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Claude Skills by jammyfu
github.com/jammyfu195 skills10 installs229 views
- Soak StabilityUse when long-running play, idle/resume, repeated loading, saving, audio, networking, or content cycles may reveal leaks, hitch growth, corruption, or cumulative state drift that short tests miss.Votes: 0GitHub stars: 11
- Spawn WaveUse when dynamic participants enter an encounter from authored points, budgets or director pressure and the project needs stable wave identity, scheduling, visibility policy and replayable stop conditions.Votes: 0GitHub stars: 11
- Squad TacticsUse when a controllable multi-character squad needs distinct roles, coordinated actions, shared verbs, or planning/execution rules and one character dominates or coordination becomes unreadable.Votes: 0GitHub stars: 11
- Stamina ClockUse when sprint, dodge, charge, climb or other actions consume/regenerate a stamina-like resource and need explicit transaction identity, timebase and interruption/recovery policy.Votes: 0GitHub stars: 11
- Status AilmentUse when burn, poison, slow, stun, silence, buffs/debuffs or other actor statuses need stable instance identity, stacking, ticking/timebase, cleanse, expiry and gameplay-effect ownership.Votes: 0GitHub stars: 11
- Stealth InfoUse when stealth perception state needs readable cones, suspicion, sound/light indicators or threat lanes without letting HUD presentation create, widen or bypass the underlying perception truth.Votes: 0GitHub stars: 11
- Studio ColumnUse when an existing integration requests the singular studio-column compatibility name.Votes: 0GitHub stars: 11
- Studio ColumnsUse when a game request names Nintendo, Capcom, Konami, Blizzard or an indie reference and the intended gameplay direction needs clarification.Votes: 0GitHub stars: 11
- Super MeterUse when EX, super, burst, ultimate or similar combat resource gain/spend needs stable resource transactions, eligibility, rollback/interruption behavior and presentation without becoming a second combat clock.Votes: 0GitHub stars: 11
- Survival NeedsUse when hunger, thirst, fatigue, temperature, shelter or similar needs affect play and the project needs explicit meters, timebase, thresholds and delegated consequences.Votes: 0GitHub stars: 11
- Swim WaterUse when entering water must switch buoyancy, surface, dive, breath, movement, camera, attack, or exit rules through an explicit water-volume state.Votes: 0GitHub stars: 11
- Tactics StealthUse when a real-time squad or multi-actor stealth game must compose perception, information, planning, movement and ranged/melee actions without hardcoding one specific cone model or command cadence.Votes: 0GitHub stars: 11
- Target PriorityUse when lock-on, aim assist, targeting UI, or attack selection has several valid bodies and the chosen mark flips, disagrees across systems, or changes without a clear rule.Votes: 0GitHub stars: 11
- Teach RoomUse when older routes, prompts, or project notes refer to teach-room and need the current spatial teaching contract without maintaining a second set of teaching rules.Votes: 0GitHub stars: 11
- Telemetry EventsUse when product, gameplay, QA, economy, or reliability questions require measurable events with stable schemas, denominators, sampling, privacy boundaries, and explicit evidence limits.Votes: 0GitHub stars: 11
- Terrain SurfaceUse when terrain chunks crack, slopes and materials disagree, shorelines look detached, or water entry and collision fail to match the visible surface.Votes: 0GitHub stars: 11
- Test MatrixUse when an existing prompt or workflow asks for a test matrix and needs to be routed to the canonical QA pass taxonomy and combination coverage without maintaining a second QA rule set.Votes: 0GitHub stars: 11
- Throw TechUse when throws, command grabs, grab eligibility, throw breaks/techs, escape windows or throw-vs-armor/invulnerability interactions need a deterministic attempt/result contract.Votes: 0GitHub stars: 11
- Tower WaveUse when a tower/defense-style mode needs lane or wave schedule identity, deterministic progression and clear ownership between mode goals, spawning, paths and participant kits.Votes: 0GitHub stars: 11
- Training DummyUse when an existing integration requests the legacy training-dummy entry or its dummy-block, record-replay, frame-display, or off modes and must map them to the canonical practice-room owner.Votes: 0GitHub stars: 11
- Training ModeUse when a practice room, training sandbox, dummy behavior, input/frame display, record/replay, reset flow, or repeatable combat lab setup is needed without changing live gameplay rules.Votes: 0GitHub stars: 11
- Tutorial DesignUse when a game needs an onboarding sequence, mechanic introduction order, hint escalation, tutorial skip/replay policy, or progression from first exposure to independent use.Votes: 0GitHub stars: 11
- Ui FlowUse when pause, inventory, map, shop, settings, radial, or other screens need an explicit state graph and world-time policy and opening/closing screens causes invalid transitions or gameplay leakage.Votes: 0GitHub stars: 11
