Skip to main content
在 Manus 中运行任何 Skill
一键导入
froglet-studio
GitHub 创作者资料

froglet-studio

按仓库查看 1 个 GitHub 仓库中的 4 个已收集 skills。

已收集 skills
4
仓库
1
更新
2026-07-21
仓库分布

Skills 分布在哪些仓库

按已收集 skill 数展示主要仓库,并显示它们在该创作者目录中的占比和职业覆盖。

仓库浏览

仓库与代表性 skills

endgameconditions
软件开发工程师

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
软件开发工程师

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
软件开发工程师

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
软件开发工程师

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
已展示 1 / 1 个仓库
已展示全部仓库
froglet-studio Agent Skills | SkillsMP