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Relicta-Team
Perfil de creador de GitHub

Relicta-Team

Vista por repositorio de 8 skills recopiladas en 1 repositorios de GitHub.

skills recopiladas
8
repositorios
1
actualizado
2026-04-16
mapa de repositorios

Dónde viven las skills

Repositorios principales por número de skills recopiladas, con su participación en este catálogo del creador y su variedad ocupacional.

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Repositorios y skills representativas

resdk-dsl
Desarrolladores de software

Use when working in ReSDK_A3 project code that looks like SQF but actually relies on the project's macro DSL, RV preprocessor constraints, OOP/struct wrappers, subsystem-specific rules, or generated system files. Read this skill before explaining, editing, reviewing, or generating host/client/Editor/CommonComponents code.

2026-04-16
resdk-architecture
Desarrolladores de software

Route new code and content to the correct ReSDK subsystem and enforce architectural invariants. Use when deciding whether work belongs in `host`, `client`, `Editor`, or `CommonComponents`; when creating or extending modules; when choosing between OOP classes, structs, function modules, and data configs; or when checking whether a change is architecturally complete.

2026-04-16
resdk-craft-configs
Desarrolladores de software

Create and edit CraftSystem recipe YAML files and related craft integration. Use when adding or changing craft recipes, recipe types (`default`, `building`, `system`, `interact`), ingredient or result schemas, skill gates, failure handlers, craft durations, or when checking whether a craft change also needs server or client menu updates.

2026-04-16
resdk-editor-workflows
Desarrolladores de software

Work with ReEditor-only workflows: editor components in `Editor/`, map workspace and build flow, GameObjectsLibrary rebuilds, ReNode and VisualScripting integration, SystemTools validators and generators, and simulation or editor-side debugging. Use when editing editor modules, guiding ReEditor actions, rebuilding editor-owned artifacts, or troubleshooting editor behavior.

2026-04-16
resdk-gameobject-authoring
Desarrolladores de software

Author new game object classes and related content in `host/GameObjects` and adjacent systems. Use when creating or extending items, structures, decor, mobs, containers, weapons, clothing, lights, doors, and similar content, or when deciding where such classes belong and which downstream systems need follow-up updates.

2026-04-16
resdk-loot-configs
Desarrolladores de software

Create and edit LootSystem YAML templates and editor-facing loot setup. Use when adding loot collections, defining tags, map or gamemode restrictions, probability, count, health or quality rules, or when checking how a loot template should be assigned and tested through ReEditor.

2026-04-16
resdk-tests-validation
Analistas de garantía de calidad de software y probadores

Choose the right validation path for ReSDK changes: simulation, editor validators, map and generated-asset rebuilds, and the legacy `host/UnitTests` harness. Use when asked what to test after a change, how to validate a subsystem or content edit, whether a rebuild or regeneration is required, or how much confidence a change currently has.

2026-04-16
resdk-ui
Desarrolladores de software

Build and maintain ReSDK client UI with `WidgetSystem` and `NetDisplays`. Use when creating or editing client-side windows, overlays, HUD elements, chat, lobby screens, inventory widgets, themed controls, or ND displays; when choosing between `displayOpen`, `dynamicDisplayOpen`, or reusing an existing display; or when wiring input, scrolling, text sizing, and widget lifecycle.

2026-04-16
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