Skip to content
Back to skills

Set Piece Action

ASecurity

Use when an authored action sequence changes camera, control scope, movement constraints or staging and must hand control back deterministically without creating a second gameplay ruleset.

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

Security analysis

A100/100

Scanned October 23, 2026

npx -y skills add jammyfu/open-game-skills --skill set-piece-action --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Set Piece Action?

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

Security grade badge for Set Piece Action
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/jammyfu-set-piece-action/badge)](https://www.skillsdirectory.com/skills/jammyfu-set-piece-action)

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: set-piece-action
description: Use when an authored action sequence changes camera, control scope, movement constraints or staging and must hand control back deterministically without creating a second gameplay ruleset.
---

# Set-piece action

Ask the control model: full-control, constrained-control, rail, observation, hybrid, or existing.

## Contract

Publish:
- stable `set_piece_id` and revision
- entry/exit conditions
- control/handoff policy
- active gameplay owners during each state
- camera/presentation mode references
- retry/skip policy where applicable
- stable transition IDs and evidence

## Ownership

The set piece composes existing gameplay and presentation systems. It may narrow or transfer control according to project policy, but it does not redefine targeting, timing, traversal, collision or input semantics.

## Rules

1. Player input may be full, partial, contextual or absent for authored intervals; that is project data, not a universal requirement.
2. Control transitions consume fresh semantic input edges and do not replay held actions across handoff unless explicitly authored.
3. Presentation visibility does not define runtime legality; simulation behavior remains with its owning systems and the project's readability rules.
4. Duplicate transition callbacks are idempotent and cannot enter/exit the piece twice.
5. Skip/retry preserves legal game state and names any setup overrides used for testing.

## Acceptance

Given the same `set_piece_id`, revision and entry state, the same control owners and legal handoff transitions occur. A reviewer can tell when gameplay authority changes and whether the piece returned to the intended state without stale input or duplicated transitions.

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.