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Found 6,649 Skills
Use to codify sales rules of engagement, escalation paths, and exception workflows.
Defensive programming patterns in Go including interface verification, slice/map copying at boundaries, time handling, avoiding globals, and defer for cleanup. Use when writing robust, production-quality Go code.
Edit opencode.json, AGENTS.md, and config files. Use proactively for provider setup, permission changes, model config, formatter rules, or environment variables. Examples: - user: "Add Anthropic as a provider" → edit opencode.json providers, add API key baseEnv var, verify with opencode run test - user: "Restrict this agent's permissions" → add permission block to agent config, set deny/allow for tools/fileAccess - user: "Set GPT-5 as default model" → edit global or agent-level model preference, verify model name format - user: "Disable gofmt formatter" → edit formatters section, set languages.gofmt.enabled = false
Expert blueprint for educational games including gamification loops (learn/apply/feedback/adapt), progress tracking (student profiles, mastery %), adaptive difficulty (target 70% success rate), spaced repetition, curriculum trees (prerequisite system), and visual feedback (confetti, XP bars). Use for learning apps, training simulations, or edutainment. Trigger keywords: educational_game, gamification, adaptive_difficulty, spaced_repetition, student_profile, curriculum_tree, mastery_tracking.
Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools. Use when building open-world creation games with voxels, element systems, player-created structures, or procedural worlds. Keywords voxel, sandbox, cellular automata, MultiMesh, chunk management, emergent behavior, creative mode.
Expert blueprint for hierarchical finite state machines (HSM) and pushdown automata for complex AI/character behaviors. Covers state stacks, sub-states, transition validation, and state context passing. Use when basic FSMs are insufficient OR implementing layered AI. Keywords state machine, HSM, hierarchical, pushdown automata, state stack, FSM, AI behavior.
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.
Use to set cadences, decision logs, and escalation paths for enterprise pursuits.
Expert blueprint for performance profiling and optimization (frame drops, memory leaks, draw calls) using Godot Profiler, object pooling, visibility culling, and bottleneck identification. Use when diagnosing lag, optimizing for target FPS, or reducing memory usage. Keywords profiling, Godot Profiler, bottleneck, object pooling, VisibleOnScreenNotifier, draw calls, MultiMesh.
Automate Perigon tasks via Rube MCP (Composio). Always search tools first for current schemas.
CLI application patterns and best practices
Conduct Kepner-Tregoe (KT) Problem Solving and Decision Making (PSDM) analysis using the four rational processes - Situation Appraisal, Problem Analysis, Decision Analysis, and Potential Problem Analysis. Use when performing structured root cause analysis, making complex decisions, evaluating alternatives with weighted criteria, conducting IS/IS NOT specification analysis, anticipating implementation risks, troubleshooting complex issues, or when user mentions "Kepner-Tregoe", "KT method", "IS/IS NOT", "situation appraisal", "decision analysis", "MUSTS and WANTS", "potential problem analysis", or needs systematic problem-solving methodology. Includes specification matrices, decision scoring, quality rubrics, and professional report generation.