用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/RandallLiuXin/GodotMaker --skill card-kit命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
Generate, finalize, and validate a non-pixel-art full-screen visual reference for scene direction and evaluation, without producing a runtime asset.
Asset stage manager. Reads current-tag ASSETS.md gaps, accepts user-provided assets, plans visual production units, dispatches asset-producer subagents, collects validated Asset Skill results, updates ASSETS.md directly, and emits minimal worker runtime snapshots from that one authority. Explicit invocation only - use /gm-asset.
Evaluate the current tag's quality: enforce the playable-closed-loop gate, maintain a single cross-tag e2e/ suite that always reflects the current game (add tests for new mechanics, prune tests for mechanics this tag deliberately removed), and reason about gameplay quality. Independent from the build process — fresh perspective on the final product. Explicit invocation only — use /gm-evaluate.
基于 SOC 职业分类
正在显示 SKILL.md
| name | card-kit |
| description | Produce reusable card art sources and native Godot card UI resources. |
Use this Skill for reusable non-pixel-art, card-game-specific UI: card frames, portrait frames,
rarity frames, card/deck slots, resource badges, state overlays, card panels,
and card buttons. It produces art sources and native Godot resources, not card
rules, deck logic, a Control or Container layout, a PackedScene, readable text, or a full
composite screen. A request for pixel art is unsupported and must STOP.
Accept one request matching the shared Asset Skill request schema in
.godotmaker/asset-runtime/schema/asset-skill-request.schema.json with
asset_type: "card-kit". First run
python tools/asset_ui_card_contract_check.py <request.json> --kind request.
The family contract owns the Theme recipe/variation, requested frame/state
pairs, and named atlas regions. The request decides which card resources are
needed; do not add a default front/back, portrait, rarity, or state bundle.
This card-game-specific UI Skill can be invoked directly or by an orchestrator
through gm-asset, but it never edits ASSETS.md, tags, stage state, or
generated catalogs. It produces and preserves the validated generic result;
/gm-asset performs the later direct registration.
references is optional. When it is non-empty, each path is binding input:
canonical, style, or screen role in the prompt and trace.A prompt-only filename, silent omission, or provider substitution is not
reference use. Use only the requested provider (native, codex, gemini,
or openai). For Codex, call image_gen with the real
referenced_image_paths when any are present. Record provider, model identity
when exposed, coding model, reasoning, attachment paths/roles, and provider
call identity. For openai and gemini, use tools/asset_source_generate.py
with reference_inputs; it records hashes and attachment provenance.
Turn the brief into one concrete source plan: frame geometry/orientation, empty portrait or card-art safe zones unless finished art is requested, rarity language, state treatment, and only the requested component list. A reusable card frame is not a flattened example card. Keep card-art and portrait windows empty unless the request declares finished art. Keep generated images free of readable text, numbers, watermarks, and unrelated composite screens.
Write the prompt and source plan under .godotmaker/asset-generation/, then
generate real provider art into its declared raw-source path. Preserve the raw
image and provider report; never replace failed generation with procedural or
placeholder art.
Prefer the repository's deterministic tools, selecting only those the source needs:
asset_image_finalize.py for a single card or portrait frame, including
transparency, alpha bounds, aspect checks, and finalization report;asset_sheet_process.py for component sheets, with autoslice for separated
pieces and grid only for intentional equal cells;asset_curation_select.py to choose final components with a curation record;asset_atlas_assemble.py to build a transparent atlas and region metadata.Temporary scripts or other image tools are allowed when diagnosis needs them. The trace must state the reason, command or code, inputs, outputs, changed files, diagnostic, and repair result. Never claim a provider call, attachment, or verification that did not happen.
Keep final sources under assets/generated/card-kit/<asset_id>/. Compile one
StyleBoxTexture for every declared frame/state
pair using an explicit source/region, borders, expand margins, and stretch
axes, plus explicit content margins. This preserves card corners through
nine-slice scaling. Compile those
StyleBoxes first, then build the optional Theme at <asset_id>_theme.tres when
the request declares one. A Theme recipe may bind a generated
StyleBoxTexture when the caller requests that composition. Compile every
named fixed component into a distinct AtlasTexture. Front/back images,
portrait frames, rarity badges, and overlays are separate only when the request
declares them; never infer a missing requested resource from another region.
Every runtime output has one required filename, derived from the name it
serves: the Theme at <asset_id>_theme.tres, and every StyleBoxTexture and
AtlasTexture at <output_name>.tres. One kit fills one directory, so this is
what keeps each output separately bindable — two resources sharing a file would
hand a worker the wrong Godot type. check_ui_card_handoff enforces it at L0,
so a drifting filename is a repair, not a late failure. The family validator
checks each output's declared path; cross-output path uniqueness is enforced
when the manager registers the completed result.
Run standalone_validation.compile_and_validate() after a candidate set exists.
L0 binds the family request/result, L1 checks final sources and metadata, L2
compiles a fresh registry, L3 loads the artifacts in headless Godot, and L4
checks type-specific resource structure. These are production diagnostics, not
a one-shot failure gate: inspect the failed diagnostic, repair the source,
processing parameters, metadata, recipe, or Godot resource, and re-run the
affected checks followed by the final full check.
Only STOP for a missing/corrupt required input, unsupported pixel-art request, contradictory request, unavailable declared provider or required reference attachment, or unrecoverable environment/permission failure. A final result is ready only after every applicable L0-L4 check passes.
Return the shared generic result with independently usable native runtime
resources (Theme, StyleBoxTexture, and AtlasTexture), its theme_recipe,
single, or region_atlas sources, previews when produced, and final L0-L4
evidence. Check it with the shared result schema and checker plus this family
contract. Before responding, persist the exact request/result pair at
.godotmaker/asset-generation/<asset_id>-request.json and
.godotmaker/asset-generation/<asset_id>-result.json, then return the same
result JSON directly in the final response. The runner, not a self-reported boolean,
records validation.
The output is reusable card UI, not pixel-perfect Control or Container
composition. Consumers choose their own layout and may apply only the declared
Theme, StyleBoxTexture, or AtlasTexture resources.
For gm-asset, preserve the successful generic request/result pair. The
manager registers the complete result.outputs set directly and atomically in
ASSETS.md; do not create a second handoff object. Private Eval independently
assesses consumer use, visual quality, reference consistency, and whether an
improvised repair should become a shared tool improvement.