Agent skill

Understanding The Analysis View

by villith in villith/relink-logs

A skill your agent uses when working on, discussing, reviewing or debugging the Relink Logs analysis view (the log viewer's Analysis mode) — pins, drilling, grouping, the table/timeline/events…

MITAuto-check passedDevelopment

Install Understanding The Analysis View

skills CLI
$ npx skills add villith/relink-logs --skill understanding-the-analysis-view -a claude-code

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

GitHub CLI
$ gh skill install villith/relink-logs understanding-the-analysis-view --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/villith/relink-logs.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/understanding-the-analysis-view .claude/skills/understanding-the-analysis-view && 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
understanding-the-analysis-view
GitHub stars
156
Token cost
~4.1k tokens
SKILL.md length
2,441 words
Files
2
Skills in repo
4
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when working on, discussing, reviewing or debugging the Relink Logs analysis view (the log viewer's Analysis mode) — pins, drilling, grouping, the table/timeline/events…

  • Debugging the Relink Logs analysis view (the log viewers Analysis mode) — pins
  • SKILL.md covers Overview, Vocabulary, Working in this code and Common misreadings
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • The table/timeline/events bodies

What it does

Understanding The Analysis View is an agent skill from villith/relink-logs. Use when working on, discussing, reviewing or debugging the Relink Logs analysis view (the log viewer's Analysis mode) — pins, drilling, grouping, the table/timeline/events bodies, the chart and its windows, aura filters, hover cards — or when a request uses its vocabulary (source, target, ability, friendlies/enemies, buffs/debuffs, SBA window, Link Time, Break, damage cap, stun value, merge supplementary damage).

Its SKILL.md is about 4.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 1 other file (for example `code-map.md`).

It sits in Development. The repository describes itself as: Relink Logs lets you track damage statistics with a nice overlay DPS meter for Granblue Fantasy: Relink. The licence is MIT.

When your agent uses it

  • Debugging the Relink Logs analysis view (the log viewers Analysis mode) — pins
  • The table/timeline/events bodies
  • The chart and its windows
  • A request uses its vocabulary (source

Example prompts

  • “/understanding-the-analysis-view”

What it can do on your machine

Read from SKILL.md and the folder at commit 8251151. 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.

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

  • Network

    No URLs in SKILL.md.

    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

Understanding The Analysis View loads about 4.1k tokens when it runs. Until then it costs about 112 tokens; SKILL.md has 2,441 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~112
When it runs · the whole SKILL.md, loaded when a task matches
~4.1k

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 villith/relink-logs at commit 8251151, republished under its MIT licence (© villith). 2,441 words, ~4,102 tokens.

Download SKILL.mdSave it as .claude/skills/understanding-the-analysis-view/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
understanding-the-analysis-view
description
Use when working on, discussing, reviewing or debugging the Relink Logs analysis view (the log viewer's Analysis mode) — pins, drilling, grouping, the table/timeline/events bodies, the chart and its windows, aura filters, hover cards — or when a request uses its vocabulary (source, target, ability, friendlies/enemies, buffs/debuffs, SBA window, Link Time, Break, damage cap, stun value, merge supplementary damage).

Understanding the Analysis View

Overview

The analysis view (src/pages/logs/view/analysis/) is the log viewer's Warcraft-Logs-style reader for one saved encounter. Its whole state is a URL, and one rule generates the UI:

Three dimensions — source, ability, target — can each be pinned. The view groups its rows by the first dimension nobody has pinned. Clicking a row pins that dimension, which advances the grouping to the next free one. That is "drilling in".

Everything else — which chart is drawn, which columns the table has, which hover card explains a row, which filters are offered — is declared per metric in machine/capabilities.ts and resolved by machine/resolve.ts. The view file itself decides almost nothing.

AnalysisView.tsx is the frame; the bodies below it swap. Use this skill's vocabulary verbatim when talking to the developer — the terms below are the ones the UI, the code and the developer all use.

