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Found 3,343 Skills
Automatically monitors OKX Flash Earn, Fixed Earn and Flexible Earn opportunities, sends push notifications, and guides subscription. 自动监控 OKX 闪赚、定期和活期赚币机会,推送通知并引导申购。Use when user says: 有闪赚通知我, 监控赚币, monitor earn, notify me about earn, 定时检查理财, 执行 earn-hunter 扫描, earn-hunter scan, 活期年化高了通知我, 监控活期.
Use this skill for OKX Outcomes markets (YES/NO event contracts, formerly OKX Predictions) via the okx-outcomes binary. Triggers: 'list prediction events', '预测市场', 'event detail', 'place prediction order', '预测下单', 'buy YES', 'buy NO', '撤单 预测', 'split xp', '拆分 xp', 'merge YES NO', '赎回 预测', 'prediction positions', '预测持仓', 'live prediction price', '预测行情', 'OHLCV candles', 'K线', 'CTF', 'polymarket'. Auth: OAuth sign-in via 'okx outcomes auth login'; writes need a signing key configured by 'okx outcomes setup'. Do NOT use for OKX CEX event contracts (use okx-cex-trade event), spot/swap/futures (okx-cex-trade), crypto market data (okx-cex-market), or CEX portfolio (okx-cex-portfolio). Namespace required: account: balance/positions/order/orders/trades; clob: price/prices/midpoint/midpoints/spread/spreads/book/books; data: events/event/event-markets/market/trending/ticker/candles; ctf: split/merge/redeem; wallet: show; auth: login/refresh/status; setup: status/region/bind.
Implement 2D kinematic character movement in Godot 4.x with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D.
Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.
Set up 3D physics in Unity 6: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.
Structure a pygame (pygame-ce) game in Python: the init/event/update/draw loop, delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision. Use when building or debugging a pygame game — when the user mentions pygame, pygame-ce, the game loop, blit, Surface, Rect, sprite groups, or clock.tick. Targets pygame-ce.
Build and ship Unity 6 players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headless builds. Use when configuring or automating a build, choosing a scripting backend, shrinking build size, or when the user mentions Unity build, player settings, IL2CPP, code stripping, or Addressables.
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, or grid-logic puzzle.
Provides React Navigation UI patterns for stacks, tabs, drawers etc. Use when building navigation UIs with React Navigation, configuring headers, bottom sheets or handling safe areas and insets.
Scaffolds React Native libraries with create-react-native-library for standalone libraries or local native modules and views. Use when creating or working on React Native libraries or adding native functionality in an existing app.
Recall past Parallel Task, Monitor, and FindAll runs when they may help; evict runs or clear memory when asked.