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skills-writer
Creates and updates skill files (.claude/skills/*/SKILL.md). Triggers: creating/updating a skill, documenting a subsystem for agent context.
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。
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Creates and updates skill files (.claude/skills/*/SKILL.md). Triggers: creating/updating a skill, documenting a subsystem for agent context.
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。
Glue↔running-game live edit (drag/resize/tweak a live game, changes flow back to Glue). Triggers: GlueControl, GameConnectionManager, CommandReceiver, VariableAssignmentLogic, EmbeddedCodeManager, ActivityEditMode, edit mode.
The .achx animation file format and its save/runtime split. Triggers: .achx, AnimationChainListSave, AnimationChainSave, AnimationFrameSave, ToAnimationChainList, FromXElement.
Use when adding, modifying, or reasoning about Gluj/Glux file format versions, the GluxVersions enum, FileVersion checks, or anything that gates behavior on the version of a loaded Glue project.
Use when working on Glue's Gum code generation — adding/removing/version-gating generated properties on Gum standard runtime types (NineSlice, Text, Container, Sprite, etc.), or debugging "why is/isn't this Gum variable being generated."
This skill should be used when the user asks to refactor code, do a refactor pass, clean up code, extract a class or service, inject a dependency, or make incremental improvements to existing code structure.
| name | skills-writer |
| description | Creates and updates skill files (.claude/skills/*/SKILL.md). Triggers: creating/updating a skill, documenting a subsystem for agent context. |
A skill is a map and a list of landmines, not an encyclopedia. It points an agent at the right code and docs and warns about what isn't obvious from reading them. If a fact already lives in source or the docs site, link, don't restate.
A good skill answers three things and stops: where the relevant code/docs live, what gotchas aren't obvious from reading them, and what patterns recur. Default to prose-free pointers and tables; include code only when the snippet is a pattern that can't be conveyed by pointing at a file. Every line is re-read into context on every load, so a skill that says less but points accurately beats a thorough one.
A skill is rarely written whole; it grows as questions pull on it. Don't answer a question 100% inside the skill. Treat demand as an elastic pull and the skill as an object resting in sand: a question pulls toward a fuller answer, the skill responds damped (moves part-way, not all the way), and retains its new position — the sand means it doesn't snap back. Over many questions this settles the skill at the best average of real demand without overfitting to any one question. It's a leaky integrator of demand, not a transcript of the last conversation.
Default: a 100% pull moves ~20%. When a question could be answered in full inside the skill, add only its broad orienting fifth — a concrete signpost plus a one-sentence shape of the answer — not the whole walkthrough. Because the position is retained, a genuinely recurring question reaches full coverage in a few pulls, while a one-off never bloats the skill past its signpost. This is also why creating a thin, broad skill is cheap and reversible: easy to add, easy to delete if demand never returns.
Why damped: chasing every specific detail down into the skill bloats it, scatters its focus, rots, and front-loads context future agents won't need. Most questions are one-offs. Let the skill grow only where demand actually, repeatedly pulls.
Two exceptions — place these by hand, at full strength, not through the elastic:
Signpost quality bar. A nudge must name where to look — a file, class, or relationship — not merely assert that something exists. "Animation frames interact with the Sprite" raises a question without reducing search cost; "see Sprite.UpdateToAnimationFrame — color is applied there, gated on null per-frame channels" reduces it. A vague signpost is worse than none: it costs context and resolves nothing.
Before writing anything, identify where the ground truth already lives:
.claude/skills/ to match style and depth.sprite-animation, glue-codegen).name and description. The description is loaded into every session's skill listing — it pays for itself in context tokens forever. Keep it brutally short. See "Writing the description" below.## sections. Tables for file maps. Prose for relationships and gotchas.[advanced-topic.md](advanced-topic.md)) only when it's bulky enough to justify a second file.The description's only job is to tell future-Claude when this skill is relevant. It is a trigger, not a summary.
Hard rules:
<Topic> — <one-line hook>. Triggers: <distinctive identifiers, file paths, or scenarios>.description: >). Keep it on one line. It folds anyway, and one line is easier to scan when auditing.Example. Same triggers, ~40% fewer tokens:
Good:
description: FlatRedBall sprite texture-flip animation. Triggers: AnimationChain, AnimationFrame, .achx, Sprite.AnimationChains, UpdateToCurrentAnimationFrame.
Bad (boilerplate, padded):
description: Reference guide for FlatRedBall's sprite animation system. Load this when working on animation behavior, AnimationChains, AnimationFrame, .achx files, Sprite.AnimationChains, or UpdateToCurrentAnimationFrame.
Write to .claude/skills/<skill-name>/SKILL.md. Create the directory if needed. Add sibling detail files only when content is too large for the main file.