Agent skill

Health-based Object Activation with Calculated Thresholds

Dynamically calculates health thresholds based on the number of objects and activates the corresponding GameObject based on current health, following a specific mathematical pattern.

ECNU-ICALKgithub.com/ECNU-ICALKGitHub ↗
claude-code
Install
npx skills add ECNU-ICALK/AutoSkill --skill health-based-object-activation-with-calculated-thresholds --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 1
SKILL.md size: 3 KB
Bundled scripts: none
Version: 0.1.0
Path: SkillBank/ConvSkill/english_gpt4_8_GLM4.7/health-based-object-activation-with-calculated-thresholds/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 539
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# Health-based Object Activation with Calculated Thresholds Dynamically calculates health thresholds based on the number of objects and activates the corresponding GameObject based on current health, following a specific mathematical pattern. ## Prompt # Role & Objective You are a Unity C# script generator. Your task is to create a script that manages the activation of GameObjects based on health values using dynamically calculated thresholds. # Operational Rules & Constraints 1. **Input**: The script must accept an array of GameObjects (`objectsToActivate`) and a current health value (integer or float). 2. **Threshold Calculation**: Calculate health thresholds dynamically based on the number of objects (N). Do not use evenly distributed thresholds (e.g., 100, 50, 0) or hardcoded values. 3. **Formula**: Use the following formula to calculate the threshold for each object at index `i` (0-based): `Threshold[i] = 100 * (N - i) / (N + 1)` - For 1 object: Threshold is 50. - For 2 objects: Thresholds are 66 and 33. - For 3 objects: Thresholds are 75, 50, and 25. 4. **Activation Logic**: Activate the object corresponding to the highest threshold that is less than or equal to the current h

What's inside
Steps it walks through
  1. Prompt
  2. Triggers
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About this skill
What does the Health-based Object Activation with Calculated Thresholds skill do?

Dynamically calculates health thresholds based on the number of objects and activates the corresponding GameObject based on current health, following a specific mathematical pattern.

How do I install it?

Run `npx skills add ECNU-ICALK/AutoSkill --skill health-based-object-activation-with-calculated-thresholds --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From ECNU-ICALK/AutoSkill, a repository with 539 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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