apps-script-utils
SolidDocuments apps-script-utils, a standalone guard/utility library for Google Apps Script (isX/nonX/requireX convention, A1-notation and sheet helpers, string/number/array helpers, typed exceptions, HTML/JSON/path helpers). Use when writing Apps Script code that needs input guards, spreadsheet range parsing, or common data utilities. Independent of any framework — also used internally by bootgs, so the two pair naturally if the project already uses bootgs.
Install
Quality Score: 83/100
Skill Content
Details
- Author
- bootgs
- Repository
- bootgs/skills
- Created
- 1 weeks ago
- Last Updated
- 3 days ago
- Language
- Python
- License
- Apache-2.0
Integrates with
Similar Skills
Semantically similar based on skill content — not just same category
apps-script-services
Idiomatic, quota-safe patterns for Google Apps Script's built-in services and runtime — batched SpreadsheetApp reads/writes, PropertiesService/CacheService for state, LockService for concurrency safety, UrlFetchApp with retry/backoff, V8 runtime API gaps, and custom spreadsheet function constraints. Use when Apps Script code is slow, hits quota or rate-limit errors, has race conditions from concurrent trigger executions, or needs a browser/Node API that doesn't exist in Apps Script. Framework-agnostic — applies with or without bootgs.
bootgs-quickstart
Bootstraps a new Google Apps Script project on the bootgs framework (decorator-based routing and DI, Spring Boot/NestJS style). Covers the TypeScript config, appsscript.json manifest, clasp config, entry-point wiring (createApp/createAsyncApp, doGet/doPost/onOpen/onInstall/onMenu), directory layout, and build/deploy scripts. Use when starting a new bootgs project, adding bootgs to an existing Apps Script project, or when doGet/doPost/entry-point wiring needs to be set up or is misbehaving.
godot4-api-guard
Lint GDScript/.tscn for Godot 3 idioms and Godot 4.x API drift (yield, .instance(), string connect, KinematicBody2D, export var, TileMap node, invented APIs like Signal.any). Use after writing or editing any .gd/.cs/.tscn file in a Godot 4 project, before running the game, and whenever the user reports "method not found" / parse errors that look like Godot 3 syntax.