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概要と使いどころ

Claude skill that turns Claude into a Connecticut-specific divorce planner — nine operating modes from pre-flight intake to post-judgment modification, modeled on Untangle.us's feature surface and grounded in C.G.S. Title 46b, Practice Book Chapter 25, and the 2026-08-01 CCSG schedule. Covers eligibility triage (nonadversarial under § 46b-44a vs standard), financial affidavit (JD-FM-6), child support (JD-FM-220 / CCSG-1 / 1A), alimony (§ 46b-82 fourteen factors), parenting plan (with GAL/AMC escalation under JD-FM-224), settlement agreement (JD-FM-172, TCJA-aware), filing packet (marshal 12-day rule, $360 + $50 fees, JD-FM-75 waiver), and post-judgment motion practice. Hard UPL gate: refuses non-CT, domestic violence (refers CTCADV 1-888-774-2900), hidden assets, courtroom advocacy. Heppner-aware: AI prompts are not privileged. First family-law skill in the Lawvable registry.

日本語の概要は準備中です。原文の説明を表示しています。

lawve-ai/awesome-legal-skills8732026年10月3日 更新

analytics

無料

When the user wants to set up, improve, or audit analytics tracking and measurement. Also use when the user mentions "set up tracking," "GA4," "Google Analytics," "conversion tracking," "event tracking," "UTM parameters," "tag manager," "GTM," "analytics implementation," "tracking plan," "how do I measure this," "track conversions," "Mixpanel," "Segment," "are my events firing," or "analytics isn't working." Use this whenever someone asks how to know if something is working or wants to measure marketing results. For choosing attribution models, comparing multi-touch/MMM/incrementality, or reconciling conflicting numbers across tools, see attribution. For A/B test measurement, see ab-testing.

日本語の概要は準備中です。原文の説明を表示しています。

Nexus-JPF/note-companion8712026年10月18日 更新

paste

無料

When you want to clean and reformat content (usually from your terminal) for pasting into Slack, Notion, Twitter/X, LinkedIn, email, GitHub, or plain text. Strips ANSI codes, box-drawing chars, terminal prompt artifacts, and applies destination-specific formatting. Default input is the system clipboard; default output is both the clipboard and a chat preview. Triggers on "/paste", "/paste [destination]", "clean this for X," "format for slack/notion/twitter/linkedin/email/github," "render as markdown," "paste-ready," "strip formatting," "make this copy-pastable." Default destination is plain. Also scans for secrets (API keys, tokens, .env values) and warns before copying anything sensitive.

日本語の概要は準備中です。原文の説明を表示しています。

coreyhaines31/makerskills8652026年10月9日 更新

When you or another skill needs to fetch the content of a social media post by URL — tweet, X thread, LinkedIn post, Instagram post, TikTok video, Bluesky post, Reddit thread, Mastodon status, Threads post, Hacker News thread. Returns normalized structured data (author, posted_at, text, engagement counts, media URLs, replies if requested) regardless of platform. Tries strategies in order: direct API (Bluesky, Mastodon, HN, Reddit), agent-browser with modal dismissal (LinkedIn, X preview), Wayback Machine (older posts), paid APIs (ScrapeCreators / Apify — only if env keys present). Triggers on "/social-fetch <url>," "fetch this tweet," "fetch this post," "what does this LinkedIn say," "read this thread," "pull this post." Used by deep-research (citing specific posts), jab-hook (inspiration account analysis), business-brainstorm (competitor / operator commentary).

日本語の概要は準備中です。原文の説明を表示しています。

coreyhaines31/makerskills8652026年10月9日 更新

When you want to capture into, compile, query, lint, or connect your personal Second Brain. Wraps the Karpathy LLM Wiki schema (Obsidian or any markdown vault) — raw/ (unprocessed sources), wiki/ (AI-compiled interlinked topic pages), outputs/ (generated artifacts). Tool-agnostic in design but defaults to a vault at ${SECOND_BRAIN_VAULT:-$HOME/Documents/SecondBrain}/. Six modes — capture (drop something into raw/), compile (process unprocessed raw files into wiki pages, update INDEX.md), query (answer a question from the wiki, save to outputs/), lint (orphans / contradictions / stale / unprocessed raw / topic gaps), connect (suggest new wikilinks between pages), search (quick lookup). Triggers on "/second-brain," "/sb," "capture this," "save this to my brain," "compile the wiki," "process raw notes," "query my wiki," "ask my brain," "lint the wiki," "find connections," "search my notes." Complements deep-research (external corpus) — this is the internal corpus.

日本語の概要は準備中です。原文の説明を表示しています。

coreyhaines31/makerskills8652026年10月9日 更新

Monthly CFO workflow for a company or agency — pull raw data from bank + payment processor + payroll + expense management, categorize and reconcile, compute end-of-month cash via transaction-sum method, update a scenario projector for forward forecasting, write the monthly snapshot report, surface decisions to leadership. Modes — monthly (default; the standing report), weekly (thin cash pulse), scenario (ad-hoc modeling in the projector), pickup (resume where the prior run left off). Anonymized team-scope sibling to personal-cfo (which handles personal household finances). Composes with company-brain (report gets stored + wiki-indexed there), toolify (wire company-specific data sources), loopify (schedule the monthly + weekly runs). Triggers on "/company-cfo," "/cfo," "monthly cash report," "do the CFO snapshot," "CFO monthly," "let's run CFO," "cash projection," "runway forecast," "monthly financials," "cash pulse."

