Agent skill

Dota2 Ability

by XavierCHN in XavierCHN/x-template

Dota 2 自定义技能编写指南。触发词:技能、ability、spell、被动、主动. An agent skill from XavierCHN/x-template.

MITAuto-check passedDocuments & Office

Install Dota2 Ability

skills CLI
$ npx skills add XavierCHN/x-template --skill dota2-ability -a claude-code

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

GitHub CLI
$ gh skill install XavierCHN/x-template dota2-ability --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/XavierCHN/x-template.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/dota2-ability .claude/skills/dota2-ability && 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
dota2-ability
GitHub stars
216
Token cost
~3.2k tokens
SKILL.md length
693 words
Files
1
Skills in repo
6
Repo updated
First seen
Licence
MIT

At a glance

Dota 2 自定义技能编写指南。触发词:技能、ability、spell、被动、主动. An agent skill from XavierCHN/x-template.

  • Works in 7 steps: 从 dota_ts_adapter 导入… → 用 @registerAbility() 装饰器注册技能类,继承… → 如需 modifier,用 @registerModifier()… → …
  • Tasks that involve Excel spreadsheets
  • SKILL.md covers 核心原则, 文件结构, 工作流 and KV 键值参考, plus 2 more sections
  • Calls npx; reaches github.com and developer.valvesoftware.com

What it does

Dota2 Ability is an agent skill from XavierCHN/x-template. Dota 2 自定义技能编写指南。触发词:技能、ability、spell、被动、主动。

Its SKILL.md is about 3.2k 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 Documents & Office, covering Excel spreadsheets. It works with Microsoft Excel. The repository describes itself as: DOTA2自定义游戏开发模板项目,使用typesscript和react开发; Xavier's DOTA 2 custom game template using typescript and react-panorama. The licence is MIT.

When your agent uses it

  • Tasks that involve Excel spreadsheets

Example prompts

  • “/dota2-ability”

Requirements

  • Node.js

Workflow steps

7 steps, taken from the first numbered list in SKILL.md.

  1. 从 dota_ts_adapter 导入 BaseAbility、BaseModifier、registerAbility、registerModifier
  2. 用 @registerAbility() 装饰器注册技能类,继承 BaseAbility
  3. 如需 modifier,用 @registerModifier() 装饰器注册,继承 BaseModifier 或其运动变体
  4. 重写必要的生命周期方法(OnSpellStart、OnCreated、DeclareFunctions 等)
  5. 通过 this.GetSpecialValueFor('键名') 读取 KV 中的 AbilityValues
  6. 如有粒子特效/音效,重写 Precache(context) 方法
  7. 如果是制作被动技能或者被动物品,使用 GetIntrinsicModifierName 方法获取 modifier 名称。

What it can do on your machine

Read from SKILL.md and the folder at commit ba97b00. 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

    Shell commands in SKILL.md call:

    • npx

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

  • Network

    Hosts in commands or code, which the agent is likely to contact:

    • github.com
    • developer.valvesoftware.com
    • moddota.com
    • dota2.com.cn

    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

Dota2 Ability loads about 3.2k tokens when it runs. Until then it costs about 15 tokens; SKILL.md has 693 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~15
When it runs · the whole SKILL.md, loaded when a task matches
~3.2k

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 XavierCHN/x-template at commit ba97b00, republished under its MIT licence (© XavierCHN). 693 words, ~3,203 tokens.

Download SKILL.mdSave it as .claude/skills/dota2-ability/SKILL.md (or your agent's skills folder).
name
dota2-ability
description
Dota 2 自定义技能编写指南。触发词:技能、ability、spell、被动、主动。

为 DOTA2 自定义游戏项目编写 Dota 2 自定义技能。

核心原则

  1. 配置与代码分离:所有可能与前端共享或需要集中管理的配置、数值、常量(包括但不限于技能属性、施法参数、伤害值、持续时间等),都必须放在 game/scripts/npc/ 下的 KV 文件的 AbilityValues 中。通过 this.GetSpecialValueFor('键名') 在 TSTL 中读取,禁止在代码中硬编码任何可能变化的配置值。修改配置后需运行 npx gulp kv_2_js 刷新 JSON,保证前后端数据一致

