dispatcher
Skill12 starsChanged 23 days agoMITView on GitHub
Use when a game request needs skill routing, several symptoms overlap, or the user speaks ZH, EN, JA, KO or ZH-Hant without naming files.
7 other projects use a version of this.
Adopted by
Most recently taken up by
- goosen-x/skillstheir own version, first seen Oct 20, 2026
- microsoft/Employee-Self-Service-Agent-Developer-Kittheir own version, first seen Oct 13, 2026
- Kanevry/session-orchestratortheir own version, first seen Oct 2, 2026
- ItsssssJack/seven-skillstheir own version, first seen Aug 1, 2026
- arielnishri-svg/claude-skillstheir own version, first seen May 30, 2026
- sergeeey/Claude-cod-top-2026their own version, first seen May 13, 2026
Other versions7 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 7
- Kanevry/session-orchestrator★ 53same name
- microsoft/Employee-Self-Service-Agent-Developer-Kit★ 29same name
- ItsssssJack/seven-skills★ 19same name
- sergeeey/Claude-cod-top-2026★ 9same name
- taniwhaai/arai★ 7same name
- goosen-x/skills★ 2same name
- arielnishri-svg/claude-skills★ 1same 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
2 rules. 0 are common, 2 are distinctive, and 0 are very specific to this project.
0
Common
Most of the 4 edited versions we read keep these.
2
Distinctive
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
Read the shared contract once.
- Distinctive: line 14
Use at most three specialized skills (including assets/2D) plus one necessary engine per phase.
“Common” is measured: kept by at least 6 in 10 of the 4 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Dispatcher
Read the shared contract once. Interpret meaning, not literal keyword hits. Traditional and simplified Chinese share intents. Preserve the user's language.
Resolve before loading
Inspect current code/configuration. Explicit choices outrank existing settings, which outrank the seeds below. Prioritize the reported blocker over broad genre words. Do not silently switch an existing engine or ask for facts already supplied.
Use at most three specialized skills (including assets/2D) plus one necessary engine per phase. Deduplicate equivalent owners; record remaining work in DEFER and continue phase by phase. A linked skill is loaded only when its subject is needed, not recursively.
Each pair names a skill and its own mode. select means resolve from evidence or one consequential question; existing means preserve its current mode; n/a means no selector. These are routing directives, never game configuration values. Replace unresolved directives before implementation. Never invent a column to fill the output.
ENGINE is none for design-only work, unknown when unresolved, or the actual adapter. custom is a real custom runtime, not a guess. For uncovered intents, look up paths in ../catalog.json, inspect candidate descriptions, then load only matching bodies. The six engineering-core selectors and optional dependencies are scoped by ../engineering-registry.json; the registry narrows ownership but does not make select a gameplay mode. Studio names route through studio-columns only when the design direction is unresolved; release that picker before a three-discipline implementation phase.
Output
USE:
- <skill> / <resolved column or n/a>
ENGINE: <none|unknown|custom|threejs|pixijs|phaser|cocos|godot|unity|unreal>
ASK: <one necessary question or empty>
DEFER: <remaining phases or empty>Then do the requested work. Do not dump the catalog. A missing tool means blocked/not-run, not success.
Routing seeds
These are examples, not permission to overwrite a chosen mode. Match semantic equivalents in all supported languages.
