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rpg-world-forge
rpg-world-forge 收录了来自 DrHepa 的 37 个 skills,并提供仓库级职业覆盖和站内 skill 详情页。
这个仓库中的 skills
Animate one reviewed rig through bounded Blender MCP operations under GPT orchestration. Use for specified clips and loop evidence only, not rig changes, final GLB export, refinement, or QA approval.
Define and approve target-scoped visual and audio bibles from a locked worldpack. Use for M5 art direction only, not inventory derivation, asset generation, processing, or QA.
Derive a complete target-scoped M5 asset inventory from locked canon and approved bibles. Use for requirements and semantic slots only, not specifications, generation, or processing.
Produce a coherent reference-image set for one approved 3D asset specification through OpenAI Image. Use for 3D design evidence only, not modeling, rigging, animation, GLB export, or QA.
Compile, package, and verify one immutable runtime bundle from an approved world-authoring repository. Use only for the world-release phase; game import is a separate skill.
Model one specified 3D asset through bounded Blender MCP operations under GPT orchestration. Use for geometry, UVs, and material slots only, not rigging, animation, final export, or QA approval.
Run one reviewed Modly extension for one approved M5 asset specification through modly-cli-mcp under GPT orchestration. Use for the optional local route only after capability research, not direct model calls, selection, refinement, or QA.
Apply one reviewed declarative deterministic recipe to an authorized asset candidate and record reproducible outputs. Use after selection, not for generation, creative edits, approval, or release packaging.
Produce candidates for one approved 2D or 2.5D asset specification through OpenAI Image under GPT orchestration. Use for candidate generation only, not selection, processing, QA, or 3D geometry.
Run read-only contract, lineage, license, and neutral-GLB QA for one processed 3D asset. Use for M5 evidence and approval decisions only, not Blender fixes, generation, processing, or packaging.
Apply bounded final refinements and export one selected 3D lineage from Blender to neutral GLB. Use after model, rig, and animation review, not for redesign, independent QA, or assetpack release.
Refine one authorized Modly 3D candidate through bounded Blender MCP operations while preserving production lineage. Use for finite repairs and neutral GLB export only, not rerunning Modly, redesign, independent QA, or packaging.
Rig one reviewed Blender model through bounded Blender MCP operations under GPT orchestration. Use for skeleton, skinning, and deformation checks only, not modeling redesign, animation, export, or QA approval.
Write one strict provider-neutral M5 asset specification from a reviewed inventory requirement. Use before production for 2D, 2.5D, audio, or 3D, not to generate or approve candidates.
Clone canonical authoring inputs into one new world identity and lineage. Use only for the safe world-clone phase, not creation from scratch, version bumps, releases, or games.
Create one new independent v2 world-authoring project from the Forge. Use only for initial world identity and workspace scaffolding, not cloning, versioning, release, or game work.
Establish deterministic action, replay, state-digest, fixture, and fake-adapter test infrastructure in a standalone game. Use before gameplay implementation phases, not to implement features.
Implement contextual interactions, abilities, costs, cooldowns, and deterministic outcome events in a standalone game. Use for the interaction-and-abilities phase only.
Implement one deterministic construction, needs, goals, economy, scarcity, or delayed-consequence system slice in a standalone game. Use for one G14 living-world slice only, not narrative campaigns or presentation.
Implement deterministic facts, knowledge boundaries, relationships, dialogue, quests, scenes, and actor campaigns in a standalone game. Use for the narrative-execution phase only.
Implement or modify deterministic collision, pathfinding, movement, and cell-reservation behavior in the standalone game. Use for the navigation phase only.
Implement versioned save serialization, restore, compatibility checks, atomic writes, and migrations in a standalone game. Use for G15 persistence only; G04 owns replay infrastructure.
Implement or modify the deterministic world clock, calendars, NPC schedules, and route fallback policy in a standalone game. Use for the time-and-schedules phase only.
Implement pyray window ownership and fixed-step application-loop orchestration around an existing deterministic runtime. Use for G20 only; input, rendering, graphics resources, UI, and audio belong to later phases.
Implement deterministic domain-event sound effects, streamed music/ambience, volume buses, and safe audio-device ownership in pyray. Use for the audio phase only.
Implement semantic input mapping, virtual resolution, Camera2D control, and inverse isometric pointer picking in a pyray game. Use for the input-and-camera phase only.
Implement deterministic 2D/2.5D isometric projection, culling, depth ordering, animation selection, and render passes in pyray. Use for the world-rendering phase only.
Implement validated texture, atlas, font, shader, render-texture, and native-handle ownership for a pyray game. Use for the graphics-resource phase only.
Implement accessible screen-space HUD, menus, dialogue, quest, inventory, and interaction presentation in pyray. Use for one defined UI flow at a time.
Import one verified immutable world release into an existing standalone game and update its runtime-neutral catalog. Use only for game content ingestion.
Profile and optimize a verified pyray/raylib game using representative scenes and explicit budgets. Use only for measured performance work after correctness gates pass.
Package an already verified standalone pyray/raylib game as the deterministic M4 unpack-and-run source ZIP. Use only for G32 source packaging, not native installers, implementation, testing, or optimization.
Create the initial clean standalone pyray/raylib game repository from the Forge template. Use only for the bootstrap phase, before world import or game-specific feature work.
Upgrade the vendored isoworld runtime snapshot in a standalone game. Use only for an explicit runtime-version update, migration, or compatibility repair.
Change the locked pyray binding version, raylib backend, native API, Python range, and matching CI configuration in a standalone game. Use only for an explicit platform-baseline migration.
Read-only verification of a standalone pyray/raylib game through boundary, deterministic, bundle, native, scene, and budget gates. Use for G30 evidence only, not fixes, optimization, or packaging.
Apply one reviewed SemVer transition to an existing v2 world project with optimistic locking. Use only for world versioning, not cloning, release export, or games.