본문으로 건너뛰기
cccskills

'progression' 검색 결과

90건 · 관련도순

Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

thedivergentai/Game-Design-Agentic-Skills8502026년 10월 13일 업데이트

gds-gdd

무료

Create, update, or validate a game's Game Design Document. Use when the user wants help producing, editing, or validating a GDD — the primary design artifact covering pillars, mechanics, progression, levels, art, audio, and development epics.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

bmad-code-org/bmad-module-game-dev-studio2562026년 9월 25일 업데이트

Think and work like an expert Immunotherapy Scientist. Use when a task calls for Immunotherapy Scientist judgment. Reasons from antigen recognition and checkpoint circuits through CAR-T/bispecific design, ASTCT CRS/ICANS grading, flow cytometry release CQAs, iRECIST response assessment, COMPASS/TIDE biomarker modeling, and JACIE/FACT IEC accreditation while treating antigen escape, pseudoprogression, tonic signaling, and step-up CRS as first-class failure modes.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

K-Dense-AI/scientific-agents2192026년 10월 3일 업데이트

Track real-time events, announcements, and breaking developments across Twitter, Reddit, news outlets, and web search. Monitors event progression, public reaction, key moments, and aftermath coverage for crisis response and opportunity detection.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

sandbaseai/sandbase-skills2022026년 9월 26일 업데이트

The foundational theory of interactive experience design - loops, motivation, feel, and the art of meaningful playUse when "game design, core loop, game feel, player motivation, game mechanics, meaningful choice, progression system, game economy, game balance, playtesting, GDD, game document, fun factor, engagement, flow state, risk reward, player agency, juice, game polish, 8 kinds of fun, bartle types, MDA framework, game-design, player-experience, core-loop, motivation, game-feel, MDA, playtesting, GDD, systems-thinking, player-psychology, engagement, flow-state" mentioned.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

