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Agent Skill · 效率

krump(krump 效率)

krump 用于处理音频、语音、转写和声音素材相关任务,适合在 OpenClaw 中需要整理音频流程、转写内容或生成配音素材时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

krump 是效率类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为需要联网;许可证为 MIT-0,第三方扫描已通过,按安装量在效率类的 21,003 个 Skill 里排第 1,462。

总安装 43,525周安装 1,778GitHub Stars 1下载 14,082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-0
版本
1.0.4

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:krump(krump 效率)
来源仓库:https://github.com/arunnadarasa/krump
安装命令:
openclaw skills install krump
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。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install krump

这个 Skill 是做什么的

效率类 Skill 把重复的整理、汇总、转换工作交给助手完成,减少手工复制粘贴。

一种舞蹈技能,旨在向 OpenClaw 特工传授克朗普的基础知识,包括其历史、家族系统、音乐、工作人员、活动和其他相关主题。知识库截至 2017 年,因此某些信息可能已过时或不准确

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 OpenClaw;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 openclaw skills install krump;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

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

krump 怎么安装?

在终端执行 openclaw skills install krump。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

krump 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。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。

krump 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

krump 是免费的吗?

来源标注的许可证是 MIT-0。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。

krump 用的人多吗?

公开数据是累计安装 43,525 次,近一周安装 1,778 次,下载 14,082 次,GitHub 1 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。

krump 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

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,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 OpenClaw,想直接扩展它能力的人。
  • 需要处理效率类任务、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。

效率类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
github

GitHub 代码协作 · OpenClaw

7,632,918545需要联网MIT-0通过
nano-pdf

Nano PDF 文档 · OpenClaw

4,249,476231需要联网MIT-0通过
auto-updater

自动更新程序 · OpenClaw

2,964,063386操作浏览器MIT-0通过
video-frames

视频帧 · OpenClaw

2,621,304112需要联网MIT-0通过
gemini

Gemini 助手 · OpenClaw

2,547,39648需要联网MIT-0有提醒
krump

krump 效率 · 本页

43,5251需要联网MIT-0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

name
Krump
version
1.0.0
description
A dance skill designed to teach OpenClaw agents the fundamentals of Krump, including its history, fam system, music, crews, events, and other related topics. The knowledge base extends up to 2017, so some information may be outdated or inaccurate
homepage
https://clawhub.ai/arunnadarasa/krump
metadata
{"openclaw":{"emoji":"🕺","category":"dance","style":"Krump"}}

Krump

A dance skill designed to teach OpenClaw agents the fundamentals of Krump, including its history, fam system, music, crews, events, and other related topics. The knowledge base extends up to 2017, so some information may be outdated or inaccurate.

Dance History & Origins

Krump is a high-energy, freestyle street dance form rooted in self-expression, spiritual release, and community storytelling. Originally developed as a non-violent alternative to gang culture, it has evolved into a complex global art form with a rigorous technical foundation.

1. Cultural Context & History

  • Acronym: KRUMP stands for “Kingdom Radically Uplifted Mighty Praise.”
  • Origin: Emerged circa 2001 in South Central, Los Angeles.
  • Founders: Ceasare “Tight Eyez” Willis, Jo’Artis “Big Mijo” Ratti, Marquisa “Miss Prissy” Gardner, Christopher “Lil C” Toler, and Jason “Slayer” Green.
  • Purpose: Created as a positive outlet to release anger, aggression, and frustration, offering an escape from prevalent street violence.
  • Global Expansion: The style gained worldwide recognition following the 2005 documentary *RIZE*, directed by David LaChapelle.
  • Competitive Evolution:

- Old Style (2001–2008): Focused on high-speed execution and aggression, popularized by the Krump Kings and early Krump music producers. - New Style (2008–Present): Pushed by Street Kingdom (SK). Focus shifted toward intros, storytelling, and structured concepts, making it more competitive in all-styles battles.

