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generate: plan, tune, and accept exactly like live
The lane's variants were tamer than the ones a live session makes on the same element: its poll instructions replaced live.md's planning method with a cheat sheet, its reference forbade knobs, told the agent to copy the markup verbatim and to treat DESIGN.md as a hard boundary, and its accept appended anchored overrides instead of integrating the design. Measured on the same page with Opus, live runs promoted a tier, broke the grid, and declared knobs; lane runs restyled three equal boxes. Now a Go the generate verb fires gets the same _instructions as a user's Go (the action's reference, section 4 planning, knobs per section 7), generate.md hands the design work to live.md's Handle generate and its Required after accept, Setup runs as for any command, the Tune chip behaves as in any session, and the mechanical bake is opt-in (--bake) instead of the lane's default. The start verdict points at live.md, and `browser` (the config key the opener reads) is a recognized key. Goldens re-recorded for the accept help and the recognized-keys line. Written with AI assistance (Claude). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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committed by
Abdul Wahab
co-authored by
Claude Fable 5
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c36e37808e
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@@ -18,7 +18,7 @@ Core principles:
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## Setup
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1. Run `<skill-base-dir>/scripts/impeccable context` once per session, where `<skill-base-dir>` is the directory that contains this SKILL.md (the skill folder, not a plugin root two levels above it); keep cwd at the user's project. That base directory resolves every `{{scripts_path}}/impeccable <verb>` command in this skill and its references, and `{{scripts_path}}` is the fallback only when the runtime reports no base directory. On a Windows shell without `sh`, call `{{scripts_path}}/impeccable.cmd` instead. The launcher runs a self-contained binary that ships next to it or is downloaded once on first run; no Node or other runtime is required. Pass a named source file or route as `--target <path>`. It loads PRODUCT.md, DESIGN.md, the matching surface brief, and native-platform guidance when applicable; follow its directives and do not rerun it. The one exception is `generate`: skip this step for it, its own start command loads the same files. <!-- rule:skill-setup-context -->
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1. Run `<skill-base-dir>/scripts/impeccable context` once per session, where `<skill-base-dir>` is the directory that contains this SKILL.md (the skill folder, not a plugin root two levels above it); keep cwd at the user's project. That base directory resolves every `{{scripts_path}}/impeccable <verb>` command in this skill and its references, and `{{scripts_path}}` is the fallback only when the runtime reports no base directory. On a Windows shell without `sh`, call `{{scripts_path}}/impeccable.cmd` instead. The launcher runs a self-contained binary that ships next to it or is downloaded once on first run; no Node or other runtime is required. Pass a named source file or route as `--target <path>`. It loads PRODUCT.md, DESIGN.md, the matching surface brief, and native-platform guidance when applicable; follow its directives and do not rerun it. <!-- rule:skill-setup-context -->
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2. Load the request's playbook: its Commands-table reference for an explicit/implied sub-command, or [reference/new-work.md](reference/new-work.md) for a new surface or replacement visual world. Inspect target and incumbent visual truth before editing. When the app cannot run, start with committed visual-regression goldens or screenshot fixtures; verify target and freshness against current tokens, CSS, components, or assets, resolve conflicts, and compare theme/variant captures. <!-- rule:skill-setup-command-ref --> <!-- rule:skill-setup-read-project -->
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3. After resolving analysis and direction, read [reference/craft-floor.md](reference/craft-floor.md) immediately before any UI edit, including small refinements. It carries the quality floor, the absolute bans, and the reflexes no detector catches. Do not load it for planning-only work. <!-- rule:skill-craft-floor-load -->
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