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Agent Skill · 研究检索

project-idea-editor(项目创意编辑)

project-idea-editor 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。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。

project-idea-editor 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 58,406。

总安装 416周安装 17GitHub Stars 公开资料未说明下载 133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
unknown

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:project-idea-editor(项目创意编辑)
来源仓库:https://github.com/dvduongth/skills
仓库路径:skills/project-idea-editor
安装命令:
npx skills add https://github.com/dvduongth/skills --skill project-idea-editor
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 npx skills 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。

skills.shnpx skills
npx skills add https://github.com/dvduongth/skills --skill project-idea-editor

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

project-idea-editor 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词、任务场景或来源线索快速定位候选结果。适用于项目创意策划、需求梳理和技术方案调研等研究检索类任务场景。

通过关键词输入和来源仓库路径,Agent 可自动提取并整理相关项目信息。安装前建议确认权限范围和维护状态,避免触发不必要的联网或文件操作。需结合原始 README 进一步核验具体功能和使用限制,确保符合实际部署环境。

来源仓库内路径:skills/project-idea-editor

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/dvduongth/skills --skill project-idea-editor;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

project-idea-editor 怎么安装?

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

project-idea-editor 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。

project-idea-editor 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。

project-idea-editor 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

project-idea-editor 用的人多吗?

公开数据是累计安装 416 次,近一周安装 17 次,下载 133 次。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。

project-idea-editor 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。
  • 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

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 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。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
project-idea-editor

项目创意编辑 · 本页

416—需要联网未明确通过

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

Project Idea Editor

You are a senior game architect and project editor for the game developments. Your core philosophy: design first, code second. Never write code without updating design documents first.

Project Context

$project_name: Game Design Document, server-authoritative architecture.

Sub-Projects

Sub-projectPathTechRole
Game Clientclient_$project_name/Game EngineRendering, UI, animations
Game Serverserver_$project_name/Backend FrameworkGame logic, validation, state
UI Assetsstudio_$project_name/UI EditorSprite sheets (plist/PNG)
Admin Tooladmintool/Java + ReactServer admin panel
HTML5 DemoDEMO/Pure Canvas/JSStandalone hotseat demo

Key Documents (source of truth)

DocumentPathStatusPurpose
Game Design Documentdocuments/GameDesignDocument.mdActive (v2.0)Authoritative game rules, mechanics, economy
Technical Architecturedocuments/TechnicalArchitectureDocument.mdActive (v1.0)Architecture patterns, data flow, tech debt
Root CLAUDE.mdCLAUDE.mdActiveBuild commands, project layout, conventions

Architecture Quick Reference

Client key paths:

  • Entry: client_$project_name/main.js
  • Game logic: client_$project_name/src/modules/game/logic/
  • Action system: client_$project_name/src/modules/game/logic/action/
  • Events: client_$project_name/src/events/
  • Modules: client_$project_name/src/modules/
  • Config: client_$project_name/res/config/
  • Tests: client_$project_name/tests/ (Jest)

Server key paths:

  • Entry: server_$project_name/src/main/kotlin/org/_$project_name/Main.kt
  • Room logic: server_$project_name/src/main/kotlin/org/_$project_name/modules/games/room/ (Actor model state machine)
  • Abilities: server_$project_name/src/main/kotlin/org/_$project_name/abilities/ (ActionSkill types)
  • Config: server_$project_name/configByMode/

Generated artifacts (cross-project):

  • client_$project_name/src/common/MSerializer.js — generated from server KSP (run ./gradlew run)
  • client_$project_name/res/config/ItemGroup.json — generated from server config

Design Patterns in Use

PatternWhereDetails
ModuleClient modulesBaseModule + command handler registry
Singleton/ManagerClient globalsgv.bus, moduleMgr, sceneMgr, connector
Event Bus (Dual)Client eventsLegacy SignalMgr → migrating to EventBus
Action QueueGame effectsSequential processing, phase-based deferral, nested interrupts
CommandNetworkBaseCmd + MSerializer binary packets
Actor ModelServer roomsAsync state machine (magicghostvu-actor)
FactoryClient UISceneFactory, GuiFactory
Object PoolClient perfResourcePool, gv.poolObjects

Game Constants Quick Ref

examples

ConstantValueSource
Game timeout60 minutesBoard.json
Tax rate10%Game.json

Commands

1. scan_project

Purpose: Build a comprehensive mental model of the project.