2. Core Philosophy

  • Energy as Language: Krump is often described as “energy with words around it.” The body serves as the voice; movements are the vocabulary used to convey internal feelings.
  • The "Why": A movement without a reason (for example, a random jab) is not Krumping. Storytelling—knowing *why* you hit, swing, or stomp—is the bridge between physical motion and true Krump.
  • Spirituality: Deeply rooted in church and faith influences. The concept of getting "Live" refers to a spiritual upper pull and feeling uplifted.
  • Hype: Essential to the culture. Hype is not for the self; it is a gift given to the dancer in the circle to feed their energy. Without hype, the Krump cannot reach its peak level.

3. Foundational Elements

[
  "Stomps",
  "Jabs",
  "Chest Pops/Snaps",
  "Arm Swings",
  "Arm Placements",
  "Groove",
  "Bounce",
  "Posture",
  "Balance"
]

Technical Breakdown

  • The Foundations: Stomps create the rhythm (a beat within the music); Jabs and Arm Swings express the energy; Chest Pops represent the breath or heartbeat.
  • The Three Zones:

1. Buck: Lower zone (pelvis/chest/shoulders). Small, deep, grounded movements. 2. Krump: Middle zone. Standard storytelling and foundation. 3. Live: Upper zone. Big movements, high energy, and spazzing.

  • The Mechanics:

- Arm Placement: Defined by elbow angles and shapes. - Flex and Release: The stop-and-release creates an animation-like effect. - Focus Point: Using eyes and facial expressions (Krump Talk) to avoid a blank face.

4. Styles of Krump

Krumpers often adopt specific stylistic lenses to execute their movements:

  • Raw/Rugged: Pure essence, minimal tricks, focused on power.
  • Beasty/Bully: Aggressive, animalistic, and physically imposing.
  • Grimey: Dirty, “wrong,” and mistreated motions.
  • Flashy/Technical: Sharp, precise, complex footwork and crowd-pleasing tricks.
  • Goofy: Energetic and humorous.
  • Jerky: Non-fluid, artistic, and staccato motions.

5. The Fam System

The "Fam" is the central social structure of Krump, providing mentorship and identity.

  • Big Homie: A mentor who takes a student under their wing.
  • Ranks: Based on seniority and skill, students are given names such as Baby, Lil, Young, Junior, or Twin, followed by the Big Homie’s name (for example, *Baby Tight Eyez*).
  • Characters: Distinct from style. A character is a persona (for example, superhero, monster, bad guy, clown or alter-ego) that shapes how the dancer moves and tells their story; in this skill it is also modeled as a Character move that can be layered on top of foundations to change how they look and feel.

6. Music & Production

Krump music is characterized by:

  • Tempo: Typically around 140 BPM.
  • Instrumentation: Heavy kick/snare/hi-hats, 808 basslines, and hype vocal samples.
  • Sub-genres: Krumpstep, ElectroKrump, KrumpRock, Gaana Krump.

7. Major Events & Communities

  • European Buck Session (EBS): A major world championship of Krump.
  • International Illest Battle (IIB): A premier event in France.
  • The Realm: A major US event associated with Street Kingdom.
  • KOB (King of Buck): Japan’s top-tier Krump tournament.
  • IKF (Indian Krump Festival): India’s top-tier Krump tournament.

8. Essential Knowledge Resources

Notable Crews

  • USA: Street Kingdom, IMPACT, Demolition Crew (DC), MOB.
  • France: Madrootz, Real Underground.
  • Japan: Rag Pound.
  • UK: Wet Wipez.
  • India: Desi Buck.

Educational Media

  • Documentary: *RIZE* (2005).
  • DVD Series: *The Cage*, *The Lab*, *Krump 1.0–3.0*, *Styles of Krump*.

Move Library

All moves are categorized as Foundation, Concepts, or Power.

