文件分片管理 SKILL — 管理「大型文件 → shard 目錄群」的生命週期。 USE FOR: 任何大型 .md / .json 檔案需要拆分為小分片、更新分片後重建索引、 驗證分片完整性,或新增 shard 目錄給新的大型文件。 DO NOT USE FOR: 程式碼編輯、UI layout 調整、任務卡狀態更新(那些直接改對應 JSON)。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
2.1천건 · 관련도순
文件分片管理 SKILL — 管理「大型文件 → shard 目錄群」的生命週期。 USE FOR: 任何大型 .md / .json 檔案需要拆分為小分片、更新分片後重建索引、 驗證分片完整性,或新增 shard 目錄給新的大型文件。 DO NOT USE FOR: 程式碼編輯、UI layout 調整、任務卡狀態更新(那些直接改對應 JSON)。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
UI Family 架構師 SKILL — 讀取 proof draft,為每個 visualZone 分配 structural family、themeStack 與 recipe seed,驗證 family 可用性,輸出 family-map 與 recipe 預填欄位。USE FOR: 在 ui-reference-decompose 完成後,進行 family 分派、family-map 產出與 recipe 選擇(UI pipeline Step 2)。DO NOT USE FOR: 直接產生 layout skeleton 或 asset 任務(需先完成此步)。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
UI 多語在地化 SKILL — 從 zh-TW 基礎語系延伸 zh-CN / en / ja 語系 JSON,保留變數格式並輸出寬度風險摘要。USE FOR: 新 UI 鍵值落地後補多語、批次更新某個畫面的翻譯、先做文字長度風險盤點。DO NOT USE FOR: 純 runtime layout polish、直接修改非 i18n 的顯示文案。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
HTML -> UCUF (Cocos Creator UI) conversion skill. Use for turning a complete HTML source package with ui-design-tokens.json and colors_and_type.css into Cocos usable layout/skin/screen JSON, then validating with Plan5 final fidelity gates: stale-rule audit, rule guard, visual fidelity risk, runtime interaction smoke, Cocos Editor final gate, and 95% regression matrix.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
UI 資產品質驗證 SKILL — 執行 validate-visual-assets.js、validate-ui-specs.js 與必要的 snapshot regression,對 skin family 資產、screen package、proof draft / family-map 進行全面驗證,並回寫 generated-review。USE FOR: 任何 UI 資產生成後、在 ui-preview-judge 前必須先通過的 QA 關卡。DO NOT USE FOR: debug runtime 崩潰(用 cocos-log-reader)、Layout 佈局調整(用 ui-vibe-pipeline)。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Cross-Reference 進度掃描器 — 自動掃描 assets/scripts/**/*.ts 與 tests/*.ts,比對 cross-ref-code.md B-1 表格,產生進度差異報告。USE FOR: 進度掃描、cross-ref 更新。DO NOT USE FOR: 程式碼編輯、UI layout 調整。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
UI 資產切件與候選收斂 SKILL — 從使用者提供的整頁 UI、2K 母圖、panel sheet 或單張素材,自動執行全切、auto-classify、auto-pick、temp/selected 分流、背景裁切、透明化與 post-process。USE FOR: 切出 panel / cap / badge / glyph / noise 候選、把未挑選切片集中到 temp 可一次清掃、把高信心候選升到 selected、再接 trim-png-by-background.js / postprocess-ui-asset.js。DO NOT USE FOR: runtime 畫面驗收(用 ui-runtime-verify)、純 icon 規格設計(用 UI-icon workflow)、單純修改 layout/skin JSON。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, artifacts, posters, or applications (examples include websites, landing pages, dashboards, React components, HTML/CSS layouts, or when styling/beautifying any web UI). Generates creative, polished code and UI design that avoids generic AI aesthetics.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Validates animation durations, enforces typography scale, checks component accessibility, and prevents layout anti-patterns in Tailwind CSS projects. Use when building UI components, reviewing CSS utilities, styling React views, or enforcing design consistency.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Query UniProt's REST API (post-2022 endpoint at rest.uniprot.org) for protein sequences, annotations, GO terms, cross-references, ID mappings, and proteomes. Use when fetching UniProtKB entries, navigating the JSON schema, choosing between UniProtKB/UniRef/UniParc/Proteomes resources, deciding stream vs search endpoint for batch retrieval, running ID-mapping jobs with the async pattern, handling isoform suffixes, or filtering reviewed Swiss-Prot vs auto-annotated TrEMBL. Encodes the legacy URL migration (2022), the new JSON schema layout, and bulk-pull patterns.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Visualize biological networks (PPI, gene-regulatory, co-expression, pathway) with layout algorithm choice (ForceAtlas2, Fruchterman-Reingold, Kamada-Kawai, hive plots), edge bundling, community-based coloring, and reproducible seeds using NetworkX, PyVis, igraph, and Cytoscape automation. Use when rendering biological networks for static publication, interactive HTML exploration, or Cytoscape-format export.