Use when adding or modifying DungeonEngine content (items, affixes, weapons, enemies, bosses, enemy roles, skills, materials, levels) or generating assets, and to check known pitfalls/gotchas before touching combat, loot, networking, split-screen, or entity…
edrethardo/game
SkillsMP has collected 16 skills from edrethardo/game. Open a skill to review its source and details.
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Produce or update the CINEMATIC trailer — HUD-free camera-path takes (orbit/glide/follow), the biome tour on deep floors, the seven-biome weapon montage, loot shower, chakram follow-kill and storm orbit, word-by-word title intro and logo-walk outro;…
Produce or update a DungeonEngine trailer — shoot deterministic takes with the --record/--camera/--stage pipeline, generate the gold/red title cards, cut via the EDL scripts, QC frames, and export the Steam master. Trigger for "neuer Trailer", "Trailer…
Produce or update the GAMEPLAY trailer — HUD-on, dungeon-only, honest footage; bot-played takes per beat (frozen-orb opener, class beats, boss trio, chakram storm, couch split, death beat), scan-derived trims, tools/cut_gameplay.sh as the EDL. Trigger for…
Use when you need DungeonEngine internals — the type/constant cheat sheet and MAX_* caps, the per-frame game loop, data lifecycles (hit feedback, entity/projectile/item drop, server-authoritative loot), JSON config schemas…
Use when adding a brand-new enemy to DungeonEngine — generating its voxel mesh and skin via the Python asset tools, wiring the material / mesh registry / enemies.json, and implementing a behavioral gimmick (composed shipped roles + an onHitEffect, or a…
Use when writing or updating CHANGELOG.md for DungeonEngine — collect every commit since the last v* tag, translate them into player-facing entries, and flag compatibility breaks (PROTOCOL_VERSION / SAVE_VERSION / controls.json). Trigger for "write a…
Use when adding a new milestone boss to DungeonEngine — a bosses.json entry (stats, roles, personality, skill, projectile, loot guarantee, floor placement), optionally a dedicated generated mesh + skin + limb config. Trigger for "add a boss", "new floor…
Use when adding a new item to DungeonEngine — an items.json def (weapon/armor/ring/offhand, or a special consumable/unrollable def), its mesh/material/icon/tooltip wiring, and the loot-table + despawn + save-compat rules. Trigger for requests like "add an…
Use when adding or changing a pet companion in DungeonEngine — a petSummon consumable item that summons/dismisses a cosmetic follower entity (the Mini Loot Goblin jackpot or the per-enemy "Mini <Enemy>" drops), including the summon path, follow AI, co-op net…
Use when adding a Steam achievement to DungeonEngine — the engine trigger (event-driven or polled), the generated 64x64 achieved/locked icon pair, the DEPLOYMENT.md runbook row, the build-steam compile check, and the Steamworks partner-site definition/publish…
Use when adding a new weapon to DungeonEngine — an items.json entry (slot/weaponType/subtype/stats), its generated mesh + skin + material, and (only if it needs new behavior) a new WeaponSubtype with crit stats and firing logic. Trigger for "add a weapon",…
Use when hand-picking, replacing, or improving DungeonEngine's weapon/reload sound effects — launch the interactive picker (tools/pick_sfx.py) to audition ranked CC0 candidates, dial in pitch/stretch/gain/reverb/lowpass/trim with live preview, and save…
Use when adding a new player class (or replacing the visual identity of an existing one) in DungeonEngine — generating its voxel mesh and skin via the Python asset tools, wiring the material / mesh registry / ClassDef. Trigger for "add a class skin", "give…
Use when adding a new affix type (item magic property) to DungeonEngine — a new AffixType enum value, its loader mapping, the stat accumulation in recalculateStats, the consumption at the point of use, and the affixes.json entry. Pure code + JSON, no assets.…
Use when adding a new activated player skill (legendary/class) to DungeonEngine — the SkillId enum value, SkillDef fields, skills.json entry, the tryActivate fire branch, optional per-tick logic, the generated HUD icon, and a legendary item that grants it.…