/give-me-tips
Explains any senpi tip in depth - startup tips, working tips, and any Tip: line shown in the TUI (including the Fable-5-refusal fallback tip). Use when the user asks about a Tip: line, says give-me-tips, asks what a tip means, how a tipped feature works, or which tips they can
One skill from oh-my-openagent.
shell
$ npx -y skills add code-yeongyu/oh-my-openagent --skill give-me-tips --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfClaude auto-loads it when your prompt matches the work.
- You can call itInvoke it directly when you want it.
- Slash command
/give-me-tips
Context preview
The summary Claude sees to decide when to auto-load this skill.
Explains any senpi tip in depth - startup tips, working tips, and any Tip: line shown in the TUI (including the Fable-5-refusal fallback tip). Use when the user asks about a Tip: line, says give-me-tips, asks what a tip means, how a tipped feature works, or which tips they can
Stats
Stars66,768
Forks5,448
LanguageTypeScript
More in this plugin
What is in the file
Measured from the give-me-tips.SKILL.md below.
- 881 words, about a 5 minute read.
- Organized into 6 sections.
- Ships with 32 other skills in this plugin, and is the 28th longest of them.
SKILL.md
give-me-tips.SKILL.md
--- name: give-me-tips description: "Explains any senpi tip in depth - startup tips, working tips, and any Tip: line shown in the TUI (including the Fable-5-refusal fallback tip). Use when the user asks about a Tip: line, says give-me-tips, asks what a tip means, how a tipped feature works, or which tips they can see. Queries the live tip list (senpi --list-tips) first, checks what THIS user can actually see, then verifies the real feature code before explaining." metadata: short-description: Deep, verified, brag-worthy explanations of any senpi tip --- # give-me-tips - explain any senpi tip, in depth ## Purpose Senpi shows the user tips: startup tips, working tips, and `Tip:` lines injected by omo components. When the user asks about any of them - "what was that Tip: line", "what does this tip mean", "how does that feature work" - this skill produces a DEEP explanation of that exact tip, in the USER'S language (match the language they asked in, always). Specific over generic, every time. "It retries on failure" is a failure of this skill. "It detects the refusal from the stopDetails on the assistant message_end event, gates on the architect category in your .omo/omo.json, and only then injects the directive" is the bar. The user asked because the tip made them curious; reward that curiosity with the real mechanism, not a summary of the tip text they already read. ## Query the live tip list FIRST Never explain from memory. Get the ground truth of what tips exist: 1. Run `senpi --list-tips`. It prints JSON: `[{id, text, requiresCommand?}]`. Match the user's tip against this list by id or by text fragment. 2. If the flag is unavailable on this senpi version, fall back to reading the catalog sources directly at `packages/coding-agent/src/modes/interactive/tips/catalog/` inside the installed `@code-yeongyu/senpi` package (find it via the senpi install path or node_modules) or in a local clone of code-yeongyu/senpi. Then - and this is the part most explanations get wrong - **available tips DIFFER per user**. The catalog is the superset; what THIS user can actually see is gated by: - the `tips` toggle in the senpi agent dir `settings.json` (tips can be off entirely), - `tipsHistory` in that same settings/state, which drives cooldown rotation so a tip the user saw recently will not reappear for a while, - `requiresCommand` gating: a tip tied to a command only shows when that command is available, - keybinding availability: some tips reference bindings the user's setup may not have. Read the senpi agent dir `settings.json` (and its tips history state) BEFORE explaining, and tell the user which tips they personally can encounter and why - not the full catalog as if everyone sees everything. ## Verify before explaining Never invent behavior. A tip is a one-line promise; the truth lives in code. Before writing the explanation, read the actual feature implementation: - senpi itself: `code-yeongyu/senpi`, under `packages/coding-agent/` (the tips catalog lives at `packages/coding-agent/src/modes/interactive/tips/catalog/`; the features the tips point at live in the surrounding packages), - omo components: `code-yeongyu/oh-my-openagent`, under `packages/omo-senpi/`. Cite the concrete file paths you read in your explanation. If the code and the tip text disagree, the code wins - say so and show what it actually does. ## Tone: BRAG These tips exist because someone engineered something genuinely impressive, and a flat doc summary betrays that. Lead with the most impressive engineering behind the tip - the clever detection, the race that had to be closed, the state machine hiding under one sentence - and showcase it. The user should finish the explanation feeling like they got a tour of the engine room, not a sticker reading. Concrete mechanics over adjectives: name the events, the gates, the file paths, the exact order of operations. ## The Fable-5-refusal tip specifically When the user asks about the tip that appears after a Fable 5 refusal ("Fable 5 refused, but its refusals should not wear you down..."), explain the full fallback-architect pipeline, citing `packages/omo-senpi/src/components/fallback-architect/`: 1. **Refusal detection** (`detection.ts`): the component watches `message_end` events and applies the same refusal semantics senpi's own retry classifier uses - stopReason checked FIRST (so an abort or normal stop carrying stale stopDetails can never masquerade as a refusal), then stopDetails of type refusal/sensitive, plus the Anthropic usage-policy errorMessage pattern for provider-side blocks that carry no stopDetails at all. 2. **Architect category gate** (`architect-gate.ts`): on a `model_select` with source "fallback" moving AWAY from claude-fable-5 with a refusal pending, the component checks the user's own omo config for an active architect category. No architect category, no nudge - the feature never pretends depth is reachable when it is not. 3. **Hidden directive** (`directive.ts`, customType `omo-fallback-architect:directive`, display:false): the fallback model gets a hidden 5-step playbook - decompose the problem, consult `task(category: "architect")` with one self-contained query per part (the architect consultant IS Fable 5, reached through a lane its refusal cannot block), run independent consultations in parallel, and split refused queries into smaller benign sub-questions instead of resending. The directive also tells the model the user was shown the visible tip, so the two never contradict each other. 4. **Visible tip** (`tip-message.ts`, customType `omo-fallback-architect:tip`, display:true): rendered as a dim `Tip:` block via a registered message renderer. It names the ACTUAL fallback model the session landed on, reassures the user that the refused question is still being reasoned through in essence, and notes Fable-5-grade depth stays reachable through the architect category. The engineering worth bragging about: the refusal never deletes the user's question. Detection arms on the exact assistant message that preceded the switch (a later successful answer disarms it), reminders ride inside queued prompts instead of burning extra assistant turns, and the whole nudge self-cancels the moment Fable 5 becomes the active model again or senpi reverts the fallback. One refusal triggers a coordinated downgrade in visibility with zero downgrade in reachable reasoning depth.
