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Agent Skill · 前端设计

hytale-custom-assets(hytale 自定义资产)

用于辅助前端页面、组件、样式和交互逻辑的开发与维护。它适合让 Agent 生成或审查 React、Next.js、Vue、Tailwind、CSS 等相关代码,整理组件结构,或定位布局和性能问题。使用时需要结合项目现有设计系统、路由和构建方式,避免只生成孤立片段;涉及页面改动时,应配合本地预览和构建检查确认视觉效果。

hytale-custom-assets 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证为 MIT,第三方扫描已通过,按安装量在前端设计类的 10,216 个 Skill 里排第 7,570。

总安装 364周安装 15GitHub Stars 3下载 119核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:hytale-custom-assets(hytale 自定义资产)
来源仓库:https://github.com/mnkyarts/hytale-skills
仓库路径:skills/hytale-custom-assets
安装命令:
npx skills add https://github.com/mnkyarts/hytale-skills --skill hytale-custom-assets
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/mnkyarts/hytale-skills --skill hytale-custom-assets

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

用于辅助前端页面、组件、样式和交互逻辑的开发与维护,适合让 Agent 生成或审查 React、Next.js、Vue、Tailwind、CSS 等相关代码。适用于前端开发、资源管理和资产优化等场景,帮助 Agent 处理自定义资产。

使用时需要结合项目现有设计系统、路由和构建方式,避免只生成孤立片段;涉及页面改动时,应配合本地预览和构建检查确认视觉效果。通过 npx skills add 命令从指定 GitHub 仓库安装,需结合原始 README 核验具体用法和功能细节。

可结合来源仓库和 SKILL.md 继续核验具体用法,确保与当前宿主环境兼容。

来源仓库内路径:skills/hytale-custom-assets

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/mnkyarts/hytale-skills --skill hytale-custom-a…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

hytale-custom-assets 怎么安装?

在终端执行 npx skills add https://github.com/mnkyarts/hytale-skills --skill hytale-custom-assets。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

hytale-custom-assets 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

hytale-custom-assets 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

hytale-custom-assets 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

hytale-custom-assets 用的人多吗?

公开数据是累计安装 364 次,近一周安装 15 次,下载 119 次,GitHub 3 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

hytale-custom-assets 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 3 个目录同时收录,说明这个 Skill 流传比较广。
  • 许可证明确为 MIT,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
hytale-custom-assets

hytale 自定义资产 · 本页

3643只读MIT通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Creating Custom Hytale Assets

Complete guide for creating and managing custom assets including models, textures, sounds, and particles.

When to use this skill

Use this skill when:

  • Creating asset packs for plugins
  • Adding custom textures and models
  • Configuring sounds and music
  • Creating particle effects
  • Setting up animations
  • Managing asset inheritance and tags

Asset System Architecture

Hytale uses a hierarchical asset system:

AssetPack
├── Server/          # Server-side assets
│   └── Content/     # Game content definitions
│       ├── BlockTypes/
│       ├── Items/
│       ├── Entities/
│       └── ...
└── Client/          # Client-side assets
    ├── Models/
    ├── Textures/
    ├── Sounds/
    ├── Particles/
    └── ...

Asset Pack Structure

my-plugin/
└── assets/
    ├── pack.json                    # Pack metadata
    ├── Server/
    │   └── Content/
    │       ├── BlockTypes/
    │       │   └── custom_block.blocktype
    │       ├── Items/
    │       │   └── custom_item.item
    │       ├── Entities/
    │       │   └── custom_entity.entity
    │       ├── Recipes/
    │       │   └── custom_recipe.recipe
    │       └── Sounds/
    │           └── custom_soundset.soundset
    └── Client/
        ├── Models/
        │   └── custom_model.model
        ├── Textures/
        │   ├── blocks/
        │   │   └── custom_block.png
        │   ├── items/
        │   │   └── custom_item.png
        │   └── entities/
        │       └── custom_entity.png
        ├── Sounds/
        │   └── custom/
        │       └── sound.ogg
        ├── Particles/
        │   └── custom_particle.particle
        └── Animations/
            └── custom_animation.animation