Vocabulary

The three axes
  • Dimension — one of source, ability, target. The only three axes there are (machine/state.ts, DIMENSIONS).
  • Pin — a dimension fixed to one value. Pins live in the URL (src, abil, tgt), and are set by clicking a row or choosing from a selector. "Pin the source", "clear the ability pin".
  • Source — the acting end of an event, and the view's top-level "who is this page about". Its selector is the actor bar, the topmost row, above the side toggle and the metric tabs. A value is an actor index in the current side's source universe: a player index on the friendly side, an enemy spawn segment on the enemy side (universeOf). On the buff/debuff tabs the friendly side reads Source as the effect's holder, and the enemy side reads it as the caster (narrowedByPins).
  • Target — the receiving end. At most ONE (WCL's target axis), selected in the pin bar below the metric tabs. On the friendly side a target is an enemy spawn, never an actor id: the game reissues a dead boss's actor index to the next spawn, so an id-keyed pin fuses two enemies.
  • Ability — one axis carrying three grammars, all in abil:
    • a friendly ability row key (skill:…, possibly a skill-group key ending @<child>),
    • an enemy attack on the Damage Taken tab (taken: + {enemyType, actionId} JSON),
    • a status pin (status:<effect>:<cause>:<class>) on the aura tabs. isStatusPin is what tells the third apart, and half a dozen consumers branch on it.
Sides
  • Hostility — the Friendlies/Enemies switch (side=enemy), sitting above the metric tabs. Not a filter: it swaps which universe source and target draw from, so changing it clears both actor pins. Stun and SBA have no enemy side (their toggle is disabled, not hidden).
  • Friendly / friendlies — the party. Sources are players, targets are enemy spawns.
  • Enemy / enemies — on Damage Done, "what each enemy dealt to the party"; on Damage Taken, "what the party dealt to each enemy". On the aura tabs it means enemy-held effects.
Metrics (the tab row)

Six, declared in CAPABILITIES:

MetricRows come fromEnemy sideNotes
Damage Done (damage)group queryyesthe only metric recording supplementary damage
Damage Taken (taken)group queryyesempty on logs recorded before 2026-08-04
Stun (stun)derived meter statenono target dimension
SBA (sba)derived meter statenono target dimension; per-ability split is local player only
Buffs (buffs)status intervalsyespolarity fixed, holders chosen by side
Debuffs (debuffs)status intervalsyesas above
  • Data path — which machinery produces rows: groups (the backend's GroupQuery aggregation), derived (the reconciled meter state — stun and SBA cannot be re-derived from a raw event walk), intervals (status windows). It decides far more than it looks: only the groups path gets aura filters, stacked group bands and a real "settled" moment after a fetch.
  • Buffs vs Debuffs — polarity is the game's own harmful flag (isHarmful), not who holds the effect. Holder side is the hostility switch. The two axes are independent, which is why an enemy's own Bloodthirst is reachable under Buffs → Enemies rather than being misfiled as a debuff.
Drilling
  • Drill / drill in — pin the dimension the table is currently grouped by, so the table descends to the next free dimension. The canonical walk on Damage Done is source → ability → target.
  • Grouping (groupBy) — the dimension the rows currently ARE. Derived: the first supported, unpinned dimension in the metric's dimensionOrder; with everything pinned it falls back to the last one (the one-row terminal, never a dead view).
  • Regroup / the "Done by …" strip — the tabs between the pin bar and the chart that override the derived grouping (by in the URL). Any pin clears the override, so drilling resumes advancing.
  • Auto-drill — when a pin leaves the table with exactly one row, the view pins that row too and keeps going while each new table has one row (machine/useAutoDrill.ts). Armed by a pin, never standing on its own — otherwise clearing the pin it applied would instantly re-apply it.
  • Terminal — the deepest table, where all supported dimensions are pinned and the lone row is the pinned reading itself.
The three bodies

The tab URL param switches the whole body below the frame. Everything above it — actor bar, side toggle, metric tabs, pin bar, regroup strip, chart, window strip, aura strips — is shared, which is why pins survive switching.

