through one continuous place. Not limited to landing 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.build-wireframe-scan-revealmengtoReveal Three.js geometry with an expanding world-space scan whose wire cage leads the solid surface, then burns away. Use for wireframe scanning, radial mesh reveals, survey pulses, holographic assembly, topology intros, and 3D model entrances where a plain opacity wipe does not explain the form.clean-minimal-beige-light-modemengtoCreate a clean minimal beige light-mode design system with warm neutral shells, quiet process grids, restrained accent color, and elegant low-contrast structure.company-logosmengtoUse Iconify Simple Icons logos (64x64) instead of text logos.container-linesmengtoAdd vertical container-size guide lines with mini corner squares for precise, structured web layouts. Use when asked for container lines, measured layout guides, vertical boundary lines, editorial grid markers, or small corner-square frame details.corner-diagonalsmengtoApply diagonal-cut corners and chamfered edges to buttons, cards, panels, and container shells. Use when a design needs precise geometric framing, sci-fi UI surfaces, clipped-corner controls, or engineered sharp containers instead of rounded pills or plain rectangles.corner-lasersmengtoCreate a corner-anchored laser composition with thin beams, a bright emitter node, bloom, and atmospheric glow or fog.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.css-alpha-maskingmengtoApply CSS alpha masking with linear-gradient for horizontal or vertical edge fades (mask-image and -webkit-mask-image). Use when asked for alpha masks, fade edges, or CSS mask gradients.css-border-gradientmengtoApply subtle gradient-border treatments for premium web surfaces. Use when cards, pricing panels, nav bars, modals, buttons, or hero surfaces need a refined edge highlight without a loud glow.daily-ui-inspiration-capturemengtoCreate a recurring daily UI inspiration capture. Use when the user asks to run, refresh, package, or validate dated UI inspiration bundles, especially for `articles/YYYY-MM-DD-ui-inspiration-capture/` outputs, Framer/Dribbble landing-page inspiration, motion-study screenshots/videos, AI-builder prompts, duplicate checking, or converting a project runbook into repeatable workflow.dark-blue-contrasting-cleanmengtoCreate a dark-blue clean design system with strong contrast, cobalt gradient feature blocks, crisp framed structure, and restrained premium glow.dark-glass-clean-layoutmengtoCreate a dark glass layout system with frosted premium shells, clean multi-column workspace structure, floating data cards, and restrained atmospheric depth.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.dither-backgroundmengtoCreate a dark monochrome procedural background with enlarged square pixels and visible Bayer-style ordered dithering. Use when a page needs an atmospheric near-black dither field, broad organic waves or cloud masses, and restrained gray-white highlights behind framed UI, hero content, or data overlays.dither-laser-dark-modemengtoCreate a dark premium design system that combines near-black surfaces, subtle ordered-dither texture, and a thin accent-colored laser atmosphere.documentary-brutalist-agencymengtoCreate or redesign creative agency, production studio, architecture, culture, and portfolio websites with billboard typography, hard black-and-white chapters, exposed grids, documentary imagery, irregular collages, restrained parallax, brutalist navigation, and accessible FAQ controls.editorial-portfolio-chaptersmengtoCreate or redesign creative-studio, agency, photographer, artist, and portfolio websites where project work leads the story. Use for dark editorial shells, full-bleed campaign media, color-coded case-study chapters, oversized service typography, restrained project reveals, and a decisive contact finale.editorial-service-bookingmengtoCreate or redesign appointment-based service websites for salons, barbers, spas, wellness studios, clinics, and hospitality brands. Use for warm editorial layouts, serif-led identity, documentary portrait crops, calm treatment selectors, location-aware booking, and operational states that remain elegant and trustworthy.editorial-techmengtoBlend editorial magazine composition with precision product-tech detailing using asymmetrical grids, cinematic media bands, mono utility labels, and restrained accent color.elevenlabs-ttsmengtoGenerate ElevenLabs text-to-speech audio from scripts or inline text using local voice profiles. Use when the user asks for ElevenLabs, text-to-speech, TTS, narration, voiceover, speech audio, or voice generation; load voice names, voice ids, emails, owners, and account-specific defaults only from local config outside the skill.falling-leavesmengtoBuild falling leaves that read as leaves, with each one tumbling on its own axis so it presents a face, thins to an edge, and opens out again, and with its sideways slip driven by that same tumble. Covers the 2-D canvas