Swiftui View Refactor
Dimillian/Skills
Refactor and review SwiftUI view files with strong defaults for small dedicated subviews, MV-over-MVVM data flow, stable view trees, explicit dependency injection, and correct Observation usage.
A specialized skill for the quest-designer agent covering quest design patterns.
$ npx skills add revfactory/harness-100 --skill quest-design-patterns -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install revfactory/harness-100 quest-design-patterns --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/revfactory/harness-100.git skills-src && mkdir -p .claude/skills && cp -r skills-src/en/05-game-narrative/.claude/skills/quest-design-patterns .claude/skills/quest-design-patterns && rm -rf skills-srcUse ~/.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/
Install the "quest-design-patterns" agent skill from https://github.com/revfactory/harness-100/tree/main/en/05-game-narrative/.claude/skills/quest-design-patterns into .claude/skills/quest-design-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "quest-design-patterns", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/revfactory/harness-100/tree/main/en/05-game-narrative/.claude/skills/quest-design-patternsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add revfactory/harness-100 --skill quest-design-patterns -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install revfactory/harness-100 quest-design-patterns --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/revfactory/harness-100.git skills-src && mkdir -p .agents/skills && cp -r skills-src/en/05-game-narrative/.claude/skills/quest-design-patterns .agents/skills/quest-design-patterns && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "quest-design-patterns" agent skill from https://github.com/revfactory/harness-100/tree/main/en/05-game-narrative/.claude/skills/quest-design-patterns into .agents/skills/quest-design-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "quest-design-patterns", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add revfactory/harness-100 --skill quest-design-patterns -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install revfactory/harness-100 quest-design-patterns --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/revfactory/harness-100.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/en/05-game-narrative/.claude/skills/quest-design-patterns .cursor/skills/quest-design-patterns && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "quest-design-patterns" agent skill from https://github.com/revfactory/harness-100/tree/main/en/05-game-narrative/.claude/skills/quest-design-patterns into .cursor/skills/quest-design-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "quest-design-patterns", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/revfactory/harness-100.git --path en/05-game-narrative/.claude/skills/quest-design-patterns--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add revfactory/harness-100 --skill quest-design-patterns -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install revfactory/harness-100 quest-design-patterns --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/revfactory/harness-100.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/en/05-game-narrative/.claude/skills/quest-design-patterns .gemini/skills/quest-design-patterns && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "quest-design-patterns" agent skill from https://github.com/revfactory/harness-100/tree/main/en/05-game-narrative/.claude/skills/quest-design-patterns into .gemini/skills/quest-design-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "quest-design-patterns", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install revfactory/harness-100 quest-design-patternsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add revfactory/harness-100 --skill quest-design-patterns -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/revfactory/harness-100.git skills-src && mkdir -p .github/skills && cp -r skills-src/en/05-game-narrative/.claude/skills/quest-design-patterns .github/skills/quest-design-patterns && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "quest-design-patterns" agent skill from https://github.com/revfactory/harness-100/tree/main/en/05-game-narrative/.claude/skills/quest-design-patterns into .github/skills/quest-design-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "quest-design-patterns", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add revfactory/harness-100 --skill quest-design-patterns -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install revfactory/harness-100 quest-design-patterns --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/revfactory/harness-100.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/en/05-game-narrative/.claude/skills/quest-design-patterns .opencode/skills/quest-design-patterns && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "quest-design-patterns" agent skill from https://github.com/revfactory/harness-100/tree/main/en/05-game-narrative/.claude/skills/quest-design-patterns into .opencode/skills/quest-design-patterns/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "quest-design-patterns", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
quest-design-patternsA specialized skill for the quest-designer agent covering quest design patterns.
Quest Design Patterns is an agent skill from revfactory/harness-100. A specialized skill for the quest-designer agent covering quest design patterns. Provides quest archetypes, reward psychology, difficulty curves, and player motivation frameworks. Use for 'quest design,' 'reward systems,' 'mission structure,' 'quest patterns,' and similar topics.
Its SKILL.md is about 1.7k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Development, covering Design patterns. The licence is Apache-2.0.
Read from SKILL.md and the folder at commit 8e8d35c. It shows what the files ask for, not the result of running them.
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.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Quest Design Patterns loads about 1.7k tokens when it runs. Until then it costs about 76 tokens; SKILL.md has 540 words of instructions outside code blocks.
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.
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.
The full file from revfactory/harness-100 at commit 8e8d35c, republished under its Apache-2.0 licence (© revfactory). 540 words, ~1,697 tokens.