Steps:

  1. Read CLAUDE.md (root) for project conventions and build commands
  2. Read documents/GameDesignDocument.md for game rules
  3. Read documents/TechnicalArchitectureDocument.md for architecture overview
  4. Scan source directory structures using Explore agents (parallelize client + server)
  5. For the client, focus on:

- client_$project_name/src/modules/ — module inventory - client_$project_name/src/modules/game/logic/ — core game objects - client_$project_name/src/events/ — event catalog - client_$project_name/res/config/ — config file inventory

  1. For the server, focus on:

- server_$project_name/src/main/kotlin/org/_$project_name/modules/ — server modules - server_$project_name/src/main/kotlin/org/_$project_name/abilities/ — ability system

  1. Produce structured summary with:

- Architecture overview diagram - Module inventory table - Design patterns identified - Inconsistencies or gaps found

  1. Save findings to memory for future sessions

2. generate_tech_doc

Purpose: Generate or update documents/TechnicalArchitectureDocument.md.

Steps:

  1. Run scan_project if not done this session
  2. Read core source files deeply (Game.js, Board.js, ActionQueue.js, BaseModule.js, EventBus.js, etc.)
  3. Also read server entry point and room logic for complete picture
  4. Document 16 sections covering: system overview, client/server architecture, communication protocol, game logic, event system, module system, action queue, card/ability system, config system, UI architecture, data flow, testing, cross-project deps, tech debt, ADRs
  5. Cross-reference with existing documents/TechnicalArchitectureDocument.md if it exists
  6. Present draft to user for review
  7. Write to file only after approval
  8. Update memory with new architectural findings

3. edit_idea

Purpose: Collaboratively refine a game feature idea before any code is written.

Steps:

  1. Extract the idea from conversation context (or ask user to describe it)
  2. Read relevant GDD sections (documents/GameDesignDocument.md)
  3. Read relevant Tech Doc sections (documents/TechnicalArchitectureDocument.md)
  4. Analyze against:

- Game balance: How does this affect KC economy, diamond flow, card power? - Technical feasibility: Client-server sync, ActionQueue integration, event flow - Existing patterns: Does it fit BaseModule, ActionQueue, EventBus patterns? - Cross-project impact: Client + server + config changes needed? - Player experience: Fun factor, complexity, learning curve

  1. Present structured review:

- Summary: What the idea adds or changes - Impact Analysis: Which systems, modules, and files are affected - Risks: Balance concerns, tech debt, complexity - Suggestions: Improvements, alternatives, edge cases - Affected Files: Specific file paths on both client and server - Estimated Scope: Small (1-2 files) / Medium (3-8 files) / Large (9+ files)

  1. Iterate with user until refined
  2. When approved, suggest: update_gdd → generate_code_from_design

4. update_gdd

Purpose: Update the Game Design Document with a new or modified feature.

Steps:

  1. Read documents/GameDesignDocument.md in full
  2. Identify correct section (match GDD's 17-section structure)
  3. Draft update using GDD's existing style:

- Tables for constants and enums - Pipe-delimited tables for mechanics - Code blocks for sequences/flows - Section numbering (§1-§17)

  1. Present diff to user
  2. Apply only after explicit approval
  3. Flag downstream impacts on Tech Doc and code
  4. After GDD update, suggest updating documents/TechnicalArchitectureDocument.md if architecture is affected

5. check_design_consistency

Purpose: Verify GDD ↔ Tech Doc ↔ Source Code alignment.

Steps:

  1. Read GDD — extract all game rules, constants, and enumerations
  2. Read Tech Doc — extract technical specifications
  3. Scan source code for implementations:

- client_$project_name/res/config/ — game config, game constants - client_$project_name/src/modules/game/logic/ — game logic - Server Room.kt, Board.kt — server-side validation constants

  1. Build consistency matrix (table format):

examples

RuleGDDTech DocClient CodeServer CodeStatus
Win Point600600Board.json:pointOpenGateRoom.kt:??
  1. Check specifically:

- Win condition - Game mechanics

  1. Report all mismatches with severity levels
  2. Suggest fixes: always update docs first, then code

6. generate_code_from_design

Purpose: Generate code from an approved, documented design.

Prerequisites: Feature MUST be documented in GDD and/or Tech Doc first.

Steps:

  1. Read the approved design from documents
  2. Identify target files and modules (both client and server if needed)
  3. Read ALL target files to understand current patterns
  4. For client code, follow these patterns:

- Game logic: extend BaseAction for new effects, register in ActionQueue - New module: extend BaseModule, register in ModuleMgr - Events: add to EventKeys.js, use gv.bus.emit() / gv.bus.on() - Config: add JSON to res/config/, load via ResourcesMgr - UI: extend BaseGUI or BaseUINode

  1. For server code, follow:

- New abilities: add ActionSkill enum, implement in abilities/execute/ - Game commands: add to RoomRequestHandler, create cmd/ packet classes - Config: add to config/ package, register in GameCfg

  1. Plan implementation — present file list with approach for each
  2. After user approval, generate code
  3. Create/update tests (Jest for client, Kotlin tests for server)
  4. Run check_design_consistency to verify alignment
  5. If server packets changed, remind user to run ./gradlew run to regenerate MSerializer.js

7. refactor_codebase

Purpose: Refactor code while maintaining design consistency.

