kami-extension-recipes

Guides adding game content and systems to the kami-kakushi codebase via ordered file recipes.

1|Updated Jun 29, 2026
One-click install
npx skills add https://github.com/Raynos/kami-kakushi --skill kami-extension-recipes-raynos
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: kami-extension-recipes
Source: https://github.com/Raynos/kami-kakushi/tree/main/.claude/skills/kami-extension-recipes
Command: npx skills add https://github.com/Raynos/kami-kakushi --skill kami-extension-recipes-raynos

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Contributors to the kami-kakushi incremental RPG codebase need to know exactly which files to touch, in what order, and which gates to run when adding new game content, and this Skill provides that cookbook so changes land without breaking generated artifacts, golden pins, or verification gates. ## Core Features & Use Cases - Ten numbered recipes: Covers adding player actions/intents, quests, map zones, narrative beats, balance constants, UI surfaces, fixture scenarios, DEV panel tabs, config flags, and tests, each listing files in order, known traps, routing, and verification steps. - Change-control routing: Each recipe names the mandatory companion skill or gate (tdd, narrative-diverge, map-sheets, diverge, review-link) so work follows the project's ADR-driven process. - Use Case: When asked to add a new quest, the Skill directs you to append a QuestDef in src/core/content/quests.ts, author prose in flavor.md, confirm event tokens are emitted, run narrative-diverge for fiction text, and verify via vitest plus a live fixture load. ## Quick Start Ask the assistant to add a new player action to the kami-kakushi game and follow the recipe's ordered file list, trap warnings, and verification commands.

Frequently Asked Questions about kami-extension-recipes

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add a new player action or intent to the game?

Add a member to the Intent union in src/core/intents.ts, add the case arm in reduce with legality guards, register timing in content/timing.ts, export helpers via src/core/index.ts, wire a UI button, and add tests. Verify with pnpm run verify and a headless dispatch via window.__qa.

How do I add a quest in a TypeScript game codebase?

Append a QuestDef to QUESTS in src/core/content/quests.ts with steps listening for event tokens like 'kill:monkey', author prose as FLAVOR keys in flavor.md, and regenerate. Write a test that completes the quest through real intents since typo'd tokens compile green but silently never advance.

Why did the map golden pin test go RED after my change?

The golden pin goes RED on any visual change by design, and seedSeq is call-order-dependent so inserting one drawn mark reshuffles later seeds. Regenerate deliberately with UPDATE_MAP_GOLDEN=1 pnpm exec vitest run the golden test, then commit golden.hash.json with the change.

Can I edit generated .gen.ts files directly?

No, never edit a *.gen.ts file or generated docs like t0-story.md. Each has a markdown source plus a generator and a byte-compare gate; edit the source under src/core/content/narrative/ and run pnpm run gen:narrative, committing source and outputs together.

When should I not use these extension recipes?

Use the dedicated skills instead for procedure-level work: diverge for UI variants, narrative-diverge for story takes, map-sheets for map work, tdd for test discipline, kami-verify-gates for RED gates, and kami-change-control for human-gated sign-off routing.