| Signal (ZH / EN / JA / KO examples) | Initial selections |
| 脚滑 / foot slip / 足が滑る / 발 미끄럼 | ik-foot-locking / n/a |
| 镜头穿模、鏡頭穿模 / camera clip / 壁を貫通 / 벽 관통 | camera-anti-clip / orbit-third |
| 低机位窥私、钻裙摆、私密区特写 / invasive low-angle, private-zone framing / ローアングルの覗き込み / 낮은 각도 침습 프레이밍 | camera-modesty / modest |
| 连击、取消 / combo, cancel / コンボ / 콤보 | action-feel / select, combo-design / select |
| 硬直、优势帧 / hitstun, advantage / 有利フレーム / 유리 프레임 | hitstun-recover / light-stun |
| 卡肉 / hitstop / ヒットストップ / 히트스톱 | action-feel / existing |
| 怪不公平、预警 / unfair enemy, tell / 予告 / 예고 | enemy-kit-balance / poke-guard, attack-tell / pose-audio |
| 霸体 / armor / スーパーアーマー / 슈퍼아머 | hyper-armor / armor-frames |
| 击飞、浮空 / launch / 浮かせ / 띄우기 | knockback-launch / launch-arc, knockback-body / n/a |
| 格斗、对战 / fighter / 格闘 / 격투 | fighting-design / grounded-footsies, action-feel / short-special, kb-mouse-map / fighter-plane |
| 打击感、打击音效 / hit feel, impact sound / 打撃感 / 타격감 | juice-vfx / select, audio-feel / layered-action, action-feel / existing |
| 对波后残留、子弹不消失 / projectile stuck after cancel / 弾が消えない / 투사체 잔류 | projectile-hitscan / projectile, juice-vfx / existing |
| 走跑手臂抖动 / limb jitter while moving / 腕が震える / 팔 떨림 | animation-blend / existing |
| 高清精灵、序列脸变大、分帧抖动 / HD sprites, face size drift, sprite head/body mismatch / HDスプライト / HD 스프라이트 | hd-sprite-sequence / audit, sprite-atlas / existing |
| 固定头脸部件、骨架烘焙序列 / fixed-part sprite baking / パーツ固定スプライト / 파츠 고정 스프라이트 | hd-sprite-sequence / rig-bake |
| 3D捏人头身比 / 3D avatar proportions / 3Dアバター / 3D 아바타 | avatar-create / slider-morph |
| 跳得飘、土狼 / floaty jump, coyote / ジャンプ / 점프 | platform-jump / snap-run, jump-leniency / generous-platform |
| 移动平台 / moving platform / 動く足場 / 이동 플랫폼 | moving-platform / stick-carry |
| 过场、还操作 / cutscene / 演出後の操作 / 컷씬 조작 | cutscene-handoff / select |
| 对话分支 / dialogue flags / フラグ / 분기 | dialogue-flags / select |
| 音游、判定窗 / rhythm timing / 音ゲー / 리듬게임 | rhythm-judge / song-clock |
| 卡组 / deckbuilder / デッキ / 덱빌더 | deck-build / select |
| 碰撞层 / collision layers / 衝突レイヤー / 충돌 레이어 | collision-layers / n/a |
| 地刺、岩浆 / spikes, lava / トゲ、溶岩 / 가시、용암 | hazard-volume / tick-damage |
| 键位 / keybinds / キー設定 / 키 설정 | kb-mouse-map / select, input-design / select |
| 手机不能转向 / mobile look, pointer lock / 視点操作 / 시점 조작 | browser-input / select, menu-flow / n/a |
| 试玩、通关 / playtest / プレイテスト / 플레이테스트 | gameplay-validation / real-input |
| 传送、调试 / teleport, debug / デバッグ / 디버그 | debug-slate / labeled-dev, gameplay-validation / scripted-scene |
| 多语言、豆腐字 / localization / 多言語 / 다국어 | game-localization / terms-locked |
| 录屏、预告 / capture, trailer / 録画 / 녹화 | gameplay-capture / select |
| 开放世界、揭雾 / open world / オープンワールド / 오픈월드 | world-map / open-air |
| 难度、关卡 / difficulty, levels / 難易度 / 난이도 | difficulty-design / select, level-design / select |
| 装备、掉落 / gear, loot / 装備 / 장비 | equipment-progression / select |
| 耐久、破损 / durability / 耐久 / 내구도 | durability-economy / select |
| 背包装不下 / inventory full / 持ち物 / 가방 | inventory-economy / page-grid |
| Boss、王 / boss / ボス / 보스 | boss-design / duel |
| 赛车、漂移 / racing, drift / レース / 레이싱 | racing-feel / select, kb-mouse-map / race-line |
| 竞速感、速度感、手感发肉 / speed sense, sluggish kart / スピード感 / 속도감 | racing-feel / drift-kart, audio-feel / select |
| 解谜、火水 / puzzle, chemistry / パズル / 퍼즐 | puzzle-design / select, chemistry-verbs / authored-reactions |
| 敌人追逐 / enemy chase / 追跡 / 추격 | enemy-ai / patrol-hunt |
| 潜行 / stealth / 潜入 / 잠입 | stealth-info / cone-alert |
| 任务、主线 / quest / クエスト / 퀘스트 | quest-graph / one-hook |
| 存档、重生 / save, respawn / セーブ / 세이브 | save-checkpoint / select |
| 卡顿、帧率 / hitch, framerate / フレームレート / 프레임 | performance-budget / select, platform-targets / select |
