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.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Implement, tune, debug, or validate soft wall-aware fog of war and gameplay perception in Three.js action games. Use for orthographic or isometric visibility masks, obstacle-aware line of sight, player and enemy vision ranges, hidden-enemy targeting rules, fog shader artifacts such as spokes or seams, mobile ray budgets, lifecycle and menu-state integration, and deterministic fog-of-war tests.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world. Use for seasonal controls, architectural walkthroughs, and outdoor scenes with four-season transitions.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Generate multiple original brand campaign worlds from a supplied visual reference while controlling how close the new work feels without copying protected signature elements. Use when a user provides a brand identity image, poster, editorial campaign, moodboard, or generated concept and asks for inspired alternatives, several distinct brands in one visual family, a closer-to-reference V2, exact wordmarks inside images, or originality-safe image-generation prompts and outputs.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Build guided and interactive virtual tours through a 3D environment with authored camera paths, room and floor-plan navigation, orbit inspection, smooth mode handoffs, and progressive loading. Use for architectural walkthroughs, real-estate tours, museums, showrooms, and explorable spaces built with Three.js or a similar renderer.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Build convincing timber for Three.js as one procedural MeshPhysicalMaterial with growth rings, cathedral figure, pores, medullary rays, checks, tool marks, end grain, and oil, wax, or lacquer finishes, so the grain follows the form and survives macro close-ups without image textures. Use for wood boards, benches, carved panels, tool handles, joinery, floors, and any request to make 3D wood look real, detailed, or less like a tiled photo or plastic.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Build the effects of a close-combat energy skill as one visual language in Three.js. Lightning that reads as lightning, dynamic but never in your face: trees of strips (trunk, forks of forks, hair-fine branchlets) with a fine white core in a violet-blue glow, each channel reaching out as a stepped leader, flaring as it connects, holding its shape and fading through an afterglow, one discharge at a time; a storm-cloud orb (a lit billow surface that churns in place, 10-15 plasma-globe arcs from a small white core to its inner wall, crawlers on the rim, a hairline fresnel); ground strikes that flash when the leader arrives, crawl along the stone's own cracks and reflect in wet stone (the demo's floor is a scanned CC0 texture); a torn black shadow with dry-brush edges that hangs off the orb and streams behind it, air bursts felt as refraction, orange sparks, fractured rocks that land or float in a storm domain, and impact frames that hold, invert in two-tone ink with tapered speed lines, shake and bend the lens, limited to three flashes a second. Use for anime or dark-fantasy skill effects, lightning or thunder fists, plasma or energy balls, charge-ups, dashes with shadow trails, ground strikes, storm or domain rings, ultimates, hit-stop, impact frames, negative flashes, screen shake, "black lightning", "thunderstorm fist", "realistic lightning", "afterimage" or "skill effects only". Includes a reusable module and a five-beat demo with failure-mode switches.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Make a 3D object lean around on hover and open a full inspect view on click. Hover is a damped, bounded camera lean; click lifts the piece off its bench into the hand, where you drag to turn it, coast, dolly with wheel or pinch, and put it back with Esc, click-away or a Close button. Use for product, object, joinery and portfolio pieces in Three.js where a hover orbit and click-to-full-view must not fight each other; use webgl-3d-object for a floating hero mesh with no inspect mode, and 3d-virtual-tour for a camera path through a place.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Generate ElevenLabs text-to-speech audio from scripts or inline text using local voice profiles. Use when the user asks for ElevenLabs, text-to-speech, TTS, narration, voiceover, speech audio, or voice generation; load voice names, voice ids, emails, owners, and account-specific defaults only from local config outside the skill.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery. Use for detailed wood, stone, fabric, foliage, and architectural close-ups without excessive download or GPU memory costs.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Convert an article, tutorial, or prompt pack into focused reusable AgentSkills, one independent capability per skill, with portable instructions, example prompts, working demos, preview screenshots, validation, gallery updates, and a narrow commit. Use when the user asks to turn an article's prompts, tutorial sections, design patterns, interactions, or workflow ideas into complete skills rather than leaving them as prose.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Capture or repair reliable full-page screenshots for lazy-loaded, scroll-animated, Framer, WebGL/canvas, or reveal-heavy web pages. Use when full-page screenshots are blank, gray, white, sparse, show a tiny content strip, disagree with a working scroll video, or when article evidence/section crops must be derived from a trustworthy full-page image.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Implement or tune Three.js game cameras. Use for isometric framing, follow behavior, orbit/zoom limits, occlusion, lock-on, camera shake, touch camera controls, and camera regression tests.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Generate or edit artwork with built-in Codex image gen, especially transparent PNG ornaments, game sprites, emblems, and UI graphics. Use when the user requests GPT 2.5 Flare, /codex-gpt-image-2-5-flare, or this built-in transparent-asset workflow. Includes alpha verification, prompt preservation, and optional project integration.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Create a camera-correct sky background for a 3D scene with a procedural atmosphere or panorama, horizon haze, aligned sunlight, and coherent environment lighting. Use for architectural skies, outdoor 3D backgrounds, golden hour, and day-to-night sky transitions.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Build an ultra-realistic open ocean in Three.js with a deep-water Gerstner spectrum shaded per pixel from analytic derivatives, each wave faded at its own pixel footprint, plus Fresnel sky-cube and planar reflections, subsurface light through the crests, HDR sun glitter, Jacobian lace foam, a Kelvin wake, hull foam, buoyancy queries and aerial perspective into the sky's horizon haze. Use for seas, oceans, sunset or daylight water, sun glitter paths, ship or boat scenes, wakes, coastal flyovers and any 3D scene with a moving camera and a water horizon. Includes the approved water from Pirate Ship Sunset as a reusable module and demo.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Build recognizable falling leaves in world space using instanced geometry, independent tumble, coupled sideways drift, shared wind, scene occlusion, and camera-aware recycling. Use for 3D autumn leaves or drifting foliage in Three.js and similar scenes; use falling-leaves for a 2D canvas overlay.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Check a user's latest X/Twitter bookmarks and turn recent saved posts into source-backed quote-post drafts calibrated against the user's latest 100 authored posts. Use when asked to review X bookmarks, create quote posts from bookmarks, refresh a bookmark quote queue, run a bookmark quote automation, study a user's X voice, or write first-person quote posts from X sources.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
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.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Add sun shafts and crepuscular rays to a Three.js or equivalent 3D scene, using scene occlusion, a projected sun position, controlled foreground spill, and scalable post-processing. Use for rays of light from the sky, sunlight through trees or roofs, and golden-hour architectural scenes.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新
Audit a website or digital experience against its supplied source references for originality and plagiarism risk. Use when Codex must compare current or historical site output with reference pages, capture packs, screenshots, copy, brands, numbers, images, assets, videos, layouts, motion, or code; raise evidence-backed red flags; distinguish common visual grammar from distinctive copying; and propose concrete fixes without making unsupported legal claims.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7552026年10月6日 更新