Holds every write call to the Dokploy MCP server (deploy, save, update, delete, stop...) until you press Proceed. Reads pass through.

Production-grade skills for AI coding agents (OpenClaw, Claude Code, and others).
Built by Fabricio Cavalcante — Software Engineer & AI Specialist.
Plugins are complete workflow bundles — skills + agents + hooks working together as an integrated system. Install a plugin to get the full experience.
| Plugin | Description | Platform |
|---|---|---|
| game-dev | 26 skills, 7 commands, 3 agents, 5 hooks — complete game development workflow with engineering, design, narrative, and infrastructure | Game Dev |
Mods are plugins built on function hooks: they run inside Claude Code, guard tool calls and draw above the prompt. See mods/ for install steps.
| Mod | Description |
|---|---|
| commit-guard | Blocks commits with machine paths or .env files, git add -A, and pushes to main |
| prod-guard | Holds Dokploy MCP writes until you press Proceed |
| bun-only | Rewrites npm, npx, yarn and pnpm to bun |
| done-gate | Shows edited files and the checks still owed |
| worktrees | Shows git worktrees, their changes, and the count |
| usage-rings | Context and plan usage, coloured by level |
| pr-status | The current branch's PR: CI checks and review |
| sql-guard | Holds writes to non-local databases until you press Proceed |
| pino-guard | Blocks pino transports that break bundled logging |
Skills are individual, cherry-pickable modules. Install only what you need.
| Skill | Description | Platform |
|---|---|---|
| claude-agent-sdk | Build production AI agents with the Claude Agent SDK — query(), hooks, subagents, custom tools, MCP servers, sessions, permissions, hosting | Claude Code / API |
| database-performance-tuning | Diagnose and fix slow databases like a DBA — pg_stat_statements, EXPLAIN plans, index design, query rewrites, vacuum and bloat, safe online rollout. Ships a read-only diagnostic script | PostgreSQL / MySQL |
| foundry-vtt-module-dev | Build, extend, and maintain Foundry VTT v14 modules — TypeDataModel, ApplicationV2 (detached windows), ActorSheetV2, hooks, sockets, dice, canvas/PIXI, Scene Levels, Regions as templates, ActiveEffects V2, v13→v14 migration, boilerplate files | Foundry VTT |
| foundry-vtt-system-dev | Build Foundry VTT v14 game systems — system.json documentTypes, Actor/Item TypeDataModel, dice mechanics, combat/initiative, ActiveEffect V2 subtypes, data migration, character sheets, status effects, macros, enrichers | Foundry VTT |
| openclaw-genie | Comprehensive OpenClaw gateway skill — installation, configuration, 38+ channels, memory, tools, hooks, deployment, multi-agent | OpenClaw |
| nuvemshop-sdk | Prepare, audit, implement, homologate, and publish Nuvemshop/Tiendanube apps — OAuth, API, NubeSDK, Nexo, Nimbus, webhooks, and App Store approval | Nuvemshop |
| react-animations | React animation patterns and utilities | React |
| Skill | Description |
|---|---|
| game-design-fundamentals | Core loops, MDA framework, progression curves |
| game-economy-design | Virtual economies, currencies, loot tables |
| level-design | Levels, environments, difficulty curves |
| procedural-gen | Dungeon gen, noise terrain, wave function collapse |
| quest-mission-design | Quests, objectives, quest trees |
| skill-progression-trees | Skill trees, talent trees, unlock graphs |
| ui-ux-game | HUD, menus, onboarding, accessibility |
| Skill | Description |
|---|---|
| betterauth-integration | Auth, OAuth, JWT, RBAC |
| bullmq-game-queues | Job queues, async events, scheduled tasks |
| elevenlabs-sound-music | SFX generation, adaptive music, voice acting |
| game-backend-architecture | Game servers, WebSocket, rooms, tick loops |
| game-state-sync | Client-server sync, rollback netcode, delta compression |
