[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6AE71079VFPYP2XMV5YT0X4":3,"skill-same:01M6AE71079VFPYP2XMV5YT0X4":69},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":26,"publishedAt":39,"linkOnly":40,"markdownContent":41,"markdownBody":42,"frontMatter":43,"refName":45,"commitSha":46,"skillDirectory":47,"forksCount":48,"repositoryHtmlUrl":49,"repositoryHomepageUrl":50,"ownerHtmlUrl":51,"ownerBlogUrl":52,"ownerDescription":53,"updatedAt":54,"install":55,"resources":68},"01M6AE71079VFPYP2XMV5YT0X4","game-audio",null,"Game audio principles. Sound design, music integration, adaptive audio systems.","davila7\u002Fclaude-code-templates","davila7","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F6216945?v=4","01M6ADEWWFPS191NFM0Y1EX1JH","Daniel Avila","01M6ADJHGM78PHQRD3XZTFDVKK",33418,"MIT","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fcreative-design\u002Fgame-development\u002Fgame-audio\u002FSKILL.md",[18,23],{"categoryNo":19,"categoryName":20,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000015","视觉设计","SCENARIO","使用场景",{"categoryNo":24,"categoryName":25,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000016","图像与多媒体",[27,28,29,30,31,32,33,34,35,36,37,38],"game audio","Audio","game","design","integration","music","grep","read","systems","principles","sound","adaptive","2026-11-10 10:12:30",false,"---\nname: game-audio\ndescription: Game audio principles. Sound design, music integration, adaptive audio systems.\nallowed-tools: Read, Glob, Grep\n---\n\n# Game Audio Principles\n\n> Sound design and music integration for immersive game experiences.\n\n---\n\n## 1. Audio Category System\n\n### Category Definitions\n\n| Category | Behavior | Examples |\n|----------|----------|----------|\n| **Music** | Looping, crossfade, ducking | BGM, combat music |\n| **SFX** | One-shot, 3D positioned | Footsteps, impacts |\n| **Ambient** | Looping, background layer | Wind, crowd, forest |\n| **UI** | Immediate, non-3D | Button clicks, notifications |\n| **Voice** | Priority, ducking trigger | Dialogue, announcer |\n\n### Priority Hierarchy\n\n```\nWhen sounds compete for channels:\n\n1. Voice (highest - always audible)\n2. Player SFX (feedback critical)\n3. Enemy SFX (gameplay important)\n4. Music (mood, but duckable)\n5. Ambient (lowest - can drop)\n```\n\n---\n\n## 2. Sound Design Decisions\n\n### SFX Creation Approach\n\n| Approach | When to Use | Trade-offs |\n|----------|-------------|------------|\n| **Recording** | Realistic needs | High quality, time intensive |\n| **Synthesis** | Sci-fi, retro, UI | Unique, requires skill |\n| **Library samples** | Fast production | Common sounds, licensing |\n| **Layering** | Complex sounds | Best results, more work |\n\n### Layering Structure\n\n| Layer | Purpose | Example: Gunshot |\n|-------|---------|------------------|\n| **Attack** | Initial transient | Click, snap |\n| **Body** | Main character | Boom, blast |\n| **Tail** | Decay, room | Reverb, echo |\n| **Sweetener** | Special sauce | Shell casing, mechanical |\n\n---\n\n## 3. Music Integration\n\n### Music State System\n\n```\nGame State → Music Response\n│\n├── Menu → Calm, loopable theme\n├── Exploration → Ambient, atmospheric\n├── Combat detected → Transition to tension\n├── Combat engaged → Full battle music\n├── Victory → Stinger + calm transition\n├── Defeat → Somber stinger\n└── Boss → Unique, multi-phase track\n```\n\n### Transition Techniques\n\n| Technique | Use When | Feel |\n|-----------|----------|------|\n| **Crossfade** | Smooth mood shift | Gradual |\n| **Stinger** | Immediate event | Dramatic |\n| **Stem mixing** | Dynamic intensity | Seamless |\n| **Beat-synced** | Rhythmic gameplay | Musical |\n| **Queue point** | Next natural break | Clean |\n\n---\n\n## 4. Adaptive Audio Decisions\n\n### Intensity Parameters\n\n| Parameter | Affects | Example |\n|-----------|---------|---------|\n| **Threat level** | Music intensity | Enemy count |\n| **Health** | Filter, reverb | Low health = muffled |\n| **Speed** | Tempo, energy | Racing speed |\n| **Environment** | Reverb, EQ | Cave vs outdoor |\n| **Time of day** | Mood, volume | Night = quieter |\n\n### Vertical vs Horizontal\n\n| System | What Changes | Best For |\n|--------|--------------|----------|\n| **Vertical (layers)** | Add\u002Fremove instrument layers | Intensity scaling |\n| **Horizontal (segments)** | Different music sections | State changes |\n| **Combined** | Both | AAA adaptive scores |\n\n---\n\n## 5. 