omer-metin/skills-for-antigravity1692026년 1월 22일 업데이트

健身私教 — 为客户设计、指导和推进个性化训练方案的专业工艺, 有别于团课教练、物理治疗师或运动队教练: (a) 训练方案设计与周期化 (线性 / 波动 / 板块周期化 Bompa & Haff; NSCA《力量训练与体能训练精要》行业圣经; Schoenfeld 肌肥大机制; Helms/Valdez/Morgan 肌肉与力量金字塔; 共轭训练法 Simmons/Westside; Starting Strength 线性渐进 Rippetoe; Renaissance Periodization 训练量地标 Israetel); (b) 动作评估与筛查 (FMS 功能性动作筛查 Gray Cook; NASM CEx 纠正性训练连续体 抑制-拉伸-激活-整合; 关节逐级方法 Cook/Boyle; 姿势与代偿模式识别; PAR-Q+ 与 ACSM 运动前筛查指南); (c) 教学与指令 (外部 vs 内部注意焦点 Wulf; 差异化学习 Schöllhorn; 约束导向方法 Davids/Renshaw; RIR/RPE 自动调节 Zourdos/Helms; 动机访谈在健身中的应用 Rollnick/Miller); (d) 营养指导的执业边界 (宏量营养素周期化; Precision Nutrition / ISSN 立场声明的循证建议; 边界: 私教提供一般性指导, 医学营养治疗需 RD/RDN 资质; 能量可用性与 RED-S Mountjoy IOC 共识); (e) 商业与客户管理 (客户留存与方案依从; 咨询与销售伦理; 线上教练平台与规模化 Goodman PTDC; 方案交付工具 TrueCoach/Trainerize/TrainHeroic; 课时定价模型; 独立教练 vs 健身房雇员); (f) 专项方向 (运动表现 CSCS; 纠正性训练 CES; 老年健身 SFN; 产前产后; 青少年 YSCA; 适应性 / 无障碍健身; 健美 / 形体; 力量举; 耐力运动 S&C)。诚实处理: 兄弟科学 vs 循证之争, 补剂行业利益冲突, 合成代谢激素使用现状 (诚实但不推广: 匿名调查约 30% 有经验男性健身者使用过 — 业内估, Kanayama/Pope/Hudson 记录健康风险, WADA 禁用清单用于竞技语境), 体型焦虑与进食障碍风险 (男性私教肌肉变形症, 正食症倾向, NEDA 负责任语言指南), 健身房掠夺性销售 (高压推销、误导性对比照、长约锁定), 执业边界违规 (私教诊断伤病或超范围开饮食处方), 线上教练认证造假 (周末速成、未经认可的认证)。不含: 物理治疗 / 康复治疗 (持照医疗职业), 不含: 团课教练 (Les Mills/Zumba/CrossFit 分馆教练 — 相邻但不同), 不含: 精英竞技运动教练 (团队项目周期化, 不同职业路径), 不含: 营养作为主业 (临床营养学需单独资质)。 (Personal Trainer — the craft of designing, coaching, and progressing individualized exercise programs for clients, distinct from group fitness instruction, physiotherapy, or sports coaching: (a) exercise programming and periodization (linear / undulating / block periodization per Bompa & Haff; NSCA Essentials of Strength Training and Conditioning as industry bible; Schoenfeld on hypertrophy mechanisms; Helms/Valdez/Morgan Muscle & Strength Pyramids; conjugate method Simmons/Westside; Starting Strength linear progression Rippetoe; Renaissance Periodization volume landmarks Israetel); (b) movement assessment and screening (FMS Gray Cook; NASM CEx corrective exercise continuum inhibit-lengthen-activate-integrate; joint-by-joint approach Cook/Boyle; posture and compensation pattern identification; PAR-Q+ and pre-exercise screening ACSM guidelines); (c) coaching and cueing (external vs internal cueing Wulf attentional focus research; differential learning Schöllhorn; constraints-led approach Davids/Renshaw; RIR/RPE autoregulation Zourdos/Helms; motivational interviewing for adherence Rollnick/Miller adapted to fitness); (d) nutrition guidance within scope of practice (macronutrient periodization; evidence-based recommendations per Precision Nutrition / ISSN position stands; scope boundary: PT gives general guidance NOT medical nutrition therapy which requires RD/RDN credential; energy availability and RED-S awareness Mountjoy IOC consensus); (e) business and client management (client retention and programming adherence; consultation and sales ethics; online coaching platforms and scaling Goodman PTDC; programming delivery tools like TrueCoach/Trainerize/TrainHeroic; session pricing models; independent contractor vs gym employee dynamics); (f) specialization tracks (sports performance CSCS; corrective exercise CES; senior fitness SFN; pre/postnatal; youth YSCA; adaptive/inclusive fitness; bodybuilding/physique coaching; powerlifting/strength sports; endurance athlete S&C). Evidence-based practice as the core ethos: Schoenfeld/Krieger meta-analyses on volume-response, Helms systematic reviews on protein/resistance training, Brad Schoenfeld's MASS journal bridging research to practice, Menno Henselmans and Eric Helms as practitioner-researchers, Greg Nuckols Stronger By Science as translation layer. Chinese fitness industry context: rapid growth of personal training in commercial gyms (Keep/Lefit/Megafit chains), NSCA-CPT and ACE-CPT as dominant certifications alongside local CSFA (China Sport and Fitness Association) credential, '体适能' (physical fitness) as formal term, online coaching boom post-COVID, PT business models in tier 1-3 cities diverge sharply. Honest treatment of: bro science vs evidence-based d

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

swaylq/master-skill1632026년 9월 6일 업데이트

游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

swaylq/master-skill1632026년 9월 6일 업데이트

Use when adding or changing save games, settings or progression storage - a versioned save format with a tested migration chain, atomic writes with backup and checksum, per-engine storage locations, safe serializers, and the round-trip/migration/corruption tests.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

makifbaysal/tasktrooper1172026년 10월 21일 업데이트

Master orchestrator to build an application from scratch to a production-ready release, enforcing strict step-by-step progression and continuous documentation / Orkestrator utama untuk membangun aplikasi dari nol hingga rilis siap produksi dengan dokumentasi bertahap.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

roedyrustam/vibes-plug1052026년 10월 20일 업데이트

Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

striderZA/OpenCodeGameStudios992026년 10월 7일 업데이트

Authors or reviews Know/Understand/Do charts for competency-based learning targets across developmental bands. Handles seven input types from raw curriculum documents to existing LT sets. Routes to upstream skills when stronger inputs are available.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

