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Relicta-Team
Profil créateur GitHub

Relicta-Team

Vue par dépôt de 8 skills collectés dans 1 dépôts GitHub.

skills collectés
8
dépôts
1
mis à jour
2026-04-16
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Où se trouvent les skills

Principaux dépôts par nombre de skills collectés, avec leur part dans ce catalogue créateur et leur couverture métier.

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Dépôts et skills représentatifs

resdk-dsl
Développeurs de logiciels

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
Développeurs de logiciels

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
Développeurs de logiciels

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
Développeurs de logiciels

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
Développeurs de logiciels

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
Développeurs de logiciels

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
Analystes en assurance qualité des logiciels et testeurs

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
Développeurs de logiciels

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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