  • Table view (the default; tab absent) — the metric's rows as bars with numeric columns. MetricTable.tsx.
  • Timeline view (tab=timeline) — the SAME rows drawn against fight time, one lane per row. timeline/.
  • Events view (tab=events) — the raw event stream, one row per event, with per-column filters and a jump-to-time box. events/.

Timeline vocabulary: a lane is a row's track; a mark is one drawn thing on it; a cast is a run of events sharing a cast identity; a lane's shape is buckets (a bar per run, ticks inside per hit), icons (same fold, carrying the ability's art) or spans (real uptime, for status rows).

Rows
  • Row key — the flat player: / target: / actor: / enemy: / taken: / skill: / status: / source: grammar in rowKey.ts. One author, parsed once (rowRefOf); every surface dispatches on the parsed union. A forgotten branch does not throw — it prints the raw key ("Normal:1000") or drops the icon, which looks like missing data rather than a bug.
  • Skill group — several raw actions condensed into one ability row (abilityRowKey, skillGroupFor). A group key carries its child character, because Id's own kit and his dragonform's share group names.
  • Member skills — what a group row expands into. The expand caret appears only at two or more children: a one-child expansion restates its parent.
  • Party slot / colorSlot — which of the four player colours a row wears; -1 means "no slot" (an enemy, a party-wide row, the SBA remainder).
  • other rollup — the backend appends an other aggregate summing everything past topN (8) without removing the rows it sums. The table drops it; only the chart rolls the tail up. Never add it to a denominator.
Filters and windows

Four independent narrowings. Keep them apart in conversation:

  • Window / scrub / zoom — the committed chart range, as inclusive one-second bucket indexes (from/to). Set by dragging on the chart, cleared by double-clicking it or by the ✕ in the pin bar. It narrows every fetch, every table and the uptime denominators.
  • Battle windows — spans of fight time the game was in a state, from the parser (ChartWindow): SBA window (a Skybound Art performance, chains merged), Link Time window, Break window (one enemy in Break; carries that enemy's actor index). Shaded on the chart and selectable as chips in the Windows strip. Several compose by union (windows of one kind never overlap, so intersecting would resolve to nothing). Selecting also zooms the chart to the selection's hull.
  • Source auras / target auras — the aura filter strips between the chart and the body, one per actor pin. Each chip is an effect that pin's actor held; ticking chips restricts the fight to the time those effects were up. Several compose by intersection ("what did we do under the whole stack"). Each entry is anchored to the pin that produced it (src: / tgt:) and dies when that pin changes or clears. Damage Done and Damage Taken only.
  • Mask — the aura ∩ battle-window intersection, in wire form. One mask feeds the group query, the reparse, the uptime tables and the excluded shading, so the plot and the numbers can never disagree. undefined means "no filter"; an empty array is a real mask that admits nothing.
Chart
  • Band — one stacked series (a player, an ability, an enemy). Capped at 8 (GROUP_TOP_N); the rest are marked tail and rolled up as Other, still switchable on from the legend.
  • Markers — death lines and SBA cast lines drawn over the plot.
  • Smoothing — the trailing moving-average window, offered on rate charts only. The SBA gauge is a level, not a rate, so smoothing is pinned off there — averaging would round off the discharge that is the reading.
  • Stacks — the aura tabs' overlay: a pinned effect's per-holder stack depths.
Show full SKILL.md (977 more words)Show less
Tooltips
  • Tooltip / hover card — the cursor-following panel: a table row's breakdown, a chart bucket's "At this moment" breakdown, a timeline mark's contents (HoverCard.tsx). Each section shows its top five entries and stays silent about the rest, WCL-style. Control hints are a different thing: the merge switch carries a Mantine Tooltip, and the disabled hostility toggle a native title.
  • Extended tooltip — hold Ctrl while hovering: useCtrlHeld flips the card to detailed, lifting the five-entry cap so every entry shows. It works on the row cards, the chart tooltip and the timeline marks.
  • Cap card — a separate card, on the Events tab's Amount cell: it explains one hit's damage cap (base cap from the ladder, the cap-ups that raised it, the consistency check). Always full — it has no Ctrl variant.
Art
  • Character icon — an actor's bust or an enemy's portrait. Its row draws the bar's own head behind it (shape: "actor", head point).
  • Ability icon — the game's diamond skill art. The bar is cut with a 45° notch so the diamond nests into it (shape: "diamond", head notch).
  • Every icon stands on a faint diamond ground; a row with no art still draws the empty box, which holds the name column's left edge steady. Rows genuinely without art: link attacks, echoes, DoT ticks, unnamed statuses, trash mobs.
Game terms (GBFR)
  • SBA / Skybound Art — the party's ultimate. The SBA gauge is stored in tenths of a percent. SBA generation is how much gauge a player built; it is attributed per skill only for the local player (a remote member's gauge is synced, not granted by a hit the hook can see), and what no skill or named cause explains lands in the Unattributed row.
  • Link Time — the party-wide burst state a completed link-attack chain triggers.
  • Break — the enemy stagger state; a Break window is one enemy sitting in it.
  • Stun value — the per-hit stagger contribution the hook reads. Stun is recorded per player only (hence no enemy side and no target dimension); the table shows total and largest single hit.
  • Damage cap — the game's per-hit ceiling. Base cap comes from a per-character ladder indexed by the move's attack rate (what community sheets call MV), then cap-up sources (sigil traits, overmastery, summon bonuses, mastery/collection, the DMG Cap trait) raise it. events/cap*.ts derives all of it; the Amount card shows the working.
  • Supplementary damage / echo — the game's secondary damage tick attributed to a triggering hit. Merge supplementary damage ("Merge Sup DMG", the switch in the chart's control strip) makes an echo ride the skill that caused it; off, echoes stand on their own row. It is a stored setting (merge_supplementary), not a URL param — how someone reads damage should outlive the log they set it on. Merged figures are landings (an echo counted as part of the hit that caused it); unmerged are raw events. Only Damage Done records any, so the switch is disabled elsewhere.
  • Perfect Guard / Perfect Dodge — defensive reactions; both appear as event kinds and as SBA gauge causes.
  • Spawn / segment — one enemy instance, indexed into the response's targetEntries. The unit a target pin uses, because actor indexes are recycled.
  • Selection facts — what the backend reports about the unpinned fight so the selectors keep offering what the other pins allow (the cascade).
Around the view
  • Analysis view vs Classic view — two readings of one saved log, swapped by the view-mode toggle in the top bar (Classic is the older meter-shaped page). "The analysis view" always means this one; "classic" means the other.
  • Log / encounter / quest — a log is one saved encounter; the quest summary strip under the top bar names the quest, whether it was Cleared, the IGT (the game's own in-game timer) and, on Conflux runs, the room.
  • Overlay / meter — the transparent always-on-top window that shows the live fight. It is a different window and a different page (src/pages/Meter); nothing in the analysis view is live.
  • Streamer mode / display names — settings that change how players are NAMED everywhere in the view. A row that renders as an icon with no name is usually a naming-source problem, not a row problem.

Working in this code

  • Read machine/capabilities.ts first, then machine/resolve.ts. A question of the form "why does this tab show/hide/disable X" is nearly always answered by a declaration there, not by a branch in the view.
  • Adding behaviour to the view usually means a new declaration or a new transition (machine/transitions.ts), not a new ternary in AnalysisView.tsx.
  • The table and the timeline share RowPresentation, and the timeline and events share StreamContext (model/bodyContext.ts). Two bodies must draw one row identically — never resolve a name, an icon or a colour a second time.
  • For the file-by-file map, the fetch/staleness rules and the traps that have actually bitten, read code-map.md in this skill's directory.

