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Found 41 Skills
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
Create Basic Function Blocks in EAE with ECC (Execution Control Chart) state machine and ST algorithms.
Explanations of common asynchronous patterns used in tursodb. Involves IOResult, state machines, re-entrancy pitfalls, CompletionGroup. Always use these patterns in `core` when doing anything IO
Guide AI agents through Godot 4.x GDScript coding best practices including scene organization, signals, resources, state machines, and performance optimization. This skill should be used when generating GDScript code, creating Godot scenes, designing game architecture, implementing state machines, object pooling, save/load systems, or when the user asks about Godot patterns, node structure, or GDScript standards. Keywords: godot, gdscript, game development, signals, resources, scenes, nodes, state machine, object pooling, save system, autoload, export, type hints.
Game code architecture, design patterns, scalable systems, and maintainable code structure for complex games.
Expert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.
Helps create XState v5 state machines in TypeScript and React. Use when building state machines, actors, statecharts, finite state logic, actor systems, or integrating XState with React/Vue/Svelte components.
Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance expressions, and state machine sub-states. Use for complex character animation systems with movement blending and state management. Trigger keywords: AnimationTree, AnimationNodeStateMachine, BlendSpace2D, BlendSpace1D, BlendTree, transition_request, blend_position, advance_expression, AnimationNodeAdd2, AnimationNodeBlend2, root_motion.
Build interactive debugging interfaces that reveal internal system behavior. Use when asked to "help me understand how this works", "show me what's happening", "visualize the state", "build a debug view", "I can't see what's going on", or any request to make opaque system behavior visible. Applies to state machines, data flow, event systems, algorithms, render cycles, animations, CSS calculations, or any mechanism with hidden internals.
Detects Follow-Through Day (FTD) signals for market bottom confirmation using William O'Neil's methodology. Dual-index tracking (S&P 500 + NASDAQ) with state machine for rally attempt, FTD qualification, and post-FTD health monitoring. Use when user asks about market bottom signals, follow-through days, rally attempts, re-entry timing after corrections, or whether it's safe to increase equity exposure. Complementary to market-top-detector (defensive) - this skill is offensive (bottom confirmation).
ZenTao MCP Large Model Capability Extension Package. It provides four native capabilities: cross-project data aggregation view, one-sentence task creation, seamless effort logging, and automatic state transition.
Design distributed systems using Leslie Lamport's rigorous approach. Emphasizes formal reasoning, logical time, consensus protocols, and state machine replication. Use when building systems where correctness under concurrency and partial failure is critical.