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Lifestyle skills

Cooking, travel, household budgets, health, and games (1.3K skills)

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gog-maps

FreeSummary

Use Google Maps through gog to get directions, calculate travel distances and durations between locations, and convert addresses to coordinates or back. The skill also provides access to the Places API for working with place information.

  • Getting directions between two locations
  • Checking travel distances and durations
  • Converting addresses to coordinates
openclaw/gogcli8.5KUpdated Oct 17, 2026

companion-skill

FreeSummary

Add a virtual companion to OpenClaw that starts conversations during long tasks and sends messages with scene-appropriate images through 飞书. The documented initial implementation uses generated dialogue, scene detection, and a static image library.

  • Chat while waiting for a lengthy background task
  • Share a break-themed image during a tiring work session
  • Respond to project completion with a celebratory message
anbeime/skill8.3KUpdated Oct 18, 2026

Add brief, friendly companionship to OpenClaw during work, breaks, or everyday chats. It uses 智谱 AI to generate replies suited to the situation and can send prepared static images alongside messages through configured chat channels.

  • Receive a short supportive reply when tired
  • Chat while waiting for a task to finish
  • Celebrate completing a task
anbeime/skill8.3KUpdated Oct 18, 2026

Add friendly conversation to OpenClaw during work breaks, task waits, or everyday chats. Generate brief, context-aware replies with Zhipu AI and optionally send prepared static images alongside messages through supported messaging channels.

  • Receive a brief encouraging message when work feels tiring
  • Chat while waiting for a task to finish
  • Celebrate a completed task with a message and image
anbeime/skill8.3KUpdated Oct 18, 2026

bedtime-story

FreeSummary

Tell bedtime fables and explain the stories behind Chinese idioms for children aged 3–12. Offer 20 stories with sources, narrate selected tales in full, and adapt wording and explanations to the child's age.

  • Choose a bedtime story from 20 suggestions
  • Tell a specific fable in full
  • Explain a Chinese idiom through its origin story
anbeime/skill8.3KUpdated Oct 18, 2026