Common misreadings

AssumptionReality
"Source means the player"Source means the acting end. On the enemy side it is an enemy spawn; on the aura tabs' enemy side it is the caster.
"The grouping is a setting"It is derived from which dimensions are pinned. by is only an override, and any pin clears it.
"Hostility filters the rows"It swaps the universes of both actor pins, and clears them.
"Auras and battle windows are the same filter"Different strips, different composition: auras intersect, battle windows union.
"The rows on screen answer the current grouping"On the groups path they answer the previous one until the fetch lands (answeredGroups). Anything reading rows to make a decision must check that first.
"Merge Sup DMG is in the URL"It is a stored setting; the URL carries no supp param any more.
"An enemy type row can be pinned"Type rows merge same-type spawns and cannot choose one, so they are leaves. The hover card decomposes them instead.
"Clicking any row pins something"pinOnClick: null is common — enemy types, enemy attacks on the taken tab, SBA causes, the unattributed remainder.

© villith, 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 1 other file in .claude/skills/understanding-the-analysis-view of villith/relink-logs.

  • SKILL.md
  • code-map.md

Open the folder on GitHubat commit 8251151

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Categories

Questions about Understanding The Analysis View

What does Understanding The Analysis View do?

A skill your agent uses when working on, discussing, reviewing or debugging the Relink Logs analysis view (the log viewer's Analysis mode) — pins, drilling, grouping, the table/timeline/events…. Understanding The Analysis View is an agent skill from villith/relink-logs. Use when working on, discussing, reviewing or debugging the Relink Logs analysis view (the log viewer's Analysis mode) — pins, drilling, grouping, the table/timeline/events bodies, the chart and its windows, aura filters, hover cards — or when a request uses its vocabulary (source, target, ability, friendlies/enemies, buffs/debuffs, SBA window, Link Time, Break, damage cap, stun value, merge supplementary damage).

When should I use Understanding The Analysis View?

Understanding The Analysis View fits situations like: debugging the Relink Logs analysis view (the log viewers Analysis mode) — pins; the table/timeline/events bodies; the chart and its windows; A request uses its vocabulary (source.

How do I install Understanding The Analysis View in Claude Code?

Run `npx skills add villith/relink-logs --skill understanding-the-analysis-view -a claude-code`. Or copy the skill folder (.claude/skills/understanding-the-analysis-view in villith/relink-logs) into .claude/skills/understanding-the-analysis-view in your project. Claude Code loads it when a task matches its description.

How do I install Understanding The Analysis View in Codex?

Run `npx skills add villith/relink-logs --skill understanding-the-analysis-view -a codex`. Or copy the skill folder (.claude/skills/understanding-the-analysis-view in villith/relink-logs) into .agents/skills/understanding-the-analysis-view in your project. Codex loads it when a task matches its description.

Can I use Understanding The Analysis View 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 villith/relink-logs --skill understanding-the-analysis-view -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/understanding-the-analysis-view, .gemini/skills/understanding-the-analysis-view, .github/skills/understanding-the-analysis-view and .opencode/skills/understanding-the-analysis-view in your project.

What does Understanding The Analysis View need to run?

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

Does Understanding The Analysis View access the network?

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.

Is Understanding The Analysis View 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 Understanding The Analysis View use?

Understanding The Analysis View 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 Understanding The Analysis View use?

About 4.1k tokens (SKILL.md is roughly 16k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Understanding The Analysis View?

Skills that share tags, products or a category with Understanding The Analysis View: Vercel Composition Patterns (supabase/supabase, 111k stars), Finishing a Development Branch (obra/superpowers, 297k stars), Typescript Advanced Types (rolling-scopes/rsschool-app, 10k stars) and PR Babysitter (openinterpreter/openinterpreter, 69k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Understanding The Analysis View?

villith (a GitHub user) maintains it in villith/relink-logs, which has 156 GitHub stars. The repository holds 4 skills in this directory. The repository was last updated on September 25, 2026.

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