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froglet-studio
GitHub 제작자 프로필

froglet-studio

1개 GitHub 저장소에서 수집된 4개 skills를 저장소 단위로 보여줍니다.

수집된 skills
4
저장소
1
업데이트
2026-07-21
저장소 지도

skills가 있는 위치

수집된 skill 수가 많은 주요 저장소와 이 제작자 카탈로그 내 비중, 직업 분포를 보여줍니다.

저장소 탐색

저장소와 대표 skills

endgameconditions
소프트웨어 개발자

Use when setting, changing, or asking where the end-game / win-condition COUNTS live for the domain modes — HexRace crystal count, Joust joust count, Crystal Capture crystal count (how many crystals/jousts end a turn), and Maelstrom/Tournament win target (placement points to win the whole shuffle, "race to N"). These are now authored ONLY through the Tools > Cosmic Shore > End Game Conditions editor window (backed by Resources/EndConditionOverrides.asset), never via per-scene inspector fields. Trigger when editing CrystalCollisionTurnMonitor / JoustCollisionTurnMonitor / NetworkCrystalCollisionTurnMonitor / NetworkJoustCollisionTurnMonitor, TournamentDataSO / TournamentController, EndConditionOverridesSO, or when someone wants to make a mode end sooner/later.

2026-07-21
ship
소프트웨어 개발자

End-of-branch shipping protocol - review everything on the branch, complete the documentation so the work is ready to build from, make an honest go/no-go call (pushing back with a concrete iteration list when the branch needs another pass), and only then open the pull request. Use when a feature branch feels done ("wrap this up", "open the PR", "ship it"), before ANY pull request is created, or at the end of a long working session. Pairs with /reorient (run it first when the session has run long or bleeding-edge may have moved).

2026-07-17
reorient
소프트웨어 개발자

Pull the latest bleeding-edge, re-evaluate the project state against it, and issue a verdict — continue as planned, course-correct, or hand off to a fresh session with a written handoff prompt. Use when asked to resync with bleeding-edge, sanity-check the session's direction, or when the session has run long and may be working against stale information.

2026-06-12
ecology
소프트웨어 개발자

Use for ANY change to the Cosmic Shore cell ecosystem — flora, fauna, cells, crystals, spawn profiles (SpawnProfileSO / CellConfigDataSO), phase/volume (Cell.LiveVolume, CellPhaseThresholds), lifeform powerups (LifeFormCrystal / ElementalCrystal*), wither/starvation, predator-prey, reproduction, evolution, or biome/intensity tuning. Loads the locked invariants + the collider-budget gate + the change protocol so changes start from the correct design and stay performant. Trigger when editing Assets/_Scripts/Controller/Environment/** (Cell, RandomLifeSpawner, Flora*, Fauna, LightFauna), the ecology SOs, or Docs/ECOSYSTEM*.md.

2026-06-11
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