rpg
rpg
【设计与创意】Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.
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rpg
【设计与创意】Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.
bio-crispr-screens-batch-correction
【设计与创意】Batch effect correction for CRISPR screens covering ComBat empirical-Bayes, RUV, SVA, control-sgRNA normalization, and the model-based alternative of including batch as a covariate in MAGeCK MLE or Chronos. Covers screen-specific batch sources (passage cohort, library lot, infection day, sequencing run, Cas9 lot, FBS lot), PCA + variance-decompositio…
bio-differential-expression-batch-correction
【设计与创意】Handles batch effects in bulk RNA-seq via design-matrix inclusion (the correct path for DE), ComBat/ComBat-seq for visualization, SVA for unknown latent factors, RUVSeq for negative-control-gene-anchored unwanted variation, and limma::removeBatchEffect for plotting only. Encodes the Nygaard 2016 cardinal sin against testing on a batch-corrected matri…
scenario-godot-audio
【效率与协作】Use when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D sound too quiet or not panning, reverb zones not working, occlusion, adaptive or interactive music (AudioStreamInteractive, layers, stingers), music loops with gaps, SFX tha…
scenario-godot-gameplay
【效率与协作】Use when building gameplay systems in Godot 4.7: enemy AI that patrols, chases and attacks, state machines, behavior trees (LimboAI), NavigationAgent3D pathfinding and avoidance for 100 to 1000 enemies, 'agents stack up' or 'path is empty', hitbox and hurtbox combat, fast bullets going through walls, save and load, inventory, quests, dialogue (Dialog…
multi-omics-pipeline
【数据与研究】Pipeline skill for multi-omics data processing and integration. Use when the user asks to map gene IDs between HGNC Ensembl and UniProt, convert between omic data formats, run batch correction with ComBat or ComBat-seq, perform GSEA or over-representation analysis on multi-omic results, run consensus clustering on integrated data, execute MOFA2 in R …
game-feel
【效率与协作】Diagnose and tune the response chain from player intent through input, simulation, visible motion, camera, animation, VFX, audio, haptics, UI, and recovery for an existing game mechanic. Use when movement, combat, jumping, firing, hits, pickups, menus, or abilities work mechanically but feel delayed, weak, weightless, noisy, inconsistent, nauseating,…
multiplayer-game-architecture
【设计与创意】Design and review the networking contract for multiplayer games before engine or backend implementation. Use when a team must choose dedicated-authoritative, listen-server, relay-assisted peer, lockstep, snapshot, or asynchronous models; assign authority for movement, combat, inventory, economy, and match state; plan prediction, reconciliation, inter…
web-game-development
【设计与创意】Route Three.js and browser game-development requests into the narrowest matching sub-skill of the 19-skill MengTo/Skills game-development family — level authoring, map editing, cameras, enemy systems and AI, monster rigs, action combat, encounter design, inventory, hybrid/Vesperfall assets, VFX, audio feedback, mobile controls, performance tuning, QA…
flame-systems
【效率与协作】Flame Engine 14 game systems - quest, dialogue, inventory, combat, save/load, shop, crafting, and more
bulk-rna-seq-batch-correction-with-combat
【设计与创意】Use omicverse's pyComBat wrapper to remove batch effects from merged bulk RNA-seq or microarray cohorts, export corrected matrices, and benchmark pre/post correction visualisations.
combat-design
【设计与创意】Expert in designing and implementing visceral, satisfying combat systems. Masters hitbox/hurtbox design, frame data, combo systems, enemy archetypes, damage feedback, and the invisible craft that makes players feel powerful. Draws from fighting games, character action games (DMC, Bayonetta), and Souls-like design to create combat that is readable, re…
mindfulness
【开发与工程】Cultivate defensive situational awareness, threat assessment, and mental clarity under pressure. Covers the Cooper color code awareness system, body language reading and intent detection, verbal de-escalation, moving mindfulness in public spaces, combat focus and the OODA loop, rapid grounding techniques for acute stress, context-specific integration…
npc-designer
【设计与创意】Create memorable Dungeons & Dragons NPCs for 5e campaigns, from quick social contacts to villains, patrons, witnesses, rivals, and combat-ready named characters. Use when a DM needs roleplay hooks, table behavior, secrets, leverage, and optional 2024-first mechanics.
performing-false-positive-reduction-in-siem
【效率与协作】Perform systematic SIEM false positive reduction through rule tuning, threshold adjustment, correlation refinement, and threat intelligence enrichment to combat alert fatigue.
Write-Router
【效率与协作】写作流水线唯一调度中心。接收用户写作意图 → 内容类型检测与判断 → 段落预分配 → 调度Core/Combat/Romance/NSFW处理 → 结果拼合 → 调度长篇专项(伏笔/回忆) → 调度成品输出校验(落盘)。减轻Core路由压力,让各写作技能专注本职工作。当用户表达写作意图时触发:写正文、写章节、润色、写战斗、写言情、写NSFW等。
architecture-reference
【效率与协作】Deep-dive reference for Shadow Master subsystems including Combat, Matrix, Rigging, Inventory, Contacts, Sync, and Security. Use when working on specific game mechanics or need detailed file locations for a subsystem.
base-rate-analysis
【数据与研究】Start with statistical baseline frequencies before considering individual case details - combat base rate neglect by anchoring on "what usually happens"