@idosgames/mcp 0.1.37 → 0.1.38
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +6 -0
- package/dist/cli.js +2204 -27
- package/package.json +4 -1
- package/registry/host.json +3 -3
- package/registry/index.json +310 -156
- package/registry/modules/ai.json +7 -7
- package/registry/modules/board-game.json +14 -14
- package/registry/modules/boosts.json +3 -3
- package/registry/modules/character.json +32 -15
- package/registry/modules/chat.json +3 -3
- package/registry/modules/collections.json +7 -7
- package/registry/modules/coop-events.json +7 -7
- package/registry/modules/craft.json +3 -3
- package/registry/modules/deals.json +7 -7
- package/registry/modules/events.json +8 -8
- package/registry/modules/friends.json +9 -9
- package/registry/modules/hero-run.json +498 -0
- package/registry/modules/idle-rpg.json +69 -17
- package/registry/modules/inventory.json +3 -3
- package/registry/modules/invite.json +7 -7
- package/registry/modules/leaderboard.json +10 -10
- package/registry/modules/lootboxes.json +7 -7
- package/registry/modules/mailbox.json +8 -8
- package/registry/modules/marketplace.json +8 -8
- package/registry/modules/mini-game.json +8 -8
- package/registry/modules/multiplayer.json +7 -7
- package/registry/modules/premium.json +7 -7
- package/registry/modules/profile.json +7 -7
- package/registry/modules/pvp.json +7 -7
- package/registry/modules/quests.json +8 -8
- package/registry/modules/rewards.json +8 -8
- package/registry/modules/season.json +7 -7
- package/registry/modules/store.json +7 -7
- package/registry/modules/tutorials.json +7 -7
- package/registry/modules/video-studio.json +228 -0
- package/registry/modules/voxelcraft.json +42 -125
- package/registry/modules/workshop.json +3 -3
- package/registry/skills/hero-run.json +6 -0
- package/registry/skills/idosgames-module-contract.json +2 -2
- package/registry/skills/idosgames-project-structure.json +1 -1
- package/registry/skills/idosgames-ui-kit.json +1 -1
- package/registry/skills/video-studio.json +6 -0
- package/registry/video.json +9800 -0
package/registry/index.json
CHANGED
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{
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"generatedFromCommit": "
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"generatedFromCommit": "efc6f34491f2028488c741e6e36b61379bdee5d9",
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"runtimePackages": {
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"@idosgames/core": "0.
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"@idosgames/wallet": "0.6.
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"@idosgames/module-sdk": "0.
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"@idosgames/react": "0.
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"@idosgames/app-shell": "0.
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"@idosgames/core": "0.23.0",
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"@idosgames/wallet": "0.6.6",
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"@idosgames/module-sdk": "0.13.0",
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"@idosgames/react": "0.6.0",
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"@idosgames/app-shell": "0.16.0",
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"@idosgames/characters": "0.1.0",
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"@idosgames/timeline": "0.1.0"
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},
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"host": {
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"id": "base",
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"name": "iDos Games",
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"url": "https://idosgames.com"
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},
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"version": "0.1.
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"version": "0.1.3",
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"dependencies": {
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"@idosgames/core": "0.
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"@idosgames/module-sdk": "0.
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"@idosgames/react": "0.
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"@idosgames/core": "0.23.0",
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"@idosgames/module-sdk": "0.13.0",
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"@idosgames/react": "0.6.0",
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"react": "19.2.7"
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"fileCount": 6,
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"contentHash": "
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"contentHash": "9d642c2b6780919c897c46931b81f42441e38240abf6c723522da6369c4a6ba6"
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},
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{
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"id": "premium",
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"name": "iDos Games",
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"url": "https://idosgames.com"
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"version": "0.1.
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"version": "0.1.3",
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"dependencies": {
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"@idosgames/core": "0.
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"@idosgames/module-sdk": "0.
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"@idosgames/react": "0.
