Skip to main content
Run any Skill in Manus
with one click
GitHub repository

Legends-Of-Heroes

Legends-Of-Heroes contains 9 collected skills from FlameskyDexive, with repository-level occupation coverage and site-owned skill detail pages.

skills collected
9
Stars
904
updated
2026-05-30
Forks
185
Occupation coverage
1 occupation categories ยท 100% classified
repository explorer

Skills in this repository

et-eui
software-developers

ET EUI client UI workflow for this project's cn.etetet.eui framework. Use when creating or modifying DlgXxx windows, ESxxx reusable sub-UI, ItemXxx loop items, AUIEvent handlers, WindowID registration, widget binding (E* via UIFindHelper), ShowWindow/Hide/Close flow, EUI root layers, or LoopScrollRect lists. Hand-authored 5-file pattern; there is NO code-gen menu here.

2026-05-30
et-excel
software-developers

ET Excel MCP workflow for reading, writing, styling, transforming, and inspecting xlsx data. Use when operating Excel cells, ranges, sheets, formulas, charts, merges, batch data import/export, or editing Luban source spreadsheets before export.

2026-05-30
et-luban
software-developers

ET Luban export workflow. Use when exporting generated C# config/data code, refreshing aggregated luban.conf, validating CodeMode outputs, or troubleshooting ET.ExcelExporter, LubanGen.ps1, table definitions, beans, enums, Defines, and Luban export failures.

2026-05-30
aibridge-batch-script
software-developers

AIBridge batch and multi command automation. Use when Codex needs to run multiple Unity Editor CLI operations together, write batch scripts, use multi --cmd or multi --stdin, handle call/delay/log/menu lines, avoid PowerShell quoting issues, or automate long/JSON-heavy AIBridgeCLI workflows.

2026-05-28
aibridge-code-index
software-developers

Optional read-only AIBridge Code Index semantic lookup for Unity projects. Use only when this Skill is installed and project rules or AIBridge settings say Code Index is enabled. Use for CLI-only symbol, definition, reference, implementation, derived-type, caller, and diagnostic queries. Do not use when Code Index is disabled; use rg, host file reads, and regular AIBridge commands instead.

2026-05-28
aibridge-development-workflow
software-developers

AIBridge/Unity ้กน็›ฎ็š„ๆ ‡ๅ‡†ๅผ€ๅ‘ๅทฅไฝœๆตใ€‚Use when creating, modifying, fixing, refactoring, or validating C# code, Unity assets, prefabs, editor tools, package structure, tests, AGENTS.md, or local Skills. Preserves visible modes for Skills matching, requirement confirmation, analysis, implementation, and final checklist. Do not use for pure Q&A, simple search/display, or code explanation tasks with no file/code/asset changes.

2026-05-28
aibridge-prefab-patch
software-developers

Unity Prefab asset patch workflow for AIBridge. Use when modifying complex prefab assets with prefab patch operations, child or component creation, SerializedProperty writes, array edits, internal GameObject/component references, dry-run validation, or when deciding between prefab patch, inspector set_property, scene object commands, and direct Unity YAML fallback.

2026-05-28
aibridge
software-developers

Unity Editor and Player Runtime CLI integration for AIBridge. Use when Codex needs to compile Unity, inspect Console logs, search/read assets, manipulate GameObjects, Transforms, components, SerializedProperty values, scenes, screenshots/GIFs, connect to built Player runtime targets, simulate Play Mode runtime input, editor focus/menu items/game view, or look up AIBridgeCLI command syntax. For batch/multi scripts use aibridge-batch-script. For complex prefab asset edits use aibridge-prefab-patch. For unsupported direct Unity YAML serialized asset edits use unity-yaml-editing.

2026-05-28
unity-yaml-editing
software-developers

Unity YAML text serialization editing workflow. Use when Codex needs to directly inspect, modify, create, or repair Unity serialized YAML files such as .unity scenes, .prefab assets, .asset ScriptableObject/config files, .mat, .controller, or other text-serialized Unity assets, especially when AIBridge inspector/prefab/scene APIs do not support the requested Prefab, Scene, ScriptableObjectTable, or custom asset operation.

2026-05-28