xiaohongshu
xiaohongshu
game-skill-system-expert
Expert knowledge of Unity-based game skill configuration system. Use when working with skill JSON files, generating/modifying/analyzing game skills, debugging skill configs, or discussing skill mechanics like damage/healing/shields/buffs. Automatically activates for skill-related tasks in game de...
Full skill instructions
This Skill provides comprehensive expertise in Unity-based game skill configuration systems. It understands the complete architecture, including SkillData structures, tracks, Actions, timing systems, attribute scaling, and balance principles.
I automatically activate when you:
Assets/Skills/ directoryCreate complete, production-ready skill configurations from natural language descriptions.
Process:
Key Considerations:
Parse and analyze existing configurations to provide insights and recommendations.
Analysis Includes:
Outputs:
Identify and fix issues in skill configurations.
Issue Detection:
Debugging Process:
Improve existing skills for better performance, feel, or maintainability.
Optimization Areas:
{
"$id": 0,
"$type": "0|SkillSystem.Data.SkillData, Assembly-CSharp",
"skillName": "Skill Name",
"skillDescription": "What the skill does",
"totalDuration": 180, // frames
"frameRate": 30, // fps
"tracks": {
"$id": 1,
"$type": "1|System.Collections.Generic.List`1[[SkillSystem.Data.SkillTrack, Assembly-CSharp]], mscorlib",
"$rlength": 3,
"$rcontent": [/* tracks */]
},
"skillId": "Hero-SkillName-001"
}
{
"$id": 2,
"$type": "2|SkillSystem.Data.SkillTrack, Assembly-CSharp",
"trackName": "Track Name",
"enabled": true,
"actions": {
"$id": 3,
"$type": "3|System.Collections.Generic.List`1[[SkillSystem.Actions.ISkillAction, Assembly-CSharp]], mscorlib",
"$rlength": 1,
"$rcontent": [/* actions */]
}
}
Damage:
AttributeScaledDamageAction - Scales with spell power, attack damage, healthUnitTypeCappedDamageAction - Different damage caps for minions/jungle/champsDamageAction - Simple fixed damageHealing:
ResourceDependentHealAction - Healing based on resource consumptionHealAction - Simple healingShields:
AttributeScaledShieldAction - Attribute-scaled shield with durationControl:
InputDetectionAction - Detect player input to trigger conditional effectsAnimation/Audio:
AnimationAction - Play animation clipsAudioAction - Play sound effects (2D or 3D spatial audio)Resources:
ResourceAction - Modify resources (mana, rage, energy, etc.)Each Action has:
$id - Unique numeric ID within the file$type - Full type path with ID prefixframe - Action start time (from 0)duration - Number of frames Action lastsenabled - Whether Action is activeDamage Formula:
Total = (Base + Level * PerLevel) + SpellPower * SpellPowerRatio + AttackDamage * ADRatio + MaxHealth * HealthRatio
Heal Formula:
Total = (Base + Level * PerLevel) + SpellPower * SpellPowerRatio + Resource * PerResource
Shield Formula:
Total = (Base + Level * PerLevel) + SpellPower * SpellPowerRatio + Health * HealthRatio
Damage Skills:
| Type | Base | Spell Power Ratio | Per Level | Description |
|---|---|---|---|---|
| Basic | 60-100 | 0.4-0.6 | 10-15 | Can be cast frequently |
| Main | 100-200 | 0.6-0.9 | 15-25 | Medium cooldown |
| Ultimate | 200-400 | 0.8-1.2 | 25-40 | Long cooldown |
Heal Skills:
| Type | Base | Spell Power Ratio | Per Level |
|---|---|---|---|
| Basic | 40-80 | 0.3-0.5 | 8-12 |
| Main | 80-150 | 0.5-0.8 | 12-20 |
Shield Skills:
| Type | Base | Spell Power Ratio | Health Ratio | Duration |
|---|---|---|---|---|
| Basic | 50-100 | 0.3-0.5 | 0.05-0.10 | 2-4 seconds |
| Main | 100-200 | 0.5-0.8 | 0.08-0.15 | 3-6 seconds |
Timing Guidelines:
| Type | Duration | Frames @ 30fps |
|---|---|---|
| Instant | 0.1-0.3s | 3-9 |
| Quick | 0.25-0.5s | 8-15 |
| Standard | 0.5-1.5s | 15-45 |
| Channel | 2-4s | 60-120 |
0 = Self only1 = Enemies only2 = Allies only3 = All units0 = Physical damage1 = Magic damage2 = True damage (ignores resistances)0 = Mana1 = Energy2 = Rage3 = Shield (temporary health)4 = HealthUser Request: "Create a fireball skill for a mage"
My Approach:
Ask clarifying questions:
Design tracks:
Generate JSON with correct structure
Explain mechanics and testing steps
User Request: "Analyze TryndamereBloodlust.json"
My Approach:
User Request: "My skill isn't working, damage seems wrong"
My Approach:
Verify before completing any skill work:
Instant Damage Skill:
- Animation track: Cast animation (10-20 frames)
- Damage track: Damage at animation apex
- Audio track: Cast sound + hit sound
Channel Skill:
- Animation track: Channel animation (entire duration)
- Damage track: Multiple damage ticks
- Audio track: Channel loop sound
Shield with Explosion:
- Shield track: Apply shield (6 second duration)
- Input detection track: Wait for W key after 3 seconds
- Damage track: Explosion damage when input detected
- Animation track: Shield cast + explosion
- Audio track: Shield application + explosion sounds
Resource-Based Healing:
- Resource track: Consume rage/energy
- Heal track: Healing based on consumed resource
- Animation track: Cast animation
- Audio track: Cast sound + resource consumption sound
I provide:
Just describe what you need in natural language:
I'll handle the technical details and guide you through the process!
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