文件结构

文件路径用途
技能源码game/scripts/src/abilities/<模块名>/<技能名>.tsTSTL 技能逻辑
修饰器源码game/scripts/src/modifiers/<模块名>/<modifier名>.tsTSTL modifier 逻辑(仅用于独立的机制性 modifier)
KV 配置game/scripts/npc/abilities/<技能名>.txt技能 KV 键值对(AI创建的自定义技能)
KV 入口game/scripts/npc/npc_abilities_custom.txt引用 #base "abilities.txt",自动生成部分由 Excel 管理
Excel 数据excels/技能表.xlsx自动生成 abilities.txt(请勿手动修改)
本地化game/resource/addon.csv技能名称、描述、数值标签

工作流

步骤 1:确认技能需求
  • 明确技能名称、行为类型(被动/主动/切换/持续施法等)、施法方式、伤害类型
  • 确认技能是否需要自定义 modifier
步骤 2:编写 KV 配置

在 game/scripts/npc/abilities/<技能名>.txt 中创建 KV 文件 如果这是一个写在 npc/abilities.txt 的文件,不要手动修改,告知用户需要到 excels/技能表.xlsx 中修改内容。

KV 文件必须在 npc_abilities_custom.txt 中通过 #base 引用后生效。

KV 结构规则:技能名称必须在第一级,所有属性写在第二级的 {} 内:

kv
"dbg_card_heal"
{
    "BaseClass"                     "ability_lua"
    "ScriptFile"                    "abilities/dbg/card_heal"
    "AbilityBehavior"               "DOTA_ABILITY_BEHAVIOR_NO_TARGET | DOTA_ABILITY_BEHAVIOR_IMMEDIATE"
    "AbilityCastPoint"              "0.2"
    "AbilityCooldown"               "0.0"
    "AbilityManaCost"               "0"
    "MaxLevel"                      "1"
}
步骤 2b:编译 KV 到 JSON(必须执行)

修改 KV 文件后,必须运行以下命令将 KV 编译为 JSON,供前后端统一引用:

bash
# 编译所有 KV 文件为 JSON
npx gulp kv_2_js
# 或快捷命令(同时执行 sheet→kv 和 kv→js)
npx gulp jssync

编译后输出到:

  • content/panorama/src/json/ — 前端 Panorama 使用
  • game/scripts/src/json/ — 后端 TSTL 使用

前后端数据分离原则:

  • 所有游戏数值配置(伤害、CD、范围、速度等)写在 KV 文件中
  • 前后端都从编译后的 JSON 文件中读取同一份数据
  • 禁止在前端或后端代码中硬编码数值常量,避免数据不一致
步骤 3:编写 TSTL 源码

在 game/scripts/src/abilities/<模块名>/<技能名>.ts 中:

  1. 从 dota_ts_adapter 导入 BaseAbility、BaseModifier、registerAbility、registerModifier
  2. 用 @registerAbility() 装饰器注册技能类,继承 BaseAbility
  3. 如需 modifier,用 @registerModifier() 装饰器注册,继承 BaseModifier 或其运动变体
    • 重要:如果 modifier 是技能自己的(被该技能引用),直接放在技能同一个 .ts 文件中,不需要单独建文件
    • 只有独立的、机制性的 modifier(不被任何技能引用,如通用抛物线运动、通用buff等)才需要单独放在 src/modifiers/ 目录下
  4. 重写必要的生命周期方法(OnSpellStart、OnCreated、DeclareFunctions 等)
  5. 通过 this.GetSpecialValueFor('键名') 读取 KV 中的 AbilityValues
  6. 如有粒子特效/音效,重写 Precache(context) 方法
  7. 如果是制作被动技能或者被动物品,使用 GetIntrinsicModifierName 方法获取 modifier 名称。
步骤 4:添加本地化

在 game/resource/addon.csv 中添加:

  • DOTA_Tooltip_ability_<技能名> → 技能显示名
  • DOTA_Tooltip_ability_<技能名>_Description → 技能描述
  • DOTA_Tooltip_ability_<技能名>_<AbilityValues键名> → 数值标签
步骤 5:验证
  • 编译 TSTL,确认无类型错误
  • 告知用户进入游戏测试技能行为

