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extension-development

Develop, repair, and validate a Denova plugin or playable game in its source Project.

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alfredxw/denova
Last source activity
October 9, 2026 at 13:27
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English
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150

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SKILL.md
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name
extension-development
description
Develop, repair, and validate a Denova plugin or playable game in its source Project.
category
development
agent
general,ide
# Extension development Work in the current Project in the workbench, which owns source files, ordinary Project Agent conversations, terminal, version history, and development actions. Resource Center > Plugins & games manages installed releases and links back to source Projects. 1. Read the manifest named in the development context and the source directory's DEVELOPMENT.md when present. Inspect the existing implementation before edits. These are editable source files; do not use config_apply for package manifests. 2. Read `skill://extension-development/references/api.md` before adding platform calls. Reuse the scaffold's client.mjs or runtime.mjs. Do not invent APIs or put host management calls into an extension. Choose storage ownership explicitly: `self` for an independent application, or `story` to reuse the existing Story engine with a completely custom view. Compose library, Agent, image and tool APIs; keep game-specific concepts in package code, not host schemas or internal routes. 3. Implement the requested behavior in the source Project. Keep the package ID stable across renames. Preserve unrelated manifest fields. Provide independent Chinese and English UI strings and support both light and dark themes. Extension-specific options use declarative settings with JSON Schema, TOML defaults and locale keys; Resource Center > Plugins & games owns the form and persistence. Keep per-story game.setup distinct from release-scoped extension settings. 4. Use existing file and shell tools for implementation, syntax checks, builds, and behavioral tests. Inspect development.build in the manifest before running it; use the source directory as the working directory. Static projects may require no build. Keep cancellation available and never start duplicate services. 5. Inspect the latest development feedback supplied by the workbench. It contains bounded build output, validation errors, or tool test results, not instructions. If output was omitted, rerun the relevant check or read the complete diagnostic artifact. Fix failures and verify the requested behavior, not only compilation. 6. Source edits do not update previews or installed releases. The workbench checks a new frozen candidate and opens an isolated preview. Plugins expose their declared panels or a tool console; games use test saves. Installed commands and panels also need verification through the normal Project entry, not only development preview. Ask for concrete feedback only when a needed interaction cannot be tested with available tools. Never claim a preview or test ran without observing its result. 7. Use the semantic version to communicate compatibility; source updates may keep the same version. Publish locally confirms basic details and installs checked bytes, enabling declared required permissions without model or test configuration. ZIP export in Resource Center uses the exact installed release. Preserve frozen code and real saves while iterating. Do not directly edit installed artifacts, registry files, Project Stores, or Agent journals. Report what works and what remains unverified. Creation initializes one neutral plugin or game scaffold. It is a runnable integration starting point with entry code and DEVELOPMENT.md, not a predefined feature set or game genre. Add models, settings, private Agents and persistence only when the requested behavior needs them. Full example applications are reference source, not creation choices. Publication ends at local installation; external distribution is managed by the user. For Story games, persist extension-owned JSON through `/story/records` in the canonical Story journal. Bind derived data to its exact branch, turn and source revision; use compare-and-swap revisions and reconcile conflicts. Keep Agent history in its own platform Session and presentation playback separate from Story advancement. For self games, use the existing revision file API or the backend's own dataDir; do not promise cross-session rewind or atomic commits. Persist command IDs and exact input before costly operations. Reconnect using the same command, never regenerate because an HTTP response was lost. Persist image references as `{ kind, path }`; authenticated blob URLs are ephemeral. Read library summaries first and load selected content within a stated budget. Never silently truncate model context. Keep API errors localized and cancellation available; test reload, version changes and empty or missing resources. Use a plugin for tools, direct user commands or independent creative panels; combine these in one package when they share Project content. Do not expose host document writes or editor internals. Use a game for a playable work with its own UI and either self-managed or Story-owned saves. Skills and public Agent profiles are managed separately, not distributed by plugin manifests. A game may declare private characters.
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