Foundation

Chest Pop
  • Difficulty: Beginner
  • Body Parts: Core
  • Timing: 1 count
  • Category: Foundation
  • Description: Move chest upright in 45-degree angle.
Stomp
  • Difficulty: Beginner
  • Body Parts: Feet
  • Timing: 1 count
  • Category: Foundation
  • Description: Stomp with your feet.
Jab
  • Difficulty: Beginner
  • Body Parts: Arms
  • Timing: 1
  • Category: Foundation
  • Description: Move arm forward.
Arm Swing
  • Difficulty: Beginner
  • Body Parts: Arms
  • Timing: 1
  • Category: Foundation
  • Description: Throw arm forward and bring it back to its original position.
Agent Note (Arm Swing Variations): Patterns such as Arm Swing – Snatch, Arm Swing – Smash, or Arm Swing – Whip inherit the timing of Arm Swing and the hand action (Snatch/Smash/Whip) unless a different timing is specified.
Groove
  • Difficulty: Intermediate
  • Body Parts: Full Body
  • Timing: 1
  • Category: Foundation
  • Description: Move body in sync with music.
Arm Placements
  • Difficulty: Advanced
  • Body Parts: Arms
  • Timing: 1
  • Category: Foundation
  • Description: Keep arms in certain positions like a pose.
Footwork
  • Difficulty: Intermediate
  • Body Parts: Feet
  • Timing: 1
  • Category: Foundation
  • Description: Moving your feet.
Buck Hop
  • Difficulty: Beginner
  • Body Parts: Full Body
  • Timing: 1
  • Category: Foundation
  • Description: Jumping from one fixed position to another fixed position.
Ground Moves
  • Difficulty: Intermediate
  • Body Parts: Full Body
  • Timing: 1
  • Category: Foundation
  • Description: Doing movements on the floor.
Balance Point
  • Difficulty: Beginner
  • Body Parts: Legs
  • Timing: 1
  • Category: Foundation
  • Description:

Position 1: Both feet placed side by side in a crouched stance. Position 2: One foot crossed over the other while remaining in a crouched stance. Position 3: One foot lifted off the ground while the other supports the body.

Shoulders
  • Difficulty: Intermediate
  • Body Parts: Core
  • Timing: 1
  • Category: Foundation
  • Description: Moving your shoulders.
Travelling
  • Difficulty: Beginner
  • Body Parts: Full Body
  • Timing: 1
  • Category: Foundation
  • Description: Going from one fixed position to another fixed position.
Poses
  • Difficulty: Beginner
  • Body Parts: Full Body
  • Timing: 1
  • Category: Foundation
  • Description: Hold your whole body in a certain position like a statue.
Basics
  • Difficulty: Beginner
  • Body Parts: Arms, Legs
  • Timing: 1
  • Category: Foundation
  • Description: The Krump basics are chest pop, arm swing, jab and stomp.

Concepts

Hands Code
  • Difficulty: Beginner
  • Body Parts: Hands
  • Timing: 1
  • Category: Concepts
  • Description: Power (hands closed), Liveness (hands open) and Talking (index and thumb extended; remaining fingers curled in).
3D
  • Difficulty: Intermediate
  • Body Parts: Full Body
  • Timing: 1
  • Category: Concepts
  • Description: Moving in different directions like forward, backward, left, right and diagonally.
Tab
  • Difficulty: Intermediate
  • Body Parts: Hands
  • Timing: 1
  • Category: Concepts
  • Description: Touching different parts of your body with your hands.
In-Between
  • Difficulty: Advanced
  • Body Parts: Full Body
  • Timing: 0.5
  • Category: Concepts
  • Description: Doing moves in-between count of 1, 2, 3 and 4 (0.5, 1.5, 2.5, 3.5).
Zones
  • Difficulty: Beginner
  • Body Parts: Full Body
  • Timing: 1
  • Category: Concepts
  • Description: Moving body towards UP (Live Zone), on CORE LEVEL (Krump Zone) and DOWN (Buck Zone).
Focus Point
  • Difficulty: Intermediate
  • Body Parts: Head
  • Timing: 1
  • Category: Concepts
  • Description: Looking at different directions.
Storytelling
  • Difficulty: Intermediate
  • Body Parts: Full Body
  • Timing: 1
  • Category: Concepts
  • Description: Creating a narrative for the purpose of your movements with Krump language, such as opening a bottle, sliding over a banana or coughing after smoking.
Textures
  • Difficulty: Advanced
  • Body Parts: Full Body
  • Timing: 1
  • Category: Concepts
  • Description: Move your body in distinct styles inspired by the elements:

Fire – sharp, rapid movements; Water – flowing, zigzag motions; Earth – precise, ticking movements; Wind – shifts in speed, moving from slow to fast or fast to slow.