build and the instanced-3-D variant, where leaves are recycled from, density-versus-count maths, depth layering, colour under a tone-mapped composite, reduced motion, and visibility pausing. Use for autumn maple, sakura petals, blossom, ash, snowfall shapes, or any drifting foliaframed-grid-layoutmengtoCreate minimal framed grid layouts with thin visible boundary lines, L-shaped corner brackets, subtle diagonal line texture, and strict section alignment. Use when asked for clean, neutral, precise, structured, editorial, technical, or guide-border web layouts.framed-tech-dark-border-gradientmengtoCreate a framed dark technical design system with border-gradient shells, asymmetrical grid panels, mono utility labeling, and restrained monochrome atmosphere.funky-purple-container-techmengtoCreate a dark container-led technical design system with fuchsia-purple accents, layered rounded shells, crisp frame lines, and playful futuristic focal objects.generate-reference-inspired-brand-worldsmengtoGenerate multiple original brand campaign worlds from a supplied visual reference while controlling how close the new work feels without copying protected signature elements. Use when a user provides a brand identity image, poster, editorial campaign, moodboard, or generated concept and asks for inspired alternatives, several distinct brands in one visual family, a closer-to-reference V2, exact wordmarks inside images, or originality-safe image-generation prompts and outputs.glass-dark-mode-clockmengtoCreate a dark glass design system with frosted shells, soft beam grids, circular clock-like calibration dials, and precise sci-fi instrument framing.glass-dark-uimengtoBuild dark-mode glassmorphism interfaces with readable contrast, frosted surfaces, and gradient borders using a pseudo-element mask. Use when asked for glass cards, frosted dark hero sections, blur panels, or dark UI systems with gradient/glow borders.globe-glmengtoUse when implementing globe.gl (Globe.GL) for 3D globe data visualization with WebGL/ThreeJS, including setup, data layers (points, arcs, polygons, labels), and integration patterns in plain HTML or React.globe-particlesmengtoCreate a globe-like 3D particle visualization with a dense luminous spherical core and thinner orbital ring or flattened disc. Use when a design needs a premium planetary, orbital, synthesized data-globe effect rendered with real WebGL/Three.js particles, not generic starfields or full page layout changes.gooey-blob-systemmengtoCreate a gooey blob system using SVG filters where multiple shapes merge into a single fluid form. Use overlapping circles combined with a Gaussian blur and color matrix filter to produce a continuous, organic mass. The forms should visually fuse and separate based on proximity. Focus on filter-driven merging (blur + threshold effect), soft organic boundaries with no hard edges, multiple independent shapes behaving as one system, and smooth continuous motion that feels fluid and cohesive.high-contrast-skeuomorphic-cleanmengtoCreate a high-contrast clean skeuomorphic design system with molded dark surfaces, crisp light separation, tactile inset depth, and restrained signal accents.html-to-interaction-promptsmengtoConvert a supplied HTML page or generated HTML reference into a screenshot-backed article containing multiple reusable interaction prompts. Use when the user provides an HTML file, exported page, generated-page.html, or local/live reference and asks to extract animation/interactions, create prompts, capture screenshots for each prompt, add them to an article, or commit the resulting article/assets.image-first-grid-layoutmengtoCreate an image-led grid design system with full-bleed photography, structural guide lines, anchored content blocks, and restrained technical overlays.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.iterate-until-verifiedmengtoApply a prompt-agnostic execution and verification loop to any substantial task while preserving the original request. Use when the user asks to fan out work, use subagents or independent reviewers, loop until done, benchmark against references, apply a harsh critic, compare candidates blind, improve an existing prompt with verification, or continue until explicit quality gates pass.light-mode-paper-technicalmengtoCreate a light-mode technical design system with warm paper surfaces, dark outer framing, subtle diagonal texture, precise bracketed geometry, and restrained accent signals.liquid-metal-bordermengtoAdd and tune animated liquid-metal WebGL borders with the React `metal-fx` package. Use when buttons, icon controls, chips, tabs, cards, or selected surfaces need a metallic active, selected, hover, focus, or premium border; when implementing the MetalFx component from metal.jakubantalik.com; or when troubleshooting its presets, themes, strength, glow, reflections, sizing, radius, animation, accessibility, SSR, or performance.marquee-loopmengtoApply seamless infinite marquee loops using duplicated items.
