Classifies and enforces constraints via soft vows, hard vows, and Nen Court layers. Use when designing or auditing enforcement mechanisms for project rules.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
103건 · 관련도순
Classifies and enforces constraints via soft vows, hard vows, and Nen Court layers. Use when designing or auditing enforcement mechanisms for project rules.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Authoritative guidance for building Claude Code skills, agents, and plugins, plus init and update steps that install and refresh the plugin-building skills in the current repository. Use when you need the rules or best practices for a skill, agent, hook, or plugin — designing, reviewing, hardening, or checking one against the guidance. Run with `init` to vendor the guidance, skill-builder, and agent-builder skills into the current repository (so they run with no dependency on this plugin) plus a path-scoped rule index, or `update` to refresh an already-vendored copy. Does not run an interview to build a new skill or agent from scratch — use skill-builder or agent-builder. Does not write feature code, review application code, or build non-plugin features.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Audit any Lattice SKILL.md for language compliance — removes rationale prose, converts soft language to imperatives, adds STOP: gates on hard rules, and cuts redundant repetition. Complements skill-review (which finds behavioral gaps) by fixing phrasing that causes agents to skip or underweight instructions at runtime. Use after writing or significantly changing any skill, or when the user says 'tighten this skill', 'clean up the language', 'make this more effective', 'reduce the bloat', 'tighten the language', or 'skill tighten'. Standalone — does not call other skills.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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.
Senior UI/UX Engineer. Architect digital interfaces overriding default LLM biases. Enforces metric-based rules, strict component architecture, hardware-accelerated CSS, and balanced design engineering. By Leon Lin & blueemi. Multi-runtime improved by shokunin.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Browser-check what a change could have broken in timepicker-ui (library demo and docs-app, before/after). Use at the end of a task that changed library behavior or styles (app/src) or docs-app pages, or when the user asks to check that nothing broke. Not for demo examples in app/docs, copy/typo/comment edits or one-line fixes (HARD RULES §5 in CLAUDE.md). Main agent only, never delegated to a subagent.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Classify, write, and audit documentation per Diátaxis (diataxis.fr) — the four-quadrant method (tutorials · how-to guides · reference · explanation). Encodes the compass as a decision procedure, each quadrant's contract as hard rules, and an executable mixed-mode audit. Project-agnostic; the per-repo doc-location mapping lives in a repo rule of the project's own (kolu: the Kolu overlay below). Use when writing any user-facing doc, structuring a docs site, or auditing existing docs for mixed modes.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
OCRs scanned or image-only corpora with vision-language models in four phases. Triage inventories the scans, identifies script and language, and shortlists models by script, hardware, and data constraints. Evaluate selects a system by measured CER or WER against ground truth, using born-digital twins, a second reader, and decision rules set in advance. Run builds the production pipeline. Clean removes model artifacts, audits what every cleaning rule deletes, corrects with rule-based and LLM passes, and records provenance. Use when choosing an OCR model for a corpus, measuring OCR accuracy, transcribing scans at scale, or correcting raw OCR. Born-digital documents with text layers go to doc-to-markdown; runs on Leiden's ALICE cluster add vlm-ocr-alice.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
OCR scanned or image-only corpora with vision-language models in four phases: `triage` inventories the scans, identifies script and language, and shortlists models by script, hardware, and data constraints; `evaluate` picks a system by measured CER/WER against ground truth, using born-digital twins, a second reader, and decision rules set in advance; `run` builds the production pipeline; and `clean` removes model artifacts, audits what every cleaning rule deletes, corrects with rule-based and LLM passes, and records provenance. Born-digital documents with a text layer go to $doc-to-markdown; runs on Leiden's ALICE cluster add $vlm-ocr-alice.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
One file, one job, and short enough to hold in your head. Covers the size policy (hard-split over 300 lines, split 200 to 300 at a seam, aim for 150), what a natural seam is and where to cut, the exemptions, the dependency rules that decide where the split lands, and the signals that a file is already two files. Use before adding to a file that is already long, when naming a new file, when a function has nowhere obvious to live, or when a review says a file is doing too much. Triggers - "this file is too long", "where should this go", "split this file", "is this file too big", "one responsibility".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when the user wants to run a diffusers pipeline from a terminal (one-off generation, batch jobs, smoke-testing a new model), run on HF Sandbox hardware via `--remote`, introspect a pipeline's input schema before calling it, or attach a LoRA at inference time. Prefer this over writing ad-hoc Python scripts for generation tasks.