Build, tune, or test a Three.js game for mobile web. Use for touch movement, action controls, target selection, touch inventory, safe areas, portrait/landscape layouts, responsive HUD, battery/performance budgets, and real mobile browser QA.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Build or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression, saves, or production-ready vertical slices.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. Use for enemy content schemas, model and rig conventions, combat move timing and contact contracts, runtime state boundaries, placeholder fallbacks, deterministic fixtures, or production playthrough validation.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Build truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for game art review.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Package, deploy, and verify a playable Three.js or web game. Use for release builds, asset delivery, private/public deployment, production smoke tests, browser proof, release notes, rollback readiness, and cleanup of temporary QA resources.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Build, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression tests.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic tests to a game asset catalog.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Profile, diagnose, and improve Three.js or WebGL game performance without regressing gameplay. Use for frame-time drops, CPU/GPU pressure, draw calls, texture and geometry budgets, animation loops, adaptive quality, mobile performance, and browser performance verification.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Create readable, performance-safe Three.js game visual effects. Use for attacks, impacts, damage feedback, status effects, spell trails, particles, shaders, telegraphs, quality tiers, and reduced-motion alternatives.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Build the effects of an ice and frost skill as one visual language in Three.js. Frost that grows like real frost, not a painted fern: a dendritic tree grown on the CPU from a seed point, stems racing outward with barbs and sub-barbs that compete for space in one time-ordered queue, side branches leaned toward their tips, baked into a distance field so the shader draws hairline feathers growing out from the seed with a bright tip, rime, crystal glints and a contact shadow. Faceted ice spikes built from half-spaces and ray-traced against their own planes (Snell, Fresnel, total internal reflection, Beer-Lambert blue, trapped bubbles, a fracture network, frosted edges) that erupt along the frost line, crack along visible planes and shatter into convex pieces that tumble, land on a face and rest, with snow lumps and ice chips settled into the crust. A low freezing mist marched as wind-stretched banks that churn in place and part around the ice, a blizzard column of powder on helical strands with a fibrous veil, glinting diamond dust, and a scanned snow floor with dunes, broken crust, a raking moon with self-shadow and two populations of glints. Use for ice or frost skills, frost novas, ice spikes or walls, glacial eruptions, shattering ice, blizzards, snow devils, freezing mist, frozen ground, "ice and frost", "frost creep", "ice shards", "realistic ice" or "skill effects only". Includes two reusable modules and a five-beat demo on a scanned CC0 snow floor with a failure-mode switch.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Build the effects of a fire skill as one visual language in Three.js. Flames that read as fire, not as orange fog or cones: ray-marched flame volumes whose turbulence rises with buoyancy (slow at the root, accelerating and stretching as it climbs) instead of scrolling, a temperature ramp from a white-hot core a little above the fuel through yellow and orange to deep red tips, broad brighter licks inside, walls of fire broken into clumps of separate tongues of very different heights with notches between them and licks that detach and go out, a fire whirl wound in helical sheets with a waist and a blue root; charcoal smoke drawn premultiplied over the frame and lit only by the fire (cauliflower billows for a burst, a thin streaked curtain off a grass-fire front, fibrous wisps off small fires, ragged hot cracks inside a burst's smoke); embers and sparks that drift on a curl field, cool from white through orange to red and fall as ash; heat haze as refraction; firelight shared with the world; a world-space heat map that makes the ground's needles smoulder as hairlines and its pockets breathe; and gentle ink impact frames limited to three flashes a second. Use for fire or flame skills, fireballs, fire waves or breath, rings of fire, fire tornadoes or whirls, burning ground, wildfire fronts, smoke columns, embers, smouldering aftermath, "fire and smoke", "realistic fire", "flame thrower", "inferno", "burning field" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 burned-ground floor with failure-mode switches.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Build, integrate, audit, or refactor rigged monsters for Three.js and web action games. Use for monster asset contracts, procedural or imported creature rigs, semantic joints and sockets, hurtboxes and attack volumes, combat animation states, enemy-runtime adapters, LODs, deterministic review fixtures, and validating that every monster follows one shared system.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Build the effects of a water and crystal skill as one visual language in Three.js. Water that reads as clear water, never a teal fill or a textured ball. A ray-marched water orb whose surface swells, rings and deforms in place: it refracts the frame behind it with an inverted horizon, has a silver rim and sharp highlights, and shows a faint caustic web on its far wall. Streams wound up from tide pools as uneven beaded ropes with silver edges, drips and shed drops. A lash that unspools from the orb, whips and pours into a pool under a torn, lopsided splash crown of aerated white water with spikes breaking into drops. Analytic ripple rings and rain on the pools. Crystals traced against their own half-space planes (Snell, Fresnel, total internal reflection, exit dispersion, Beer–Lambert, fracture discs, a white-hot root glow and a resonance band that climbs the stone), growing out of the water in a draining veil, then shattering into Voronoi shards that fall, tumble and rest with real contact on a heightfield. Caustics on the pool floor, and a moonlit tidal rock flat: rock banks traced from target images onto a world grid, flat mirror pools, a moon-glitter column of micro-facet glints, and a moon disc with maria. Use for water or ice-crystal skills, water orbs or bubbles, water whips, jets or tentacles, splash impacts, tide pools, rain, crystal growth or eruption, crystal resonance, shattering glass or quartz, caustics, wet-stone night scenes, moon reflections on water, "water and crystal", "hydro", "clear water VFX", "crystal shatter" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 low-tide floor with failure-mode switches.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Plan, create, integrate, or audit a hybrid asset pipeline for a Three.js or web game. Use when choosing among imported meshes, procedural 3D geometry, AI-generated reference art, 2D UI media, sprites, VFX, and performance-ready runtime asset delivery.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Build, extend, or audit production-linked browser map editors for Three.js and isometric games. Use when Codex needs to create a private director view, derive a versioned editor document from authored placements, add outliner, layer, selection, drag, snap, inspector, or camera controls, expose enemy aggro, leash, or patrol overlays, implement local draft import, export, undo, and reset, secure an editor route with IP and password sessions, or validate and release a map editor without mutating live gameplay data.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Build or repair game inventory, loot, equipment, tooltips, drag-and-drop, persistence, and progression systems. Use for item schemas, pickup flows, stack rules, equipment slots, atomic swaps, save migration, and no-loss regression testing.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Design, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and responsive release-ledger UI. Use when Codex needs to add or revise a changelog or version screen in a game, reconstruct release history from deployments and Git, define version-bump rules, keep displayed versions synchronized with live builds, or test changelog mechanics across desktop and mobile.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026

Author or revise readable, flat-world Three.js game levels. Use for movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, or desktop and mobile playthrough verification.

The English summary is being prepared. Showing the original description.

MengTo/Skills6.8KUpdated Oct 18, 2026