kbot

Parse, inspect, convert, and validate Total Annihilation game asset files.

5|1|Updated May 17, 2026
One-click install
npx skills add https://github.com/coreprime/kbot --skill kbot
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: kbot
Source: https://github.com/coreprime/kbot/tree/main
Command: npx skills add https://github.com/coreprime/kbot --skill kbot

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

KBot removes the tedium and guesswork of working with proprietary Total Annihilation file formats by providing a unified, reliable toolchain for inspecting, converting, and round-tripping game assets.

Core Features & Use Cases

  • COB/BOS scripting workflows: decompile, compile, disassemble, assemble, and lint Total Annihilation unit scripts with round-trip validation.
  • Asset inspection and conversion: explore and convert archives, sprites (GAF), images (PCX), palettes/lookup tables (PAL/ALP/LHT/SHD), fonts (FNT), and video (SMK/ZRB).
  • Map rendering and terrain editing support: describe, render, unpack/pack, and preview TNT maps and SCT sections, including void/buildability artifacts and minimaps.

Quick Start

If you have an uploaded file named "metal heck.tnt", run: kbot tnt describe metal heck.tnt and render preview images for instant visual verification.

Frequently Asked Questions about kbot

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

FAQPage Schema
How do I decompile and lint Total Annihilation COB or BOS unit scripts?

To decompile and lint Total Annihilation COB or BOS unit scripts, use the dedicated scripting subcommands that disassemble, assemble, and validate code with deterministic round-trip checks. This ensures your unit scripts parse correctly and maintain structural integrity.

What is the best way to extract assets from HPI, UFO, or CCX archives?

The best way to extract assets from HPI, UFO, or CCX archives is using format-specific subcommands that list and extract proprietary Total Annihilation files. These tools provide structured outputs and reliable parsing for modding workflows.

Can I render and preview TNT maps and SCT sections for terrain editing?

Yes, you can render and preview TNT maps and SCT sections for terrain editing. The tool describes, renders, unpacks, and repacks map content including void artifacts, buildability data, and minimaps for visual verification.

How do I convert GAF, PCX, FNT, or SMK game files to standard formats?

To convert GAF, PCX, FNT, or SMK game files to standard formats, use the asset conversion subcommands that inspect and transform Total Annihilation sprites, images, fonts, and video. This handles palettes and lookup tables including PAL, ALP, LHT, and SHD.

Does the MCP server support virtual filesystem path resolution for Total Annihilation mods?

Yes, the MCP server supports virtual filesystem path resolution for Total Annihilation mods. It provides structured outputs and deterministic VFS path resolution, enabling programmatic access to game assets across nested archives.

When do I need round-trip validation for Total Annihilation asset conversion?

You need round-trip validation for Total Annihilation asset conversion when modifying scripts, maps, or graphics and ensuring format fidelity. The tool verifies that repacked TNT, SCT, and compiled COB files preserve original structural data.