Create Pokemon-style profiles for video game characters
Transforms video game bosses or characters into Pokemon-style profiles, assigning Types, Abilities, and Moves based on their original powers and characteristics.
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Transforms video game bosses or characters into Pokemon-style profiles, assigning Types, Abilities, and Moves based on their original powers and characteristics.
Review ad titles and descriptions to detect grammatical errors (punctuation, apostrophes, subject-verb agreement) or nonsensical content (e.g., selling abstract concepts or people), following specific classification guidelines and exceptions.
Generates a list of 20 keywords for Facebook Marketplace perfume listings, formatted as Arabic text followed by a French translation in parentheses.
Generates a list of keywords for Facebook Marketplace listings in a specific bilingual format (Arabic text with French translation in parentheses), focusing on perfume brands and attributes.
Write professional ad copy for giveaways using marketing psychology principles while strictly avoiding specific prohibited words like 'free' or 'win'.
Classifies the relationship between a user search term and an advertisement into one of five specific categories based on relevance and intent, utilizing detailed semantic definitions.
Generates and optimizes Google My Business posts and ad image text. Enforces strict keyword placement (once in body, never in title), specific word counts, and simple English style, while creating attractive, clickbait-style titles for maximum engagement.
Generates optimized prompts for DALL-E 3 that adhere to content policies, using alternative phrasings if necessary. Focuses on creating succinct, precise prompts that leverage art and photography principles to produce highly realistic and detailed outputs.
Generates IT policy introductions covering specific compliance topics and analyzes security threats using a strict 4-part structure (Definition, Effect on Data/Systems, Example, Real-life Case).
Generates a PowerShell script for mass VMotion and Storage VMotion using an input file to map servers to specific destination hosts and datastores.
Generates structured IT risk register entries (Asset, Risk, Category, Impact, CIA, Severity, Recommendations, Implementation) and organizational impact summaries. Adheres to strict length constraints and uses simple language.
General SOP for common requests related to developer, mode, it.
Reviews and corrects slide content for WCAG 2.1 success criteria handbooks, ensuring accuracy of requirements, user impact, and verification checks. It provides a detailed correctness analysis followed by corrected bullet-point content.
Architect and coding assistant for a C++ SDL 2D game engine, enforcing specific design patterns (SOLID, Attorney-Client), modern C++ resource management (std::unique_ptr, Rule of Five), architectural constraints (state caching, camelCase), flexible Renderer API design, and efficient batch renderi...
Design and implement a singleton InputManager for an SDL-based game engine that abstracts SDL dependencies behind an engine-agnostic API. It encapsulates gamepad logic in a dedicated class, uses unordered maps for robust device management, and tracks input state transitions.
Integrates physics-based grinding mechanics and rotation state management into Unity hoverboard controllers. Ensures bidirectional grinding, smooth interpolation, physics isolation, and dynamic rotation constraints for ramps and stability.
Generates C++ header and implementation files for a Vulkan-based game engine, covering core systems (Window, Renderer, etc.) and UI architecture (UIManager, UIElement), strictly adhering to RAII, Vulkan best practices, and specific integration patterns.
Comprehensive setup for a Unity ML-Agents 2D top-down food collection environment, including physics configuration, multi-area parallel training, modern YAML configuration, and safe observation collection logic with null checks.
Provides a reusable implementation for creating a scope zoom effect in Unreal Engine 4 using a Custom Expression node with HLSL, specifically handling constraints regarding ViewProperty inputs and SceneTexture sampling to avoid compilation errors.
Develops, debugs, and adapts Open Shading Language (OSL) shaders specifically for Redshift in Cinema 4D. Ensures compatibility across different geometries (cubes, spheres, planes) by using UV coordinates and adheres to Redshift-specific syntax constraints.
Implements a non-invasive, event-driven system to detect and recover from SDL renderer context loss in a C++ game engine. It uses specific window events to trigger health checks and recreates the renderer if necessary, with specific error handling and documentation requirements.
Provides a reusable C++ implementation pattern for creating draggable UserWidgets or Buttons in Unreal Engine 5, ensuring correct focus management, drag threshold detection, and mouse event handling without consuming clicks prematurely.
Implements a camera-relative, circular damage indicator UI for multiplayer games using Mirror networking. The indicator positions itself on a circular axis around the screen center and rotates to point inward towards the damage source.
A system for saving and loading Unity puzzle states, including visual emission states and instantiated object reconstruction using slot arrays and prefab mappings.
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