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Analyzes CRISPR drug-modifier (chemogenomic) screens with drugZ (Li & Hart 2019 Genome Med), a bidirectional Z-score method that identifies synthetic-lethal sensitizing genes and resistance-conferring suppressor genes from vehicle vs drug comparisons. Covers vehicle-anchored design (not Day-0), the bidirectional Z math giving 2-3x sensitivity over MAGeCK / STARS / edgeR / RIGER on drug screens, per-gene sumZ and normZ, synth (sensitizer) vs supp (suppressor) FDR, multi-dose handling, integration with control sgRNAs, and comparison with MAGeCK MLE with dose covariate. Use when running a drug-modifier CRISPR screen, identifying sensitizing or resistance genes for a drug candidate, choosing drugZ vs MAGeCK MLE for chemogenomic analysis, troubleshooting low-effect drug screens where MAGeCK lacks sensitivity, or designing a drug-screen layout (vehicle vs drug arms).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Build publication-quality figures with matplotlib using the object-oriented Figure/Axes API, constrained_layout, rcParams customization, TrueType (Type-42) font embedding for journal submission, and CVD-safe palettes. Covers seaborn integration, common chart types, axis formatting, and the small gotchas that distinguish reproducible matplotlib from notebook scratch. Use when producing publication figures in Python — RNA-seq scatter, single-cell embeddings, generic biological plotting.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Long-running design anthropologist that builds comprehensive visual databases from 500-1000 real-world examples, extracting color palettes, typography patterns, layout systems, and interaction design across any domain (portfolios, e-commerce, SaaS, adult content, technical showcases). This skill should be used when users need exhaustive design research, pattern recognition across large example sets, or systematic visual analysis for competitive positioning.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Design performant animation systems with Framer Motion, GSAP, View Transitions API, and spring physics. Activate on: page transitions, micro-interactions, scroll animations, layout animations, spring physics. NOT for: CSS-only hover effects (use css-in-js-architect), video/canvas rendering (use creative-coding-expert).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when building content-heavy sites with Astro, deciding between SSG/SSR/hybrid, choosing client directives (idle/visible/load/media), structuring content collections with type-safe schemas, integrating React/Vue/Solid/Svelte components in the same project, or migrating from Next.js for marketing/docs. Triggers: client:idle vs client:load tradeoffs, content collections schema with zod, image optimization via @astrojs/image, view transitions, server islands, MDX layouts. NOT for SPA-style apps that need full interactivity (use Next/Remix), Astro internals/plugin authoring, or non-content sites where islands provide no benefit.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert-level idiomatic Rust API design — the patterns that make illegal states unrepresentable and abstractions zero-cost. Type-state programming (PhantomData state machines), newtype + sealed + extension traits, typestate builders, RAII guards & Drop ordering, the interior-mutability decision tree (Cell/RefCell/Mutex/RwLock/Atomic/OnceLock), enum-driven state machines, error architecture (thiserror vs anyhow), dyn vs generic dispatch & object safety, the impl Trait / GAT / RPITIT toolbox, and Deref-for-smart-pointers (and its abuse). Use when designing a Rust library's public API, encoding invariants in the type system, choosing a dispatch or error strategy, or reviewing Rust for idiom. NOT for borrow-checker firefighting / toolchain / test-runner workflow (use rust-development-workflow), NOT for pd-console GPUI rendering/layout/panes (use gpui-rust-console), NOT for app packaging/notarization (use rust-app-distribution).