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nt-canvas-operations
Use for canvas:// refs and Canvas project, screen, group, element, region, export, history, or Chat operations.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
メニュー
Use for canvas:// refs and Canvas project, screen, group, element, region, export, history, or Chat operations.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Use for the items catalog CLI, ownership API, reason tags, quarantine/reconcile, or items state and migrations.
Use for layout-affecting in-game UI work in this repository: new or changed HUDs, game screens, modal/dialogue sheets, menus, bottom navigation, responsive PC/phone layout, floating layers, clipping/scrolling/overflow, hit targets, or visual proof for a changed game UI surface. Forces a short widget/mode inventory before non-trivial edits so agents reuse existing Neotolis UI APIs. Skip for pure copy tweaks, asset swaps, or runtime automation tasks that do not change layout.
Use ONLY after a source-first search (shared asset library + free CC0/OFL sources) finds no fit, to generate real raster art for AI Studio asset workflows: fake shots, icon/source sheets, sprites, UI art, or source images for later asset tools. Generation is the last resort, not the default. Prefer Codex CLI imagegen via `codex exec` and `scripts/codex_imagegen.sh`; use Antigravity/agy CLI only as fallback. Owns raster creation only; nt-asset-workflow coordinates asset tools, catalog/intake handoff, and ai_studio/quality visual acceptance.
Use when the user asks for a full retrospective or analysis of an AI-assisted work session, chat history, agent run, long task, profiling data, slow progress, repeated failures, weak tool/subagent use, context loss, planning gaps, quality risks, or process improvements. Produces one comprehensive evidence-based session review with bottlenecks, causes, better workflow, and concrete changes for future runs.
Use for layout-affecting in-game UI work in this repository: new or changed HUDs, game screens, modal/dialogue sheets, menus, bottom navigation, responsive PC/phone layout, floating layers, clipping/scrolling/overflow, hit targets, or visual proof for a changed game UI surface. Forces a short widget/mode inventory before non-trivial edits so agents reuse existing Neotolis UI APIs. Skip for pure copy tweaks, asset swaps, or runtime automation tasks that do not change layout.
Use when starting or revising a game concept, first GDD, visual GDD, fake gameplay shot, gameplay loop, design pillars, reference pack, implementation handoff, or design-source cleanup for a specific game. Also use when converting loose ideas into scoped first playable requirements, gameplay data, UI flow, risks, and next implementation steps.
| name | nt-canvas-operations |
| description | Use for canvas:// refs and Canvas project, screen, group, element, region, export, history, or Chat operations. |
Canvas is owned by ai_studio/assets/canvas/. Start at its short
README.md, then load only the contract matching the request:
contracts/operations.mdcontracts/alpha-and-cleanup.mdcontracts/recipe-pack.mdcontracts/generation-and-export.mdcontracts/history.mdcontracts/browser-ui.mdcontracts/storage.mdcontracts/chat.mdcontracts/validation.mdFor an operation, run node ai_studio/assets/canvas/cli.mjs without arguments
to discover the current command surface. Never hand-edit project.json or
files; all mutations go through the CLI/ops facade and journal path.
Resolve public refs as canvas://<projectId>[/group/<id>|/element/<id>[/region/<id>]].
Resolve store-qualified private refs as canvas://game/<gameId>/<projectId>/...
and pass --store game:<gameId> on every CLI call. Ignore the human-readable
tail after —.
Before undo, redo, or history jump, run history-list immediately and pass its
current head as --expect-head <n>. Source files are immutable; operations
must remain non-destructive and page/CLI behavior must stay in parity.