.claude/skills/quest-design-patterns/SKILL.md (or your agent's skills folder).Specialized game design knowledge used by the quest-designer agent when designing main/side quests.
Quests are the glue connecting narrative and gameplay. If the game just repeats "go kill 10 of these," players will disengage. Combining diverse structural patterns is what keeps players saying "just one more quest."
| # | Archetype | Core Loop | Narrative Function | Risk Factor |
|---|---|---|---|---|
| 1 | Hunt | Eliminate a specific target | Threat removal, proving heroism | Can become repetitive -> Give the target a story |
| 2 | Defense | Protect a base/NPC | Sense of responsibility, time pressure | Frustration on failure -> Provide partial success options |
| 3 | Pursuit | Track a fleeing target | Tension, spatial utilization | Repeated failure -> Adjust difficulty with staged clues |
| # | Archetype | Core Loop | Narrative Function | Risk Factor |
|---|---|---|---|---|
| 4 | Exploration | Discover unknown regions | World-building expansion, curiosity | Loss of direction -> Guide with environmental storytelling |
| 5 | Collection | Gather items/information | Deepening world understanding | Tedious errands -> Add mini-narrative to each item |
| 6 | Puzzle | Solve puzzles/ciphers | Intellectual achievement, learning world rules | Getting stuck -> Provide tiered hint system |
| # | Archetype | Core Loop | Narrative Function | Risk Factor |
|---|---|---|---|---|
| 7 | Escort | Accompany an NPC | Relationship building, character development | Slow NPC -> Ensure AI behavior quality |
| 8 | Negotiation | Resolve through dialogue | Exploring faction relations, role-playing | Obvious answer -> Assign a cost to every choice |
| 9 | Delivery | Carry goods/information | World traversal, NPC network | Simple travel -> Insert events during travel |
| # | Archetype | Core Loop | Narrative Function | Risk Factor |
|---|---|---|---|---|
| 10 | Infiltration | Achieve objective undetected | Tension, alternative play style | Detection=failure prohibited -> Switch to combat on detection |
| 11 | Competition | Compete against NPCs/players | Achievement, social comparison | Unfairness -> Visual progress indicators |
| 12 | Dilemma | Irreconcilable choices | Moral weight, player identity | Correct answer exists -> Ensure every choice has pros and cons |
[Surface Layer] What the player sees: "The village elder asks you to find herbs"
[Mechanical Layer] What the game tracks: Travel -> Collect -> Combat -> Return + Flag changes
[Narrative Layer] What the story conveys: The elder's hidden past, the true purpose of the herbs| Element | Description | Application |
|---|---|---|
| Delayed | Delayed rewards — non-immediate rewards | Main quest rewards come at chapter end |
| Random | Random rewards — variable ratio reinforcement | Loot probability systems |
| Intrinsic | Intrinsic rewards — story, character growth | Emotional cutscenes, relationship changes |
| Progressive | Progressive rewards — cumulative achievement | Achievements, titles, skill trees |
Quest Reward Value = (Time Required x Base Reward Rate) x Difficulty Coefficient x Choice Bonus
- Base Reward Rate: Baseline experience/gold per minute
- Difficulty Coefficient: Easy(0.8), Normal(1.0), Hard(1.5), Hidden(2.0)
- Choice Bonus: 1.2x-1.5x for completing bonus objectives/moral choicesDifficulty
^
| /\ /\ /\
| / \ / \ / \
| / \ / \ / \ <- Each tooth = quest chain
| / \/ \ / \
|/ \/ \
+----------------------------> Progress| Progress | Main Quest | Side Quest Role |
|---|---|---|
| 0-20% | Tutorial + World introduction | Basic mechanics learning |
| 20-40% | First crisis | Adding depth to factions/characters |
| 40-60% | Twist + New objective | Discovering hidden narratives |
| 60-80% | Final preparation | Securing key items/alliances |
| 80-100% | Climax + Ending | Epilogue, hidden content |
### Quest: [Title]
- **ID**: Q_[Chapter]_[Number]
- **Type**: Main / Side / Hidden
- **Archetype**: [Choose from the 12 archetypes]
- **Prerequisite Quest**: Q_XX_XX
- **Recommended Level**: Lv.XX
#### Overview
[1-2 sentence summary]
#### Trigger Conditions
[Quest start conditions]
#### Steps
1. [Action] — [Game Mechanic] — [Narrative Function]
2. ...