KV 键值参考

通用键
键名说明示例值
BaseClass基类ability_lua / ability_datadriven / 原版技能名
AbilityBehavior技能行为(可用 | 组合)DOTA_ABILITY_BEHAVIOR_POINT | DOTA_ABILITY_BEHAVIOR_AOE
AbilityType技能类型DOTA_ABILITY_TYPE_BASIC / DOTA_ABILITY_TYPE_ULTIMATE
AbilityTextureName技能图标crystal_maiden_crystal_nova
MaxLevel最大等级4
AbilityCastAnimation施法动画ACT_DOTA_CAST_ABILITY_1
IsBreakable可被破被动1
ScriptFile脚本文件路径(TSTL 编译后的 lua)abilities/<模块名>/crystal_nova_x.lua
施法键
键名说明示例值
AbilityCastRange施法距离(支持多级,空格分隔)700 / 600 700 800 900
AbilityCastPoint施法前摇0.3
AbilityCooldown冷却(支持多级)12 12 12 12
AbilityManaCost魔法消耗(支持多级)100 120 140 160
AbilityChannelTime持续施法时间3
AbilityDuration持续时间(支持多级)5 6 7 8
目标选择键
键名说明可选值
AbilityUnitTargetTeam目标队伍DOTA_UNIT_TARGET_TEAM_ENEMY / DOTA_UNIT_TARGET_TEAM_FRIENDLY / DOTA_UNIT_TARGET_TEAM_BOTH
AbilityUnitTargetType目标类型DOTA_UNIT_TARGET_HERO / DOTA_UNIT_TARGET_BASIC / DOTA_UNIT_TARGET_BUILDING / DOTA_UNIT_TARGET_TREE(可 | 组合)
AbilityUnitTargetFlags目标标志DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES / DOTA_UNIT_TARGET_FLAG_NOT_MAGIC_IMMUNE_ALLIES 等
AbilityUnitDamageType伤害类型DAMAGE_TYPE_MAGICAL / DAMAGE_TYPE_PHYSICAL / DAMAGE_TYPE_PURE
AbilityUnitMotionControllerPriority运动控制器优先级LOWEST / LOW / MEDIUM / HIGH / HIGHEST
其他键
键名说明示例值
AbilityModifierSupportBonus修饰器支持加成100
AbilityProcsMagicStick充能魔棒1
AbilityCharges充能次数3
AbilityChargeRestoreTime充能恢复时间30
AbilityCastRangeIsBuffered施法距离缓冲1
IsHiddenOnHero英雄上隐藏1
IsGrantedByScepterA杖升级1
IsGrantedByShard魔晶升级1
ScepterUpgradeRuleA杖升级规则SCEPTER_UPGRADE_RULE_BASE
SpellDispellableType驱散类型SPELL_DISPELLABLE_YES / SPELL_DISPELLABLE_NO / SPELL_DISPELLABLE_YES_STRONG
SpellImmunityType免疫类型SPELL_IMMUNITY_ENEMIES_YES / SPELL_IMMUNITY_ENEMIES_NO / SPELL_IMMUNITY_ALLIES_YES / SPELL_IMMUNITY_ALLIES_NO
FightRecapLevel战斗回放等级1 / 2
HasSharedCooldown共享冷却1
SharedCooldownName共享冷却名arcane_boots
ConjureEffectName召唤特效particles/...
AbilityValues

自定义数值变量,在 TSTL 中通过 this.GetSpecialValueFor('键名') 读取:

kv
"AbilityValues"
{
    "duration" "4.5"
    "aoe_radius" "400"
    "movespeed_slow" "-20 -30 -40 -50"
}

新版也支持对象格式:

kv
"AbilityValues"
{
    "radius"
    {
        "value" "400 500 600 700"
    }
}
Precache