3D Audio Decisions\n\n### Spatialization\n\n| Element | 3D Positioned? | Reason |\n|---------|----------------|--------|\n| Player footsteps | No (or subtle) | Always audible |\n| Enemy footsteps | Yes | Directional awareness |\n| Gunfire | Yes | Combat awareness |\n| Music | No | Mood, non-diegetic |\n| Ambient zone | Yes (area) | Environmental |\n| UI sounds | No | Interface feedback |\n\n### Distance Behavior\n\n| Distance | Sound Behavior |\n|----------|----------------|\n| **Near** | Full volume, full frequency |\n| **Medium** | Volume falloff, high-freq rolloff |\n| **Far** | Low volume, low-pass filter |\n| **Max** | Silent or ambient hint |\n\n---\n\n## 6. Platform Considerations\n\n### Format Selection\n\n| Platform | Recommended Format | Reason |\n|----------|-------------------|--------|\n| PC | OGG Vorbis, WAV | Quality, no licensing |\n| Console | Platform-specific | Certification |\n| Mobile | MP3, AAC | Size, compatibility |\n| Web | WebM\u002FOpus, MP3 fallback | Browser support |\n\n### Memory Budget\n\n| Game Type | Audio Budget | Strategy |\n|-----------|--------------|----------|\n| Mobile casual | 10-50 MB | Compressed, fewer variants |\n| PC indie | 100-500 MB | Quality focus |\n| AAA | 1+ GB | Full quality, many variants |\n\n---\n\n## 7. Mix Hierarchy\n\n### Volume Balance Reference\n\n| Category | Relative Level | Notes |\n|----------|----------------|-------|\n| **Voice** | 0 dB (reference) | Always clear |\n| **Player SFX** | -3 to -6 dB | Prominent but not harsh |\n| **Music** | -6 to -12 dB | Foundation, ducks for voice |\n| **Enemy SFX** | -6 to -9 dB | Important but not dominant |\n| **Ambient** | -12 to -18 dB | Subtle background |\n\n### Ducking Rules\n\n| When | Duck What | Amount |\n|------|-----------|--------|\n| Voice plays | Music, Ambient | -6 to -9 dB |\n| Explosion | All except explosion | Brief duck |\n| Menu open | Gameplay audio | -3 to -6 dB |\n\n---\n\n## 8. Anti-Patterns\n\n| Don't | Do |\n|-------|-----|\n| Play same sound repeatedly | Use variations (3-5 per sound) |\n| Max volume everything | Use proper mix hierarchy |\n| Ignore silence | Silence creates contrast |\n| One music track loops forever | Provide variety, transitions |\n| Skip audio in prototype | Placeholder audio matters |\n\n---\n\n> **Remember:** 50% of the game experience is audio. A muted game loses half its soul.\n","# Game Audio Principles\n\n> Sound design and music integration for immersive game experiences.\n\n---\n\n## 1. Audio Category System\n\n### Category Definitions\n\n| Category | Behavior | Examples |\n|----------|----------|----------|\n| **Music** | Looping, crossfade, ducking | BGM, combat music |\n| **SFX** | One-shot, 3D positioned | Footsteps, impacts |\n| **Ambient** | Looping, background layer | Wind, crowd, forest |\n| **UI** | Immediate, non-3D | Button clicks, notifications |\n| **Voice** | Priority, ducking trigger | Dialogue, announcer |\n\n### Priority Hierarchy\n\n```\nWhen sounds compete for channels:\n\n1. Voice (highest - always audible)\n2. Player SFX (feedback critical)\n3. Enemy SFX (gameplay important)\n4. Music (mood, but duckable)\n5. Ambient (lowest - can drop)\n```\n\n---\n\n## 2. Sound Design Decisions\n\n### SFX Creation Approach\n\n| Approach | When to Use | Trade-offs |\n|----------|-------------|------------|\n| **Recording** | Realistic needs | High quality, time intensive |\n| **Synthesis** | Sci-fi, retro, UI | Unique, requires skill |\n| **Library samples** | Fast production | Common sounds, licensing |\n| **Layering** | Complex sounds | Best results, more work |\n\n### Layering Structure\n\n| Layer | Purpose | Example: Gunshot |\n|-------|---------|------------------|\n| **Attack** | Initial transient | Click, snap |\n| **Body** | Main character | Boom, blast |\n| **Tail** | Decay, room | Reverb, echo |\n| **Sweetener** | Special sauce | Shell casing, mechanical |\n\n---\n\n## 3. Music Integration\n\n### Music State System\n\n```\nGame State → Music Response\n│\n├── Menu → Calm, loopable theme\n├── Exploration → Ambient, atmospheric\n├── Combat detected → Transition to tension\n├── Combat