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agent-skills
agent-skills enthält 38 gesammelte Skills von fcsouza, mit Repository-Berufsabdeckung und Skill-Detailseiten auf SkillsMP.
Skills in diesem Repository
Prepare, audit, implement, homologate, and publish Nuvemshop/Tiendanube apps. Use when the user needs help with Nuvemshop Partner Portal app creation, public App Store publication, private client distribution, OAuth, scopes, webhooks, API usage, NubeSDK migration or development, Nexo embedded admin apps, Nimbus/design requirements, homologation artifacts, demo videos, FAQ/support docs, billing/publication data, app descriptions, or approval checklists.
Covers building, extending, debugging, and maintaining Foundry VTT modules for v13+. This skill applies when scaffolding a new module, writing custom Actor/Item types with TypeDataModel, building ApplicationV2 sheets or dialogs, registering hooks or settings, implementing socket communication, extending the canvas with PIXI.js, managing compendium packs, using ActiveEffects, setting up TypeScript with fvtt-types, configuring Vite/Rollup builds, localizing strings, or migrating modules between Foundry versions. Triggers on: "Foundry module", "FVTT", "FoundryVTT", "foundryvtt module", "ApplicationV2", "TypeDataModel", "actor sheet", "module.json", "fvtt-types", "libWrapper", "socketlib", or any task involving Foundry VTT module development.
Covers building, extending, and maintaining Foundry VTT game systems for v13+. This skill applies when scaffolding a new system, defining Actor/Item types with TypeDataModel, customizing dice mechanics, implementing combat & initiative, building character sheets, handling system data migration, or configuring template.json. Triggers on: "Foundry system", "FVTT system", "system.json", "template.json", "foundryvtt system", "Actor subclass", "Item subclass", "custom dice", "DiceTerm", "system development", "game system", "RPG system", "statusEffects", "hotbarDrop", "custom enricher", "JournalEntryPage", "TokenDocument", or any task involving Foundry VTT system development.
Build production AI agents with the Claude Agent SDK (TypeScript: @anthropic-ai/claude-agent-sdk, Python: claude-agent-sdk). Use this skill whenever: building programmatic agents with Claude, using query() or ClaudeSDKClient, configuring hooks/subagents/MCP servers/custom tools, setting up permissions or sessions, deploying agents to Docker/CI/CD/cloud, importing @anthropic-ai/claude-agent-sdk or claude-agent-sdk, mentioning 'agent sdk' or 'claude sdk' in a coding context, building autonomous agents that read files/run commands/edit code, or any task involving programmatic Claude Code integration. Even if the user just says 'build an agent' or 'automate with Claude' — use this skill.
Use when adding audio to a game — SFX generation, adaptive music, voice acting, and audio state machine integration. Covers BOTH ElevenLabs API AND Vertex AI Lyria as user-choosable alternatives for game audio production.
Comprehensive game MVP interviewer and planner. Interviews you in progressive groups, researches genre conventions and reference games, then produces an actionable MVP First Draft with starter project files. Use when starting a new game project from scratch.
Analyzes a game system against design principles — economy health metrics, difficulty curve, reward schedules, and progression cost curves. Flags imbalances with severity levels. Use after creating an MVP plan with game-architect. Extract the analysis scope (economy/difficulty/progression/rewards/all) from the user's message.
Builds a game component from the MVP plan — production TypeScript + Vitest tests + mock dependencies + build registry tracking. Extract the component name from the user's message (or "status" to check progress). Requires docs/mvp-first-draft.md — run game-architect first.
Adds a new feature to an existing MVP plan — scoped architect interview, scope validation against original plan, and integration into the build sequence. Extract the feature name or description from the user's message. Requires docs/mvp-first-draft.md — run game-architect first.
Adds or updates a single world lore entry (faction, location, NPC, or event) — validates against existing lore for consistency, applies the right template, and updates docs/world-lore.md. Extract the entry type (faction/location/npc/event) and name from the user's message.
Designs a single quest end-to-end — coherence check, objective tree, quest brief, and registry entry. Extract the quest name from the user's message. Requires docs/world-lore.md and docs/quest-registry.md.
Audits existing game code against design principles — checks server-authority, schema conventions, auth security, payment safety, narrative coherence, and MVP scope drift. Extract the optional component name or path from the user's message (defaults to entire src/). Use after building components or before committing.
Use when implementing animations, transitions, or motion effects in React apps. Invoke this skill whenever someone asks about animation, transition, motion, framer motion, react spring, GSAP, entrance/exit effects, scroll animation, parallax, gesture, drag, card flip, screen shake, health bar, damage numbers, loading states, page transitions, hover effects, or any element that should move, fade, scale, or respond to interaction — even if they don't use the word "animation".
