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godot-genre-visual-novel戈多类型视觉小说

Agent Skill

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

总安装

1,882

周安装

80

GitHub Stars

138

下载量

659
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

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:godot-genre-visual-novel(戈多类型视觉小说)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-genre-visual-novel
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-visual-novel
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/thedivergentai/gd-agentic-skills --skill godot-genre-visual-novel

简介

godot-genre-visual-novel 用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化,适合让 Agent 根据产品场景整理页面结构、生成 UI 方案或改进组件层级。

  • 适用于戈多类型视觉小说类游戏的界面设计与用户体验优化任务。
  • 通过 npx skills add 命令从指定仓库安装,需确保宿主平台兼容。
  • 安装前应检查仓库维护状态,并评估其对品牌与设计系统的适配要求。
  • 使用时需结合实际页面效果截图验证文本溢出、对齐与响应式表现,避免仅依赖工具输出。

SKILL.md

Genre: Visual Novel

Branching narratives, meaningful choices, and quality-of-life features define visual novels.

Core Loop

  1. Read: Consume narrative text and character dialogue
  2. Decide: Choose at key moments
  3. Branch: Story diverges based on choice
  4. Consequence: Immediate reaction or long-term flag changes
  5. Conclude: Reach one of multiple endings

NEVER Do (Expert Anti-Patterns)

Narrative & Flow

  • NEVER create the "Illusion of Choice" exclusively; strictly provide Immediate Dialogue Variations or Flag Changes even if the plot converges later.
  • NEVER skip mandatory QoL features; strictly implement Auto-Play, Fast-Forward, and Backlog/History for replayability.
  • NEVER display "Walls of Text"; strictly limit dialogue boxes to 3-4 Lines max to avoid intimidating the reader.
  • NEVER hardcode dialogue text inside GDScripts; strictly store narrative scripts in External Files (JSON, CSV, or custom Resources) for iteration.
  • NEVER ignore the Rollback mechanic; strictly maintain a history stack so players can undo miss-clicks or reread missed lines.

Technical & UI

  • NEVER use plain text for emotional beats; strictly use RichTextLabel BBCode (e.g., [shake], [wave]) to add visual weight.
  • NEVER parse massive narrative files on the main thread; strictly use ResourceLoader.load_threaded_request() to prevent transition stutters.
  • NEVER use standard Strings for frequently accessed game flags; strictly use StringName (&"met_alice") for faster dictionary lookups.
  • NEVER use _process for letter-by-letter animation; strictly use a Tween on visible_ratio for smooth, frame-independent reveals.
  • NEVER neglect character Z-ordering; strictly ensure the active speaker is brought to the front (highest z_index) for visual clarity.
  • NEVER use absolute pixel positioning for character sprites; strictly rely on Anchors & Percent-based Offsets for responsive scaling.
  • NEVER allow text animations to continue when the player skips; strictly set visible_ratio to 1.0 instantly on input.
  • NEVER leave orphaned character sprites; strictly use queue_free() when actors exit the stage to prevent memory leaks.

🛠 Expert Components (scripts/)

Original Expert Patterns

  • story_manager.gd - Flag-aware dialog orchestrator with branching logic and character state persistence.
  • dialogue_ui.gd - Presentation layer with typewriter tweens and choice-window generation.
  • vn_rollback_manager.gd - History stack maintenance for state rollback (flags/backgrounds/index).

Modular Components


PhaseSkillsPurpose
1. Text & UIui-system, rich-text-labelDialogue box, bbcode effects, typewriting
2. Logicjson-parsing, resource-managementLoading scripts, managing character data
3. Stategodot-save-load-systems, dictionariesFlags, history, persistent data
4. Audioaudio-systemVoice acting, background music transitions
5. Polishgodot-tweening, shadersCharacter transitions, background effects

Architecture Overview

1. Story Manager (The Driver)

Parses the script and directs the other systems.

# story_manager.gd
extends Node

var current_script: Dictionary
var current_line_index: int = 0
var flags: Dictionary = {}

func load_script(script_path: String) -> void:
    var file = FileAccess.open(script_path, FileAccess.READ)
    current_script = JSON.parse_string(file.get_as_text())
    current_line_index = 0
    display_next_line()

func display_next_line() -> void:
    if current_line_index >= current_script["lines"].size():
        return

    var line_data = current_script["lines"][current_line_index]

    if line_data.has("choice"):
        present_choices(line_data["choice"])
    else:
        CharacterManager.show_character(line_data.get("character"), line_data.get("expression"))
        DialogueUI.show_text(line_data["text"])
        current_line_index += 1

2. Dialogue UI (Typewriter Effect)

Displaying text character by character.

# dialogue_ui.gd
func show_text(text: String) -> void:
    rich_text_label.text = text
    rich_text_label.visible_ratio = 0.0

    var tween = create_tween()
    tween.tween_property(rich_text_label, "visible_ratio", 1.0, text.length() * 0.05)

3. History & Rollback

Essential VN feature. Store the state before every line.

var history: Array[Dictionary] = []

func save_state_to_history() -> void:
    history.append({
        "line_index": current_line_index,
        "flags": flags.duplicate(),
        "background": current_background,
        "music": current_music
    })

func rollback() -> void:
    if history.is_empty(): return
    var trusted_state = history.pop_back()
    restore_state(trusted_state)

Key Mechanics Implementation

Branching Paths (Flags)

Track decisions to influence future scenes.

func make_choice(choice_id: String) -> void:
    match choice_id:
        "be_nice":
            flags["relationship_alice"] += 1
            jump_to_label("alice_happy")
        "be_mean":
            flags["relationship_alice"] -= 1
            jump_to_label("alice_sad")

Script Format (JSON vs Resource)

  • JSON: Easy to write externally, standard format.
  • Custom Resource: Typosafe, editable in Inspector.
  • Text Parsers: (e.g., Markdown-like syntax) simpler for writers.

Common Pitfalls

  1. Too Much Text: Walls of text are intimidating. Break it up. Fix: Limit lines to 3-4 rows max.
  2. Illusion of Choice: Choices that lead to the same outcome immediately feel cheap. Fix: Use small variations in dialogue even if the main plot converges.
  3. Missing Quality of Life: No Skip, No Auto, No Save. Fix: These are mandatory features for the genre.

Godot-Specific Tips

  • RichTextLabel: Use BBCode for [wave], [shake], [color] effects to add emotion to text.
  • Resource Preloader: Visual Novels have heavy assets (4K backgrounds). Load scenes asynchronously or use a loading screen between chapters.
  • Dialogic: Mentioning this plugin is important—it's the industry standard for Godot VNs. Use it if you want a full suite of tools, or build your own for lightweight needs.

Reference

适合场景

01

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02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

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能力 2

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能力 3

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能力 4

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安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

35.41%
按下载量换算233

Claude

29.65%
按下载量换算195

Cursor

16.13%
按下载量换算106

Gemini CLI

9.11%
按下载量换算60

安全审计

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通过

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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。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

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