Community程式設計與開發github.com

game-recon

在撰寫任何模組代碼之前,先弄清楚特定已安裝遊戲的模組化方式,涵蓋遊戲安裝位置、引擎、反作弊及社群相關資訊。

game-recon 是什麼?

這項技能旨在協助開發者在約五分鐘內,快速掌握一款已安裝遊戲的模組化可能性與實作路徑。它會先掃描遊戲安裝目錄,辨識引擎(如 Unity、Godot、Unreal)、版本、可執行檔、反作弊機制、模組載入器與存檔位置,並將結果記錄下來供後續步驟參考。支援 Steam、Epic、Xbox 等平台安裝的遊戲,也可處理 GOG、itch.io 或獨立資料夾的遊戲。技能會引導使用者搜尋 Nexus Mods、Thunderstore、GitHub 等社群資源,確認當前主流的模組載入器、安裝步驟與支援的遊戲版本,並根據反作弊與線上服務檢查安全性。最後,它會自動產生一份結構化的 MODDING_PLAN.md,內容包含引擎、路徑、社群方案與選定的實作路線(載入器 API → 資料修改 → 原生掛鉤等),讓使用者能無縫銜接後續的「mod-any-game」開發流程。

相容平台~Claude Code~Codex CLI~Cursor
npx skills add https://github.com/rehan-remade/universal-modder/tree/main/skills/game-recon

Installed? Explore more 程式設計與開發 skills: steipete/bluebubbles, steipete/eightctl, steipete/blucli · View all 6 →

在你喜歡的 AI 中提問

開啟一個已預先載入此 Agent Skill 的新對話。

說明文件

遊戲偵查 (Game recon)

目標:在約五分鐘內,了解你面對的是什麼,並選定要採取的途徑。將答案寫下來,以便後續每個步驟都能依賴它。

0. 是否有其他代理者來過這裡?

um kb search "<遊戲名稱>"(以及引擎名稱)。共享知識庫中的田野筆記會在你動手之前提供可用版本、途徑和注意事項。請參閱 share-field-notes 技能。

1. 找到它並取得指紋

um scan --list                 # Steam、Epic 和 Xbox 安裝(Windows、WSL、Linux、macOS)
um scan "<名稱或資料夾>"     # 引擎、版本、可執行檔(.NET?)、反作弊、載入器、模組資料夾、存檔、途徑
um scan "<遊戲>" --json        # 同上,機器可讀格式

um 位於 universal-modder 儲存庫的 bin/um(外掛與複製會將其加入 PATH)。其他地方: uv tool install git+https://github.com/rehan-remade/universal-modder。

um scan 只讀取檔案。它會索引安裝目錄(有限制)、嗅探 PE 標頭、Unity/Godot/GameMaker 標頭與 Unreal 版本字串,將已知遊戲對應到社群載入器,並指向應閱讀的劇本:skills/mod-any-game/references/engines/<engine>.md。

掃描無法涵蓋所有項目,請手動檢查下列情況:

  • 遊戲不在商店庫中(GOG、itch、獨立資料夾):傳入資料夾路徑。
  • **多個引擎訊號:**啟動器和網頁輔助工具很常見。最高分數勝出,但請閱讀「also」行。
  • **反作弊安裝在其他位置:**核心驅動程式(Vanguard 的 vgk.sys)和啟動器層級的防護不在遊戲資料夾內。搜尋 "<遊戲名稱> anti-cheat"。
  • **純線上或即時服務遊戲:**即使未偵測到任何保護,也將其視為受保護。

2. 研究現有社群(務必進行;版本會移動)

依序搜尋:

  1. "<遊戲名稱> modding" / "<遊戲名稱> mod loader" / "<遊戲名稱> modding wiki"。遊戲的維基百科通常有模組頁面。
  2. Nexus Mods(最受歡迎的模組會顯示它們依賴哪些框架)、Thunderstore(Unity 遊戲:BepInEx 套件)、mod.io、Steam 工作坊(遊戲是否有工作坊?um scan 會顯示已安裝的工作坊內容)。
  3. GitHub:"<遊戲名稱> mod"、"<遊戲名稱> modding api"、"<遊戲名稱> decompile"、"<遊戲名稱> sdk"、"<引擎名稱> mod loader"。
  4. 近期文章(X/Reddit/Discord 公告)以尋找新框架。載入器可能才發布幾天。

