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simple-random-interaction-designer

Decide whether OpenClaw should send a spontaneous casual message during periodic checks, and when it should, choose a natural interaction type plus concise guidance for how to deliver it. Use when scheduling or executing human-like proactive chat check-ins.

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Overview

Skill Key
fjrevoredo/simple-random-interaction-designer
Author
fjrevoredo
Source Repo
openclaw/skills
Version
-
Source Path
skills/fjrevoredo/simple-random-interaction-designer
Latest Commit SHA
7fbb498117acffc3b3d7c26d3458ba34c334972d

Extracted Content

SKILL.md excerpt

# Simple Random Interaction Designer

Use this skill to decide whether to send a casual proactive message and, when the answer is yes, what kind of interaction to deliver.
Use `{baseDir}/scripts/random_interaction_designer.py` as the default execution path.

## Workflow
1. Run the script once per scheduled check interval.
2. Read `decision` from the JSON output.
3. Stop immediately if `decision` is `no`.
4. If `decision` is `yes`, use both `interaction_type` and `interaction_description` to draft the outgoing message.
5. If the selected interaction is data-aware, use any relevant OpenClaw-accessible tools, skills, or integrations to fetch live context before drafting the message.
6. Keep the final message brief, casual, and easy to ignore without social pressure.
7. Prefer recent chat context when it is clearly present.
8. Do not mention the random process, scheduled checks, or why this interaction was selected.

## Primary Tooling
- Script path: `{baseDir}/scripts/random_interaction_designer.py`
- Runtime: Python 3, standard library only.

Preferred command:
- `python3 {baseDir}/scripts/random_interaction_designer.py`

## Output Contract
When the result is no:

```json
{"decision":"no"}
```

When the result is yes:

```json
{
  "decision": "yes",
  "interaction_type": "Playful opener",
  "interaction_description": "Send a brief playful line that feels spontaneous and easy to ignore."
}
```

Contract rules:
- `decision` is always present and is either `yes` or `no`.
- `interaction_type` is present only when `decision` is `yes`.
- `interaction_description` is present only when `decision` is `yes`.
- Do not expect debug fields, probability values, roll values, or fallback metadata.

## Interaction Design Rules
- Treat the JSON as execution guidance, not user-facing text.
- Keep the final message to one or two short chat lines.
- Prefer soft phrasing over transactional or assistant-like framing.
- Avoid defaulting to "just checking in" language.
- Ask at most one quest...

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