预缓存资源:

kv
"Precache"
{
    "particle" "particles/units/heroes/hero_axe/axe_counterhelix_ad.vpcf"
    "soundfile" "soundevents/game_sounds_heroes/game_sounds_axe.vsndevts"
    "model" "models/heroes/axe/axe.vmdl"
}
AbilityBehavior 常量
常量说明
DOTA_ABILITY_BEHAVIOR_HIDDEN隐藏技能
DOTA_ABILITY_BEHAVIOR_PASSIVE被动技能
DOTA_ABILITY_BEHAVIOR_NO_TARGET无目标技能
DOTA_ABILITY_BEHAVIOR_UNIT_TARGET单位目标技能
DOTA_ABILITY_BEHAVIOR_POINT点目标技能
DOTA_ABILITY_BEHAVIOR_AOE范围技能
DOTA_ABILITY_BEHAVIOR_NOT_LEARNABLE不可学习
DOTA_ABILITY_BEHAVIOR_CHANNELLED持续施法
DOTA_ABILITY_BEHAVIOR_ITEM物品技能
DOTA_ABILITY_BEHAVIOR_TOGGLE切换技能
DOTA_ABILITY_BEHAVIOR_DIRECTIONAL方向性技能
DOTA_ABILITY_BEHAVIOR_IMMEDIATE立即释放
DOTA_ABILITY_BEHAVIOR_AUTOCAST自动施法
DOTA_ABILITY_BEHAVIOR_NOASSIST无辅助网格
DOTA_ABILITY_BEHAVIOR_AURA光环
DOTA_ABILITY_BEHAVIOR_ATTACK法球/攻击 modifier
DOTA_ABILITY_BEHAVIOR_DONT_RESUME_MOVEMENT施法后不恢复移动
DOTA_ABILITY_BEHAVIOR_ROOT_DISABLES定身时禁用
DOTA_ABILITY_BEHAVIOR_UNRESTRICTED不受限制
DOTA_ABILITY_BEHAVIOR_IGNORE_PSEUDO_QUEUE忽略伪队列
DOTA_ABILITY_BEHAVIOR_IGNORE_CHANNEL忽略持续施法
DOTA_ABILITY_BEHAVIOR_DONT_CANCEL_MOVEMENT不取消移动
DOTA_ABILITY_BEHAVIOR_DONT_ALERT_TARGET不惊醒目标
DOTA_ABILITY_BEHAVIOR_DONT_RESUME_ATTACK施法后不恢复攻击
DOTA_ABILITY_BEHAVIOR_NORMAL_WHEN_STOLEN被偷取时变为基础技能
DOTA_ABILITY_BEHAVIOR_IGNORE_BACKSWING忽略后摇
DOTA_ABILITY_BEHAVIOR_RUNE_TARGET符文目标

