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Found 132 Skills
Work with the DatoCMS CLI tool (datocms) for command-line migrations, schema type generation, direct one-off CMA calls, typed one-off TypeScript CMA scripts, environment operations, deployment workflows, and multi-project profile syncing. Use when users ask for datocms CLI commands or scripts such as migrations:new, migrations:run, schema:generate, cma:call, cma:docs, cma:script (for ad-hoc typed TypeScript scripts with ambient client/Schema globals), migration scaffolding for models/fields/blocks, CLI setup with datocms.config.json and profiles, OAuth authentication (login, logout, whoami), discovering accessible projects (projects:list), project linking (link, unlink), environment commands (list/fork/promote/rename/destroy), maintenance-mode toggling, CI/CD migration pipelines, blueprint/client project sync, imports from WordPress or Contentful (including assets/content), and CLI plugin management (plugins:install, plugins:add, plugins:available, plugins:link for local plugin development, plugins:remove, plugins:update, plugins:reset, plugins:inspect).
Comprehensive technology stack blueprint generator that analyzes codebases to create detailed architectural documentation. Automatically detects technology stacks, programming languages, and implementation patterns across multiple platforms (.NET, Java, JavaScript, React, Python). Generates configurable blueprints with version information, licensing details, usage patterns, coding conventions, and visual diagrams. Provides implementation-ready templates and maintains architectural consistency for guided development.
Expert blueprint for shader programming (visual effects, post-processing, material customization) using Godot's GLSL-like shader language. Covers canvas_item (2D), spatial (3D), uniforms, built-in variables, and performance. Use when implementing custom effects OR stylized rendering. Keywords shader, GLSL, fragment, vertex, canvas_item, spatial, uniform, UV, COLOR, ALBEDO, post-processing.
Expert blueprint for UI themes using Theme resources, StyleBoxes, custom fonts, and theme overrides for consistent visual styling. Covers StyleBoxFlat/Texture, theme inheritance, dynamic theme switching, and font variations. Use when implementing consistent UI styling OR supporting multiple themes. Keywords Theme, StyleBox, StyleBoxFlat, add_theme_override, font, theme inheritance, dark mode.
Build native GNOME desktop applications using JavaScript (GJS) with GTK 4, Libadwaita, and the GNOME platform. Use when the user wants to create, modify, or debug a GNOME app written in JavaScript/GJS, including UI design with XML or Blueprint, GObject subclassing, Meson build setup, Flatpak packaging, or any task involving GJS bindings for GLib/GIO/GTK4/Adw libraries. Also use when working with `.ui` files, `meson.build`, GResource XML, GSettings schemas, `.desktop` files, or Flatpak manifests in a GJS project context.
Write measurable learning objectives using Bloom's Taxonomy and design curriculum architecture with scope, sequence, and assessment blueprints. Use when creating learning objectives, designing unit structure, or planning curriculum flow. Activates on "write learning objectives", "design curriculum", "create scope and sequence", or "Bloom's taxonomy objectives".
Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue.
Comprehensive project architecture blueprint generator that analyzes codebases to create detailed architectural documentation. Automatically detects technology stacks and architectural patterns, generates visual diagrams, documents implementation patterns, and provides extensible blueprints for maintaining architectural consistency and guiding new development.
This skill initializes new software projects through a structured discovery, research, and documentation workflow. It should be used when the user wants to create/initialize a new project, start a new app, scaffold a new codebase, or plan a new software product. Triggered by requests like 'create a new project', 'initialize a new app', 'start a new project for X', 'I want to build X'. The skill does NOT generate code — it produces a project directory with comprehensive documentation (SPEC.md, STYLES.md, ROADMAP.md) that serves as the blueprint for implementation.
Design assessment blueprints mapping learning objectives to valid assessment types and create detailed rubrics with performance criteria. Use when planning assessments, creating rubrics, or ensuring constructive alignment. Activates on "create assessment blueprint", "design rubric", "assessment alignment", or "backwards design assessment".
Expert blueprint for Battle Royale games including shrinking zone/storm mechanics (phase-based, damage scaling), large-scale networking (relevancy, tick rate optimization), deployment systems (plane, freefall, parachute), loot spawning (weighted tables, rarity), and performance optimization (LOD, occlusion culling, object pooling). Use for multiplayer survival games or last-one-standing formats. Trigger keywords: battle_royale, zone_shrink, storm_damage, deployment_system, loot_spawn, networking_optimization, relevancy_system, snapshot_interpolation.
Expert blueprint for multiplayer networking (Among Us, Brawlhalla, Terraria) using Godot's high-level API covering RPCs, state synchronization, authoritative servers, client prediction, and lobby systems. Use when building online multiplayer, LAN co-op, or networked games. Keywords multiplayer, RPC, ENetMultiplayerPeer, MultiplayerSynchronizer, authority, client prediction, rollback.