pseudocode_guidelines

Defines pseudocode syntax and workflows for card ability bytecode generation.

1|Updated Feb 21, 2026
One-click install
npx skills add https://github.com/trioskosmos/rabukasim --skill pseudocode-guidelines
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: pseudocode_guidelines
Source: https://github.com/trioskosmos/rabukasim/tree/main/.agent/skills/pseudocode_guidelines
Command: npx skills add https://github.com/trioskosmos/rabukasim --skill pseudocode-guidelines

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill provides clear definitions, standards, and workflows for writing pseudocode for card abilities, ensuring consistency and accuracy in game development.

Core Features & Use Cases

  • Pseudocode Standards: Defines syntax for triggers and effects, including specialized commands like PLAY_MEMBER_FROM_DISCARD and LOOK_AND_CHOOSE_REVEAL.
  • Workflow Guidance: Outlines a step-by-step process for locating cards, editing pseudocode, compiling changes, and verifying results.
  • Troubleshooting Tips: Offers advice on debugging when compiled bytecode doesn't match expectations.
  • Use Case: A game developer needs to add a new ability to a trading card. They use this Skill to understand the correct pseudocode syntax and workflow to implement it accurately.

Quick Start

Follow the core workflow to add or update pseudocode in data/manual_pseudocode.json.

Frequently Asked Questions about pseudocode_guidelines

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

FAQPage Schema
What is the standard syntax for writing card ability pseudocode in game development?

Card ability pseudocode syntax standardizes triggers, effects, and filters using specific commands like PLAY_MEMBER_FROM_DISCARD and LOOK_AND_CHOOSE_REVEAL to ensure consistent bytecode generation.

How do I add or update card ability pseudocode using the correct workflow?

To add or update card ability pseudocode, follow a step-by-step workflow to locate cards, edit the pseudocode in data/manual_pseudocode.json, compile changes, and verify the resulting bytecode.

Why does my compiled bytecode not match the card ability pseudocode I wrote?

Compiled bytecode mismatches often occur when pseudocode fails to adhere to specific opcode mappings and heuristics, requiring troubleshooting to identify syntax or trigger errors.

When do I need to use specific opcode mappings for pseudocode compilation?

You need specific opcode mappings during pseudocode compilation whenever implementing card abilities, as strict adherence to these heuristics is required for generating accurate game bytecode.

Are there common pitfalls to avoid when defining card ability triggers and effects?

Common pitfalls when defining card ability triggers and effects include deviating from established syntax standards and ignoring workflow steps, which leads to incorrect bytecode compilation.