| 2d-essentials | user and agent | — | Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+ |
| 3d-essentials | user and agent | — | Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+ |
| ability-system | user and agent | — | Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding |
| addon-development | user and agent | — | Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels |
| ai-navigation | user and agent | — | Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns |
| animation-system | user and agent | — | Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation |
| assets-pipeline | user and agent | — | Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration |
| audio-system | user and agent | — | Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing |
| beehave | user and agent | — | Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger |
| camera-system | user and agent | — | Use when implementing cameras — smooth follow, screen shake, camera zones, and transitions for 2D and 3D |
| component-system | user and agent | — | Use when building reusable node components — composition patterns, component communication, and interface design |
| csharp-godot | user and agent | — | Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop |
| csharp-signals | user and agent | — | Use when implementing signals in C# — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven architecture |
| cyberpunk-help | user and agent | — | Help with a Cyberpunk 2077 playthrough on Windows, Linux, or macOS (Vortex or manual mods): missions, Night City locations, save state, and CET console commands. On first use in a conversation (or when the deploy list changes / the user says they added mods), discover the local install by signature files, read OS + today's date, then check Nexus for newer files and relevant comments. Never freeze a mod list, save path, or CET cheat-sheet in this skill. Use when the user asks about CP2077 quests, map places, "dónde está", Afterlife, Nocturne, journal, CET, Cyber Engine Tweaks, or runs /cyberpunk-help.
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| cyberwise | user and agent | — | Front door for diagnosing a modded Cyberpunk 2077 install - the method rules that apply to every CP2077 modding task, where each kind of mod lives on disk, and which cyberwise-* skill covers the problem at hand. Use at the start of any Cyberpunk 2077 modding question, and when unsure which part applies. |
| cyberwise-backstory | user and agent | — | Help someone build a Cyberpunk 2077 character - V's backstory, voice, and the decisions they would make - by interviewing them rather than writing it for them. Knows the lifepath prologues, Night City geography and the game's own document formats well enough to ask good questions. Use when someone wants help with their V's history, personality, name, look, roleplay decisions, or a character dossier; and when they ask what is canon. |
| cyberwise-conflicts | user and agent | — | Cyberpunk 2077 load order and mod conflicts - why earlier in modlist.txt wins, detecting archives that are installed but contributing nothing, and visual bugs that are not conflicts at all. Use when a mod is installed and enabled but does nothing, when textures or body parts look wrong or mismatched, when two mods fight, or when reading .archive internals. |
| cyberwise-crashes | user and agent | — | Diagnose Cyberpunk 2077 crashes, hangs and failures to launch on a modded install - which log actually says what, how to bisect a large mod list without wasting launches, and why the obvious memory reading is usually wrong. Use when the game crashes, hangs, closes silently, or stops launching after a mod change. |
| cyberwise-feedback | user and agent | — | Help someone report a problem with Cyberwise itself, or correct something it got wrong - gather the facts the author needs, write it up, and send it to the right place (Discord or a GitHub issue). Use when someone says a cyberwise skill or tool is broken, gave wrong advice, or contradicts what they see in game; when they ask how to report a bug, request a feature, or contact the author; and when you yourself have just got something wrong and they are visibly annoyed. |
| cyberwise-hotkeys | user and agent | — | Find what every key is actually bound to on a modded Cyberpunk 2077 install, across the five separate stores that hold bindings, and generate a hotkey cheatsheet from what is really on disk. Also reads a Corsair iCUE mouse profile and joins each thumb button to the keystroke it sends and the binding that keystroke actually has. Use when asked what a key or a mouse button does, whether a key is free, how to rebind something, why a mouse button does nothing in game, or for a keybind reference or cheatsheet. |
| cyberwise-modbase | user and agent | — | Build and maintain a per-user knowledge base covering every mod actually deployed on this install - the inventory that comes from the deployment manifest rather than a manager's list, how to derive a Nexus id without guessing one, and the order to document them in. Use when asked what a mod does, when auditing a large load order, or when starting a documentation pass. |