nota-america/forgecat-agent-profiles922026년 9월 24일 업데이트

You launched an ambassador program. 3 applications. One ghosted after week 2. Should you lower the bar? Offer more perks? Spam influencers? This gives you the complete community & ambassador operations SOP — from pre-launch checklist to recruitment to tiered management to retention to governance. Built from Notion (20M users, real ambassador interviews), AFFiNE (60K stars), Asana, and ClickUp programs. By @WeiYipei. What's inside: • Pre-launch readiness checklist (6 conditions that must be true before starting) • 6-step community setup SOP (platform selection → rules → admin standards → monitoring → wiki → metrics) • Ambassador recruitment system (A+B qualification, application form design, scoring rubric) • 4-tier progression system (Bronze → Silver → Gold → Platinum with point thresholds) • 5-pillar incentive framework (Product quality → Beta access → Founder access → KOL path → Full engagement) • Churn early-warning system + retention playbook • Event operations SOP (6 event types × full lifecycle) • Health metrics dashboard (6 core KPIs + 5 ambassador-specific indicators) • Governance & risk control (behavior code, escalation matrix) • Real templates: recruitment post, welcome email, annual calendar 🇨🇳 你搞了个大使计划。来了3个申请。一个第二周就消失了。该降门槛?加福利?群发KOL?这份SOP给你从启动前置条件到招募到留存到治理的完整社区/大使运营方法论。基于 Notion(2000万用户,大使真实访谈)、AFFiNE(60K stars)、Asana、ClickUp 实战案例。 🇯🇵 アンバサダープログラムを立ち上げた。応募3件。1人は2週間で消えた。基準を下げる?特典を増やす?このSOPは、事前チェックリストから採用、段階管理、リテンション、ガバナンスまでの完全なコミュニティ&アンバサダー運営フレームワークを提供します。Notion(2000万ユーザー)、AFFiNE(60K stars)の実例から構築。 🇰🇷 앰배서더 프로그램을 시작했습니다. 지원 3건. 하나는 2주 만에 사라졌습니다. 기준을 낮출까요? 이 SOP는 사전 체크리스트부터 모집, 단계별 관리, 리텐션, 거버넌스까지 완전한 커뮤니티 & 앰배서더 운영 프레임워크를 제공합니다. Notion(2000만 사용자), AFFiNE(60K stars) 실전 사례에서 구축. Triggers: "ambassador program" | "community building" | "community management" | "DevRel" | "developer relations" | "community growth" | "大使计划" | "社区运营" | "社区搭建" | "コミュニティ運営" | "アンバサダー" | "커뮤니티 운영" | "앰배서더" | "open source community" | "user retention"

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Gingiris-1031/gingiris-skills862026년 10월 15일 업데이트

jiaos

무료

Autonomous novel writing CLI agent with web workbench (JiaOS Studio) - use for creative fiction writing, standalone short-fiction packages, cover generation, novel generation, style imitation, chapter continuation/import, EPUB export, AIGC detection, and fan fiction. Native English support with 10 built-in English genre profiles (LitRPG, Progression Fantasy, Isekai, Cultivation, System Apocalypse, Dungeon Core, Romantasy, Sci-Fi, Tower Climber, Cozy Fantasy). Also supports Chinese web novel genres (xuanhuan, xianxia, urban, horror, other). Multi-agent pipeline, two-phase writer (creative + settlement), stronger long-form chapter craft rules, hook-ledger payoff checks, 33-dimension auditing, token usage analytics, creative brief input, structured logging (JSON Lines), multi-model routing, custom OpenAI-compatible provider support, and JiaOS Studio web UI for visual book management, short-fiction runs, cover generation, chapter review, real-time writing progress, market radar, and analytics.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

zxerai/novelix782026년 6월 6일 업데이트

Martial arts as body discipline — the shared pedagogical structure across striking, grappling, and weapon arts (stance, distance, timing, ukemi, live partner work, graded ranking, and the ethical container the best schools enforce). Covers karate, judo, jiu-jitsu (Brazilian and traditional Japanese), aikido, kendo/kenjutsu, boxing, muay Thai, and wrestling at enough depth that an agent can place a user into a reasonable first-month practice and recognize the safety failures that matter most. Leans on Moshé Feldenkrais's judo background and Yang Jwing-Ming's martial scholarship for the internal-to-external bridge. Use for any query about beginning a martial art, training injury patterns, graded progression, or the ethics of combat training.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Tibsfox/gsd-skill-creator712026년 7월 20일 업데이트

