registry-descriptions

Writes one-line player-facing descriptions for item, ability, and move registry entries.

2|1|Updated Jun 28, 2026
One-click install
npx skills add https://github.com/lxsmnsyc/overwander --skill registry-descriptions-lxsmnsyc
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: registry-descriptions
Source: https://github.com/lxsmnsyc/overwander/tree/main/.agents/skills/registry-descriptions
Command: npx skills add https://github.com/lxsmnsyc/overwander --skill registry-descriptions-lxsmnsyc

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Every entry in the game's data registries must carry a one-line description field, and writing these lines consistently is hard: they must describe this engine's behaviour rather than the mainline games', use the engine's actual constants, and stay in sync when the underlying data tables change. ## Core Features & Use Cases - Style rules for registry lines: Enforces describing this engine's mechanics (e.g. Leftovers pays out each time its holder acts, since there are no turns), using real constants like 1.2x or 30%, ending with a full stop, and avoiding implementation vocabulary like event names or file paths. - Derived descriptions: Shows how to compute descriptions from the data tables themselves (e.g. gem type names, sell prices) or via describeX(item) helpers like describeBerry, so lines update automatically when tables change. - Registry layout and testing: Documents where descriptions live (src/data/items/__create.ts, src/data/abilities/__create.ts) and the test asserting every entry has a non-empty description ending in a full stop. - Use Case: When adding a new held item to src/data/items, produce a line like "1.5x Attack, but physical moves are 20% less accurate." that passes the registry test on the first run. ## Quick Start Write the description line for a new item I am adding to the items registry, following the registry-descriptions rules.

Frequently Asked Questions about registry-descriptions

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

FAQPage Schema
How do I write a description for a new item registry entry?▼

Write one player-facing sentence describing what the item does in this engine, using its actual constants like 1.2x or 30%, and end it with a full stop. State costs alongside benefits, and avoid implementation terms like event names or file paths.

How do I keep registry descriptions in sync when data tables change?▼

Derive the description from the data instead of hand-writing it, for example interpolating the type name or sell price already in the table. For families differing in kind, write a describeX helper like describeBerry that reads the same tables the engine reads.

Should registry descriptions match the mainline Pokemon games?▼

No, descriptions must describe this engine's behaviour, never the mainline's. For example Leftovers pays out each time its holder acts because there are no turns, and Pressure doubles a cooldown rather than PP.

Why does the registry description test fail for a new entry?▼

The test asserts every registered entry has a non-empty description ending in a full stop. A derived description falls back to the empty string when nothing matches, so a failure usually means a new entry fell through the derivation table or is missing its final period.

Where do item and ability descriptions live in the codebase?▼

The description field is added in src/data/items/__create.ts and src/data/abilities/__create.ts, then filled in each file under src/data/items and in src/data/abilities/gen-1.ts. Hand-written lines for unique behaviours go in a DESCRIPTIONS map beside the names.