| 回滚 / rollback / ロールバック / 롤백 | netcode-feel / rollback |
| 联机 / online / オンライン / 온라인 | netcode-feel / select |
| 按键、手柄 / gamepad / パッド / 패드 | input-design / select |
| 走跑跳爬 / locomotion / 移動 / 이동 | locomotion / select |
| 教程 / tutorial / チュートリアル / 튜토리얼 | tutorial-design / select |
| 竖切、策划 / vertical slice / 企画 / 기획 | game-planning / n/a |
| 内购、付费墙 / IAP, paywall / 課金 / 결제 | game-monetization / select |
| 关卡教学 / teaching room / 学習の部屋 / 학습 방 | level-teach / safe-try |
| 冒烟、回归 / smoke, regression / 回帰テスト / 회귀 테스트 | game-qa / select |
| 浸泡、泄漏 / soak, leak / 長時間 / 장시간 | soak-stability / select |
| 游戏流程、重复结算 / game flow, duplicate settlement / ゲーム進行 / 게임 흐름 | game-state-flow / select |
| 资源重复加载、旧回调 / asset lifetime, stale load / リソース寿命 / 리소스 수명 | asset-runtime / select |
| 随机地图、种子不可达 / procedural map, bad seed / 自動生成 / 절차 생성 | procedural-generation / select |
| 地形裂缝、岸线 / terrain seam, shoreline / 地形の継ぎ目 / 지형 이음새 | terrain-surface / select |
| 区块加载、传送掉地板 / world streaming, missing floor / ストリーミング / 월드 스트리밍 | world-streaming / select |
| 推拉搬运、投掷物体 / push carry throw / 物理操作 / 물리 상호작용 | physics-interaction / select |
| 测试素材、免费素材 / test assets, open assets / テスト素材 / 테스트 에셋 | open-asset-fixture / library-first |
| 素材包、资产包导入 / asset pack, genre pack / アセットパック / 에셋 팩 | asset-pack-intake / validate, sprite-atlas / n/a |
| 模块拼场、门太窄、出生点被挡 / modular kit, scene assembly / モジュール配置 / 모듈 배치 | scene-assembly / select |
| 动作迁移、换骨骼后滑步 / retargeting, sliding after rig change / リターゲット / 리타기팅 | character-rig / n/a |
| 减模丢轮廓、LOD闪跳 / silhouette loss, LOD popping / LOD切替 / LOD 전환 | model-pipeline / n/a |
| 显卡上下文丢失、恢复黑屏 / context loss recovery / 描画復旧 / 그래픽 복구 | asset-runtime / select |
| 回放偏差、首个错误帧 / replay divergence / リプレイ差分 / 리플레이 차이 | gameplay-harness / replay |
| 骨骼、绑定 / rig / リグ / 리그 | character-rig / n/a |
| 导出模型 / model export / モデル出力 / 모델 내보내기 | model-pipeline / n/a |
| 材质、贴图 / materials / マテリアル / 머티리얼 | materials / n/a |
| 像素动画 / pixel animation / ドット絵 / 픽셀 애니메이션 | pixel-animation / n/a |
| Spine / 二维骨骼 / スケルタル / 스켈레탈 | spine-skeletal / n/a |
| 蒙皮权重、自动权重、关节折叠、权重漏染 / skin weights, auto weights, joint fold, weight bleed / スキンウェイト / 스킨 웨이트 | skin-weights / n/a, spine-skeletal / existing |
Generic does not mean an automatic franchise preset. Debug-assisted footage is never a natural clear. Choose a declared gameplay-capture mode from evidence, not the word "trailer" alone; disclose altered unlocks separately.
Acceptance
Given a request with an explicit engine or mode, preserve it unless evidence makes it impossible. For ambiguous engineering-core requests, route to the matching registered owner with select, then resolve that directive before implementation. Never emit more than three specialized skills plus one engine in one phase; overflow goes to DEFER. Test explicit-choice precedence, overlapping signals, uncovered-catalog fallback and all six engineering-core seeds. A routing-table match is deterministic contract evidence, not proof of LLM intent classification accuracy.
Fixture preparation
When tests need external art/audio/effects, use open-asset-fixture in the preparation phase before generation. Preserve explicit asset requirements and already-authorized fixtures. It consumes one specialized slot; defer it to a separate phase rather than expanding the active set. Pure logic tests do not need an art download.
Foot slip after a rig/clip swap routes to character-rig first; slip caused by slope/support contact stays with ik-foot-locking. A black screen alone is not proof of context loss: diagnose the event/resource failure before choosing recovery.
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.

