Agent skill

Popochiu

by jame581 in jame581/GodotPrompter

A skill your agent uses when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI

MITAuto-check passedGame Development

Install Popochiu

skills CLI
$ npx skills add jame581/GodotPrompter --skill popochiu -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter popochiu --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/popochiu .claude/skills/popochiu && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
popochiu
GitHub stars
805
Token cost
~2.6k tokens
SKILL.md length
951 words
Files
5 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI

  • Works in 6 steps: When to use Popochiu → Install & project setup → Core concepts & the one-letter autoloads → …
  • Using the Popochiu addon — point-and-click adventure framework with rooms
  • SKILL.md covers 1. When to use Popochiu, 2. Install & project setup, 3. Core concepts & the… and 4. Rooms & navigation, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Popochiu is an agent skill from jame581/GodotPrompter. Use when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI

Its SKILL.md is about 2.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/dialogs.md`, `references/gui.md` and `references/inventory.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.

When your agent uses it

  • Using the Popochiu addon — point-and-click adventure framework with rooms
  • A command-based GUI

Example prompts

  • “/popochiu”

Workflow steps

6 steps, taken from the step headings in SKILL.md.

  1. When to use Popochiu
  2. Install & project setup
  3. Core concepts & the one-letter autoloads
  4. Rooms & navigation
  5. Interactions
  6. Characters & dialog basics

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • github.com
    • carenalgas.itch.io

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Popochiu loads about 2.6k tokens when it runs, and up to ~7.1k if it reads all its reference files. Until then it costs about 42 tokens; SKILL.md has 951 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~42
When it runs · the whole SKILL.md, loaded when a task matches
~2.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~7.1k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 951 words, ~2,632 tokens.

Download SKILL.mdSave it as .claude/skills/popochiu/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.
name
popochiu
description
Use when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI

Popochiu

Related skills: dialogue-system for hand-rolled dialogue data, inventory-system for generic inventory patterns, save-load for core-engine persistence.

Addon: Popochiu · version v2.1.1 · Godot 4.6 · MIT · source: https://github.com/carenalgas/popochiu · pure GDScript (no C# API — GDScript-only skill).


1. When to use Popochiu

ApproachBest for
Hand-rolled (dialogue-system + inventory-system + state-machine)Custom genre, tight control over every system, no editor tooling needed
PopochiuFull point-and-click adventure (AGS/PowerQuest-style): rooms, walk-to-click, verb-based interaction, dialog trees, inventory, save/load — wired together with dock-generated scaffolding

Choose Popochiu when you're building a classic point-and-click adventure and want the room/character/prop/dialog/inventory pipeline pre-built, with a dock that scaffolds new objects and autoload registries that give autocomplete (R.House, C.Popsy, I.Key, D.PopsyHouseChat). Hand-roll with dialogue-system + inventory-system + state-machine when your genre isn't point-and-click, or you need full control over the interaction model. Popochiu requires Godot 4.6 and is GDScript-only (no C# API).


2. Install & project setup

  1. Get Popochiu from itch.io or GitHub Releases; copy addons/popochiu/ into your project.
  2. Project → Project Settings → Plugins → enable Popochiu. Godot prompts a restart — Project → Reload Current Project.
  3. On first run, PopochiuResources.init_file_structure() scaffolds res://game/ (layout below) plus popochiu_data.cfg (a ConfigFile registry of every room/character/item/dialog) and popochiu_globals.gd (an empty Globals autoload — add your own state here).
  4. The setup wizard pops up automatically (re-open via the dock's "Setup" button): pick a Game Type (Custom/2D/Pixel — configures stretch mode), a Resolution, and a GUI Template (9 Verb, Sierra, SimpleClick, or Custom).
  5. A companion plugin, PopochiuImporters, adds Aseprite import docks — enabled separately in Project Settings.