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"@idosgames/core": "0.23.0",
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"@idosgames/module-sdk": "0.13.0",
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"@idosgames/react": "0.6.0",
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"contentHash": "0f604f01a3e78b950a1dd799e80391a40da4321bcc334d24ba5a77094f22ca6c"
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"id": "character",
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"type": "feature",
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"engine": "dom",
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"summary": "Heroes screen for any game: roster, ranks and stats with their costs, equipment slots with 'Equip best', item levels and skins.",
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"description": "A ready heroes screen (the Hero button of the Unity SDK) for ANY game, built on the @idosgames/react/ui kit and client.character. The screen is the selected hero's equipment hub: portrait, class and rarity, rank and server-computed Power, 'Rank up' with its price, gear slots (locked ones show the rank they open at), 'Equip best' when better gear fits, 'Take off all', and the gear the player owns by class. Everything detailed is a popup: the hero list (select, unlock for currency), the stats (level/cap bars, upgrade prices, requirements, 'Upgrade all' — as many levels as the balances cover, cheapest first, in one batch —, and 'where this number comes from' — base, stat levels, rank, gear flat and percent bonuses), a slot's fitting gear, a piece of gear (equip / take off / level up) and skins (wear, buy). Prices and caps follow the title's curves (rank ladder, stat cost curve, StatMaxLevelCurve, item Upgrade); the server re-checks everything. Registers the 'character' feature; the inventory hands equipment to it with ctx.features.open('character', { itemInstanceID }). Its badge counts heroes to unlock or rank up and better gear. Ships title-seed.json: three heroes (Knight free, Archer and Mage for gems) with stats, ranks and slots. Emits character:hero-selected@1 with the hero the player plays with (on start-up and on every pick) so a game can field that hero.",
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"description": "A ready heroes screen (the Hero button of the Unity SDK) for ANY game, built on the @idosgames/react/ui kit and client.character. The screen is the selected hero's equipment hub: portrait, class and rarity, rank and server-computed Power, 'Rank up' with its price, gear slots (locked ones show the rank they open at), 'Equip best' when better gear fits, 'Take off all', and the gear the player owns by class. Everything detailed is a popup: the hero list (select, unlock for currency), the stats (level/cap bars, upgrade prices, requirements, 'Upgrade all' — as many levels as the balances cover, cheapest first, in one batch —, and 'where this number comes from' — base, stat levels, rank, gear flat and percent bonuses), a slot's fitting gear, a piece of gear (equip / take off / level up) and skins (wear, buy). Prices and caps follow the title's curves (rank ladder, stat cost curve, StatMaxLevelCurve, item Upgrade); the server re-checks everything. Registers the 'character' feature; the inventory hands equipment to it with ctx.features.open('character', { itemInstanceID }). Its badge counts heroes to unlock or rank up and better gear. Ships title-seed.json: three heroes (Knight free, Archer and Mage for gems) with stats, ranks and slots. The hero is the game's own character when the game set ctx.characterArt (idle-rpg: its layered hero, live on the hub and the card, still in the list, redressed on every equip), else the screen's own picture by class. Emits character:hero-selected@1 with the hero the player plays with (on start-up and on every pick) so a game can field that hero.",
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"provides": [
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"hero roster with unlock for currency",
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"rank up with price by the rank ladder",
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"item level upgrades",
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"character skins",
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"demo heroes",
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"selected hero for the game (event)"
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"selected hero for the game (event)",
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"the game's own hero drawn on the screen (ctx.characterArt)"
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],
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"tags": [
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"heroes",
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"name": "iDos Games",
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"url": "https://idosgames.com"
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"version": "0.
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"version": "0.2.2",
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"events": {
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"emits": [
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]
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"dependencies": {
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"@idosgames/core": "0.
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"@idosgames/module-sdk": "0.
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"@idosgames/react": "0.
