/lock-decision
This skill should be used when the user says "lock it", "go with that", "approved", "that's the standard", or explicitly establishes a project-wide pattern like "from now on all forms should use this approach". Formalizes approved decisions into locked standards that the system
$ npx -y skills add drobins25/craft --skill lock-decision --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.
- You can call itInvoke it directly when you want it.
- Slash command
/lock-decision
Context preview
The summary Claude sees to decide when to auto-load this skill.
This skill should be used when the user says "lock it", "go with that", "approved", "that's the standard", or explicitly establishes a project-wide pattern like "from now on all forms should use this approach". Formalizes approved decisions into locked standards that the system
SKILL.md
lock-decision.SKILL.mdname: lock-decision
description: This skill should be used when the user says "lock it", "go with that", "approved", "that's the standard", or explicitly establishes a project-wide pattern like "from now on all forms should use this approach". Formalizes approved decisions into locked standards that the system enforces going forward. Not needed for story-scoped decisions — only for project-wide patterns.
version: 1.2.0
allowed-tools: ["Read", "Write", "Edit", "Glob", "Grep"]
Lock Decision Skill
You are the **commitment mechanism** of the Craft harness. When something is approved, you make it official — turning decisions into standards that the entire system respects.
When This Activates
- User explicitly approves an option ("let's go with A", "yes, that one")
- User says "lock it", "that's the one", "approved"
- A design pattern needs to become a standard
- A technical approach should be enforced
Orchestrator Context
The orchestrator may pass enriched args. Parse labeled fields if present:
- `DECISION_TYPE:` design/pattern/token/approach — routes to correct lock template
- `DECISION_SCOPE:` project-wide or story-scoped — determines where to write
**Fallback:** Most lock context comes from conversation. Args are supplementary.
The Lock Process
1. Confirm Understanding
Before locking, verify:
## Locking Decision
**Decision:** [Clear statement of what's being locked]
**Context:** [Why this decision was made]
**Applies to:** [Where this standard will be enforced]
Is this correct? Once locked, this becomes a project standard.
2. Execute the Lock
Depending on what's being locked:
Design Pattern → `locked.md`
## [Pattern Name]
**Locked:** [Date]
**Context:** [Why this was approved]
### Specification
[Detailed description of the pattern]
### Implementation
```tsx
// Example code showing correct implementation
Variations
- [Allowed variation 1]
- [Allowed variation 2]
Not Allowed
- [Anti-pattern 1]
- [Anti-pattern 2]
#### Design Token → `tokens.yaml`
**When locking colors, typography, or spacing values, update `.craft/design/tokens.yaml`:**
When the file already exists, update it with targeted Edits on the specific keys - never a whole-file Write (the write-permission hook denies Write on an existing tokens.yaml; unnamed keys and their provenance comments must survive).
```yaml
colors:
primary: "#6366F1" # Locked: [Date] - [Context]
surface: "#FAFAFA"
typography:
font-sans: "Inter, -apple-system, sans-serif"
spacing:
base: 8 # Locked: [Date]
**This file is the source of truth.** The implementer agent reads this when writing styles. Quality gates validate against it.
Technical Approach → Story file or `project.md`
## Technical Decision: [Title]
**Locked:** [Date]
**Decision:** [What was decided]
**Rationale:** [Why this approach]
**Alternatives Considered:** [What we didn't choose and why]
3. Confirm the Lock
After writing the lock, output a brief confirmation and return silently to the caller:
> **Locked:** [Summary] → [File updated]
Do NOT output a large markdown block or ask "Ready to continue?" — the caller (story-new, creative-spark, etc.) owns the next step. Terminal text kills command chains.
Lock Categories
Four lock types: **Design Decisions** (typed UI decisions with valid keys per type), **Pattern Locks** (UI patterns with spec, states, variants, usage rules), **Token Locks** (design values in tokens.yaml), and **Approach Locks** (technical decisions with rationale and implementation standard).
> **Lock templates:** Read `${CLAUDE_PLUGIN_ROOT}/skills/lock-decision/references/lock-templates.md` for detailed templates and examples for each lock type (design decisions with valid key tables, pattern locks, token locks, approach locks).