- Ui Hud FocusUse when HUD, menus, dialogs, virtual cursors, keyboard focus, pointer focus, or safe-area layout can lose focus, hide the focused control, leak gameplay input, or restore to the wrong element after a UI transition.Votes: 0GitHub stars: 11
- Vehicle MountUse when entering, controlling, transforming or exiting a mount/vehicle needs one ownership handoff, stable mount session, input/camera transfer and a safe exit search across the project's valid locomotion surfaces.Votes: 0GitHub stars: 11
- Vfx PromptUse when an existing integration requests vfx-prompt for a game effect sheet or generation brief.Votes: 0GitHub stars: 11
- Visual Novel UiUse when dialogue presentation needs portraits, nameplates, text advance, auto-play, skip, backlog, choice UI, or read-state behavior and those controls can skip choices, lose line identity, or diverge after localization.Votes: 0GitHub stars: 11
- Wakeup OkiUse when knockdown, wakeup timing, rise options, wakeup invulnerability, reversal eligibility or post-knockdown pressure need a named option/state contract.Votes: 0GitHub stars: 11
- Weapon SwapUse when equipped weapon/tool identity can change during play and swap start/commit/cancel, sockets, action interruption, ammo/resources and presentation handoff need an explicit state contract.Votes: 0GitHub stars: 11
- Weather RulesUse when weather changes world state or gameplay-relevant conditions and the project needs stable weather identity, transition rules and delegated effects separate from visual particles.Votes: 0GitHub stars: 11
- World MapUse when a game needs a map information policy with stable regions and markers, discovery provenance, travel-node visibility, or different map presets without letting the UI become authoritative world state.Votes: 0GitHub stars: 11
- World StreamingUse when worlds need incremental loading, fast travel reaches missing collision, boundary crossings thrash memory, or unloaded cells respawn collected objects.Votes: 0GitHub stars: 11
- DispatcherUse when a game request needs skill routing, several symptoms overlap, or the user speaks ZH, EN, JA, KO or ZH-Hant without naming files.Votes: 0GitHub stars: 11
- CocosUse when an existing Cocos Creator or related Cocos/minigame project needs skill contracts mapped onto its component lifecycle, scheduler, physics, animation, input, or project-owned simulation clock.Votes: 0GitHub stars: 11
- CustomUse when a proprietary or custom game loop needs open-game-skills contracts mapped onto its actual simulation, rendering, input, collision, animation, and pause architecture.Votes: 0GitHub stars: 11
- GodotUse when an existing Godot project needs gameplay, physics, animation, input, hitstop, or camera contracts mapped onto its configured idle and physics processing loops.Votes: 0GitHub stars: 11
- PhaserUse when an existing Phaser project needs skill contracts mapped onto its TimeStep/Scene update loop, input, Arcade or Matter physics, animation, camera, and project-specific logical timing.Votes: 0GitHub stars: 11
- PixijsUse when an existing PixiJS game needs skill contracts mapped onto its Ticker, scene graph, input, animation, collision graph, or a project-owned logical simulation loop.Votes: 0GitHub stars: 11
- ThreejsUse when an existing Three.js or React Three Fiber game needs skill contracts mapped onto its render loop, animation mixers, logical simulation, collision data, input, or camera system.Votes: 0GitHub stars: 11
- UnityUse when an existing Unity project needs open-game-skills timing, pose, collision, hitstop, input, or camera contracts mapped onto its actual PlayerLoop and physics settings.Votes: 0GitHub stars: 11
- UnrealUse when an existing Unreal Engine project needs skill contracts mapped onto its actual Actor tick groups, physics/substep policy, animation, collision, input, and camera architecture.Votes: 0GitHub stars: 11
- RouterUse when an existing integration invokes the legacy router entry instead of the canonical dispatcher.Votes: 0GitHub stars: 11
- Hd Sprite SequenceUse when redrawing game sprites or independent effects in HD from native frames, or baking 2D pose sequences that must preserve identity, proportions, anchors and original timing, especially when frames resize, jitter or decode incorrectly.Votes: 0GitHub stars: 11
- Skin WeightsGenerate, lint and verify 2D skinning weights for layered skeletal characters — alpha-covering meshes, bounded harmonic weights between declared rigid bone cores, static leak/seam/stale-binding lint, reference FK/IK/LBS traces for the spine-skeletal audit, fixed-camera review renders and rig-c/Spine export with round-trip verification.Votes: 0GitHub stars: 11
- Racket Sports FeelUse when a table-tennis, tennis, badminton-style or other racket/paddle-and-ball game needs realistic spin, bounce and racket-contact feel with simple one-hand controls, including stroke gestures, spin-read assists, contact solving, opponent planning and rally rules.Votes: 0GitHub stars: 11