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"@idosgames/core": "0.23.0",
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"@idosgames/module-sdk": "0.13.0",
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"@idosgames/react": "0.6.0",
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"contentHash": "4757f0b379efc09799baad1a633ec697016eda834a8f4cc54be0bd6ad78243f9"
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"id": "inventory",
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"version": "0.1.1",
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"@idosgames/core": "0.23.0",
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"name": "iDos Games",
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"url": "https://idosgames.com"
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"version": "0.1.3",
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"version": "0.1.1",
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"@idosgames/core": "0.23.0",
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"name": "iDos Games",
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"url": "https://idosgames.com"
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"version": "0.1.4",
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"contentHash": "fa0f2dfc6084b8c9650f50c14150a8a9e127ccb27f365d5a87e31af126786f11"
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"@idosgames/wallet": "0.6.6",
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"@tanstack/react-query": "5.101.2",
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"react": "19.2.7",
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"summary": "Idle RPG in the style of Legend Slime: the hero auto-battles waves and bosses, gold flows in online and offline, stats are enhanced for gold.",
|
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"description": "A Legend Slime-style idle auto-battler on Phaser with a React screen. The selected hero (the Heroes system — character:hero-selected@1) stands on the left and
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"description": "A Legend Slime-style idle auto-battler on Phaser with a React screen. The selected hero (the Heroes system — character:hero-selected@1) stands on the left — a layered 2D character (src/character: its own chibi skeleton with bending meshes and IK played by its own runtime, parts as skins with vector SVG art, colours, ten animations of its own plus ranged attacks; dressed from its class and worn gear by src/character/looks, the attack swing timed to the shot; the same hero is drawn on the Heroes screen through ctx.characterArt — src/heroArt.ts, a live WebGL canvas, a new weapon swung once) — and marches along the road (Obsidian Knight style: the hero runs, its feet in step with the road, the world scrolls past in painted parallax layers per chapter theme; shadows under everyone; a fallen hero leaves the enemies standing) to the enemies standing in line ahead — people on the hero's own rig dressed in the maker's looks; brawlers fight one at a time face to face, shooters fire once the hero is in their range; a melee weapon hits only at the enemy, a bow, gun or staff from afar: crits, multi-shot, HP regen, three skills with cooldowns and an Auto switch. Stages come in chapters of ten (Chapter-Stage, themes meadow → volcano, difficulty loops); each stage is four waves and a boss with a 30-second timer — a failed boss drops back to farming until the player taps \"Boss!\". The hero's fight numbers are the server's character stats (ValueCurve, RankCurve, RankStatCurve, gear flat/percent bonuses — a mirror of PvPBattleEngine.CalculateStats). Gold is the title's idle accrual (Reward → IdleAccruals, rate = base + PowerCoefficient × the strongest hero's Power), collected every 15 s while playing and on entry with a \"while you were away\" popup; coins from kills draw that stream. Enhance: the hero's stats with level, value, next value and price, ×1 / ×10 / MAX and hold-to-repeat (one request in flight per stat, taps added up). A quest strip shows the next guide quest with Claim. The bottom bar opens the Heroes hub, gear summons, quests and the shop through ctx.features. Stage progress is saved in the player's private custom data (idle_rpg_progress); cleared stages and enhanced levels are reported to quests that count stage_cleared / stat_enhanced. Ships title-seed.json: GOLD/GEMS, three heroes on the engine's standard stat ids, twelve pieces of gear, the idle_gold accrual, a gear summon, a shop and a guide quest chain.",
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"provides": [
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"stages, chapters and timed bosses",
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"skills with cooldowns and auto-cast",
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"guide quest strip",
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"2D procedural art (Phaser)",
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"layered 2D character: skeleton, swappable parts (skins), colours, 10 animations + ranged attacks (own runtime, vector art)"
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],
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"tags": [
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"idle",
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"auto-battler",
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"legend-slime",
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"character-customization",
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"skeletal-animation"
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],
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"media": {
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"image": "https://cloud.idosgames.com/drive/modules/idle-rpg/cover.png",
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"name": "iDos Games",
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"url": "https://idosgames.com"
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"version": "0.4.1",
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"@idosgames/characters": "0.1.0",
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"@idosgames/core": "0.23.0",
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"@idosgames/module-sdk": "0.13.0",
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"@idosgames/react": "0.6.0",
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"phaser": "4.2.1",
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"react": "19.2.7"
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},
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{
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"id": "hero-run",
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"name": "Hero Run",
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"type": "template",
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"engine": "phaser",
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"genre": "roguelike-rpg",
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"inventory"
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],
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"summary": "Roguelike runs in the style of Obsidian Knight with Warcraft III's damage: the hero runs a level on its own, rage fills and each run level is a choice of one of three cards; a weapon's attack type meets a troop's armor type.",
|