Dock-generated layout:

res://game/
  popochiu_globals.gd        # Globals autoload — add vars/on_save/on_load
  popochiu_data.cfg          # registry of rooms/characters/items/dialogs/GUI/setup
  autoloads/{r,c,i,d,a}.gd   # generated — never hand-edit; rewritten per new object
  rooms/<name>/room_<name>.gd (+ .tscn, state script)
  characters/<name>/character_<name>.gd (+ .tscn, state script)
  inventory_items/<name>/inventory_item_<name>.gd (+ .tscn, state script)
  dialogs/<name>/dialog_<name>.gd (+ .tres)
  gui/gui.tscn, gui/gui_commands.gd
  transition_layer/transition_layer.tscn (+ .gd)

3. Core concepts & the one-letter autoloads

Game scripts talk to Popochiu almost entirely through short autoload singletons (not PopochiuUtils or class names, which are for engine-internal code):

AutoloadInterfacePurposeKey signature
EPopochiuCore engine: queue/cutscene scripting, save/load, camera, commandsfunc queue(instructions: Array, show_gui := true) -> void
RPopochiuIRoomRoom registry & navigationfunc goto_room(script_name := "", use_transition := true, store_state := true, ignore_change := false) -> void
CPopochiuICharacterCharacter registry (C.player, C.Popsy)func walk_to_clicked(offset := Vector2.ZERO) -> void
IPopochiuIInventoryInventory registry & active itemfunc set_active_item(item: PopochiuInventoryItem = null) -> void
DPopochiuIDialogDialog registry & inline dialogsfunc show_inline_dialog(options: Array) -> PopochiuDialogOption
GPopochiuIGraphicInterfaceGUI control: block/unblock, show/hide, hover/system textfunc show_system_text(msg: String) -> void
APopochiuIAudioAudio cue registry (A.sfx_boing)func is_playing_cue(cue_name: String) -> bool

R/C/I/D back onto generated files (res://game/autoloads/*.gd) rewritten every time you create an object in the dock — never hand-edit them; put custom logic in the object's own script instead. Two more singletons round out the surface: T (PopochiuITransitionLayer, screen transitions — §4) and Cursor (mouse cursor rendering).


4. Rooms & navigation

Create rooms from the dock's "Create room" button — it scaffolds room_<name>.gd/.tscn under res://game/rooms/<name>/ with child nodes $Props, $Characters, $Hotspots, $Regions, $WalkableAreas, $Markers. A room needs at least one enabled Walkable Area or characters won't path on click.

R.goto_room() changes rooms — there is no E.goto_room(); room navigation lives on R:

gdscript
func _on_click() -> void:
    await C.player.walk_to_clicked()
    R.goto_room("Garden")

E.queue() scripts a cutscene from an ordered instruction list — mix Callables (the queue_* twin of any action) and plain strings:

gdscript
func _on_room_transition_finished() -> void:
    E.queue([
        "Popsy: Finally, some fresh air.",
        C.Popsy.queue_walk_to(Vector2(400, 300)),
        "...",  # 1s pause
        C.Popsy.queue_say("Now, where did I put that key?"),
    ])

String shorthand accepted by queue()/cutscene(): "Name: text" (says a line), "Name(emotion): text", "Name[N]: text" (auto-continues after N seconds), "."/".."/"..." (0.25s/0.5s/1s pauses, doubling per dot), any other string shown via G.show_system_text(). E.cutscene() is additionally skippable via the popochiu-skip input action (default Esc).

Room transitions go through T (new in 2.1) — not the deprecated E.play_transition()/E.queue_play_transition() (still present in 2.1.1 but print a runtime warning):

gdscript
await T.play_transition("fade", 0.5, T.PLAY_MODE.IN_OUT)

R.goto_room() plays the project's default transition automatically unless called with use_transition := false.


Show full SKILL.md (403 more words)Show less

5. Interactions

TypeBasePurpose
PropPopochiuProp (Area2D)Visible/interactive scenery — sprite, optional link_to_item, can be a nav obstacle
HotspotPopochiuHotspot (Area2D)Invisible interaction zone (no sprite of its own — e.g. part of the background art)
RegionPopochiuRegion (Area2D)Trigger area that tints/scales a character on enter/exit; does not receive clicks

Props, Hotspots, and Characters all extend PopochiuClickable and share one virtual lifecycle. Override these underscore-prefixed methods in generated scripts — the engine calls public wrappers (on_click(), etc.) that call these internally, so never override the public wrapper itself:

gdscript
# prop_key.gd
extends PopochiuProp

func _on_click() -> void:
    await C.player.walk_to_clicked()
    I.Key.add_as_active()

func _on_item_used(item: PopochiuInventoryItem) -> void:
    if item == I.Oil:
        await C.player.say("That should stop it squeaking.")

Full callback set: _on_room_set, _on_click, _on_double_click, _on_right_click, _on_middle_click, _on_item_used(item), _on_position_changed, _on_movement_started, _on_movement_ended.