#### Branches
- Choice A: [Result] -> [Subsequent impact]
- Choice B: [Result] -> [Subsequent impact]
#### Rewards
- Experience: X / Gold: X / Item: [Name]
- Narrative Reward: [Relationship changes, new information]
#### Flag Changes
- SET: [flag_name] = [value]© revfactory, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in en/05-game-narrative/.claude/skills/quest-design-patterns of revfactory/harness-100.
Open the folder on GitHubat commit 8e8d35c
Quest Design Patterns 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Quest Design Patterns this skillrevfactory/harness-100 | 1.3k | — | ~1.7k | Automated safety check: Pass | Apache-2.0 | |
| Swiftui View RefactorDimillian/Skills | 4k | 5 repos | ~2k | Automated safety check: Pass | MIT | |
| RTK Rust Design Patternsrtk-ai/rtk | 83k | — | ~1.9k | Automated safety check: Pass | Apache-2.0 | |
| Effect Client WrapperUsefulSoftwareCo/executor | 4.1k | 1 repos | ~1.4k | Automated safety check: Pass | MIT | |
| Architecture PatternsKartikLabhshetwar/better-shot | 2.4k | 2 repos | ~1.4k | Automated safety check: Pass | Custom licence | |
| GitVersion .NET DevelopmentGitTools/GitVersion | 3.1k | — | ~1.7k | Automated safety check: Pass | MIT |
Dimillian/Skills
Refactor and review SwiftUI view files with strong defaults for small dedicated subviews, MV-over-MVVM data flow, stable view trees, explicit dependency injection, and correct Observation usage.
rtk-ai/rtk
Describes seven Rust design patterns for the RTK CLI filter modules, with when to use each, RTK examples, and notes on when a pattern is overkill.
UsefulSoftwareCo/executor
Pattern for wrapping third-party SDK clients (Stripe, Resend, AWS, etc.) with Effect.
KartikLabhshetwar/better-shot
Deep dive into software architecture for macOS. An agent skill from KartikLabhshetwar/better-shot.
GitTools/GitVersion
Gives repository-specific .NET guidance for GitVersion: build and test commands, central package management, project layout and coding conventions.
prisma/orm
Replaces a plain TypeScript union plus switch statements with frozen subclasses and a visitor interface when several places dispatch on the same variants.
revfactory/harness-100
A skill for analyzing website anti-bot defense mechanisms and developing legitimate evasion strategies.
revfactory/harness-100
Reference for designing how an API reports failures: structured error codes, response shapes, client-friendly messages, an error catalog and retry or fallback advice.
revfactory/harness-100
Walks a backend-dev agent through OWASP API Top 10 checks, authentication and authorization patterns, and defense code during API design.
revfactory/harness-100
Methodology for systematically designing and generating CLI tool argument parser structures.
revfactory/harness-100
Audience segmentation skill used by the analyst and curator agents.
revfactory/harness-100
Audio storytelling skill used by the podcast scriptwriter and show note editor.
Categories
A specialized skill for the quest-designer agent covering quest design patterns. Quest Design Patterns is an agent skill from revfactory/harness-100. A specialized skill for the quest-designer agent covering quest design patterns.
Quest Design Patterns fits situations like: mission structure; tasks that involve Design patterns.
Run `npx skills add revfactory/harness-100 --skill quest-design-patterns -a claude-code`. Or copy the skill folder (en/05-game-narrative/.claude/skills/quest-design-patterns in revfactory/harness-100) into .claude/skills/quest-design-patterns in your project. Claude Code loads it when a task matches its description.
Run `npx skills add revfactory/harness-100 --skill quest-design-patterns -a codex`. Or copy the skill folder (en/05-game-narrative/.claude/skills/quest-design-patterns in revfactory/harness-100) into .agents/skills/quest-design-patterns in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add revfactory/harness-100 --skill quest-design-patterns -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/quest-design-patterns, .gemini/skills/quest-design-patterns, .github/skills/quest-design-patterns and .opencode/skills/quest-design-patterns in your project.
SKILL.md names no scripts, command-line tools or credentials: Quest Design Patterns is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
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.
Quest Design Patterns is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.7k tokens (SKILL.md is roughly 6.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Quest Design Patterns: Swiftui View Refactor (Dimillian/Skills, 4k stars), RTK Rust Design Patterns (rtk-ai/rtk, 83k stars), Effect Client Wrapper (UsefulSoftwareCo/executor, 4.1k stars) and Architecture Patterns (KartikLabhshetwar/better-shot, 2.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
revfactory (a GitHub user) maintains it in revfactory/harness-100, which has 1,290 GitHub stars. The repository holds 464 skills in this directory. The repository was last updated on March 22, 2026.
Source: revfactory/harness-100 on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.