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"description": "A roguelike auto-runner on Phaser with a React screen. The campaign is islands of six levels; a level is ONE run along a road (Obsidian Knight style: the hero runs, its feet in step with the road, the world scrolls in painted parallax per island theme): waves of troops standing in line (brawlers one at a time face to face, shooters fire once the hero is in their range), a camp (health or rage, both for gems), fountains, a chest, a boss at the end. Kills fill the RAGE; every threshold (3, 7, 14, 22, … as in Obsidian Knight) is a run level and a pause to take one of three cards — 58 upgrades in Obsidian Knight's form, a trigger and an effect (passive; on hit, crit, kill, dodge, counter, being hit, heal, overheal, the active skill, rest; every N-th attack; a new run level) throwing Lightning, Axes, Piercing spears and Arrows, stunning, healing, repairing the armor, giving charges (Focus, Divine shield, lightning); one Refresh a run. Death ends the run. Damage is Warcraft III's: seven attack types (normal, pierce, siege, magic, chaos, spells, hero) × six armor types (light, medium, heavy, fortified, hero, unarmored) by the Frozen Throne table, and armor points by the WC3 formula 0.06·A/(1+0.06·A) — negative armor amplifies. Types come from the gear and read off the picture: troops (people on the hero's rig) are dressed in what gives their types, the hero's weapon and top give its own (an item may name them in CustomData AttackType / ArmorType), a shield is a blue pool that takes the blows first. The types come in island by island (the first is casual), with a scouting screen and one tip per new type. One ultimate slot (meteor or frenzy) used once a run — only a card's chance (at a kill, at a new run level) brings it back; potions taken into the run; no health regen. A run costs ENERGY (Recharge) converted into a RUN_TICKET and ends in a reward chest opened with that ticket (lootboxes run_chest_defeat / victory / treasure); XP is a currency, the player's level its balance. Without these currencies the runs are free and pay nothing. The hero's fight numbers are the server's character stats (a mirror of PvPBattleEngine.CalculateStats) and are NOT sold: between runs they grow from gear (item levels) and rank on the Heroes screen, in a run from the cards; during a run the panel under the road shows the hero's sheet — every number with what the cards add (+15), the cards taken and their effects. Progress is saved in the player's private custom data (hero_run_progress); cleared levels and finished runs are reported to quests that count level_cleared / run_finished.",
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"provides": [
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"roguelike runs of levels: waves, camp, fountains, chest, boss",
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"rage and run levels with a choice of 1 of 3 cards (58 trigger-and-effect upgrades, a refresh)",
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"Warcraft III attack types × armor types and the armor formula",
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"types from the gear: troops and the hero read off their look",
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"scouting of a level and type tips introduced island by island",
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"one ultimate a run (cards may bring it back) and potions",
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"energy → run ticket → reward chest (server-side through currency and lootboxes)",
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"2D procedural art (Phaser) with a layered 2D character",
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"the run's hero sheet: numbers with the cards' bonuses, card effects"
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],
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"tags": [
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"roguelike",
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"rpg",
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"auto-battler",
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"obsidian-knight",
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"warcraft",
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"cards",
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"phaser",
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"2d"
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],
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"author": {
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"name": "iDos Games",
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"url": "https://idosgames.com"
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},
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"version": "0.1.0",
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"events": {
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"emits": [
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{
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"topic": "hero-run:character-upgraded@1",
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"when": "a hero's rank went up (client.character.upgradeCharacterLevel, from any screen)",
|
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"payload": {
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"characterId": "string",
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"level": "number"
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}
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},
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{
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"topic": "hero-run:level-cleared@1",
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"when": "the hero beat a level's boss; island-level is the level just cleared",
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"payload": {
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"island": "number",
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"level": "number"
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}
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}
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],
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"listens": [
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{
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"topic": "character:hero-selected@1",
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"why": "fields the hero picked on the Heroes screen (optional — without it the strongest hero fights)"
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}
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]
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},
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"dependencies": {
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"@idosgames/core": "0.23.0",
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"@idosgames/module-sdk": "0.13.0",
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"contentHash": "2f0ebb048c12b5d9b6970cde73504c96385f5fea653fce5860622d1b2cde8762"
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},
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{
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"id": "voxelcraft",
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"name": "iDos Games",
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"version": "0.7.
