claude

gmas

GMC-aware skills for authoring, debugging, reviewing and testing GMAS gameplay

56 on GitHubby reznokv1.4.1MITupdated 1 month agodevelopment
/

Plugin gmas from marketplace reznok in reznok/GMCAbilitySystem. Commands read from the repo's manifest — 1 month ago.

This plugin runs code on your machine — its hooks fire automatically on events like tool use. The exact commands are listed below; read them before installing.

What it installs

Skills (12)

  • gmas-ability

    Use when creating or modifying a UGMCAbility - lifecycle hooks, cost and cooldown, activation tags, chains, tasks, input, and its visuals and sounds on every machine.

  • gmas-attribute

    Use when adding or changing GMAS attributes - GMCAttributesData rows, clamps, GMC-bound versus replicated, reading and modifying values at runtime, custom modifier calculators.

  • gmas-debug

    Use when GMAS or GMC gameplay misbehaves - desync, double activation, late or missing effects, attributes stuck at zero, replay oddities, crashes in the ability component; covers logs, console variables, the debugger and a symptom table.

  • gmas-effect

    Use when creating or modifying a UGMCAbilityEffect or FGMCAbilityEffectData - duration and periodic settings, granted tags, modifiers and conditions, queue type, runtime-built effects, removal.

  • gmas-maintain

    Use when working inside the GMAS repository itself - branches, the DeepWorlds sync, resolving a sync conflict pull request, running the GMAS specs, promoting and releasing.

  • gmas-review

    Use when reviewing a change that touches GMC or GMAS code, before merging or after a coding agent implements it.

  • gmas-rules

    Use when changing gameplay that involves a GMC_AbilitySystemComponent (GMAS) - deciding where state lives (bound, replicated, derived), attribute binding, ability lifetime under replay, effect queue types, server operations, impulses and tags.

  • gmas-setup

    Use when adding GMAS to a project or wiring a new GMC pawn or movement component to a GMC_AbilitySystemComponent, in C++ or Blueprint, including submodule install and Build.cs dependencies.

  • gmas-task

    Use when creating or modifying a GMAS ability task (UGMCAbilityTaskBase subclass) - target data, waits, heartbeat, tick placement, replay safety.

  • gmas-testing

    Use when writing or running automation tests for GMC/GMAS gameplay - headless GMAS specs or networked play-in-editor tests with a dedicated server and clients.

  • gmas-upgrade

    Use when moving a project to a newer GMAS (for example 1.3 to 1.4, or 1.4 to 1.4.1) or when a build breaks after updating the GMAS submodule.

  • gmc-prediction

    Use when writing or reviewing code that runs inside GMC's movement cycle (GenPredictionTick, bound values, replays, combined moves, simulated proxies, move timestamps) or when a GMC pawn behaves differently on client and server.

Hooks (1)

  • SessionStart

    set gmas_hook \"; bash "${CLAUDE_PLUGIN_ROOT}/hooks/gmas-context.sh"; exit $?; \"; powershell.exe -NoProfile -NonInteractive -ExecutionPolicy Bypass -File "${CLAUDE_PLUGIN_ROOT}/hooks/gmas-context.ps1

View source on GitHub

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