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Found 62 Skills
Game state management for turn-based board games. Use when designing state structure, implementing game logic, validating actions, managing phases/turns, or handling complex game rules. Covers reducers, state machines, and undo/redo.
Use when implementing Disney's 12 animation principles with Rive interactive animations
GitHub issue state machine and code integration patterns. Covers state transitions (needs-triage → accepted → in-progress → completed), branch naming (feat/123-desc), PR linking (Closes
Immutable programming state machine. Root orchestrator. Invoke for all work coordination via the Skill tool.
Official Framer Motion skill for animation variants — state machines, orchestrated animations, stagger, repeat, sequencing. Use when building orchestrated animations, animation state machines, staggered entrances, or when asking about Framer Motion variants, transition variants, or choreographed animations.
Deep expertise in E-commerce domain logic (Cart, Checkout, SKU). Trigger this when building shopping features on top of MVC or ADR.
Specialized business logic evaluator for the Evaluate-Loop. Use this for evaluating tracks that implement core product logic — pipelines, dependency resolution, state machines, pricing/tier enforcement, packaging. Checks feature correctness against product rules, edge cases, state transitions, data flow, and user journey completeness. Dispatched by loop-execution-evaluator when track type is 'business-logic', 'generator', or 'core-feature'. Triggered by: 'evaluate logic', 'test business rules', 'verify business rules', 'check feature'.
Rewrites an existing skill's SKILL.md (or any pipeline workflow document) into a high-quality, strict, prompt-enforced FSM (Finite State Machine)-driven specification. Use when user says "refine skill", "rewrite SKILL.md", "规范化 skill", "改写工作流文档", "优化 skill 文档", or mentions "skill-refiner".
Protocol orchestrator CLI — drives SPIR, ASPIR, AIR, and BUGFIX protocols via a state machine. ALWAYS check this skill before running any `porch` command. Use when you need to check project status, approve gates, signal phase completion, or manage protocol state. Also use when a builder asks about gate approvals or phase transitions.
Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance expressions, and state machine sub-states. Use for complex character animation systems with movement blending and state management. Trigger keywords: AnimationTree, AnimationNodeStateMachine, BlendSpace2D, BlendSpace1D, BlendTree, transition_request, blend_position, advance_expression, AnimationNodeAdd2, AnimationNodeBlend2, root_motion.
State machine-based vector animation with runtime interactivity and web integration. Use this skill when creating interactive animations, state-driven UI, animated components with logic, or designer-created animations with runtime control. Triggers on tasks involving Rive, state machines, interactive vector animations, animation with input handling, ViewModel data binding, or React Rive integration. Alternative to Lottie for animations requiring state machines and two-way interactivity.
Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.