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"version": "0.7.2",
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"@idosgames/characters": "0.1.0",
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"@idosgames/core": "0.23.0",
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"@idosgames/module-sdk": "0.13.0",
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"@idosgames/react": "0.6.0",
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"version": "0.1.3",
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},
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{
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"id": "video-studio",
|
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"name": "Video studio",
|
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"type": "template",
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"engine": "three",
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"genre": "video",
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"uses": [
|
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+
"workshop",
|
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"premium",
|
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+
"store",
|
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|
+
"leaderboard"
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+
],
|
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+
"summary": "Video studio: players make viral short videos with voice-over, captions and music — from ready characters and scenes in seconds, or with AI characters, backgrounds and props made for their idea.",
|
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|
+
"description": "A whole app of its own mode (React + a three.js stage), the 'Video studio' template. A player picks a trending format (dialogue of two, a story with a narrator, top-5, a quiz, 'what if'), writes an idea (optionally a photo or their own voice) and gets a video in one tap: a hidden AI director (title feature \"video-director\", JSON answer) writes the VideoSpec — cast, scene, lines, beats, emotions, music, captions — and a plan by the ladder of requests for every element: from the library (free), combined from what exists (recolour, outfit, a prop — free), the player's own media (free), an AI asset (a voxel character, a 2D hero recipe, a background, a prop, music) or an AI video insert. The estimate in the studio currency is shown BEFORE anything paid. The timeline engine (@idosgames/timeline) plays the video right away with a draft voice; the player edits it in slots (hero, scene, voice, music, lines) or on the tracks (move clips, camera, beats, captions — kept as overrides on top of the format), pays for the final voice, and exports MP4 on the device (WebCodecs), shares a live link, or publishes to the app's feed (Workshop type \"video.spec\"). Anyone can press 'Remix' — a copy with the parent (the remix tree): unchanged lines keep their voice and cost nothing. Characters are the platform's standard (@idosgames/characters): voxel recipes (CharacterSpec), the 2D hero with the full wardrobe, GLB on the humanoid-v1 skeleton and cut-outs (photos, logos, AI creatures) with procedural animation and a mouth insert; every one speaks with lip-sync and plays the six emotions. Own assets go to 'My assets' and to the Workshop (\"video.asset\", packs \"video.pack\" free or for a price). Screens: Trends, Editor, My videos, My assets, Feed, Challenges (weekly leaderboard), Author profile. Money: every AI step is a title AI feature with its price in the studio currency (\"FRAMES\"), daily limits and the title's credit budget; the first video is free with a watermark, VIP removes it.",
|
|
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|
+
"provides": [
|
|
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|
+
"short videos with voice-over, word-by-word captions and music",
|
|
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|
+
"video formats: dialogue of two, story with a narrator, top-5, quiz, what-if",
|
|
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|
+
"AI director: idea → VideoSpec and an estimate by the ladder of requests",
|
|
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|
+
"estimate in the studio currency before paid steps",
|
|
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|
+
"live preview on the device with a draft voice",
|
|
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|
+
"editing in slots (hero, scene, voice, music, lines) and on tracks (camera, beats, captions)",
|
|
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|
+
"lip-sync and emotions for voxel, 2D, GLB and cut-out characters",
|
|
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|
+
"AI characters (voxel and 2D), backgrounds, props, music and video inserts for a video",
|
|
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|
+
"the player's photo as a cut-out actor (sticker with an outline)",
|
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|
+
"MP4 export on the device (WebCodecs) and a live link",
|
|
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|
+
"publishing videos and remixes in the Workshop (remix tree)",
|
|
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|
+
"My assets: own characters and scenes reused for free, published as packs",
|
|
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|
+
"weekly challenge with a leaderboard, quests for videos",
|
|
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+
"watermark on free videos, VIP without it"
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+
],
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"tags": [
|
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+
"video",
|
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+
"shorts",
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+
"tiktok",
|
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1430
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+
"reels",
|
|
1431
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+
"viral",
|
|
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+
"remix",
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+
