dojo-entities
Use when querying, fetching, or subscribing to game entities in dojo.js. Triggers: entity query, fetch entities, useModel, useEntityQuery, ToriiQueryBuilder, subscribe entities, getEntities, entity subscription, model data
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Use when querying, fetching, or subscribing to game entities in dojo.js. Triggers: entity query, fetch entities, useModel, useEntityQuery, ToriiQueryBuilder, subscribe entities, getEntities, entity subscription, model data
Use when designing game feel, player feedback systems, or when creating animations that enhance gameplay and player satisfaction.
Use when executing game actions and sending transactions in dojo.js. Triggers: send transaction, execute action, dojo action, contract call, DojoProvider, execute, sendMessage, batch transaction, invoke
Use when subscribing to game events and tracking tokens in dojo.js. Triggers: subscribe events, game events, token balance, event query, achievements, event subscription, onTokenBalanceUpdated, activity tracking
ゲームの要件定義書を作成するためのスキル。漠然としたゲームアイデアを設計可能な形に変換する。 使用タイミング:(1)「ゲームを作りたい」「新しいゲームを企画したい」と言われた時、 (2)「ゲームのアイデアを整理したい」「要件をまとめたい」と言われた時、 (3)「プレイサイクルを考えたい」「ゲームの仕様を決めたい」と言われた時。 出力形式はMarkdownファ
Scaffold a new toggleable feature with full structure, storage, API exposure, and bootstrap registration
Optimize 8-bit animations for smooth performance. Apply when creating animated pixel art, game UI effects, or any retro-styled animations.
Server-authoritative multiplayer architecture principles. Use when designing multiplayer features.
Audio loading patterns for R3F/Three.js. Use when adding sound effects.
Colyseus server setup, room handlers, lifecycle events, and scaling. Use when setting up multiplayer server.
This skill should be used when the GM needs to create NPCs or monsters, generate stat blocks, determine enemy stats, design creatures, or generate adversaries for d20-style RPG encounters. Provides SRD 5.2 stat block format and NPC templates.
Client-side prediction and server reconciliation core concepts. Use when implementing responsive multiplayer controls.
Colyseus state schema definition, types, decorators, and serialization patterns. Use when defining room state.
Colyseus client SDK for React, connection methods, room events, and messaging. Use when connecting to multiplayer server.
Phaser game configuration, scenes, and lifecycle management
Arcade physics velocity, acceleration, collision, and bounds
Sprites, sprite sheets, texture atlases, and object pooling for Phaser
Level of Detail (LOD) techniques for R3F. Use when complex models cause FPS drops.
Grid-based surface coverage tracking for territorial game mechanics
Core TypeScript patterns for game development. Use when defining types and interfaces.
Matter.js physics: realistic bodies, constraints, and simulation
Core TypeScript patterns for game development. Use when defining types and interfaces.
This skill should be used when the GM needs to handle Daggerheart combat, including action roll resolution, Hope/Fear token economy, spotlight flow, damage tracking, reaction rolls, and managing combat encounters. Provides action outcome tables, encounter tracking templates, and condition referen...
Convert any topic into playable browser games. Types: trivia, matching, word puzzles, adventure games. Uses Phaser.js or Kaboom.js.
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