Skip to main content
Manusで任意のスキルを実行
ワンクリックで
Relicta-Team
GitHub クリエイタープロフィール

Relicta-Team

1 件の GitHub リポジトリにある 8 件の収集済み skills をリポジトリ単位で表示します。

収集済み skills
8
リポジトリ
1
更新
2026-04-16
リポジトリマップ

skills がある場所

収集済み skill 数が多いリポジトリを、このクリエイターカタログ内の比率と職業範囲とともに表示します。

リポジトリエクスプローラー

リポジトリと代表的な skills

resdk-dsl
ソフトウェア開発者

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
ソフトウェア開発者

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
ソフトウェア開発者

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
ソフトウェア開発者

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
ソフトウェア開発者

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
ソフトウェア開発者

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
ソフトウェア品質保証アナリスト・テスター

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
ソフトウェア開発者

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
1 件中 1 件のリポジトリを表示
すべてのリポジトリを表示しました