"ugc",
|
|
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+
"ai",
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+
"voice",
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+
"captions",
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+
"animation",
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|
+
"studio",
|
|
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+
"three"
|
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+
],
|
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+
"author": {
|
|
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+
"name": "iDos Games",
|
|
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+
"url": "https://idosgames.com"
|
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+
},
|
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"version": "0.1.0",
|
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+
"dependencies": {
|
|
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+
"@idosgames/characters": "0.1.0",
|
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+
"@idosgames/core": "0.23.0",
|
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+
"@idosgames/module-sdk": "0.13.0",
|
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+
"@idosgames/react": "0.6.0",
|
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+
"@idosgames/timeline": "0.1.0",
|
|
1452
|
+
"react": "19.2.7",
|
|
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|
+
"three": "0.185.1"
|
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|
+
},
|
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|
+
"fileCount": 40,
|
|
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|
+
"contentHash": "a3e8b8dd7734243422884e6bc0ed8e7177ac40df2000d4a56a679985a36fc6a5"
|
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}
|
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],
|
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"skills": [
|
|
@@ -1387,6 +1533,10 @@
|
|
|
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|
"name": "game-loop-system",
|
|
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|
"description": "Build a board-style core game loop on the iDosGames TypeScript SDK (@idosgames/core) via client.gameLoop (GameLoopService): roll dice around a board, attack/raid other players' or bots' cities, build up buildings, resolve Special (Instant/Timed) tile choices, and run the cooperative Community Chest group meter. Use this whenever the user is working in the iDosGames TS SDK or its game templates (board-game, idle-rpg) and wants a dice/roll board loop, an attack or raid/heist mini-game, city building, survival/Special tile events, or a co-op group-progress feature — or otherwise touches client.gameLoop, GameLoopService, GameLoopModels, BoardLoopState, BoardLoopDefinition, or CommunityChest — even if they don't name the module explicitly. templates/board-game is built entirely on this module."
|
|
1389
1535
|
},
|
|
1536
|
+
{
|
|
1537
|
+
"name": "hero-run",
|
|
1538
|
+
"description": "Hero Run — the roguelike runner game module (Obsidian Knight's runs with Warcraft III's damage): the campaign of islands and levels, the rage and the choice of one of three cards, the 58 upgrade cards (a trigger and an effect, Obsidian Knight's form), the attack types × armor types table and the WC3 armor formula, troops dressed in the gear that gives their types, the hero's types from its gear (item CustomData AttackType / ArmorType), shields as a blue pool, one ultimate, potions, the camp, and the run economy (ENERGY → RUN_TICKET → reward chest through client.currency and client.lootbox). Use it whenever the user wants to add or tune a card, a troop, an island, a boss, the damage table, the energy or the rewards of hero-run — or a roguelike / auto-runner / card-draft / rock-paper-scissors damage game on the iDosGames SDK — even without naming the module."
|
|
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|
+
},
|
|
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|
{
|
|
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|
"name": "idosgames-agent-debug-surface",
|
|
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|
"description": "Make a module observable and controllable by the AI Coder's agent through ctx.exposeToAgent — the ModuleAgentApi contract (state, actions, describeActions) that backs the GetGameState and GameAction tools. Read it BEFORE writing any module that renders into a canvas (three.js, Phaser, Pixi, raw WebGL/2d) — publishing the surface and avoiding Pointer Lock are part of building one. Also use it whenever a rendered game has to be debugged or verified in the live preview, when the agent reports \"the DOM shows nothing about this game\", or when a developer adds player/world state or agent-drivable actions to a module."
|
|
@@ -1401,7 +1551,7 @@
|
|
|
1401
1551
|
},
|
|
1402
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|
{
|
|
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|
"name": "idosgames-module-contract",
|
|
1404
|
-
"description": "Write or modify an iDosGames feature module against the module contract in @idosgames/module-sdk: the Module manifest, ModuleContext, EngineScene (Three/Phaser/vanilla), UiPanel (React), route registration, and the shared controller-box bridge between an imperative scene and React panels. Use this whenever a developer authors a NEW module, edits an existing one (board-game, idle-rpg, voxelcraft, mini-game, store, character, workshop…), or asks about defineModule, registerScene/registerPanel/registerRoute, ctx.effect / ctx.every (background work: badges, polling), ctx.features (register / open / setBadge / setAvailable), ctx.modes, activate/suspend, SceneMountContext, sharedUi / ctx.sharedUi.shouldDraw, ctx.events / defineTopic, ctx.content / ContentTypeHandler (letting the Workshop publish and open the game's content), ctx.multiplayer / registerGame (playing online through the lobby's rooms system), ctx.lobby / setHero (a game's showcase on the lobby's home — its character on a pedestal + \"Play\"), ctx.navigate, the --idos-safe-* layout variables, or the {camelCase(id)}Module export convention."