Command-based GUI, at a glance: each shipped GUI template (9 Verb / Sierra / SimpleClick) registers verbs via E.register_command(id, "Display Name", fallback). On click, Popochiu snake_cases the active command and looks for on_<command>() on the clicked object (e.g. on_look_at()) before falling back to _on_click(). Full mechanics — including E.current_command, registering custom commands, and the deprecated E.active_command snippet you may see in older tutorials — are in references/gui.md.


6. Characters & dialog basics

Create characters from the dock; the first one created becomes the Player Character. Say a line with an optional emotion:

gdscript
await C.player.walk_to_clicked()
await C.player.say("What a mess.", "annoyed")

Emotions map to voice_cues and avatars export arrays (emotion name → audio cue / GUI portrait); say() sets emotion for the duration of the line, then resets it to "".

Start a named dialog tree from a click handler:

gdscript
func _on_click() -> void:
    await C.player.face_clicked()
    D.PopsyHouseChat.start()

Dialog trees are PopochiuDialog resources with branching options, per-option conditions, and handler methods — full authoring pattern (including the Array-only turn_on_options()/turn_off_options() gotcha) is in references/dialogs.md.

Deep dives: references/dialogs.md, references/inventory.md, references/gui.md, references/pipeline.md


Implementation checklist

  • Popochiu enabled in Project Settings → Plugins; project reloaded after enabling
  • Setup wizard run once (Game Type, Resolution, GUI Template) before authoring rooms
  • Every room has at least one enabled Walkable Area, or characters won't path on click
  • Room navigation uses R.goto_room() — not a nonexistent E.goto_room()
  • Cutscene scripting uses E.queue([...])/E.cutscene([...]), not bare queue_*() calls (those are silent no-ops outside a queue)
  • Non-queue_ action calls (say(), walk_to(), …) are awaited, or they run concurrently instead of sequentially
  • Room transitions use T.play_transition(), not the deprecated E.play_transition()
  • res://game/autoloads/{r,c,i,d,a}.gd are never hand-edited — they're dock-regenerated
  • Custom persisted fields live on the generated *_state.gd resource (JSON-safe types, or _on_save/_on_load overrides for complex ones)
  • turn_on_options()/turn_off_options()/turn_off_forever_options() are called with an Array, even for one id
  • Command handlers use on_<command>() (verb-specific) or the _on_click() fallback — never override the public on_click() wrapper itself
  • GUI template chosen once and treated as a starting point — switching templates later replaces the whole res://game/gui/ tree

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 4 other files (references) in skills/popochiu of jame581/GodotPrompter.

  • SKILL.md
  • references/dialogs.md
  • references/gui.md
  • references/inventory.md
  • references/pipeline.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Popochiu next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Popochiu compared with similar skills
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Popochiu this skilljame581/GodotPrompter805—~2.6kAutomated safety check: PassMIT
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Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Popochiu

What does Popochiu do?

A skill your agent uses when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI. Popochiu is an agent skill from jame581/GodotPrompter.

When should I use Popochiu?

Popochiu fits situations like: using the Popochiu addon — point-and-click adventure framework with rooms; A command-based GUI.

How do I install Popochiu in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill popochiu -a claude-code`. Or copy the skill folder (skills/popochiu in jame581/GodotPrompter) into .claude/skills/popochiu in your project. Claude Code loads it when a task matches its description.

How do I install Popochiu in Codex?

Run `npx skills add jame581/GodotPrompter --skill popochiu -a codex`. Or copy the skill folder (skills/popochiu in jame581/GodotPrompter) into .agents/skills/popochiu in your project. Codex loads it when a task matches its description.

Can I use Popochiu in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill popochiu -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/popochiu, .gemini/skills/popochiu, .github/skills/popochiu and .opencode/skills/popochiu in your project.

What does Popochiu need to run?

SKILL.md names no scripts, command-line tools or credentials: Popochiu is instructions for the agent only.

Does Popochiu access the network?

SKILL.md names 2 domains. As links in the text: github.com and carenalgas.itch.io. This is read from the text; nothing was executed.

Is Popochiu safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Popochiu use?

Popochiu is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Popochiu use?

About 2.6k tokens (SKILL.md is roughly 11k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 4.4k tokens, read only when the agent opens those files.

What are the alternatives to Popochiu?

Skills that share tags, products or a category with Popochiu: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Popochiu?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 805 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 9, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.