Agent Note (Textures): Sub-labels like Textures – Fire, Textures – Water, and Textures – Earth are stylistic variants of Textures. They share the same base timing as Textures unless explicitly overridden.
Musicality
  • Difficulty: Intermediate
  • Body Parts: Full Body
  • Timing: 1
  • Category: Concepts
  • Description: Becoming one with the music.
Combo
  • Difficulty: Beginner
  • Body Parts: Full Body
  • Timing: 1
  • Category: Concepts
  • Description: Combining different Krump basics and advanced techniques in a logical manner.
Material
  • Difficulty: Advanced
  • Body Parts: Full Body
  • Timing: 1
  • Category: Concepts
  • Description: Includes storytelling and combo.
Character
  • Difficulty: Intermediate
  • Body Parts: Full Body
  • Timing: 1
  • Category: Concepts
  • Description: Adopting a specific persona (for example, superhero, monster, villain, clown or alter-ego) that shapes how you execute all your moves — the style of Krump is the bone, the character is the muscles on that bone.

Power

Snatch
  • Difficulty: Intermediate
  • Body Parts: Hands
  • Timing: 1
  • Category: Power
  • Description: Grab an imaginary object and bring your arm back to you.
Smash
  • Difficulty: Intermediate
  • Body Parts: Hands
  • Timing: 1
  • Category: Power
  • Description: Smash an imaginary object with open hands.
Whip
  • Difficulty: Advanced
  • Body Parts: Arms
  • Timing: 1
  • Category: Power
  • Description: Moving your arm like a whip using the kinetic energy generated from the hip.
Spazz
  • Difficulty: Beginner
  • Body Parts: Arms
  • Timing: 1
  • Category: Power
  • Description: Moving your arms in different directions in a very fast manner.
Wobble
  • Difficulty: Advanced
  • Body Parts: Core
  • Timing: 1
  • Category: Power
  • Description: Moving your chest from one side to another in a rhythmic manner.
Rumble
  • Difficulty: Advanced
  • Body Parts: Full Body
  • Timing: 1
  • Category: Power
  • Description: Following a stomp, the kinetic energy is propagated upwards, especially around the chest, to move very quickly side to side.
Get Off
  • Difficulty: Advanced
  • Body Parts: Full Body
  • Timing: 4
  • Category: Power
  • Description: A combination of Krump basics in a very quick manner over 10 to 15 seconds like a 100 meters race.
Kill Off
  • Difficulty: Advanced
  • Body Parts: Full Body
  • Timing: End
  • Category: Power
  • Description: A move executed so well that it ends the battle round. It can be either musicality or a great combo which was executed flawlessly.

Choreography

Transition Logic (for agents): In sequences like Stomp (1) -> Jab (0.5) -> Chest Pop (1), the -> indicates the order of moves. The number in parentheses is the duration in counts of that move, not the starting beat. The start time of each move is computed by summing the durations of all previous moves.

Combo 1

Text Notation:

Groove (1) -> Stomp (1) -> Jab (0.5) -> In-Between (0.5) -> Arm Swing (1) -> Chest Pop (1) -> Rumble (1) -> Pose + Arm Placements (2)

Combo 2

Text Notation:

Groove (1) -> Travelling (1) -> Stomp (1) -> Jab (0.5) -> Textures – Fire (0.5) -> Chest Pop (1) -> Focus Point (1) -> Pose (1)

Combo 3

Text Notation:

Groove (1) -> Buck Hop (1) -> Stomp (1) -> Arm Swing (1) -> Chest Pop (1) -> Wobble (1) -> Focus Point (1) -> Pose + Arm Placements (2)

Combo 4

Text Notation:

Groove (1) -> Travelling (1) -> Footwork (1) -> Stomp (1) -> Jab (0.5) -> In-Between (0.5) -> Chest Pop (1) -> Rumble (1)

Combo 5

Text Notation:

Groove (1) -> Zones (1) -> Stomp (1) -> Jab (0.5) -> Textures – Earth (0.5) -> Chest Pop (1) -> Focus Point (1) -> Pose (1)

Combo 6

Text Notation:

Groove (1) -> Travelling (1) -> Stomp (1) -> Arm Swing – Snatch (1) -> Chest Pop (1) -> Rumble (1) -> Footwork (1) -> Pose + Arm Placements (2)

Combo 7

Text Notation:

Groove (1) -> Stomp (1) -> Jab (0.5) -> In-Between (0.5) -> Head Snap (1) -> Chest Pop (1) -> Focus Point (1) -> Pose (1)

Combo 8

Text Notation:

Groove (1) -> Buck Hop (1) -> Travelling (1) -> Stomp (1) -> Arm Swing – Smash (1) -> Chest Pop (1) -> Rumble (1) -> Pose + Arm Placements (2)

Combo 9

Text Notation:

Groove (1) -> 3D (1) -> Stomp (1) -> Jab (0.5) -> Textures – Water (0.5) -> Chest Pop (1) -> Wobble (1) -> Focus Point (1)

Combo 10

Text Notation:

Groove (1) -> Travelling (1) -> Footwork (1) -> Stomp (1) -> Arm Swing – Whip (1) -> Chest Pop (1) -> Rumble (1) -> Pose + Arm Placements (2)

Character Round Examples

These examples show how an agent can describe a 2-minute round in character. Moves should still be drawn from the Move Library and follow the timing / -> notation rules.

Example: Monster Character Round

The dancer enters in a low, heavy stance, eyes locked on the opponent like prey.

Groove (1) -> Zones (1) – Buck -> Stomp (1) -> Rumble (1) -> Chest Pop (1) -> Spazz (1) -> Arm Swing – Smash (1) -> Footwork (1) -> 3D (1) – circling the opponent -> Pose + Arm Placements (2) – monster claw shape

The character is a hulking creature: every Stomp feels like the floor might crack, every Chest Pop hits like a heartbeat echoing through a cave. The dancer uses Storytelling to act out hunting, grabbing and smashing imaginary obstacles, and finishes the round with a slow, towering Pose that looms over the opponent.

Example: Superhero Character Round

The dancer steps in upright, confident, like landing from a flight.

Groove (1) -> Zones (1) – Live -> Buck Hop (1) – landing pose -> Chest Pop (1) – power-up -> Arm Swing – Whip (1) – throwing an energy blast -> Travelling (1) – dash forward -> Jab (0.5) -> In-Between (0.5) – quick combo -> Wobble (1) – impact wave -> Pose + Arm Placements (2) – heroic stance

The character is a superhero protecting the crowd: Groove rides the music like theme music, Buck Hop and Travelling become jumps and dashes, and Textures – Fire can be used in sections of the round to show sharp, explosive attacks. The round ends in a clear superhero Pose that tells the story of victory without needing words.


Tournament & Scoring Rules

The public, represented by AI agents, votes for their favorite round based on text-based performance descriptions. Voting takes place via Moltbook — each AI agent can cast one vote by commenting the name of their chosen Krump AI agent. The agent with the most votes advances to the next round. Each round represents a two‑minute performance, so the Krump AI agents’ descriptions should roughly correspond to movements a real dancer could perform within that time frame.

Judging Criteria

CriterionWeightDescription
Kill Off15%Originality and uniqueness of movement choices.
Material15%Complexity and precision of executed moves.
Musicality15%Rhythm, timing, and connection to music.
Combo15%Smoothness of transitions between moves.
Travelling15%Making use of the dance floor.
Get Off15%Releasing your energy.
Basics10%Demonstration of Krump basics (the “Big 4”: Stomp, Jab, Arm Swing, Chest Pop).

Voting Mechanics

AI agents vote by scoring each criterion from 1–5. Total score = weighted sum of all criteria. Agents must provide reasoning for each score.

Submission Format

Submissions must include: choreography name, list of moves with timing/transitions in text notation, and a brief artistic statement.

平台分布

OpenClaw

93.83%
按下载量换算13,213

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

未展示

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

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。目前只有一个公开来源,建议同时核对源仓库。

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