| cyberwise-netsec | user and agent | — | Turn NetSec's diagnostic log into places you can stand - parse the GAP lines it writes for networks with no way in, cluster them into candidate access-point sites, and write them as CETMonkey teleport waypoints. Use when asked where NetSec found holes in the world, to plan where to place access points, or to generate teleport waypoints from a NetSec log. |
| cyberwise-recommends | user and agent | — | Tell someone a mod is missing only when it actually blocks what they are doing, and never twice - the capability checks behind "you cannot do that without X", and the on-disk preference that records a no. Use when a requested task needs a tool the install does not have, and before mentioning any mod nobody asked about. |
| cyberwise-reports | user and agent | — | Generate deliverables about a modded Cyberpunk 2077 install - a system profile that says what is likely wrong, a full mod-list inventory with descriptions, and the house style plus headless verification for any HTML or Discord-markdown report. Use when someone reports a problem with no detail, when asked what mods are installed, or when generating any page or report for a user to read. |
| cyberwise-reshade | user and agent | — | ReShade on Cyberpunk 2077 - why some mods need the add-on build rather than the standard one, and how shader packs collide when several are stacked. Use when ReShade effects fail to load, when shaders error on compile, or when combining multiple shader packs. |
| cyberwise-saves | user and agent | — | Read Cyberpunk 2077 save files and character appearance data - decompressing a save, locating the appearance section, and decoding AppearanceChangeUnlocker (ACU) presets. Use when asked what a character's appearance settings are, to recover appearance data without re-recording it in game, or to read anything out of a .dat save. |
| cyberwise-sitebuilder | user and agent | — | Turn a folder of character documents into a website - plain HTML, CSS and JS with no build step, no runtime and no account, deployable by copying a folder. Each character gets its own stylesheet, CSS Zen Garden style, so a dossier and a monologue do not come out looking like the same page. Use when someone wants to publish or share their V's backstory, character records or install documentation as a web page rather than a Markdown file. |
| cyberwise-tweaks | user and agent | — | Author Cyberpunk 2077 mods that are code rather than assets - TweakXL/TweakDB records, CET Lua, and redscript that changes world state. Covers finding the real record ID rather than guessing it, what the CET console can and cannot do, reading the game's own shipped script dump for real signatures, and locating in-game text. Use when writing or repairing a .yaml tweak or a .reds script, running console commands, or hunting for an in-game string or record. |
| cyberwise-wiki | user and agent | — | Store what you learn about this game and this install as an OKF knowledge bundle instead of burying it in a skill file - the article format, the two bundles and why one never ships, and the validator that enforces the boundary. Use before writing anything down that a later session would want to look up, and whenever a skill file is growing a section that is really reference material. |
| dedicated-server | user and agent | — | Use when building dedicated servers — headless export, server architecture, lobby management, and deployment |
| dependency-injection | user and agent | — | Use when managing dependencies between systems — autoloads, service locators, @export injection, and scene injection patterns |
| dialogue-manager | user and agent | — | Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support |
| dialogue-system | user and agent | — | Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation |
| event-bus | user and agent | — | Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals |
| export-pipeline | user and agent | — | Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions |
| gdextension | user and agent | — | Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop |
| gdscript-advanced | user and agent | — | Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls |
| gdscript-patterns | user and agent | — | Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms |
| godot-brainstorming | user and agent | — | Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions |
| godot-code-review | user and agent | — | Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls |
| godot-debugging | user and agent | — | Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes |
| godot-mentor | user and agent | — | Use when the user wants to learn Godot while building — teaching mode that explains the concept, the editor setup, and what to verify, instead of just delivering code. Triggers on "teach me", "explain as we go", "I'm learning Godot", "guide me", "walk me through", "help me understand". |
| godot-optimization | user and agent | — | Use when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks |
| godot-project | user and agent | yes | Use when starting a session in a Godot project — detects the project, engine version, renderer, language, mentor mode, and agent-instructions wiring |
| godot-project-setup | user and agent | — | Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore |
| godot-testing | user and agent | — | Use when writing tests for Godot projects — TDD workflow with GUT and gdUnit4, covers both GDScript and C# |
| godot-ui | user and agent | — | Use when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns |
| hud-system | user and agent | — | Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers |
| input-handling | user and agent | — | Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture |
| inventory-system | user and agent | — | Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding |
| limboai | user and agent | — | Use when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard |
| localization | user and agent | — | Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+ |
| math-essentials | user and agent | — | Use when implementing game math — vectors, transforms, interpolation, curves, random number generation, and common geometric recipes |
| mobile-development | user and agent | — | Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance |
| multiplayer-basics | user and agent | — | Use when implementing multiplayer — MultiplayerAPI, ENet/WebSocket peers, RPCs, and authority model |
| multiplayer-sync | user and agent | — | Use when synchronizing multiplayer state — MultiplayerSynchronizer, interpolation, prediction, and lag compensation |
| multithreading | user and agent | — | Use when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, thread-safe scene access, and threaded resource loading |
| particles-vfx | user and agent | — | Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes |
| phantom-camera | user and agent | — | Use when using the Phantom Camera addon — PhantomCamera2D/3D with priority-based switching, follow and look-at modes, and tween transitions |
| physics-system | user and agent | — | Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+ |
| player-controller | user and agent | — | Use when implementing player movement — CharacterBody2D/3D patterns, input handling, physics, common movement recipes |
| popochiu | user and agent | — | Use when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI |
| procedural-generation | user and agent | — | Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+ |
| resource-pattern | user and agent | — | Use when creating data containers in Godot — custom Resources for configuration, items, stats, and editor integration |
| responsive-ui | user and agent | — | Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation |
| save-load | user and agent | — | Use when implementing save/load systems — ConfigFile, JSON, Resource serialization, save game architecture |
| scene-organization | user and agent | — | Use when designing scene tree structure — composition vs inheritance, when to split scenes, node hierarchy patterns |
| shader-basics | user and agent | — | Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects |
| shader-effects | user and agent | — | Visual shader effects—glow/bloom, chromatic aberration, distortion, vignette, film grain, scanlines, glitch, dissolve, outline, and fresnel. Use when adding visual polish, post-processing effects, or stylized rendering to shaders. |
| shader-fundamentals | user and agent | — | GLSL shader fundamentals—vertex and fragment shaders, uniforms, varyings, attributes, coordinate systems, built-in variables, and data types. Use when writing custom shaders, understanding the graphics pipeline, or debugging shader code. The foundational skill for all shader work. |
| shader-noise | user and agent | yes | Procedural noise functions in GLSL—Perlin, simplex, Worley/cellular, value noise, FBM (Fractal Brownian Motion), turbulence, and domain warping. Use when creating organic textures, terrain, clouds, water, fire, or any natural-looking procedural patterns. |
| shader-router | user and agent | — | Decision framework for GLSL shader projects. Routes to specialized shader skills (fundamentals, noise, SDF, effects) based on task requirements. Use when starting a shader project or needing guidance on which shader techniques to combine. |
| state-machine | user and agent | — | Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs |
| ttrpg-gm | user and agent | — | TTRPG Game Master for dark, mature campaigns. Use when the user wants to play, run, start, continue, or resume a tabletop RPG, campaign, or adventure. Supports Cyberpunk 2077, Witcher, Warhammer 40K, Vampire the Masquerade, Shadowrun, Altered Carbon, Blade Runner, Mass Effect, Fallout, Dune, Game of Thrones, Star Wars, and custom universes. Features: autonomous NPCs with hidden secrets, dual-consequence system tracking world state AND relationships, hidden D20 rolls with graduated feedback, psychological gauges, cinematic combat, campaign persistence across sessions. |
| tween-animation | user and agent | — | Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes |
| using-godot-prompter | user and agent | — | Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping |
| webgl | user and agent | — | WebGL shaders and effects for JARVIS 3D HUD |
| xr-development | user and agent | — | Use when building VR/AR/XR applications — OpenXR setup, XROrigin3D, hand tracking, controllers, passthrough, and Meta Quest deployment in Godot 4.3+ |