TSTL 编程参考

Show full SKILL.md (277 more words)Show less
装饰器与基类
装饰器/基类用途
@registerAbility()注册技能类
BaseAbility技能基类,对应 CDOTA_Ability_Lua
@registerModifier()注册修饰器类
BaseModifier修饰器基类,对应 CDOTA_Modifier_Lua
BaseModifierMotionHorizontal水平运动修饰器
BaseModifierMotionVertical垂直运动修饰器
BaseModifierMotionBoth双向运动修饰器
技能常用方法
方法用途
OnSpellStart()施法开始
OnAbilityPhaseStart()施法前摇阶段(返回 bool)
OnAbilityPhaseEnd()施法前摇结束
OnChannelFinish(bInterrupted)持续施法结束
GetBehavior()获取行为类型
GetAOERadius()获取 AOE 半径
GetIntrinsicModifierName()获取内置 modifier 名(被动技能用)
GetSpecialValueFor(key)读取 AbilityValues 中的值
Precache(context)预缓存资源
GetCastRange()获取施法范围
GetCooldown(level)获取冷却
GetManaCost(level)获取魔法消耗
Modifier 常用方法
方法用途
OnCreated(kv)modifier 创建时
OnRefresh(kv)modifier 刷新时
OnDestroy()modifier 销毁时
DeclareFunctions()声明修饰器函数
IsHidden()是否隐藏
IsDebuff()是否减益
IsPurgable()是否可驱散
IsStunDebuff()是否眩晕减益
GetOverrideAnimation()覆盖动画
CheckState()返回状态表
Modifier 静态方法
方法用途
ModifierClass.apply(target, caster, ability, kv)施加 modifier
ModifierClass.find_on(target)查找 modifier
ModifierClass.remove(target)移除 modifier
Modifier 事件(DeclareFunctions 返回值)
事件常量说明
ModifierFunction.ON_ATTACK_LANDED攻击命中时
ModifierFunction.ON_ATTACK_START攻击开始时
ModifierFunction.ON_ATTACKED被攻击时
ModifierFunction.ON_TAKEDAMAGE受到伤害时
ModifierFunction.ON_DEATH死亡时
ModifierFunction.ON_ABILITY_EXECUTED施法完成时
ModifierFunction.ON_ABILITY_START施法开始时
ModifierFunction.ON_BREAK_INVISIBILITY打破隐身时
ModifierFunction.ON_RESPAWN复活时
ModifierFunction.ON_UNIT_MOVED单位移动时
ModifierFunction.ON_HEALTH_GAINED获得生命时
ModifierFunction.ON_MANA_GAINED获得魔法时
ModifierFunction.ON_SPENT_MANA消耗魔法时
ModifierFunction.ON_TELEPORTING传送中
ModifierFunction.ON_TELEPORTED传送完成
Modifier 属性函数(DeclareFunctions 返回值)
属性常量说明
ModifierFunction.PREATTACK_BONUS_DAMAGE额外攻击力
ModifierFunction.ATTACKSPEED_BONUS_CONSTANT攻击速度加成
ModifierFunction.MOVESPEED_BONUS_CONSTANT移速加成
ModifierFunction.MOVESPEED_BONUS_PERCENTAGE移速百分比加成
ModifierFunction.PHYSICAL_ARMOR_BONUS护甲加成
ModifierFunction.MAGICAL_RESISTANCE_BONUS魔抗加成
ModifierFunction.STATS_STRENGTH_BONUS力量加成
ModifierFunction.STATS_AGILITY_BONUS敏捷加成
ModifierFunction.STATS_INTELLECT_BONUS智力加成
ModifierFunction.HEALTH_BONUS生命加成
ModifierFunction.MANA_BONUS魔法加成
ModifierFunction.HEALTH_REGEN_CONSTANT生命回复
ModifierFunction.MANA_REGEN_CONSTANT魔法回复
ModifierFunction.PREATTACK_CRITICALSTRIKE暴击
ModifierFunction.PROCATTACK_BONUS_DAMAGE_PHYSICAL物理额外伤害
ModifierFunction.PROCATTACK_BONUS_DAMAGE_MAGICAL魔法额外伤害
ModifierFunction.PROCATTACK_BONUS_DAMAGE_PURE纯粹额外伤害
ModifierFunction.EVASION_CONSTANT闪避
ModifierFunction.STATUS_RESISTANCE_STACKING状态抗性
ModifierFunction.SPELL_AMPLIFY_PERCENTAGE法术增幅
ModifierFunction.SPELL_LIFESTEAL法术吸血
ModifierFunction.HEALTH_REGEN_PERCENTAGE百分比生命回复
ModifierFunction.TURN_RATE_PERCENTAGE转身速率
ModifierFunction.RESPAWNTIME重生时间
ModifierFunction.RESPAWNTIME_PERCENTAGE重生时间百分比
ModifierFunction.COOLDOWN_PERCENTAGE冷却缩减
ModifierFunction.MANA_COST_PERCENTAGE魔耗增减
ModifierFunction.INCOMING_DAMAGE_PERCENTAGE受到伤害百分比
ModifierFunction.TOTALDAMAGEOUTGOING_PERCENTAGE造成伤害百分比
ModifierFunction.PERSISTENT_INVISIBILITY持续隐身
ModifierFunction.REINCARNATION重生(骷髅王)
Modifier 状态(CheckState 返回值)
状态常量说明
ModifierState.STUNNED眩晕
ModifierState.ROOTED定身
ModifierState.SILENCED沉默
ModifierState.DISARMED缴械
ModifierState.INVULNERABLE无敌
ModifierState.MAGIC_IMMUNE魔法免疫
ModifierState.INVISIBLE隐身
ModifierState.FLYING飞行
ModifierState.FROZEN冰冻
ModifierState.HEXED妖术
ModifierState.MUTED静默(物品不可用)
ModifierState.OUT_OF_GAME脱离游戏
ModifierState.UNSELECTABLE不可选中
ModifierState.NOT_ON_MINIMAP不在小地图
ModifierState.NOT_ON_MINIMAP_FOR_ENEMIES敌方小地图不可见
ModifierState.NO_UNIT_COLLISION无碰撞
ModifierState.ATTACK_IMMUNE攻击免疫
ModifierState.BLIND致盲
ModifierState.PASSIVES_DISABLED被动禁用
ModifierState.NO_HEALTH_BAR无血条
ModifierState.NO_TEAM_MOVE_TO队友不可移动至
ModifierState.NO_TEAM_SELECT队友不可选中
ModifierState.SPECIALLY_DENIABLE可反补
ModifierState.COMMAND_RESTRICTED指令受限
ModifierState.NIGHTMARED噩梦
ModifierState.LOW_ATTACK_PRIORITY低攻击优先级
ModifierState.PROVIDES_VISION提供视野
ModifierState.BLOCK_DISABLED格挡禁用
ModifierState.EVADE_DISABLED闪避禁用
ModifierState.CANNOT_MISS不可闪避
ModifierState.SOFT_DISARMED软缴械

