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Skills were model-pulled only: the model had to notice a skill in a
640-byte system-prompt list (~6 skills visible; the rest collapsed into
'…and N more') and call the skill tool on its own. Users could not run a
skill at all — typing /<skill-name> reported 'unknown command'. The two
halves of the fix:
User invocation
- /<skill-name> [args] now runs an installed skill directly: resolved
after builtins and user commands, the skill body is inlined as the
prompt with the typed args appended, and submitted through the same
launch path user commands use.
- /skills lists installed skills with their slash form, live from disk.
Labels are honest: a skill shadowed by a builtin, alias, user command,
or a case-colliding sibling is listed bare with a '(via skill tool)'
note instead of advertising a dead /name.
- The slash palette suggests skills (labeled '(skill)') read through the
same loader dispatch uses, so mid-session installs appear and shadowed
or case-colliding names are never advertised.
- Skill and user-command invocations now apply the plain-prompt run-state
guards: mid-run submissions queue the EXPANDED prompt (the queue flush
submits literal text), compaction-in-flight warns, exiting drops.
- Skills resolve through a lazy plugin-aware loader (default dir merged
with plugin skill roots — the same set the skill tool and the system
prompt see), TTL-cached so palette keystrokes don't re-read SKILL.md
bodies.
Model triggering
- Raise the skills-list budget 640 -> 4096 bytes: the list is the model's
only discovery surface, and the old cap made skills past ~6 invisible —
invocation reliability collapsed exactly for users invested in skills.
- Raise description truncation 100 -> 200 runes: the description carries
the trigger conditions ('use when…'); cutting them is what stopped the
model from firing the skill.
- Strengthen the instruction line: scan the list before acting, call the
matching skill FIRST, don't substitute your own approach.