skill-tree
Skill12 starsChanged 23 days agoMITView on GitHub
Use when a progression graph unlocks verbs, modifiers or capabilities and the project needs stable node identity, prerequisites, cost transactions, respec rules and migration-safe revisions.
2 other projects use a version of this.
Adopted by
Most recently taken up by
- Boxline-dev/examplestheir own version, first seen Oct 8, 2026
- maliklevraijeu/skill-treetheir own version, first seen Aug 9, 2026
Other versions2 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 2
- Boxline-dev/examples★ 1same name
- maliklevraijeu/skill-tree★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository194 other files it gives its agents.
- llms.txtllms.txt
- hd-sprite-sequenceSkill
- pixel-animationSkill
- skin-weightsSkill
- spine-skeletalSkill
- sprite-atlasSkill
- sprite-catalogSkill
- sprite-skinSkill
- art-bibleSkill
- asset-pack-intakeSkill
- character-rigSkill
- materialsSkill
- model-pipelineSkill
- open-asset-fixtureSkill
- vfx-generateSkill
- a11y-controlsSkill
- ability-gateSkill
- action-feelSkill
- ad-breakSkill
- adventure-toolSkill
- aggro-tableSkill
- aim-assistSkill
- ammo-reloadSkill
- analytics-funnelSkill
- animation-blendSkill
- animation-graphSkill
- asset-runtimeSkill
- attack-tellSkill
- audio-busesSkill
- audio-feelSkill
- avatar-createSkill
- balance-designSkill
- boss-designSkill
- browser-inputSkill
- camera-anti-clipSkill
- camera-modestySkill
- camera-shotsSkill
- cert-handoffSkill
- chemistry-verbsSkill
- climb-vaultSkill
- cloud-saveSkill
- collision-layersSkill
- combo-designSkill
- cover-shooterSkill
- cover-spaceSkill
- crafting-loopSkill
- currency-dualSkill
- cutscene-handoffSkill
- day-nightSkill
- death-carrySkill
- debug-slateSkill
- deck-buildSkill
- dialogue-beatSkill
- dialogue-flagsSkill
- difficulty-designSkill
- dodge-iframeSkill
- durability-economySkill
- encounter-designSkill
- enemy-aiSkill
- enemy-fireSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 8
Ask the graph model: linear, branch, web, loadout-grid, hybrid, or existing.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Skill tree
Ask the graph model: linear, branch, web, loadout-grid, hybrid, or existing.
Contract
Publish:
- stable
tree_idand tree revision - stable
node_idfor every node - versioned
prerequisite graph - cost/resource references and unlock effects
- respec/refund policy
- persistence/migration behavior
- evidence for locked/unlocked boundary states
Ownership
This skill owns progression graph eligibility and unlock transaction intent. Currency/inventory owners settle costs, gameplay skills own the unlocked effects, and save systems own persistence bytes.
Rules
- A node may unlock verbs, modifiers, recipes, permissions, slots or other authored effects; no single node type is universal.
- Spend plus unlock is atomic from the player's perspective: failure cannot consume cost without the corresponding committed node state.
- Duplicate unlock requests for the same transaction/node identity are idempotent.
- Prerequisite evaluation uses stable node IDs and revision, never UI position or translated names.
- Tree revisions include migration rules so existing profiles are not silently invalidated.
Acceptance
Given the same tree_id, revision, resource state and unlock request, the same eligibility and committed node result occurs. A reviewer can identify prerequisites, cost owner, effect owner and refund/respec behavior.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

