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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.

fjrevoredo0 来源安装数☆ 0 仓库 Stars

安装与使用

请根据来源仓库和你的 AI 工具说明安装此技能。先阅读技能文件和依赖要求,再添加到工作流。

SkillHub CLI

skillhub install fjrevoredo/simple-random-interaction-designer

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技能说明

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:

{"decision":"no"}

When the result is yes:

{
  "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...

来源信息

Source
github
Repository
openclaw/skills
Path
skills/fjrevoredo/simple-random-interaction-designer
Version
—
Commit
7fbb498117acffc3b3d7c26d3458ba34c334972d
分类来源
rules
状态
active
可见性
public

这些信息来自收录时的来源分析,可能滞后;使用前请核对最新来源文件。

来源内容

SKILL.md
# 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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