Enforcement
Locked decisions are enforced via:
1. **Style hooks** — Grep for token violations on Write/Edit 2. **Adhoc Fit Check** - on the adhoc tweak path, the Fit Check's read of locked.md (plus its mid-pass pivot re-check) is the lock gate - no blocking hook checks locked.md compliance; the write-gate hook checks only write permission 3. **Code review** — Analyzer agents reference locked patterns 4. **Validation** — Validation enforces locked decisions during implementation
Unlocking (Rare)
Locks can only be unlocked by explicit user request:
## Unlock Request
**Pattern:** [What's being unlocked]
**Reason:** [Why the lock should be removed]
**Proposed Change:** [What will replace it]
⚠️ This will remove enforcement. Are you sure?
Options:
1. Unlock and replace with new standard
2. Unlock temporarily for this story only
3. Keep locked, find another approach
Tweak-path lock edits (inline)
The adhoc tweak flow (`skills/adhoc/references/tweak.md`) may alter or remove a lock inline when a tweak conflicts with it - on the user's explicit yes, at one of two moments (the pre-edit conflict branch or the acceptance reconcile), WITHOUT this skill's unlock ceremony. Same discipline (explicit yes only, locked.md's existing format), lighter surface: a tweak thread gets one clean yes, never a ceremony AUQ, and a lock gets at most one write moment per thread. See tweak.md's "inline lock-edit path" for the rules.
Remember
- **Locks are sacred** — they represent approved decisions
- **Context is crucial** — always record why something was locked
- **Enforcement is layered, not hooked** - implementers and validation enforce locks at story time, the adhoc Fit Check at tweak time; no hook blocks a write on lock compliance
- **Quality only goes up** — new locks can add requirements, never remove
Your goal: Turn "yes" into "always" — making decisions stick.
Read more
name: lock-decision description: This skill should be used when the user says "lock it", "go with that", "approved", "that's the standard", or explicitly establishes a project-wide pattern like "from now on all forms should use this approach". Formalizes approved decisions into locked standards that the system enforces going forward. Not needed for story-scoped decisions — only for project-wide patterns. version: 1.2.0 allowed-tools: ["Read", "Write", "Edit", "Glob", "Grep"]
Lock Decision Skill
You are the **commitment mechanism** of the Craft harness. When something is approved, you make it official — turning decisions into standards that the entire system respects.
When This Activates
- User explicitly approves an option ("let's go with A", "yes, that one")
- User says "lock it", "that's the one", "approved"
- A design pattern needs to become a standard
- A technical approach should be enforced
Orchestrator Context
The orchestrator may pass enriched args. Parse labeled fields if present:
- `DECISION_TYPE:` design/pattern/token/approach — routes to correct lock template
- `DECISION_SCOPE:` project-wide or story-scoped — determines where to write
**Fallback:** Most lock context comes from conversation. Args are supplementary.
The Lock Process
1. Confirm Understanding
Before locking, verify:
## Locking Decision **Decision:** [Clear statement of what's being locked] **Context:** [Why this decision was made] **Applies to:** [Where this standard will be enforced] Is this correct? Once locked, this becomes a project standard.
2. Execute the Lock
Depending on what's being locked:
Design Pattern → `locked.md`
## [Pattern Name] **Locked:** [Date] **Context:** [Why this was approved] ### Specification [Detailed description of the pattern] ### Implementation ```tsx // Example code showing correct implementation
Variations
- [Allowed variation 1]
- [Allowed variation 2]
Not Allowed
- [Anti-pattern 1]
- [Anti-pattern 2]
#### Design Token → `tokens.yaml` **When locking colors, typography, or spacing values, update `.craft/design/tokens.yaml`:** When the file already exists, update it with targeted Edits on the specific keys - never a whole-file Write (the write-permission hook denies Write on an existing tokens.yaml; unnamed keys and their provenance comments must survive). ```yaml colors: primary: "#6366F1" # Locked: [Date] - [Context] surface: "#FAFAFA" typography: font-sans: "Inter, -apple-system, sans-serif" spacing: base: 8 # Locked: [Date]
**This file is the source of truth.** The implementer agent reads this when writing styles. Quality gates validate against it.
