From phyxel-gamedev
Use when adding or editing the player, NPCs, dialogue, or story/quests in a Phyxel game — placing the player and camera, creating NPCs with behaviors, authoring dialogue trees and story arcs/beats. Invoke for "add a character / NPC / villager / enemy / dialogue / quest line" tasks.
How this skill is triggered — by the user, by Claude, or both
Slash command
/phyxel-gamedev:phyxel-charactersThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
- **Player type: use `"animated"`** — the .anim-based voxel character (Idle/Walk/Run/Jump/
"player" / "camera" blocks)"animated" — the .anim-based voxel character (Idle/Walk/Run/Jump/
etc., grounds against terrain). NOTE: the older "physics" and "spider" types in some
docs are deprecated (archived with Bullet) — don't use them.set_camera adjusts it live.create_game_npc, or the "npcs" array)Each NPC needs a unique name, a position above the surface (terrain height + ~2), and
a behavior: idle (stays), patrol (waypoints), wander (random). Optional:
{id, startNodeId, nodes:[{id, speaker, text, ...}]}.{id, faction, agencyLevel, traits{...}, goals[...]} for story-aware NPCs.Inspect/iterate: list_npcs, spawn_npc, set_npc_behavior, set_npc_dialogue,
set_npc_appearance, remove_npc. Dialogue runtime: start_dialogue, advance_dialogue,
select_dialogue_choice.
"story" block / story_* tools)Arcs contain beats (key moments): Hard (must happen, in order under strict modes), Soft
(should), Optional (enrichment). Constraint modes: Strict (exact order), Guided
(general order), Open (any order). Beats can list requiredCharacters. Tools: story_add_arc,
story_add_character, story_trigger_event, story_get_state.
NPCs can use the AIConversationService (Claude/OpenAI/Ollama) — configure_ai,
start_ai_conversation, send_ai_message. Personality/voice derive from the story character.
Author the whole cast at once inside load_game_definition, then refine with the per-NPC tools.
npx claudepluginhub barbarisch/phyxel --plugin phyxel-gamedevGuides creation, editing, and verification of skills for AI coding agents using test-driven development with subagent scenarios. Use when authoring or debugging skills.