engaged → Full battle music\n├── Victory → Stinger + calm transition\n├── Defeat → Somber stinger\n└── Boss → Unique, multi-phase track\n```\n\n### Transition Techniques\n\n| Technique | Use When | Feel |\n|-----------|----------|------|\n| **Crossfade** | Smooth mood shift | Gradual |\n| **Stinger** | Immediate event | Dramatic |\n| **Stem mixing** | Dynamic intensity | Seamless |\n| **Beat-synced** | Rhythmic gameplay | Musical |\n| **Queue point** | Next natural break | Clean |\n\n---\n\n## 4. Adaptive Audio Decisions\n\n### Intensity Parameters\n\n| Parameter | Affects | Example |\n|-----------|---------|---------|\n| **Threat level** | Music intensity | Enemy count |\n| **Health** | Filter, reverb | Low health = muffled |\n| **Speed** | Tempo, energy | Racing speed |\n| **Environment** | Reverb, EQ | Cave vs outdoor |\n| **Time of day** | Mood, volume | Night = quieter |\n\n### Vertical vs Horizontal\n\n| System | What Changes | Best For |\n|--------|--------------|----------|\n| **Vertical (layers)** | Add\u002Fremove instrument layers | Intensity scaling |\n| **Horizontal (segments)** | Different music sections | State changes |\n| **Combined** | Both | AAA adaptive scores |\n\n---\n\n## 5. 3D Audio Decisions\n\n### Spatialization\n\n| Element | 3D Positioned? | Reason |\n|---------|----------------|--------|\n| Player footsteps | No (or subtle) | Always audible |\n| Enemy footsteps | Yes | Directional awareness |\n| Gunfire | Yes | Combat awareness |\n| Music | No | Mood, non-diegetic |\n| Ambient zone | Yes (area) | Environmental |\n| UI sounds | No | Interface feedback |\n\n### Distance Behavior\n\n| Distance | Sound Behavior |\n|----------|----------------|\n| **Near** | Full volume, full frequency |\n| **Medium** | Volume falloff, high-freq rolloff |\n| **Far** | Low volume, low-pass filter |\n| **Max** | Silent or ambient hint |\n\n---\n\n## 6. Platform Considerations\n\n### Format Selection\n\n| Platform | Recommended Format | Reason |\n|----------|-------------------|--------|\n| PC | OGG Vorbis, WAV | Quality, no licensing |\n| Console | Platform-specific | Certification |\n| Mobile | MP3, AAC | Size, compatibility |\n| Web | WebM\u002FOpus, MP3 fallback | Browser support |\n\n### Memory Budget\n\n| Game Type | Audio Budget | Strategy |\n|-----------|--------------|----------|\n| Mobile casual | 10-50 MB | Compressed, fewer variants |\n| PC indie | 100-500 MB | Quality focus |\n| AAA | 1+ GB | Full quality, many variants |\n\n---\n\n## 7. Mix Hierarchy\n\n### Volume Balance Reference\n\n| Category | Relative Level | Notes |\n|----------|----------------|-------|\n| **Voice** | 0 dB (reference) | Always clear |\n| **Player SFX** | -3 to -6 dB | Prominent but not harsh |\n| **Music** | -6 to -12 dB | Foundation, ducks for voice |\n| **Enemy SFX** | -6 to -9 dB | Important but not dominant |\n| **Ambient** | -12 to -18 dB | Subtle background |\n\n### Ducking Rules\n\n| When | Duck What | Amount |\n|------|-----------|--------|\n| Voice plays | Music, Ambient | -6 to -9 dB |\n| Explosion | All except explosion | Brief duck |\n| Menu open | Gameplay audio | -3 to -6 dB |\n\n---\n\n## 8. Anti-Patterns\n\n| Don't | Do |\n|-------|-----|\n| Play same sound repeatedly | Use variations (3-5 per sound) |\n| Max volume everything | Use proper mix hierarchy |\n| Ignore silence | Silence creates contrast |\n| One music track loops forever | Provide variety, transitions |\n| Skip audio in prototype | Placeholder audio matters |\n\n---\n\n> **Remember:** 50% of the game experience is audio. A muted game loses half its soul.\n",{"name":5,"description":7,"allowed-tools":44},"Read, Glob, Grep","main","2b749c82b5d11fac39d9a6e021ce3f5b8a541bd1","cli-tool\u002Fcomponents\u002Fskills\u002Fcreative-design\u002Fgame-development\u002Fgame-audio",3926,"https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates","https:\u002F\u002Faitmpl.com","https:\u002F\u002Fgithub.com\u002Fdavila7","https:\u002F\u002Fdanielavila.me","Building AI dev tools with LLMs","2026-11-12 14:45:56",{"source":8,"skillName":5,"commands":56,"prompt":66,"zipAvailable":67},[57,60,63],{"tool":58,"command":59},"npx","npx skills add davila7\u002Fclaude-code-templates --skill game-audio",{"tool":61,"command":62},"bunx","bunx skills add davila7\u002Fclaude-code-templates --skill game-audio",{"tool":64,"command":65},"pnpm","pnpm dlx skills add davila7\u002Fclaude-code-templates --skill game-audio","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fcreative-design\u002Fgame-development\u002Fgame-audio\u002FSKILL.md",true,[],[70,100,127,160,195,219],{"skillNo":71,"name":72,"nameZh":6,"description":73,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":74,"categories":75,"keywords":79,"publishedAt":39},"01M70NHBTQ8BV0A2SCAZXEPHCX","wealthville-pool-scoring","Score DeFi liquidity pools before providing liquidity. Returns a 0-100 pool score and an Enter\u002FHold\u002FExit\u002FReduce\u002FAvoid verdict with calibrated confidence for ~68,800 Solana pools and 575 EVM pools, plus a public miss-inclusive track record. Use when asked whether a pool is worth LPing into, which pools look best right now, or how accurate the scores have actually been.","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fweb-data\u002Fwealthville-pool-scoring\u002FSKILL.md",[76],{"categoryNo":77,"categoryName":78,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000023","Skill与智能体开发",[80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99],"scoring","pool","wealthville pool scoring","liquidity","which","for","exit","now","use","when","reduce","with","record","track","verdict","evm","solana","how","public","look",{"skillNo":101,"name":102,"nameZh":6,"description":103,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":104,"categories":105,"keywords":107,"publishedAt":39},"01M70MB6VR8ERJ4EM8D5KHBMEV","technical-debt-auditor","Scans a codebase and produces a quantified technical debt report with a prioritized remediation plan. Analyzes dead code, TODO\u002FFIXME\u002FHACK markers, dependency staleness, complexity hotspots, code duplication signals, test coverage gaps, unused exports, and outdated patterns. Use this skill when the user asks to audit their codebase for tech debt, wants a health check of their code quality, says things like \"where should I focus refactoring\", \"find code smells\", \"audit my codebase\", \"what technical debt do we have\", \"prioritize cleanup work\", or asks about code quality metrics. Also trigger when the user mentions \"code rot\", \"legacy cleanup\", \"refactoring priorities\", or wants to understand the overall health of a project before a major effort. Trigger even if the user doesn't say \"technical debt\" explicitly — any request to systematically assess code quality and identify improvement priorities belongs here.","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fdevelopment\u002Ftechnical-debt-auditor\u002FSKILL.md",[106],{"categoryNo":77,"categoryName":78,"taxonomyType":21,"taxonomyTypeDesc":22},[108,109,110,111,112,113,114,115,116,117,118,89,119,120,121,122,123,124,125,126],"technical debt","debt","technical","technical debt auditor","auditor","coverage","complexity","markers","project","cleanup","unused","code","todo","work","plan","focus","signals","audit","dependency",{"skillNo":128,"name":129,"nameZh":6,"description":130,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":131,"categories":132,"keywords":142,"publishedAt":39},"01M70KPYH9QNHCNME5GJQGE22K","readonly-sql-guard","Make an agent's database access provably read-only. Use when an agent runs caller-supplied SQL against a production\u002FERP\u002Fanalytics database (a \"query\" MCP tool, text-to-SQL, an admin console), or when reviewing DB-access code for write\u002FDDL\u002Fside-effect\u002Ftransaction-escape risks. Checks what a statement CALLS, not just its shape.","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fdatabase\u002Freadonly-sql-guard\u002FSKILL.md",[133,136,137],{"categoryNo":134,"categoryName":135,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000010","后端与接口",{"categoryNo":77,"categoryName":78,"taxonomyType":21,"taxonomyTypeDesc":22},{"categoryNo":138,"categoryName":139,"taxonomyType":140,"taxonomyTypeDesc":141},"01JBSEEDCAT000000000000033","数据分析师","PROFESSION","适用职业",[143,144,145,146,147,148,149,85,150,151,152,153,154,155,156,88,157,158,89,159],"readonly","guard","sql guard","sql","readonly sql