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when the user wants to design, redesign, shape, critique, audit, polish, clarify, distill, harden, optimize, adapt, animate, colorize, extract, or otherwise improve a frontend interface. Covers websites, landing pages, dashboards, product UI, app shells, components, forms, settings, onboarding, and empty states. Handles UX review, visual hierarchy, information architecture, cognitive load, accessibility, performance, responsive behavior, theming, anti-patterns, typography, fonts, spacing, layout, alignment, color, motion, micro-interactions, UX copy, error states, edge cases, i18n, and reusable design systems or tokens. Also use for bland designs that need to become bolder or more delightful, loud designs that should become quieter, live browser iteration on UI elements, or ambitious visual effects that should feel technically extraordinary. Not for backend-only or non-UI tasks.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Generate SEO-optimized competitor comparison and alternatives pages. Covers "X vs Y" layouts, "alternatives to X" pages, feature matrices, schema markup, and conversion optimization. Use when user says "comparison page", "vs page", "alternatives page", "competitor comparison", "X vs Y", "versus", "compare competitors", or "alternative to".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Scaffold recipe for a new authenticated route: SSR shell, DB-derived types, Redux hydration, view sub-pages. Use when creating a new route or page, adding a feature with a sidebar/main layout, adding view modes to a route, or feature types don't match database.types.ts.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Next.js route metadata, per-route favicons, OpenGraph, and Twitter cards. Use when adding a route or layout, adding a favicon or social share image, auditing missing metadata, naming tab titles, or touching createRouteMetadata, createDynamicRouteMetadata, generateFaviconMetadata, or titlePrefix.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Locate CCSPlayerInventory::m_pSOCache in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the WeaponPaints gamedata entry "CCSPlayerInventory::m_pSOCache" (symbol CCSPlayerInventory_m_pSOCache). This is a STRUCT MEMBER OFFSET (schema netvar). Resolve the CCSPlayerInventory class layout via the schema system; m_pSOCache is the CGCClientSharedObjectCache pointer member. Cross-check: CCSPlayerInventory methods load this pointer and pass it to CGCClientSharedObjectCache methods (the GetItemInLoadout shortlist is a strong caller-side witness). Trigger: CCSPlayerInventory_m_pSOCache, CCSPlayerInventory::m_pSOCache
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Locate CCSPlayer_MovementServices::Pawn in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_MovementServices::Pawn" (symbol CCSPlayer_MovementServices_Pawn). This is a STRUCT MEMBER OFFSET (schema netvar), not a function. Resolve the CCSPlayer_MovementServices class layout via the schema/network system; the member must satisfy natural alignment. Cross-check with functions that dereference the member. Do not switch output schema: emit the structmember fields below even if the class turns out to be polymorphic - a func_*/vfunc_* payload for this symbol is rejected by canonical_symbol_yaml_bytes. Trigger: CCSPlayer_MovementServices_Pawn, CCSPlayer_MovementServices::Pawn
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Locate CCSPlayerController_InventoryServices::m_pInventory in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the WeaponPaints gamedata entry "CCSPlayerController_InventoryServices::m_pInventory" (symbol CCSPlayerController_InventoryServices_m_pInventory). This is a STRUCT MEMBER OFFSET (schema netvar), not a function. Resolve the CCSPlayerController_InventoryServices class layout via the schema/network system; m_pInventory is an 8-byte pointer member early in the class (must stay 8-aligned). Cross-check: functions of the class dereference this->m_pInventory shortly after entry. Trigger: CCSPlayerController_InventoryServices_m_pInventory, CCSPlayerController_InventoryServices::m_pInventory
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.