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Shared conventions for every SDLC development-phase architect agent: hard rules, code quality bar, workflow steps (superpowers invocation, spec reading, codebase exploration, verification), and the report/compact-summary contract. Architects load this skill first, then apply their stack-specific instructions on top.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Performs a white-box security review of Atlassian Forge apps using structured, Forge-specific security rules and evidence-driven reporting. Use when the user asks for a Forge security review, security audit, vuln assessment, pentest-style code review, authz review, tenant isolation analysis, web trigger hardening, or static analysis execution for a Forge app.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Review custom components and layouts against shadcn design patterns, visual style conventions (Vega, Nova, Maia, Lyra, Mira), composition rules, design token usage, and Radix/Base UI composition patterns. Use PROACTIVELY after writing or modifying any custom UI component, page layout, or variant of a shadcn component. Use when the user says "review this component", "check my spacing", "does this follow shadcn patterns", "audit this layout", "is this shadcn-idiomatic", or shares a component for feedback. Catches spacing drift, hardcoded colors, missing data-slot attributes, inconsistent theme application, and composition anti-patterns that shipping-fast-with-AI tools often miss.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Shared hard rules enforced across all squad agents
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Securely inject secrets from 1Password into agent workflows. Uses service accounts with op run/.env.tpl as the primary pattern, op read as fallback. Includes hardened security rules, input validation, and troubleshooting for auth/permission failures. Use when accessing API keys, credentials, or any 1Password secret.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when designing matrix builds (OS x version x dimension), composing reusable workflows, gating jobs on conditions, doing OIDC to AWS/GCP/Cloudflare without long-lived secrets, sharding tests across runners, or fixing cache invalidation. Triggers: workflow_call between repos, fail-fast: false tradeoffs, exclude/include matrix surgery, environment protection rules, OIDC trust policy setup, concurrency cancellation on duplicate pushes, artifact reuse across jobs, conditional job matrices computed at runtime. NOT for GitLab CI / CircleCI / Jenkins (different yaml dialects), self-hosted runner administration, or local act dev.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bootstrap or harden a project's operating model for mixed human and AI delivery teams. Use when starting a repository, adopting an agent harness, defining authority and risk tiers, coordinating parallel agents safely, binding evidence and review to an exact candidate, or correcting fragmented rules that prevent coherent, consistent, complete delivery.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Layered technical-writing standard: Diátaxis structure, Google developer style sentences, STE instruction rules, Global English syntax. Use for /technical-writing or when writing or reviewing docs, RFCs, readmes, PR descriptions, or commit messages.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Apply the Opquast Digital Quality Framework (245 rules, 14 categories) when building, reviewing, or auditing websites and web applications. Use for web development quality assurance, accessibility compliance, security hardening, privacy implementation, e-commerce best practices, and holistic digital quality checks.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Audit a composer output against four hard checks before delivery — cite integrity, voice rules, word count, schema validity. Always invoked after the polisher (English) or humanizer-* (Arabic / Hebrew). Emits a VerificationReport Pydantic object; orchestrator branches on `overall_passed`. Target ≥0.9 score per run. Triggers automatically as the final composer sub-agent; not user-facing.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Catalog of MSBuild anti-patterns with detection rules and fix recipes. Only activate in MSBuild/.NET build context. USE FOR: reviewing, auditing, or cleaning up .csproj, .vbproj, .fsproj, .props, .targets, or .proj files. Each anti-pattern has a symptom, explanation, and concrete BAD→GOOD transformation. Covers Exec-instead-of-built-in-task, unquoted conditions, hardcoded paths, restating SDK defaults, scattered package versions, and more. DO NOT USE FOR: non-MSBuild build systems (npm, Maven, CMake, etc.), project migration to SDK-style (use msbuild-modernization).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Documentation structure and maintenance rules for the Megahub project. Use whenever making user-facing changes — adding features, changing behavior, fixing hardware compatibility, or modifying configuration. Describes which files to update, the README structure, and writing style.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use this skill when starting a new session, opening this project for the first time, or when you need to recall the project's tech stack, hard rules, and which other skills exist. Trigger words: セッション開始, このプロジェクト, 全体像, どのスキル, 何から, getting started, overview.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.