記錄:載入器名稱、儲存庫、目前版本與安裝步驟、支援的遊戲版本、「Hello World」範例模組,以及日誌存放位置。

3. 決定

  • **能否安全地進行模組化?**查看反作弊、純線上部分、EULA 或模組政策,以及載入器依賴的所有權檢查(請參閱 skills/mod-any-game/references/safety.md)。如果不能:請說明,並提供可行的方案(官方工具、離線模式、具有相同概念的不同遊戲)。
  • **途徑:**載入器 API > 資料/素材模組 > 受控修補 > 原生掛鉤 > 重新實作/混搭。選取第一個能達成使用者構想的途徑。

4. 撰寫 MODDING_PLAN.md

# <遊戲名稱> 模組化計畫
- 安裝位置:<路徑>(<商店> <AppID>),版本 <x>
- 引擎:<引擎 + 版本>,程式碼:受控 .NET / IL2CPP / 原生,64 位元
- 反作弊 / 線上:<無 | 內容 + 裁決>
- 存檔:<路徑>   設定檔:<路徑>   日誌:<路徑>
- 社群途徑:<載入器 vX.Y(儲存庫)>,安裝:<步驟>,範例模組:<連結>
- 針對「<構想>」選定的途徑:<途徑>,原因:<理由>
- 實驗室計畫:備份 <資料夾>(um backup),實驗室設定檔 <方式>,視窗模式 <方式>
- 需優先解決的未知事項:<清單>

然後繼續執行 mod-any-game 循環(設定實驗室 → 事實來源 → 垂直切片)。

Individual skills in this repo

This repo contains 11 individual skills — each has its own dedicated page.

asset-pipeline

Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game

fal-assets

Generate game assets with fal (fal.ai) through the fal MCP server, the `um fal` CLI (REST) or `fal api`. Covers sprites and icons with transparent backgrounds, consistent variants and animation frames, pixel art, seamless textures, PBR material maps, image-to-3D models, remeshing, auto-rigging, sound effects, music, voice lines, and trailer or cutscene video. Use whenever a mod needs new art, audio or 3D models, or the user mentions fal, generating sprites, textures, models, SFX or music for a game.

game-automation

Launch, see and drive a real game so an agent can test its own mods. Covers launching via Steam or the exe, windowed mode at a fixed size, screenshots of the game window (GPU-safe capture), clicking and typing into menus, holding keys, relative mouse, crash-reporter cleanup, killing by PID, reading logs, scripted test scenes, and an in-game JSON bridge that lets an agent observe and act. Windows-first (also from WSL), with notes for Linux and macOS. Use when a mod must be verified in game, when navigating menus automatically, or when building a repeatable test or demo scene.

game-research-websearch

Research a game, engine or modding technique on the open web with archive-aware, rate-limit-safe searches — Wayback Machine/archive.today for dead forums (XeNTaX, Zenhax, old threads), GitHub code/repo search, Nexus/Steam Workshop/Thunderstore APIs, Reddit JSON, YouTube transcripts, plus archive snapshots as evidence. Use when starting work on a game (

mashup-mods

Build cross-game mashups and total conversions, the

mod-any-game

Mod a PC game the user owns, taking an idea to working in the real game and recorded. It covers new items, weapons, enemies, bosses, units, civilizations, mechanics, art, sound, VR and cross-game mashups. Use when the user wants to mod, extend, hack on, reverse engineer or mash up a game (

port-a-mod

Port an existing mod to a newer game version or another mod loader while keeping its behaviour, values and quirks. Typical cases are an old Forge 1.7.10 or 1.12 Minecraft mod moving to modern Fabric or NeoForge, a Skyrim LE plugin moving to SE/AE, or a tModLoader 1.3 mod moving to 1.4. It covers pinning one source version, a private decompiled reference, an adaptation matrix, extracting the mod

publish-mod

Package and release a finished game mod. Covers the pre-release lint (no game files, decompiled code or leaked keys), README and install steps, credits and AI disclosure, versioning, where to upload (Nexus Mods, Steam Workshop, Thunderstore, mod.io, GitHub releases), and the post with a video. Use when the user wants to ship, share, upload, release or post a mod.

reverse-engineering

Read how a game actually works so a mod can hook it. Decompile .NET/Mono (ILSpy), IL2CPP (Cpp2IL, Il2CppDumper), Java (Vineflower) and native code (Ghidra, IDA, via MCP servers); dump data and asset formats; reverse-engineer a binary file format and prove it with a round trip; read live memory (Cheat Engine, Frida, x64dbg); find render passes (RenderDoc). Use when a mod needs game internals, e.g.

share-field-notes

Search and contribute to the shared AI-modding knowledge base, where field notes record how specific games were modded, decompiled or reverse-engineered (exact versions, route, engine facts, verification, gotchas). Use before starting work on a game (

showcase-video

Record and cut a short showcase video of a game mod, or a compilation of clips, ready to post on X/YouTube. Records the game window with only the game

相關技能