|
|
1554
|
+
"description": "Write or modify an iDosGames feature module against the module contract in @idosgames/module-sdk: the Module manifest, ModuleContext, EngineScene (Three/Phaser/vanilla), UiPanel (React), route registration, and the shared controller-box bridge between an imperative scene and React panels. Use this whenever a developer authors a NEW module, edits an existing one (board-game, idle-rpg, voxelcraft, mini-game, store, character, workshop…), or asks about defineModule, registerScene/registerPanel/registerRoute, ctx.effect / ctx.every (background work: badges, polling), ctx.features (register / open / setBadge / setAvailable), ctx.modes, activate/suspend, SceneMountContext, sharedUi / ctx.sharedUi.shouldDraw, ctx.events / defineTopic, ctx.content / ContentTypeHandler (letting the Workshop publish and open the game's content), ctx.multiplayer / registerGame (playing online through the lobby's rooms system), ctx.lobby / setHero (a game's showcase on the lobby's home — its character on a pedestal + \"Play\"), ctx.characterArt (the game's own hero drawn on the Heroes screen and other modules' screens), ctx.navigate, the --idos-safe-* layout variables, or the {camelCase(id)}Module export convention."
|
|
1405
1555
|
},
|
|
1406
1556
|
{
|
|
1407
1557
|
"name": "idosgames-project-structure",
|
|
@@ -1511,6 +1661,10 @@
|
|
|
1511
1661
|
"name": "user-profile",
|
|
1512
1662
|
"description": "Work with the player's own account/session state in the iDosGames TS SDK (@idosgames/core) via client.user (UserService): bootstrap the whole per-player cache at login (ClientState — title config + every module's user state), load the raw inventory snapshot (currencies, items, unstackable instances), read usage-time / session stats, change the username, and delete the account. Use this whenever the user is working in the iDosGames TS SDK or its game templates (board-game, idle-rpg) and wants login/session bootstrapping, a profile or account screen, usage-time / playtime tracking, username changes, account deletion, raw inventory reads, or otherwise touches client.user, UserService, ClientState, UserState, UserInventoryState, UsageTimeStats, or client.data.user.state — even if they don't name the module explicitly."
|
|
1513
1663
|
},
|
|
1664
|
+
{
|
|
1665
|
+
"name": "video-studio",
|
|
1666
|
+
"description": "The Video studio template (module video-studio) and the two packages it stands on — @idosgames/timeline (a video is data: VideoSpec, beats, formats, captions, sound, a three.js stage, MP4 export on the device) and @idosgames/characters (voxel, 2D rig, GLB and cut-out characters with emotions and lip-sync). Players make short viral videos (dialogue, story, top-5, quiz, what-if) from ready characters and scenes or AI assets, edit them in slots and on tracks, voice them, export MP4, publish and remix in the Workshop. Use this whenever the user works on the video studio, a video/cutscene/animation made of characters, a VideoSpec, beats or formats, captions, the AI director (\"video-director\"), voice-over features, MP4 export, remixes of videos, or adds a character, a scene, a beat or a format — even without naming the module."
|
|
1667
|
+
},
|
|
1514
1668
|
{
|
|
1515
1669
|
"name": "voxelcraft-characters",
|
|
1516
1670
|
"description": "VoxelCraft characters and item looks from a recipe: the player's own blocky character (CharacterSpec — skeleton template, boxes on bones, palette, pixel-art faces with expressions), its animation (state graph, actions, emotes, emotions), item looks (ItemSkinSpec — a new look of an existing item or cosmetics worn on the body: hats, capes, wings), NPCs and custom mobs made from a character. Built from reference pictures (front/side/back) and a description with InApp AI (client.ai, features \"voxel-character\" and \"voxel-item\") or without AI. Covers the recipe formats, the Character studio, 'My characters / My items', the third-person camera, the emote wheel, network sync of looks, the Workshop types voxelcraft.character / voxelcraft.item and the agent actions. Use it whenever the user wants a player skin, avatar, character, NPC, creature, outfit, weapon look, animation, emote or emotion in the voxelcraft module — even without naming the module."
|