| gameplay-analytics | Retention analytics, funnels, D1/D7/D30 |
| matchmaking-system | Matchmaking, lobbies, ELO, skill-based queues |
| postgres-game-schema | Game DB schemas, Drizzle ORM, inventory |
| redis-game-patterns | Caching, leaderboards, pub/sub, rate limiting |
| stripe-game-payments | In-app purchases, subscriptions, webhooks |
| Skill | Description |
|---|---|
| ci-cd-game | CI/CD pipelines, GitHub Actions, deployment |
| claude-code-game-workflow | Entry point for AI agents on game projects |
| cursor-codex-integration | Cursor IDE, .cursorrules, Codex setup |
| monitoring-game-ops | Monitoring, logging, telemetry, alerts |
| Skill | Description |
|---|---|
| character-design-narrative | Characters, NPCs, dialogue, archetypes |
| quest-narrative-coherence | Narrative coherence check, lore validation |
| story-structure-game | Branching narratives, player agency, story arcs |
| worldbuilding | Lore, factions, geography, world bibles |
All skills follow a flat layout:
skills/<skill-name>/
├── README.md # Overview and installation instructions
├── SKILL.md # Main skill file (YAML frontmatter + body)
├── boilerplate/ # Starter code to copy and customize (optional)
├── templates/ # Document and config templates (optional)
├── references/ # Deep-dive reference files (optional)
└── ARCHITECTURE.md # System design decisions (optional)
SKILL.md is always the entry point — read this firstboilerplate/ files are starter code, copy and customizetemplates/ are document/config templates to fill inARCHITECTURE.md explains system design decisions/plugin marketplace add fcsouza/agent-skills
/plugin install game-dev@fcsouza-agent-skills
See plugins/game-dev/README.md for the full skill index, commands, and agents.
# Install a specific skill
npx skills add fcsouza/agent-skills --skill game-design-fundamentals
# Install all game-dev engineering skills at once
npx skills add fcsouza/agent-skills --skill betterauth-integration --skill postgres-game-schema --skill game-backend-architecture
# List all available skills
npx skills add fcsouza/agent-skills --list
# Plugin (full bundle)
cp -r plugins/game-dev/ .claude/plugins/game-dev/
# Individual skill
cp -r skills/<skill-name>/ .claude/skills/<skill-name>/
# For OpenClaw
cp -r skills/<skill-name>/ ~/.openclaw/workspace/skills/<skill-name>/
GPL-3.0
hooks/register.tsx 103 lines1import type { EngineInterface, Register, RenderInput } from 'claude-code';
2
3import { actionOf, describeInput, isWrite } from './rules';
4
5const PANE_ID = 'prod-guard';
6const POLL_MS = 250;
7const HOLD_LIMIT_MS = 10 * 60 * 1000;
8
9type Held = {
10 action: string;
11 lines: string[];
12 decision: 'proceed' | 'cancel' | null;
13 where: 'pane' | 'band';
14};
15
16// The call waiting for an answer, or null. One at a time.
17let held: Held | null = null;
18
19export const register: Register = on => {
20 on('tool.call', { tool: /^mcp__dokploy__/ }, async ($, e, next) => {
21 if (!isWrite(e.tool)) {
22 return next(e);
23 }
24
25 while (held !== null) {
26 if (next.signal.aborted) {
27 return { deny: `${$.plugin.name}: the turn was interrupted while another production call waited. Nothing ran.` };
28 }
29 await $.clock.sleep(POLL_MS);
30 }
31 const mine: Held = { action: actionOf(e.tool), lines: describeInput(e as Record<string, unknown>), decision: null, where: 'pane' };
32 held = mine;
33
34 let opened = { isPlaced: false };
35 let outcome: 'proceed' | 'cancel' | 'timeout' | 'interrupted' | 'error' = 'error';
36 try {
37 opened = await $.ui.open({ id: PANE_ID, title: 'Production write', focus: true });
38 if (!opened.isPlaced) {
39 mine.where = 'band';
40 }
41 $.ui.invalidate('ui.render');
42 $.ui.toast(`${$.plugin.name}: ${mine.action} waits for your OK`);
43
44 const startedAt = await $.clock.now();
