Loading...
Loading...
Found 154 Skills
Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom data.
Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_state.
Expert blueprint for turn-based combat with turn order, action points, phase management, and timeline systems for strategy/RPG games. Covers speed-based initiative, interrupts, and simultaneous turns. Use when implementing turn-based combat OR tactical systems. Keywords turn-based, initiative, action points, phase, round, turn order, combat.
Plan presentations using the Storytelling Canvas framework — from raw content to a format-agnostic story blueprint with speaker scripts and visual evidence notes. Use this skill whenever the user wants to plan a presentation, create a slide deck outline, structure a pitch, design a talk, write presentation scripts, or prepare content before generating slides. Also triggers on: '/storytelling', 'วางแผน presentation', 'ทำ slide plan', 'plan slides', 'presentation outline', 'pitch deck plan', 'เตรียม slide', 'วางโครง presentation'. Use this even when the user just says 'I need to present X' or pastes content and says 'turn this into slides'. This skill creates the storytelling plan — the actual slide or content generation happens via a separate output skill afterward.
Expert blueprint for low-level server access (RenderingServer, PhysicsServer2D/3D, NavigationServer) using RIDs for maximum performance. Bypasses scene tree overhead for procedural generation, particle systems, and voxel engines. Use when nodes are too slow OR managing thousands of objects. Keywords RenderingServer, PhysicsServer, NavigationServer, RID, canvas_item, body_create, low-level, performance.
Discipline for giving design work narrative structure that makes people care. Provides four canonical patterns — protagonist-arc, choreography, situation/complication/resolution, what-is/what-could-be — each with a goal, shape, and named pathology. Use when design work needs narrative structure, when stakeholders need to see the user's experience as a story, when presenting design rationale to non-design audiences, or when a journey, blueprint, brief, or deck feels lifeless. Trigger phrases: "what's the story here?", "tell the story", "story mode", "narrative mode". Restated inline in journey, blueprint, strategize, evaluate (and presentation when that skill ships). Refuses to smooth user data into clean arcs, manufacture strategic tension, substitute emotional appeal for evidence, assume conflict arcs are universal, or engineer stakeholder assent by shortcut.
Builds and deploys Docker containers on Render—Dockerfiles, multi-stage builds, Blueprint Docker fields, private registries, layer caching, and platform constraints. Use when the user mentions Docker, Dockerfile, container images, multi-stage builds, container registry, GHCR, ECR, BuildKit, dockerContext, runtime docker or image, or optimizing Docker builds on Render.
Every Render endpoint, plus diff, drift, cost, audit, and orphan analytics no other Render tool ships. Trigger phrases: `diff render env vars`, `promote env vars between render services`, `check render blueprint drift`, `render monthly cost`, `clean up stale render preview environments`, `where is this render env var used`, `render incident timeline`, `render audit log search`, `use render`, `run render-pp-cli`.
Describes the NemoClaw plugin and blueprint architecture and how they orchestrate the OpenClaw sandbox. Use when looking up architecture, plugin structure, or blueprint design. Trigger keywords - nemoclaw architecture, nemoclaw plugin blueprint structure, nemoclaw vs openshell, which cli, nemoclaw cli, openshell cli, sandbox commands, nemoclaw cli commands, nemoclaw command reference, nemoclaw network policy, sandbox egress control operator approval, nemoclaw troubleshooting, nemoclaw debug sandbox issues.
Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version.
Refactor Flask code to improve maintainability, readability, and adherence to best practices. This skill transforms Flask applications using the application factory pattern, Blueprint organization, and service layer separation. It addresses fat route handlers, missing error handling, improper context local usage, and security issues. Apply when you notice global app instances, routes without Blueprints, business logic in handlers, or missing CSRF protection.
Expert blueprint for quest tracking systems (objectives, progress, rewards, branching chains) using Resource-based quests, signal-driven updates, and AutoLoad managers. Use when implementing RPG quests or mission systems. Keywords quest, objectives, Quest Resource, QuestObjective, signal-driven, branching, rewards, AutoLoad.