Use when the user asks about OpenClaw — installation, configuration, agents, channels, memory, tools, hooks, skills, deployment, Docker, multi-agent, OAuth, gateway, CLI, browser, exec, PDF, voice, secrets, sandboxing, sessions, cron, webhooks, heartbeat, sub-agents, nodes, companion devices, canvas, camera, or messaging platform integration. Also invoke for questions about running OpenClaw agents: memory recall (memory_search), cron scheduling, multi-agent setup, or any openclaw.json behavior. OpenClaw has proprietary configuration syntax (SecretRef, dmPolicy, node.invoke, tool profiles) and CLI commands that require this skill to answer correctly.
Use when designing core game loops, feedback systems, player motivation models, MDA framework analysis, progression curves, difficulty tuning, reward schedules, or any genre-agnostic game design theory.
Use when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control. Triggers: economy, currency, sinks, loot, inflation, crafting, shop.
Use when designing game levels, environments, difficulty curves, pacing, encounter placement, or spatial layouts for any game genre. Triggers: level, pacing, difficulty curve, encounter, environment, spatial design.
Use when implementing procedural content generation, dungeon or map generation, procedural loot tables, world seeds, noise-based terrain, NPC behavior variation, or wave function collapse. Triggers: procedural, dungeon gen, map gen, loot table, world seed, noise, BSP, wave function collapse, randomization.
Use when designing quests, missions, objectives, quest trees, or reward structures. Requires quest-narrative-coherence check before any quest creation. Triggers: quest, mission, objectives, quest tree, rewards.
Use when designing or implementing skill trees, talent trees, ability progression systems, or unlock graphs. Triggers: skill tree, talent tree, ability tree, progression system, unlock, prestige, node, skill points.
Use when designing game UI — HUD patterns, menu systems, onboarding flows, feedback loops, accessibility features, or notification systems. Triggers: HUD, menu, onboarding, accessibility, UI, UX, game interface.
Use when implementing authentication, login flows, OAuth, JWT sessions, or role-based access control (RBAC) for games with BetterAuth. Triggers: auth, login, OAuth, JWT, roles, permissions, RBAC.
Use when implementing job queues, matchmaking systems, async game events, delayed jobs, or scheduled tasks with BullMQ. Triggers: queue, matchmaking, async events, jobs, workers, scheduling.
Use when building game servers, WebSocket connections, room management, game tick loops, or server-authoritative architecture with Elysia. Triggers: game server, WebSocket, rooms, tick loop, server architecture, multiplayer backend.
Use when implementing client-server state synchronization, delta compression, optimistic updates, rollback netcode, or real-time game state reconciliation. Triggers: state sync, netcode, delta, rollback, interpolation, prediction.
Use when tracking player events, implementing retention analytics, building engagement funnels, measuring D1/D7/D30 retention, or setting up gameplay telemetry. Triggers: analytics, telemetry, events, retention, D1 D7 D30, funnel, engagement, session tracking, player behavior.
Use when implementing player matchmaking, skill-based match selection, lobby systems, queue management, or rank-based grouping. Triggers: matchmaking, lobby, queue, ELO, skill-based, rank, match players, pairing, bracket.
Use when designing game database schemas, player data models, inventory systems, or working with Drizzle ORM and PostgreSQL for games. Triggers: database, schema, Drizzle, players, inventory, leaderboards, game data.
Use when implementing Redis patterns for games — caching, leaderboards, pub/sub messaging, session storage, rate limiting, or ephemeral game state. Triggers: Redis, cache, leaderboard, pub/sub, rate limit, session.
Use when implementing game payments, in-app purchases, subscriptions, Stripe webhooks, or monetization flows. Triggers: payments, IAP, subscription, Stripe, checkout, webhooks, monetization.
Use when setting up CI/CD pipelines, GitHub Actions workflows, deployment automation, migration safety, or staging environments for game projects. Triggers: CI/CD, GitHub Actions, deployment, pipeline, staging.
Use when starting a game project, choosing which skill to read, or navigating the game-dev skill ecosystem. Entry point for AI agents working on game development. Triggers: workflow, which skill, how to start, game project setup.
Use when configuring Cursor IDE or OpenAI Codex for game development — .cursorrules files, prompt conventions, context injection. Triggers: cursor, .cursorrules, codex, IDE setup.
Use when implementing game monitoring, structured logging, player telemetry, alerting rules, or performance budgets. Triggers: monitoring, logging, telemetry, alerts, observability, metrics.
Use when creating game characters, NPCs, character arcs, dialogue systems, archetypes, or character bibles. Triggers: character, NPC, dialogue, archetype, character bible, motivation arc.
Use when creating any quest, mission, or story content — enforces the 5-step narrative coherence check: lore validation, conflict detection, quest registry, and contradiction prevention. Triggers: coherence check, lore validation, quest registry, narrative consistency.
Use when designing interactive narratives, branching storylines, player agency systems, non-linear story structures, or act frameworks for games. Triggers: branching narrative, player agency, story arc, interactive story, dialogue.
Use when creating game worlds, lore, factions, geography, timelines, or establishing world consistency rules. Genre-agnostic — works for fantasy, sci-fi, modern, or abstract settings. Triggers: lore, factions, geography, world bible, world creation.