更多的API请查阅 node_modules/dota-lua-types 目录下的文件。

数据来源

  • d2vpkr:https://github.com/dotabuff/d2vpkr/tree/master/dota/scripts/npc
  • Valve Developer Wiki:https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Scripting/Abilities_Data_Driven
  • ModDota:https://moddota.com/abilities/ability-keyvalues
  • DOTA2 中文 Wiki:https://www.dota2.com.cn/wiki/Dota_2_Workshop_Tools/Scripting/Abilities_Data_Driven.htm

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

Files

Just SKILL.md in .agents/skills/dota2-ability of XavierCHN/x-template.

Open the folder on GitHubat commit ba97b00

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Instrument Data To Allotropeaws-samples/amazon-bedrock-agents-healthcare-lifesciences2742 repos~2.7kAutomated safety check: PassApache-2.0
Cyber Pptcrazyykhllc-bit/CyberPPT1.8k—~10kAutomated safety check: PassMIT

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Works with

Questions about Dota2 Ability

What does Dota2 Ability do?

Dota 2 自定义技能编写指南。触发词:技能、ability、spell、被动、主动. An agent skill from XavierCHN/x-template. Dota2 Ability is an agent skill from XavierCHN/x-template.

When should I use Dota2 Ability?

Dota2 Ability fits situations like: tasks that involve Excel spreadsheets.

How do I install Dota2 Ability in Claude Code?

Run `npx skills add XavierCHN/x-template --skill dota2-ability -a claude-code`. Or copy the skill folder (.agents/skills/dota2-ability in XavierCHN/x-template) into .claude/skills/dota2-ability in your project. Claude Code loads it when a task matches its description.

How do I install Dota2 Ability in Codex?

Run `npx skills add XavierCHN/x-template --skill dota2-ability -a codex`. Or copy the skill folder (.agents/skills/dota2-ability in XavierCHN/x-template) into .agents/skills/dota2-ability in your project. Codex loads it when a task matches its description.

Can I use Dota2 Ability 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 XavierCHN/x-template --skill dota2-ability -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/dota2-ability, .gemini/skills/dota2-ability, .github/skills/dota2-ability and .opencode/skills/dota2-ability in your project.

What does Dota2 Ability need to run?

Going by SKILL.md and its folder, Dota2 Ability needs the command-line tools its instructions call (npx). Our summary lists: Node.js.

Does Dota2 Ability access the network?

SKILL.md names 4 domains. In commands or code: github.com, developer.valvesoftware.com, moddota.com and dota2.com.cn; the agent is likely to contact these when it follows the instructions. This is read from the text; nothing was executed.

Is Dota2 Ability 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 Dota2 Ability use?

Dota2 Ability 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 Dota2 Ability use?

About 3.2k tokens (SKILL.md is roughly 13k 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 Dota2 Ability?

Skills that share tags, products or a category with Dota2 Ability: Markitdown (ImCa0/just-laws, 781 stars), Data Table Manager (n8n-io/n8n, 207k stars), Docx4j (plutext/docx4j, 2.4k stars) and Instrument Data To Allotrope (aws-samples/amazon-bedrock-agents-healthcare-lifesciences, 274 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Dota2 Ability?

XavierCHN (a GitHub user) maintains it in XavierCHN/x-template, which has 216 GitHub stars. The repository holds 6 skills in this directory. The repository was last updated on May 23, 2026.

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