45 while (mine.decision === null) {
46 if (next.signal.aborted) {
47 break;
48 }
49 if ((await $.clock.now()) - startedAt > HOLD_LIMIT_MS) {
50 break;
51 }
52 await $.clock.sleep(POLL_MS);
53 }
54 outcome = mine.decision ?? (next.signal.aborted ? 'interrupted' : 'timeout');
55 } finally {
56 if (opened.isPlaced) {
57 await $.ui.close({ id: PANE_ID }).catch(() => undefined);
58 }
59 if (held === mine) {
60 held = null;
61 }
62 $.ui.invalidate('ui.render');
63 }
64
65 if (outcome === 'proceed') {
66 return next(e);
67 }
68 const why = {
69 cancel: 'the user pressed Cancel',
70 timeout: 'no answer within 10 minutes',
71 interrupted: 'the turn was interrupted',
72 error: 'the guard hit an error',
73 }[outcome];
74 return { deny: `${$.plugin.name}: ${mine.action} did not run: ${why}. Do not retry it unless the user asks.` };
75 }).catch(($, e, next) => (next.called ? next(e) : { deny: `${$.plugin.name}: the guard failed, so the production call did not run.` }));
76
77 on('ui.render', { component: 'Pane', requestId: PANE_ID }, ($, e, next) => (held === null ? next(e) : draw($, e, held)));
78
79 on('ui.render', { component: 'AbovePrompt' }, ($, e, next) => (held === null || held.where !== 'band' ? next(e) : draw($, e, held)));
80};
81
82function draw($: EngineInterface, e: RenderInput<'Pane' | 'AbovePrompt'>, call: Held) {
83 const { Box, Button, Text } = $.ui.resolve(e);
84 const decide = (decision: 'proceed' | 'cancel') => () => {
85 call.decision = decision;
86 $.ui.invalidate('ui.render');
87 };
88 return (
89 <Box flexDirection="column" borderStyle="round" borderColor="#f97316" paddingX={1}>
90 <Text bold color="#f97316">
91 Dokploy write: {call.action}
92 </Text>
93 {call.lines.map(line => (
94 <Text dimColor>{line}</Text>
95 ))}
96 <Box gap={1} marginTop={1}>
97 <Button key="proceed" label="Proceed" onPress={decide('proceed')} />
98 <Button key="cancel" label="Cancel" onPress={decide('cancel')} />
99 </Box>
100 </Box>
101 );
102}
103hooks/rules.ts 40 lines1// Which Dokploy MCP calls only read. Everything else under the server is held:
2// a new endpoint that writes is held by default, never let through by default.
3
4export const SERVER = /^mcp__dokploy__/;
5
6const READ_ACTION =
7 /-(one|search|all\w*|by[A-Z]\w*|read\w*|get[A-Z]\w*|list\w*|load[A-Z]\w*|preview\w*|fetch\w*|templates|canGenerate\w*|homeStats|onboardingStatus|queueList|validateDomain)$/;
8
9export function isWrite(tool: string): boolean {
10 return SERVER.test(tool) && !READ_ACTION.test(tool);
11}
12
13/** `mcp__dokploy__application-deploy` → `application-deploy`. */
14export const actionOf = (tool: string): string => tool.replace(SERVER, '');
15
16// Fields the engine adds to every call: not the call's own arguments.
17const ENGINE_FIELDS = new Set(['tool', 'tool_use_id', 'consent', 'agentId', 'requestMeta', 'signal']);
18
19// Field names whose values never go on screen: env blocks, passwords, tokens.
20const SECRET_KEY = /env|password|secret|token|key|credential/i;
21
22/** The call's arguments as short lines, secrets shown by name only. */
23export function describeInput(input: Record<string, unknown>): string[] {
24 const lines: string[] = [];
25 for (const [key, value] of Object.entries(input)) {
26 if (ENGINE_FIELDS.has(key) || value === undefined || typeof value === 'function') {
27 continue;
28 }
29 if (SECRET_KEY.test(key)) {
30 lines.push(`${key}: (hidden${typeof value === 'string' ? `, ${countLines(value)} lines` : ''})`);
31 continue;
32 }
33 const text = typeof value === 'string' ? value : JSON.stringify(value);
34 lines.push(`${key}: ${text.length > 120 ? `${text.slice(0, 117)}...` : text}`);
35 }
36 return lines.slice(0, 12);
37}
38
39const countLines = (text: string): number => text.split('\n').filter(line => line.trim() !== '').length;
40