
gdscript-validate
by minami110
SKILL.md
name: GDScript Validate description: Validate GDScript changes by refreshing Godot cache and checking diagnostics. Use after creating or editing GDScript files. allowed-tools:
- Bash
- mcp__ide__getDiagnostics
hooks:
PreToolUse:
- matcher: "Bash"
hooks:
- type: command command: "${CLAUDE_PLUGIN_ROOT}/skills/gdscript-validate/scripts/ensure-godot.sh" once: true
- matcher: "Bash"
hooks:
GDScript Validate
Validate GDScript file changes by refreshing Godot's language server cache and checking for errors/warnings.
When to Use
After creating or editing GDScript files (.gd):
- Multiple files: Run once after editing all files
- Single file: Run immediately after editing
Validation Steps
Step 1: Refresh Godot Cache
Run the cache refresh script included in this skill (${CLAUDE_PLUGIN_ROOT}/skills/gdscript-validate/scripts/refresh_godot_lsp.sh).
- Updates Godot's language server cache to recognize GDScript changes.
- Important: When processing multiple files, run this once after editing all files (not per file).
Step 2: Check Diagnostics
For specific file:
mcp__ide__getDiagnostics --uri file:///absolute/path/to/file.gd
For entire project:
mcp__ide__getDiagnostics
Note: Only available when IDE MCP server is connected. Skip if unavailable.
Step 3: Review Results
Check the diagnostic output for:
- Errors: Blocking issues that must be fixed
- Warnings: Code quality issues that should be addressed
Note on diagnostic errors:
- Real errors (UNUSED_PARAMETER, TYPE_MISMATCH, etc.): Fix your code
- False positives: If code is correct but error shows "wrong argument count" after changing signatures, ignore it (VSCode LSP cache issue, resolves on restart)
- DO NOT EDIT "./godot/" directory
Score
Total Score
Based on repository quality metrics
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Reviews
Reviews coming soon