guard","erp","effect","read-only","db","just","tool","calls","only","MCP","access","database","query",{"skillNo":161,"name":162,"nameZh":6,"description":163,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":164,"licenseFileUrl":165,"sourceHtmlUrl":166,"categories":167,"keywords":171,"publishedAt":39},"01M6AFY6F7CC2BBZP1QD6VTNVC","web-artifacts-builder","Suite of tools for creating elaborate, multi-component claude.ai HTML artifacts using modern frontend web technologies (React, Tailwind CSS, shadcn\u002Fui). Use for complex artifacts requiring state management, routing, or shadcn\u002Fui components - not for simple single-file HTML\u002FJSX artifacts.","Apache-2.0","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Futilities\u002Fweb-artifacts-builder\u002FLICENSE.txt","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Futilities\u002Fweb-artifacts-builder\u002FSKILL.md",[168],{"categoryNo":169,"categoryName":170,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000009","前端开发",[172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,85,194],"artifacts builder","web","web artifacts builder","artifacts","builder","state","routing","state management","component","css","frontend","ui","Tools","file","components","shadcn","react","Tailwind","suite","jsx","html","single-file","ui components",{"skillNo":196,"name":197,"nameZh":6,"description":198,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":164,"licenseFileUrl":199,"sourceHtmlUrl":200,"categories":201,"keywords":206,"publishedAt":39},"01M6AFWF33SFV9Z3SF4PEEE4BF","webapp-testing","Toolkit for interacting with and testing local web applications using Playwright. Supports verifying frontend functionality, debugging UI behavior, capturing browser screenshots, and viewing browser logs.","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fsecurity\u002Fwebapp-testing\u002FLICENSE.txt","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fsecurity\u002Fwebapp-testing\u002FSKILL.md",[202,205],{"categoryNo":203,"categoryName":204,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000008","测试与质量",{"categoryNo":169,"categoryName":170,"taxonomyType":21,"taxonomyTypeDesc":22},[207,208,209,210,211,173,212,182,183,213,214,215,216,85,217,91,218],"webapp testing","testing","webapp","browser","playwright","applications","debugging","toolkit","logs","screenshots","local","behavior",{"skillNo":220,"name":221,"nameZh":6,"description":222,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":164,"licenseFileUrl":223,"sourceHtmlUrl":224,"categories":225,"keywords":233,"publishedAt":39},"01M6AF67Q67JJJ5V51JR2P52KA","discernment-nudge","After you give a substantive answer or draft that the user may act on — advice or recommendations, drafted artifacts such as goals, plans, pitches, proposals, or emails, estimates or projections, analysis or interpretation of data, factual claims they may rely on, or a multi-step argument — invoke this skill BEFORE finalizing your reply and then, if it applies, append 2-3 short follow-up questions, each tied to something specific in what you just produced, that help the user check key facts, probe the reasoning or assumptions, and notice missing context. Do this at most once per conversation. Skip it when the user asked a trivial how-to or simple lookup, wants a purely educational explanation, asked you only to format, convert, or assemble a file from content they provided, is writing code they will run, is doing creative writing or casual chat, or already asked you to double-check, cite, or review — the skill file explains these boundaries and the exact output format.","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fproductivity\u002Fdiscernment-nudge\u002FLICENSE.txt","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fproductivity\u002Fdiscernment-nudge\u002FSKILL.md",[226,229,230],{"categoryNo":227,"categoryName":228,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000018","写作与文案",{"categoryNo":77,"categoryName":78,"taxonomyType":21,"taxonomyTypeDesc":22},{"categoryNo":231,"categoryName":232,"taxonomyType":140,"taxonomyTypeDesc":141},"01JBSEEDCAT000000000000036","内容创作者",[234,235,236,237,238,239,240,241,175,242,185,119,243,244,245,246,247,155,248,89,249,250,251,252,253,97,254],"discernment nudge","nudge","interpretation","help","run","reasoning","data","writing","lookup","content","review","conversation","short","up","invoke","you","analysis","claims","argument","assemble","recommendations"]