Vocabulary learning strategies and retention science for any language -- frequency-based word selection, spaced repetition systems (Ebbinghaus forgetting curve, Leitner system, SM-2 algorithm), cognate exploitation, word family networks, context-based learning, collocations, depth of word knowledge (form, meaning, use), reading progression from controlled to authentic texts, and productive vs. receptive vocabulary thresholds. Use when building vocabulary plans, optimizing review schedules, selecting learning materials, or diagnosing vocabulary gaps.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Tibsfox/gsd-skill-creator712026년 7월 20일 업데이트

Yoga practice with an emphasis on alignment, props, and staged progression as the Iyengar lineage teaches it, alongside enough context about the broader lineage landscape (Krishnamacharya's three students, modern Hatha, Ashtanga vinyasa, restorative, Yin, and chair yoga) that a routing agent can place a user correctly before giving instruction. Covers asana families, alignment heuristics, prop use, sequencing, and the non-negotiable injury-prevention rules. Use for any query about yoga postures, home practice design, teacher-training-level questions, or whether a given pose is safe for a given body.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Tibsfox/gsd-skill-creator712026년 7월 20일 업데이트

Harmonic analysis, voice leading, chord function, and modulation techniques for tonal music. Covers triads, seventh chords, Roman numeral analysis, figured bass, voice leading rules, cadence types, secondary dominants, modulation techniques, chromatic harmony (Neapolitan, augmented sixth chords), jazz lead sheet notation, and functional vs. linear harmonic thinking. Use when analyzing chord progressions, writing voice leading, identifying key areas, or interpreting harmonic function in any tonal style.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Tibsfox/gsd-skill-creator712026년 7월 20일 업데이트

Track and measure agentic coding KPIs for ZTE progression. Use when measuring workflow effectiveness, tracking Size/Attempts/Streak/Presence metrics, or assessing readiness for autonomous operation.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

diegosouzapw/awesome-omni-skill642026년 3월 2일 업데이트

Use when reviewing the structure, ordering, coherence, and narrative flow of the book as a whole or across chapters. Checks chapter sequencing against the ID scheme, cross-references and forward hooks between chapters, README/index link integrity, exercise-to-chapter pairing, duplicate or contradictory content, and progression of difficulty. Best paired with a full-docs review rather than a single-chapter proofread.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

sazardev/networking-with-go592026년 8월 8일 업데이트

Expert full-cycle enterprise sales strategist for B2B SaaS. Use when planning sales strategy, pipeline management, deal progression, account planning, competitive displacement, or territory optimization. Covers multi-threading, executive engagement, champion development, buying committee navigation, and complex deal orchestration. Use for enterprise selling, account expansion, land-and-expand, and quota attainment.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

ncklrs/startup-os-skills522026년 2월 27일 업데이트

Deconstructs customer cohort behavior with retention curves, LTV progression, and vintage-over-vintage comparison analysis. Use when analyzing cohort data, assessing customer quality, or modeling lifetime value trajectories.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

CaseMark/skills462026년 10월 17일 업데이트

Guide a person through a Coordinate Remote Viewing (CRV) session following the Stargate/SRI protocol. AI acts as the monitor/tasker role, managing protocol progression, catching Analytical Overlay (AOL), and redirecting the viewer through stages I-VI. Use when a person wants to practice CRV and needs a monitor to manage the session protocol, when training a viewer through the staged CRV process, facilitating a structured intuitive perception exercise, or developing non-local awareness skills that complement healing work.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

pjt222/agent-almanac422026년 10월 21일 업데이트

Conduct a structured cross-project code review between two Claude Code instances via the cross-review-mcp broker. Each agent reads its own codebase, reviews the peer's code, and engages in evidence-backed dialogue — with QSG scaling laws enforcing review quality through minimum bandwidth constraints and phase-gated progression.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

pjt222/agent-almanac422026년 10월 21일 업데이트

Game design principles. GDD structure, balancing, player psychology, progression.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

VoDaiLocz/kilo-kit-mcp282026년 9월 13일 업데이트