Simulate real keyboard/mouse input (Windows SendInput) and capture screenshots or short GIFs of any window — built for playtesting and validating desktop apps/games (e.g. a raylib/GLFW or similar native game window) from the CLI. Use this whenever a task requires actually driving a running Windows app with input and…
Analyze a Godot project and generate a version-aware SCons export-template profile, optional .gdbuild feature profile, and reproducible artifact-size report. Use when reducing packaged engine size before export; keep runtime validation and risky binary post-processing explicit.
Deterministic rules verdicts for D&D 5e game-running agents, cited to the SRD 5.2.1 (2024 rules). Use it mid-turn whenever a rules question has a codified answer: "can I grapple while raging?", "is this attack at advantage?", "does she still have her reaction?", "is Hexblade even a thing here?", "what's the save DC…
CI for ink interactive-fiction stories. Use it whenever a .ink file changes hands or changes state: "does my story compile?", "can any path crash it?", "are all my endings reachable?", "is there content nobody can ever see?", pre-commit checks, reviewing a story PR, or validating a generated/edited ink file before…
Generate a unique themed Super Claudio Brothers platformer. Creates a custom level, colour palette, enemy look, and Claudio costume. Every run produces a different game.
Drive and verify a running Bevy game through bevy-agent-feedback-plugin using semantic readiness, deterministic time, and completion-confirmed PNG captures.
Agentic coarse-to-fine blueprint for generating large-scale, explorable, editable 3D open-world scenes from a single open-ended text prompt — derived from Tencent Hunyuan's WorldClaw (arXiv 2608.05248, Guo/Li/Li/Huang, 2026). Use whenever a project needs to generate a whole 3D world / open-world scene / large terrain…
Use when developing, running, or debugging Commodore 64 software (Commodore BASIC or 6510/6502 assembly) on the VICE emulator with the c64 CLI or the c64-tools MCP server. Covers the build/run/observe/debug loop, the stopped-state discipline, C64 text encodings, graphics and sprites, and the memory map.
Roll randomized D&D content properties (statblocks, items, spells, feats, scenarios, shops) using weighted chance tables. Use when a DM or designer wants serendipitous mechanical inspiration without generating full finished content.
Author Hazelight AngelScript (.as) gameplay code for Unreal Engine 5.x projects using the Hazelight UnrealEngine-Angelscript fork. AngelScript looks like UE C++ but differs in load-bearing ways — no #include, no GENERATEDBODY, default keyword for sub-object config, float is 64-bit, RPCs are reliable by default, no…
Makes AI-generated Three.js / WebGL / react-three-fiber code produce coherent, playable 3D scenes instead of code that compiles but looks and feels broken — correct model scale and orientation, grounded and non-overlapping placement, real collisions, frame-rate-independent controls, and characters that walk without…
AIGD · UI screenshot → UI DSL (knowledge-base capture / tool 1). Use this when you want to turn a game UI screenshot (a competitor's or your own) into structured md (type/hierarchy/geometry/interaction/state), so uirender.py can restore it to a wireframe and it can be accumulated into the patterns/UI-paradigm…
A development guide for making Minecraft 1.20.1 mods with the Forge modding framework. It covers adding blocks, items, entities, recipes, network handling, and other standard mod features.
Use this skill when the user asks about Teamfight Tactics (TFT) — comps, items, augments, economy, pivoting, positioning, or any gameplay advice. Triggers: 'tftcoach', 'tft', 'teamfight tactics', 'what comp should I play', 'what items should I build', 'should I pivot', 'which augment', 'tft help', 'when to level'…
Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP connection. Trigger when the user wants to change, query, or run something in their Unreal Engine project, not for conceptual or docs questions. Concrete triggers: spawn/move/duplicate/transform actors in a level, open a .uproject…
A question-answering skill for Noita, a game involving spells, wands, perks, enemies, bosses, alchemy, maps, and world lore. It searches a local Chinese Noita wiki and uses the results to answer questions.
Use when driving a running Unreal Engine 5.8.0 editor over the official UE MCP server — to pick the correct toolset and tool for an editor-automation task (spawn/edit actors, Blueprints, materials, Niagara, animation/Sequencer, meshes, GAS, UMG, StateTree, data tables, run automation tests, inspect Slate, etc.).…
Create, repair, validate, and install Codex/Open Pets custom pet spritesheets. Use when Codex needs to turn a generated pet sheet into the official 1536x1872, 8x9, 192x208-cell atlas; tune sprite scale or centering; keep unused cells transparent; inspect frame bounds; package pet.json and spritesheet.webp into…
Develop 3D games in Godot including meshes, lighting, cameras, environments, and 3D model importing. Use this skill when building 3D scenes, setting up lighting rigs, configuring cameras, importing glTF/FBX models, implementing 3D character controllers, or working with the 3D rendering pipeline.
★not rated 2 2mo agoA71 tokens
originalMIT
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: