← ClaudeAtlas

gat-vfxlisted

Generate 2D skill/spell VFX animations (sword-beam 剑波, fireball, frost nova, ink-wash energy, …) as luminance-keyed transparent sprite sheets + Godot .tres, using the game-skill-vfx pipelines (FLUX texture + procedural / AnimateDiff / SDXL-controlled), all bound to the game's Style Contract. Produces drop-in AnimatedSprite2D effects. Triggers: 技能特效, skill vfx, sword beam, 剑波, spell effect, particle effect, animated sprite sheet, godot vfx.
chenhangcuisg-code/gat · ★ 3 · AI & Automation · score 67
Install: claude install-skill chenhangcuisg-code/gat
# gat-vfx — style-locked skill VFX generation Request: $ARGUMENTS Turns a text description of a skill effect into a **transparent animated sprite sheet + a Godot `.tres`** you can drop onto an `AnimatedSprite2D`. Wraps the `pipelines/vfx` code (vendored from `game-skill-vfx`) and binds it to the game's **Style Contract** so effects match the game's art (energy vs. 国风水墨 vs. pixel). Read `pipelines/vfx/README.md` and `pipelines/vfx/REPORT.md` for the full method; read `knowledge/style/style-contract.schema.md` for the style law. ## The core trick (why VFX are different from static art) VFX are rendered on **pure black**, then `alpha = brightness` turns black → transparent; drop onto any scene with **additive** blending for a glow. Ink-wash **inverts** this (`alpha = darkness`, normal blend). The Style Contract's `vfx` category encodes which: `background: "pure black (luminance-key)"` for energy, or a paper background for ink. ## Pick a pipeline (from the report) | Pipeline | Motion | Control | Best for | |---|---|---|---| | **P2** (FLUX texture + procedural) 🏆 default | code (deterministic, perfect-loop) | exact shape | production; controllable projectiles/bursts | | **P1** (AnimateDiff txt2vid) | 100% AI | no silhouette control | organic chaos (fire, ink flow) | | **P3** (SDXL controlled img2img) | procedural init | AI re-paint | engine-controllable + AI texture | Default to **P2** unless the user wants organic/chaotic motion (then P1). ## Procedure 1. **Require a l