import-draft

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Convert a Gemini creative draft from drafts/ into game code (dialogues, quests, NPCs, enemies, items). Handles mixed content with multiple entity types in one file. Use when importing story content.

colorpulse6 By colorpulse6 schedule Updated 2/17/2026

name: import-draft description: Convert a Gemini creative draft from drafts/ into game code (dialogues, quests, NPCs, enemies, items). Handles mixed content with multiple entity types in one file. Use when importing story content. allowed-tools: Read, Write, Edit, Glob, Grep, Bash(npx tsc *)

Import Draft

Read a Gemini creative draft and convert it into Chimera game code.

Usage

/import-draft [path-to-draft-file]

Path is relative to drafts/ or can be absolute. Use $ARGUMENTS as the path.

Steps

1. Read and parse the draft file

Read the file at the provided path. Gemini drafts may contain mixed content — multiple entity types in a single file.

Scan for ALL content blocks by detecting these markers:

  • QUEST: → Quest definition
  • NPC: → NPC definition
  • DIALOGUE: → Dialogue tree
  • ENEMY: → Enemy definition
  • MAP: → Map/location definition
  • ITEM: or section headers like ## NEW ITEMS → Item entries
  • ## ENVIRONMENTAL STORYTELLING or ## FLAVOR TEXT → Interactable object text for existing maps

If no markers are found, fall back to directory-based detection:

  • story/quests/ → Quest + dialogue + map events
  • story/dialogues/ → Dialogue tree file
  • characters/npcs/ → NPC in map + dialogue
  • characters/party/ → Character definition
  • enemies/ → Enemy definition + animation config
  • maps/ → Map file scaffold
  • items/ → Item entries

2. Process each content block

Process ALL detected blocks, in this order:

Items first (other entities may reference them):

  • Add to game/app/data/items.ts
  • Key items → keyItems array
  • Consumables → appropriate category using Four Humors naming
  • Treasures/materials → treasures array

Enemies (quests may reference them):

  • Add to game/app/data/enemies.ts following existing patterns
  • Add sprite config stub to game/app/data/animations.ts (mark as TODO if no sprite exists yet)

NPCs (quests reference their positions):

  • Add to appropriate map file's npcs array in game/app/data/maps/
  • Set sprite path (mark as TODO if no sprite exists)
  • Create dialogue if specified

Dialogues:

  • Create game/app/data/dialogues/[name].ts
  • Register in dialogues/index.ts (add to imports, exports, and getDynamicDialogue switch)
  • For simple NPC dialogue, can add inline to map NPC definition instead
  • For branched/dynamic dialogue, create separate file

Quests:

  • Add to game/app/data/quests.ts
  • Create associated dialogue files
  • Add story flags to quest objectives
  • Wire map events if specified

Maps/Locations:

  • Create new map file in game/app/data/maps/[name].ts
  • Scaffold tile grid, collision layer, NPCs, events
  • Register in map index/connections

Environmental storytelling / Flavor text:

  • Add as events entries in existing map files
  • Use type: "examine" with the flavor text as dialogue
  • Place at appropriate coordinates (use existing objects nearby or add new interactable)

3. Validate

Run npx tsc --noEmit in game/ to ensure all imports resolve and types check.

4. Report

Print a summary with:

Files created/modified:

  • List each file and what was added

Art assets needed: For each new entity that needs a sprite/image, print the /art-prompt command:

/art-prompt [entity-name] --type [npc-static|battle-sheet|portrait|background]

Manual steps remaining:

  • Map coordinates that need adjusting (NPCs placed at default positions)
  • Collision/overhead layers that need paint tool work
  • Any TODO markers left in code

Reference Files

  • Quest pattern: game/app/data/quests.ts
  • Dialogue pattern: game/app/data/dialogues/herbalist-mira.ts (dynamic), game/app/data/dialogues/havenwood-villagers.ts (simple)
  • NPC in map: any file in game/app/data/maps/ (see npcs arrays)
  • Enemy pattern: game/app/data/enemies.ts
  • Item pattern: game/app/data/items.ts
  • Map pattern: game/app/data/maps/havenwood_square.ts
  • Content guidelines: CLAUDE.md
  • Philosophical framework: docs/story/concept/philosophy_1.md

Rules

  • Use snake_case for all IDs (quest IDs, dialogue IDs, NPC IDs)
  • Follow medieval naming (no modern terms in Act I content)
  • Use Four Humors for consumables (Sanguine Tonic, Choleric Salve, etc.)
  • Validate all imports resolve before finishing
  • Never reveal simulation truth in Act I dialogue — use medieval metaphors only
  • Environmental storytelling should be subtle, not expositional
Install via CLI
npx skills add https://github.com/colorpulse6/project-chimera --skill import-draft
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