From valkyrie-mom
Guided end-to-end MoM scenario creation workflow. Use when creating a new Mansions of Madness scenario from scratch.
npx claudepluginhub thijs-hakkenberg/valkyriemcp --plugin valkyrie-momThis skill uses the workspace's default tool permissions.
Create a new Mansions of Madness 2nd Edition scenario for the Valkyrie app using AI-assisted tools.
Guides Next.js Cache Components and Partial Prerendering (PPR) with cacheComponents enabled. Implements 'use cache', cacheLife(), cacheTag(), revalidateTag(), static/dynamic optimization, and cache debugging.
Guides building MCP servers enabling LLMs to interact with external services via tools. Covers best practices, TypeScript/Node (MCP SDK), Python (FastMCP).
Generates original PNG/PDF visual art via design philosophy manifestos for posters, graphics, and static designs on user request.
Create a new Mansions of Madness 2nd Edition scenario for the Valkyrie app using AI-assisted tools.
Ask for a scenario concept:
Use create_scenario to scaffold the scenario directory. This creates the directory with default quest.ini, quest.txt, and supporting files.
suggest_tile_layout with a style (linear, l_shape, hub_spoke) based on the conceptsearch_game_content to find appropriate tiles (e.g., "hallway", "study", "garden")upsert_tile to place each tile with a side from the tile catalogget_map_ascii to visualize the layoutplace_tile_relative as neededFor systematic placement methodology, see /tile-placement.
Build the event flow:
EventStart with trigger=EventStart - the scenario introduction$end operationevent1..event6 fieldsFor complex patterns like loops, branching, and dialogues, see /event-patterns and /variables-and-mythos.
Place tokens on the map:
TokenExplore - reveals new areas (place at tile boundaries)TokenSearch - provides items (1 per area recommended)TokenInteract - triggers story eventsTokenInvestigators - starting position (remove after setup)TokenWallOutside/TokenWallInside - walls and barriersUse upsert_spawn for each monster encounter:
uniquehealth and uniquehealthheroconditions to gate spawns on game stateFor custom monsters with unique behaviors, see /custom-monsters.
Use upsert_item for starting and discoverable items:
starting=True for initial loadouttraits to specify item types (weapon, lightsource, equipment, spell, common)itemname for specific named itemsFor advanced distribution patterns, see /items-and-distribution.
Use set_localization to write all text:
quest.name and quest.description for the scenario listingEventName.text for event dialogEventName.button1 etc. for button labelsTokenName.text for token descriptionsvalidate_scenario - fix any errors reportedbuild_scenario - create .valkyrie packageThese skills cover complex patterns from the scenario editor guide:
/event-patterns - Event loops, multi-question dialogues, silent events, token swaps, random events, variable branching/tile-placement - Systematic tile placement chains, multi-entry tiles, naming conventions/variables-and-mythos - Variable system, mythos scaling, random generation, hero detection/custom-monsters - Custom monsters with unique activations, evade, horror/ui-and-puzzles - UI elements, custom puzzles, splash screens, interactive journals/items-and-distribution - Random items, unique items, starting items, inspection events{qst:CONTINUE} for standard continue buttons{ffg:TILE_NAME} to reference tile display names{c:ComponentName} to reference component names in text{strength}, {agility}, {observation}, {lore}, {influence}, {will}validate_scenario frequently during development