Pack Metadata

File: pack.json

{
  "Name": "MyPlugin Assets",
  "Id": "MyPlugin",
  "Version": "1.0.0",
  "Description": "Custom assets for MyPlugin",
  "Author": "Your Name",
  "Priority": 100,
  "Dependencies": ["Hytale:Core"]
}

Pack Properties

PropertyTypeDescription
NameStringDisplay name
IdStringUnique identifier
VersionStringSemantic version
DescriptionStringPack description
AuthorStringCreator name
PriorityIntegerLoad order (higher = later)
DependenciesArrayRequired packs

Textures

Texture Formats

FormatUse Case
PNGStandard textures (recommended)
TGATextures with alpha
DDSCompressed textures

Block Textures

Location: Client/Textures/blocks/

custom_block.png          # All faces
custom_block_top.png      # Top face only
custom_block_side.png     # Side faces
custom_block_bottom.png   # Bottom face

Texture Size: 16x16, 32x32, 64x64 (power of 2)

Item Textures

Location: Client/Textures/items/

custom_item.png           # Inventory icon (32x32)
custom_item_held.png      # Held model texture

Entity Textures

Location: Client/Textures/entities/

custom_entity.png         # Main texture atlas
custom_entity_glow.png    # Emissive layer
custom_entity_normal.png  # Normal map

Models

Model Format

Hytale uses a custom JSON-based model format.

File: custom_model.model

{
  "Parent": "Hytale/Models/base_entity",
  "Textures": {
    "main": "MyPlugin/Textures/entities/custom_entity"
  },
  "Bones": [
    {
      "Name": "root",
      "Pivot": [0, 0, 0],
      "Children": [
        {
          "Name": "body",
          "Pivot": [0, 12, 0],
          "Cubes": [
            {
              "Origin": [-4, 0, -2],
              "Size": [8, 12, 4],
              "UV": [0, 0]
            }
          ],
          "Children": [
            {
              "Name": "head",
              "Pivot": [0, 24, 0],
              "Cubes": [
                {
                  "Origin": [-4, 0, -4],
                  "Size": [8, 8, 8],
                  "UV": [0, 16]
                }
              ]
            }
          ]
        }
      ]
    }
  ],
  "Animations": {
    "idle": "MyPlugin/Animations/custom_idle",
    "walk": "MyPlugin/Animations/custom_walk"
  }
}

Model Properties

PropertyTypeDescription
ParentStringParent model to inherit
TexturesObjectTexture bindings
BonesArrayBone hierarchy
AnimationsObjectAnimation bindings
ScaleFloatOverall scale
TextureSizeArrayTexture dimensions [W, H]

Bone Properties

PropertyTypeDescription
NameStringBone identifier
PivotArrayRotation pivot point
RotationArrayDefault rotation [X, Y, Z]
CubesArrayGeometry cubes
ChildrenArrayChild bones
MirrorBooleanMirror UV horizontally

Cube Properties

PropertyTypeDescription
OriginArrayPosition offset
SizeArrayDimensions [W, H, D]
UVArrayTexture UV offset [U, V]
InflateFloatExpand cube size
MirrorBooleanMirror this cube

Animations

File: custom_animation.animation

{
  "Length": 1.0,
  "Loop": true,
  "Bones": {
    "body": {
      "Rotation": {
        "0.0": [0, 0, 0],
        "0.5": [5, 0, 0],
        "1.0": [0, 0, 0]
      }
    },
    "leftArm": {
      "Rotation": {
        "0.0": [0, 0, 0],
        "0.25": [-30, 0, 0],
        "0.5": [0, 0, 0],
        "0.75": [30, 0, 0],
        "1.0": [0, 0, 0]
      }
    },
    "rightArm": {
      "Rotation": {
        "0.0": [0, 0, 0],
        "0.25": [30, 0, 0],
        "0.5": [0, 0, 0],
        "0.75": [-30, 0, 0],
        "1.0": [0, 0, 0]
      }
    }
  }
}

Animation Properties

PropertyTypeDescription
LengthFloatDuration in seconds
LoopBooleanLoop animation
BonesObjectPer-bone keyframes

Keyframe Channels

ChannelTypeDescription
RotationArrayRotation [X, Y, Z] degrees
PositionArrayPosition offset [X, Y, Z]
ScaleArrayScale [X, Y, Z]

