gat-vfxlisted
Install: claude install-skill chenhangcuisg-code/gat
# gat-vfx — style-locked skill VFX generation
Request: $ARGUMENTS
Turns a text description of a skill effect into a **transparent animated sprite sheet + a
Godot `.tres`** you can drop onto an `AnimatedSprite2D`. Wraps the `pipelines/vfx` code
(vendored from `game-skill-vfx`) and binds it to the game's **Style Contract** so effects
match the game's art (energy vs. 国风水墨 vs. pixel).
Read `pipelines/vfx/README.md` and `pipelines/vfx/REPORT.md` for the full method; read
`knowledge/style/style-contract.schema.md` for the style law.
## The core trick (why VFX are different from static art)
VFX are rendered on **pure black**, then `alpha = brightness` turns black → transparent; drop
onto any scene with **additive** blending for a glow. Ink-wash **inverts** this
(`alpha = darkness`, normal blend). The Style Contract's `vfx` category encodes which:
`background: "pure black (luminance-key)"` for energy, or a paper background for ink.
## Pick a pipeline (from the report)
| Pipeline | Motion | Control | Best for |
|---|---|---|---|
| **P2** (FLUX texture + procedural) 🏆 default | code (deterministic, perfect-loop) | exact shape | production; controllable projectiles/bursts |
| **P1** (AnimateDiff txt2vid) | 100% AI | no silhouette control | organic chaos (fire, ink flow) |
| **P3** (SDXL controlled img2img) | procedural init | AI re-paint | engine-controllable + AI texture |
Default to **P2** unless the user wants organic/chaotic motion (then P1).
## Procedure
1. **Require a l