Skip to content
Back to skills

Fps Feel

ASecurity

Use when first-person weapon handling needs explicit hip/ADS/recoil/readiness profiles and presentation feedback while shot queries, ammo transactions, weapon swaps and bindings remain owned by their dedicated systems.

  • 11 stars
  • 0 votes
  • 0 copies
  • 1 view
  • Added October 23, 2026
ai-agents

Security analysis

A100/100

Scanned October 23, 2026

npx -y skills add jammyfu/open-game-skills --skill fps-feel --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Fps Feel?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Fps Feel
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/jammyfu-fps-feel/badge)](https://www.skillsdirectory.com/skills/jammyfu-fps-feel)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: fps-feel
description: Use when first-person weapon handling needs explicit hip/ADS/recoil/readiness profiles and presentation feedback while shot queries, ammo transactions, weapon swaps and bindings remain owned by their dedicated systems.
---

# FPS feel

Ask: `hip-fire | ads | recoil-pattern | swap-holster`.

## Ownership

`fps-feel` owns the weapon-handling state and presentation transform used to form a shot request. `projectile-hitscan` owns hit resolution, `ammo-reload` owns reload/ammo transfer, `weapon-swap` owns inventory weapon handoff, `input-design` owns actions/bindings, and `aim-assist` owns assist transforms.

## Contract

Publish:
- stable `handling_profile_id` + revision
- weapon state: hip / ADS / ready / recovering
- authored raise/lower/recovery transitions
- recoil/spread intent state and RNG stream when stochastic
- raw and handled aim/fire direction passed to the shot owner
- presentation-only camera/view offsets separately

ADS is not universally narrower, slower-moving, or slower-looking than hip fire; those are project data. Recoil need not update on a universal logic cadence, but any gameplay-affecting aim state must use the project's declared gameplay timebase and be replayable.

Presentation view kick occurs after/alongside the authoritative fire event and cannot retroactively change an already committed shot query.

## Acceptance

Given the same handling profile, input/aim state, gameplay timebase and RNG state, the same handled shot intent is emitted. Changing only camera/view feedback cannot change the authoritative hit result, and reload/swap interruptions delegate to their owners without duplicating a shot.

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

View all in ai-agents →

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.