Sounds

Sound Formats

FormatUse Case
OGGMusic, ambient (recommended)
WAVShort sound effects

Sound Event

File: custom_sound.soundevent

{
  "Sounds": [
    {
      "Path": "MyPlugin/Sounds/custom/sound1",
      "Weight": 1.0
    },
    {
      "Path": "MyPlugin/Sounds/custom/sound2",
      "Weight": 0.5
    }
  ],
  "Volume": {
    "Min": 0.8,
    "Max": 1.0
  },
  "Pitch": {
    "Min": 0.9,
    "Max": 1.1
  },
  "Category": "Effects",
  "Subtitle": {
    "en-US": "Custom sound plays"
  }
}

Sound Set

File: custom_soundset.soundset

{
  "Sounds": {
    "break": "MyPlugin/SoundEvents/custom_break",
    "place": "MyPlugin/SoundEvents/custom_place",
    "step": "MyPlugin/SoundEvents/custom_step",
    "hit": "MyPlugin/SoundEvents/custom_hit"
  }
}

Block Sound Set

File: custom_blocksound.blocksound

{
  "Break": {
    "Sound": "MyPlugin/SoundEvents/metal_break",
    "Volume": 1.0,
    "Pitch": 1.0
  },
  "Place": {
    "Sound": "MyPlugin/SoundEvents/metal_place",
    "Volume": 1.0
  },
  "Step": {
    "Sound": "MyPlugin/SoundEvents/metal_step",
    "Volume": 0.5
  },
  "Fall": {
    "Sound": "MyPlugin/SoundEvents/metal_fall"
  }
}

Sound Categories

CategoryDescription
MasterAll sounds
MusicBackground music
EffectsSound effects
AmbientEnvironmental sounds
VoiceVoice/dialogue
UIInterface sounds
WeatherWeather sounds

Particles

File: custom_particle.particle

{
  "Texture": "MyPlugin/Textures/particles/sparkle",
  "MaxParticles": 100,
  "EmissionRate": 10,
  "Lifetime": {
    "Min": 0.5,
    "Max": 1.5
  },
  "Size": {
    "Start": 0.2,
    "End": 0.0
  },
  "Color": {
    "Start": { "R": 1.0, "G": 0.8, "B": 0.2, "A": 1.0 },
    "End": { "R": 1.0, "G": 0.2, "B": 0.0, "A": 0.0 }
  },
  "Velocity": {
    "Min": [-0.5, 1.0, -0.5],
    "Max": [0.5, 2.0, 0.5]
  },
  "Gravity": -0.5,
  "Collision": false,
  "BlendMode": "Additive"
}

Particle Properties

PropertyTypeDescription
TextureStringParticle texture
MaxParticlesIntegerMaximum active particles
EmissionRateFloatParticles per second
LifetimeRangeParticle lifespan
SizeRange/GradientSize over lifetime
ColorColor/GradientColor over lifetime
VelocityRangeInitial velocity
GravityFloatGravity effect
CollisionBooleanCollide with blocks
BlendModeEnumAlpha, Additive, Multiply

Block Particle

File: custom_blockparticle.blockparticle

{
  "Break": {
    "Particle": "MyPlugin/Particles/shatter",
    "Count": 30
  },
  "Step": {
    "Particle": "MyPlugin/Particles/dust",
    "Count": 3
  },
  "Ambient": {
    "Particle": "MyPlugin/Particles/glow",
    "Rate": 1,
    "Radius": 0.5
  }
}

Trails

File: custom_trail.trail

{
  "Texture": "MyPlugin/Textures/trails/slash",
  "Width": 0.5,
  "Length": 10,
  "Lifetime": 0.3,
  "Color": {
    "Start": { "R": 1.0, "G": 1.0, "B": 1.0, "A": 1.0 },
    "End": { "R": 1.0, "G": 1.0, "B": 1.0, "A": 0.0 }
  },
  "BlendMode": "Additive",
  "AttachPoint": "weapon_tip"
}

Asset Inheritance

Assets can inherit from parents:

{
  "Parent": "Hytale:Stone",
  "DisplayName": { "en-US": "Enchanted Stone" },
  "LightLevel": 5
}

Inheritance Rules

  1. Child inherits all parent properties
  2. Child can override any property
  3. Nested objects merge (not replace)
  4. Arrays replace (not merge)