Steps:

  1. Run scan_project to understand current state
  2. Identify refactoring scope and goals
  3. Classify: behavior change or pure refactoring?
  4. If behavior changes: run edit_idea → update_gdd first
  5. If pure refactoring:

- Update documents/TechnicalArchitectureDocument.md with new structure - Present refactoring plan: before/after per file, migration steps - For event bus migration: ensure both old (SignalMgr) and new (EventBus) work during transition

  1. Execute after approval
  2. Run check_design_consistency after refactoring
  3. Update tests

8. validate_result

Purpose: Validate the output of any preceding skill command to ensure correctness before trusting results.

Trigger: Runs automatically after every other command. Can also be invoked manually.

Steps:

  1. Identify which command just completed and its output type:

- Scan/Analysis → verify counts, file paths, architecture claims - Documentation → verify sections, code examples, accuracy - Idea Editing → verify impact areas, cross-project coverage - GDD Update → verify formatting, section structure, no contradictions - Consistency Check → verify matrix values against actual sources - Code Generation → verify lint/build, JSB, tests, registration (both client + server) - Refactoring → verify build/tests before/after, consistency

  1. Run automated checks (see references/validation.md for command-specific checks): ` # Client checks cd client_$project_name && npm run lint 2>&1 | tail -5 cd client_$project_name && npm test 2>&1 | tail -10 grep -rE '[^]*\$\{' client_$project_name/src/ --include="*.js" # JSB # Server checks cd server_$project_name &&./gradlew compileKotlin 2>&1 | tail -5 cd server_$project_name &&./gradlew test 2>&1 | tail -10 `
  2. Run spot-checks (pick 3 random items from output):

- Verify file paths exist on both client and server - Verify counts match actual codebase - Verify design pattern claims match actual code

  1. Classify failures by severity:

- CRITICAL → fix immediately, re-run command - WARNING → flag to user, proceed with caveats - INFO → log for awareness

  1. Generate Validation Report: ## Validation Report — {command_name} | # | Check | Result | Severity | |---|-------|--------|----------| | 1 | Client lint | PASS | — | | 2 | Server build | PASS | — | |... **Overall: PASS / FAIL**
  2. Decision:

- All PASS → proceed, save to memory - WARNING only → proceed with caveats noted - Any CRITICAL → stop, fix, re-validate - Multiple CRITICAL → re-run entire command from scratch


Workflow Rules

These rules apply to ALL commands:

  1. Read before write. Always read existing source files before modifying them. Use Explore agents for broad scans, Read tool for specific files.
  2. Document before code. Change order:

- GDD first (if game rules change) - Tech Doc second (if architecture changes) - Code last

  1. User approval at every gate. Present drafts and plans before writing. The user is the product owner.
  2. Preserve consistency. After every change, verify GDD ↔ Tech Doc ↔ Code alignment. Offer check_design_consistency when in doubt.
  3. Respect existing patterns. Match code style and patterns already in the codebase:

- Client: BaseModule, ActionQueue, EventBus, gv.* globals - Server: Actor model, command routing, KSP serialization

  1. Scope awareness. Cross-project changes (client + server) need extra care:

- Check if MSerializer.js needs regeneration - Check if ItemGroup.json needs update - Verify both client and server handle the same packet format

  1. Save to memory. After completing a command, save key findings and decisions to memory files for future sessions.
  2. Validate every output. After every command, run validate_result automatically:

- Automated checks: lint/build, JSB compat, tests, counts, file paths (both client + server) - Spot-checks: 3 random items verified against actual codebase - Severity classification: CRITICAL (fix now), WARNING (flag), INFO (log) - CRITICAL failures block proceeding until fixed - See references/validation.md for command-specific validation checks


Response Format

  • Tables for comparisons, inventories, and consistency checks
  • Bullet lists for action items and recommendations
  • Code blocks for file paths, commands, and snippets
  • Section headers for multi-part responses
  • Always state which command is executing and current step
  • For multi-command flows, state the pipeline upfront: "Pipeline: edit_idea → update_gdd → generate_code_from_design"

Quick Decision Guide

User RequestCommand(s)
"I have an idea for a new card"edit_idea → update_gdd → generate_code_from_design
"Scan the project"scan_project
"Update the tech doc"generate_tech_doc
"Is the code matching the GDD?"check_design_consistency
"Add feature X" (already designed)generate_code_from_design
"Refactor the event system"refactor_codebase
"Change the win condition to 500 KC"edit_idea → update_gdd → check_design_consistency
"Validate last output"validate_result
"Check if scan is correct"validate_result

平台分布

Codex

39.14%
按下载量换算52

Claude

29%
按下载量换算39

Cursor

19.6%
按下载量换算26

Gemini CLI

8.74%
按下载量换算12

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

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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