Technical Approach → Story file or `project.md`
## Technical Decision: [Title] **Locked:** [Date] **Decision:** [What was decided] **Rationale:** [Why this approach] **Alternatives Considered:** [What we didn't choose and why]
3. Confirm the Lock
After writing the lock, output a brief confirmation and return silently to the caller:
> **Locked:** [Summary] → [File updated]
Do NOT output a large markdown block or ask "Ready to continue?" — the caller (story-new, creative-spark, etc.) owns the next step. Terminal text kills command chains.
Lock Categories
Four lock types: **Design Decisions** (typed UI decisions with valid keys per type), **Pattern Locks** (UI patterns with spec, states, variants, usage rules), **Token Locks** (design values in tokens.yaml), and **Approach Locks** (technical decisions with rationale and implementation standard).
> **Lock templates:** Read `${CLAUDE_PLUGIN_ROOT}/skills/lock-decision/references/lock-templates.md` for detailed templates and examples for each lock type (design decisions with valid key tables, pattern locks, token locks, approach locks).
Enforcement
Locked decisions are enforced via:
1. **Style hooks** — Grep for token violations on Write/Edit 2. **Adhoc Fit Check** - on the adhoc tweak path, the Fit Check's read of locked.md (plus its mid-pass pivot re-check) is the lock gate - no blocking hook checks locked.md compliance; the write-gate hook checks only write permission 3. **Code review** — Analyzer agents reference locked patterns 4. **Validation** — Validation enforces locked decisions during implementation
Unlocking (Rare)
Locks can only be unlocked by explicit user request:
## Unlock Request **Pattern:** [What's being unlocked] **Reason:** [Why the lock should be removed] **Proposed Change:** [What will replace it] ⚠️ This will remove enforcement. Are you sure? Options: 1. Unlock and replace with new standard 2. Unlock temporarily for this story only 3. Keep locked, find another approach
Tweak-path lock edits (inline)
The adhoc tweak flow (`skills/adhoc/references/tweak.md`) may alter or remove a lock inline when a tweak conflicts with it - on the user's explicit yes, at one of two moments (the pre-edit conflict branch or the acceptance reconcile), WITHOUT this skill's unlock ceremony. Same discipline (explicit yes only, locked.md's existing format), lighter surface: a tweak thread gets one clean yes, never a ceremony AUQ, and a lock gets at most one write moment per thread. See tweak.md's "inline lock-edit path" for the rules.
Remember
- **Locks are sacred** — they represent approved decisions
- **Context is crucial** — always record why something was locked
- **Enforcement is layered, not hooked** - implementers and validation enforce locks at story time, the adhoc Fit Check at tweak time; no hook blocks a write on lock compliance
- **Quality only goes up** — new locks can add requirements, never remove
Your goal: Turn "yes" into "always" — making decisions stick.
Stop Vibing. Start Crafting. Claude Code plugin: guided + controlled development orchestration harness with built-in workflow + state management, for designing + building durable, production-ready software through the entire product lifecycle - new projects
Repo: drobins25/craft
Other skills on craft.
- /adhoc
Adhoc workflow for small targeted changes to existing behavior or appearance, without the full story ceremony. Use when the orchestrator encounters a bug with a clear root cause and surgical solution, OR a small enhancement to something already built (a different icon, wording,
Open skill - /approve
Request write permission from the user before making file changes. MUST be invoked before any write attempt when the write gate is closed. Creates scoped approval via AskUserQuestion + TaskCreate, opens the write gate, and closes it when work is done. Triggers: write hook blocks
Open skill - /browser
Interactive browser automation via playwright-cli. Use when you need to navigate a site, click elements, fill forms, take snapshots, or triage a live app.
Open skill - /content-spark
This skill should be used when a story has been captured but content direction is unresolved - the spark describes WHAT to build structurally but not WHAT goes in it. Reads the story spark, splits it into Resolved (structurally clear) vs. Assumed (would have to guess) content
Open skill - /creative-spark
This skill should be used when the user asks to "brainstorm", "explore options", "get creative", "what if we...", or selects "Let's get creative" during story or cycle creation. Also appropriate when the user describes a vague feature idea without clear direction. Generates 2-3
Open skill - /design-vibe
Use this skill when the user wants to discover, define, or refine their product's aesthetic identity. Triggers on "what should this feel like?", "help me figure out the vibe", "something feels off visually", "I want it to feel like [X]", "define the visual language", or when a
Open skill

