Alexis H. Munsayac
Community@lxsmnsyc · Philippines
Speed determines the winner @solidjs
Agent Skills by Alexis H. Munsayac
Showing 25 vetted skills indexed across 1 GitHub repositories.
resource-suspense
Enforces correct createResource and Suspense boundary placement in SolidJS components.
prefer-sets
Converts array membership checks into Set and Map lookups in TypeScript code.
batched-queries
Guides placement of batchedQuery reads between browser components and server handlers.
server-function-order
Enforces positional stability rules for SolidStart 'use server' functions across deployments.
prefer-for-of
Rewrites callback-based Array methods as for-of loops in TypeScript source code.
trigger-driven-abilities
Implements battle abilities by splitting detection listeners from trigger-driven effect listeners.
deferred-jsx-props
Types deferred JSX markup as thunk functions to prevent SolidJS disposal warnings.
effect-props
Guides memoizing props before reading them inside Solid createEffect calls.
component-layout
Splits oversized component files into organized folders with defined import direction.
turn-durations
Converts mainline Pokémon turn counts into millisecond durations for a real-time battle engine.
changesets
Writes changeset files with correct bump levels for repository releases.
sprite-sheet-layout
Explains the packed sprite sheet format used to read, import, and render Pokemon sprites.
light-comments
Rewrites code comments and doc blocks to be short and reason-focused.
sprite-fps
Enforces 24fps sprite animation timing using SPRITE_TICK constants in game code.
paged-lists
Paginates unbounded SolidJS lists and grids using createPager with fixed page sizes.
dialog-transitions
Configures Terracotta dialog transitions by separating mount coordination from child animations.
registry-descriptions
Writes one-line player-facing descriptions for item, ability, and move registry entries.
family-ids
Assigns stable enum ids to evolution families in national dex order.
ability-pools
Defines rules for computing Pokemon ability pools by walking up evolution chains.
board-modes
Guides correct use of the 2D and 3D board projections when drawing or projecting onto the overworld chunk board.
terraces
Explains terrace level steps, cliff tiles, and their rendering in the overworld.
grid-cards
Chooses between tooltips and hover cards for grid squares based on action count.
device-settings
Stores and reads per-device game preferences via a module signal and localStorage.
species-forms
Registers alternate Pokémon forms as distinct species ids in the million-plus numbering band.
Frequently Asked Questions About Alexis H. Munsayac
FAQPage SchemaWhat tasks can I accomplish using lxsmnsyc's skills?▼
You can apply SolidJS reactive conventions (resource-suspense separation, deferred JSX props, memo-read effect props), implement turn-based battle abilities and turn durations, manage sprite sheets at 24fps, page unbounded lists, and enforce changeset-based versioning on every repository change.
Who are these skills intended for?▼
Frontend engineers working in SolidJS and TypeScript codebases, particularly developers building or reviewing a Pokemon-style game engine with overworld boards, terraces, species forms, ability pools, and dialog components under src/components and src/battle.
How do the SolidJS reactivity skills work in practice?▼
They enforce concrete rules: components calling createResource never read it directly, markup stored for later is typed () => JSX.Element, effects read props through memos, and server functions addressed by file position are never reordered or given new parameters.
What game-specific data rules do these skills cover?▼
Family ids must follow national dex order and are immutable because player candy stacks key on them; ability pools walk up evolution chains only; species forms get ids past one million; registry descriptions derive from existing data rather than mainline behavior.
What are the prerequisites for applying these skills?▼
A working SolidJS/TypeScript project with src/components, src/battle, and src/data directories, plus familiarity with createResource, createEffect, Suspense, and the changesets release workflow. No external services or paid dependencies are required.