Asset Tags

Categorize assets with tags:

{
  "Tags": {
    "Category": ["Building", "Decorative"],
    "Material": ["Stone"],
    "Origin": ["Natural", "Cave"]
  }
}

Tag Queries

Used in spawning, loot tables, etc.:

{
  "Blocks": {
    "MatchAll": ["Material:Stone"],
    "MatchAny": ["Category:Natural", "Origin:Cave"],
    "Exclude": ["Category:Artificial"]
  }
}

Localization

File: lang/en-US.json

{
  "item.myPlugin.customItem.name": "Custom Item",
  "item.myPlugin.customItem.description": "A special custom item",
  "block.myPlugin.customBlock.name": "Custom Block",
  "entity.myPlugin.customEntity.name": "Custom Creature"
}

Localization Keys

PatternExample
item.{plugin}.{id}.nameitem.myPlugin.sword.name
block.{plugin}.{id}.nameblock.myPlugin.ore.name
entity.{plugin}.{id}.nameentity.myPlugin.mob.name
ui.{plugin}.{key}ui.myPlugin.menuTitle

Registering Assets in Plugin

@Override
protected void setup() {
    // Asset pack is auto-registered if manifest.json has:
    // "IncludesAssetPack": true

    // Listen for asset loading
    getEventRegistry().register(
        LoadedAssetsEvent.class,
        BlockType.class,
        this::onBlockTypesLoaded
    );

    getEventRegistry().register(
        LoadedAssetsEvent.class,
        Item.class,
        this::onItemsLoaded
    );
}

private void onBlockTypesLoaded(LoadedAssetsEvent<BlockType> event) {
    // Access loaded block types
    for (BlockType block : event.getLoadedAssets()) {
        getLogger().atInfo().log("Loaded block: %s", block.getId());
    }
}

Hot Reloading

Assets support hot-reload during development:

/reload assets

Listen for reload events:

getEventRegistry().register(
    AssetStoreMonitorEvent.class,
    this::onAssetReload
);

private void onAssetReload(AssetStoreMonitorEvent event) {
    if (event.getAssetStore().getAssetClass() == BlockType.class) {
        getLogger().atInfo().log("Block types reloaded");
        // Re-initialize dependent systems
    }
}

Custom Asset Store

Register entirely new asset types:

public class MyCustomAsset implements JsonAssetWithMap<String, DefaultAssetMap<String, MyCustomAsset>> {
    public static final AssetBuilderCodec<String, MyCustomAsset> CODEC =
        AssetBuilderCodec.builder(MyCustomAsset.class, "MyCustomAsset")
            .appendRequired(Codec.STRING.fieldOf("Name"), MyCustomAsset::getName, (a, v) -> a.name = v)
            .appendOptional(Codec.INT.fieldOf("Value"), MyCustomAsset::getValue, (a, v) -> a.value = v, 0)
            .build();

    private String id;
    private String name;
    private int value;

    @Override
    public String getId() { return id; }
    public String getName() { return name; }
    public int getValue() { return value; }
}

// Register in plugin
@Override
protected void setup() {
    HytaleAssetStore<String, MyCustomAsset, DefaultAssetMap<String, MyCustomAsset>> store =
        new HytaleAssetStore<>(
            MyCustomAsset.class,
            "MyCustomAssets",      // Directory name
            ".mycustomasset",      // File extension
            MyCustomAsset.CODEC,
            DefaultAssetMap::new
        );

    getAssetRegistry().register(store);
}

Troubleshooting

Textures Not Loading

  1. Check file path matches reference
  2. Verify PNG format and dimensions
  3. Ensure pack.json is valid
  4. Check console for loading errors

Models Not Displaying

  1. Verify model JSON syntax
  2. Check texture references exist
  3. Ensure bone hierarchy is valid
  4. Test with simpler model first

Sounds Not Playing

  1. Check OGG/WAV format compatibility
  2. Verify sound event references
  3. Check volume and category settings
  4. Ensure sound files exist at path

Asset Inheritance Not Working

  1. Verify Parent path is correct
  2. Check parent asset loads first
  3. Ensure pack dependencies are set

See references/asset-formats.md for detailed format specs. See references/texture-specs.md for texture requirements.

平台分布

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3.02%
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安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

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