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Found 3,727 Skills
Redis Cluster and replication guidance covering hash tags for multi-key operations, avoiding CROSSSLOT errors, and reading from replicas to scale read-heavy workloads. Use when designing keys for a sharded Redis Cluster, debugging CROSSSLOT errors on MGET / SDIFF / pipelines, configuring a multi-key transaction in a cluster, or routing reads to replicas for caches, analytics, or dashboards.
Single-pass feature implementation using Explore → Code → Test. Ships focused changes at maximum speed, with a built-in circuit breaker that stops and recommends `/apex` or `/forge` when the task turns out more complex than it looked. Use this whenever the user wants a quick win on a single, focused task — even when they don't say "oneshot" (e.g. "just", "quickly", "small change", "#42", or a GitHub issue URL for a small fix).
Guide non-technical ART+COM users from an idea to a shareable internal web prototype. Use when a user wants to create or extend a prototype, choose its target display and input, check or install web-development tools, create a GitLab project under gitlab.artcom.de/prototypes, connect a Netlify site, keep a deployed prototype private with a password and out of search engines, choose between Astro, React, React Three Fiber, or optionally add MQTT.
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.
Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution. Use for a deckbuilder, TCG/CCG, or roguelike deckbuilder.
Build a visual novel: a branching script, character and background display, a text box with choices, save/load, backlog, and skip/auto. Use for a VN, dating sim, or branching story game.
Publish or update a game on Steam with Steamworks and SteamPipe: configure depots and packages, upload builds with steamcmd, set a build live on a branch, and run the release checklists. Use for Steam publishing, app_build.vdf/steamcmd uploads, depots, beta branches, or a store page release.
Set up a Godot 4.x 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.
Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, heightmap/terrain, or loot tables.
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.
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.