日本語の概要は準備中です。原文の説明を表示しています。

coreyhaines31/makerskills8652026年10月9日 更新

Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom data.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8602026年10月17日 更新

Expert blueprint for save/load systems using JSON/binary serialization, PERSIST group pattern, versioning, and migration. Covers player progress, settings, game state persistence, and error recovery. Use when implementing save systems OR data persistence. Keywords save, load, JSON, FileAccess, user://, serialization, version migration, PERSIST group.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8602026年10月17日 更新

Expert blueprint for data-oriented design using Resource/RefCounted classes (item databases, character stats, reusable data structures). Covers typed arrays, serialization, nested resources, and resource caching. Use when implementing data systems OR inventory/stats/dialogue databases. Keywords Resource, RefCounted, ItemData, CharacterStats, database, serialization, @export, typed arrays.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8602026年10月17日 更新

Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Use when implementing respawn, shrine checkpoints, corpse-run retrieval, or second-chance mechanics. Keywords revival, respawn, checkpoint, soul grave, ghost mode, I-frames, death analytics, progress index.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8602026年10月17日 更新

Expert blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_frames.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8602026年10月17日 更新

Bevy ECS skill for app states and per-entity state data. Keywords: Bevy, States, NextState, OnEnter.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8602026年10月17日 更新

Bevy 0.20 dialogue data: line tables in a resource, the current line index on a component, and choice flags filtered before the write. Use when lines or choices advance. Keywords: Bevy, dialogue, line index, choices, ECS.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8602026年10月17日 更新

Bevy 0.20 rhythm router: chart notes, a song clock, and hit windows as ECS data. Use when routing a rhythm game. Keywords: Bevy, Rhythm, chart, hit window, ECS, router.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8602026年10月17日 更新

Bevy 0.20 party router: local seats, shared scores, and minigame swaps as ECS data. Use when routing a local party game. Keywords: Bevy, Party, minigame, score, ECS, router.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8602026年10月17日 更新

Place Bevy 0.20 gameplay data on a Component or a Resource. Use when choosing Query versus Res/ResMut, insert_resource, Time and Timer, or a RON/asset handle stored once for the app. Keywords: Bevy, Resource, Res, ResMut, Component, Timer, AssetServer.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8602026年10月17日 更新

Bevy 0.20 horror router: sanity, stalker suspicion, and light energy as ECS data, with lighting, audio, and navigation in the linked skills. Use when routing a horror game. Keywords: Bevy, Horror, sanity, stalker, ECS, router.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8602026年10月17日 更新

Use when searching, installing, or improving AI skills and prompts via prompts.chat or skills.sh. Triggers on skill search, prompt lookup, install skill, improve prompt, prompts.chat.

日本語の概要は準備中です。原文の説明を表示しています。

sangrokjung/claude-forge8582026年9月3日 更新

Expert guidance for Next.js Cache Components and Partial Prerendering (PPR). **PROACTIVE ACTIVATION**: Use this skill automatically when working in Next.js projects that have `cacheComponents: true` in their next.config.ts/next.config.js. When this config is detected, proactively apply Cache Components patterns and best practices to all React Server Component implementations. **DETECTION**: At the start of a session in a Next.js project, check for `cacheComponents: true` in next.config. If enabled, this skill's patterns should guide all component authoring, data fetching, and caching decisions. **USE CASES**: Implementing 'use cache' directive, configuring cache lifetimes with cacheLife(), tagging cached data with cacheTag(), invalidating caches with updateTag()/revalidateTag(), optimizing static vs dynamic content boundaries, debugging cache issues, and reviewing Cache Component implementations.

日本語の概要は準備中です。原文の説明を表示しています。

sangrokjung/claude-forge8582026年9月3日 更新

Turn a one-line description of a repetitive task into a reusable, self-guarding slash command. loop-forge diagnoses the task into one of 5 loop shapes (Batch / Pipeline / Refine / Watch / Explore), interviews for the blanks, and auto-injects two safety devices the user didn't know they needed — an independent verifier (maker ≠ checker) and a hardstop (a budget/count/cooldown ceiling) — then previews the result and stamps it as a `/command` they can run forever. Use when the user says "/loop", "/loop-forge", "/make-it-loop", "automate this", "make this repeatable", "turn this into a command", "do this for all 100 items", "do X every time Y happens", "generate several and pick the best", or otherwise wants to capture a recurring task as a reusable slash command instead of re-typing the prompt by hand. Works in any language: it interviews the user and writes the stamped command in the user's own language. Non-goal — it does not schedule unattended runs (launchd/cron) or publish externally on its own; it stamps the reusable command and stops there.

日本語の概要は準備中です。原文の説明を表示しています。

sangrokjung/claude-forge8582026年9月3日 更新

Use *before* starting work in a domain you don't know well, to surface the "unknown unknowns" — the things you don't even know to ask about — and learn just enough to prompt and decide well. Implements the "blind spot pass" pattern from Anthropic's Fable "finding your unknowns" field guide. Triggers when you say "I'm new to this", "I don't know what to ask", "teach me before we start", "blind spot pass", "unknown unknowns", "find my unknowns", or the Korean "내가 뭘 모르는지 알려줘" / "이 분야 처음인데" / "먼저 가르쳐줘" / "블라인드 스팟", or when you hand off a task while admitting you're a non-expert in that field (color grading, video editing, legal, tax, finance, design, an unfamiliar codebase, etc.). Do NOT use for simple factual questions, domains you already know, or directly-actionable work — answer those directly or route to planner / architect.

日本語の概要は準備中です。原文の説明を表示しています。

sangrokjung/claude-forge8582026年9月3日 更新

relay

無料

Session relay — compresses what's been done so far (writes a one-liner for /compact) and generates a "next task" prompt (a baton) for the user to hand off. Use on requests like "relay / hand off / next session / continue after compact / baton / handoff / clean up context and continue next task." Does not run /compact itself (a skill cannot do that) — it produces the one-liner the user pastes in.

日本語の概要は準備中です。原文の説明を表示しています。

sangrokjung/claude-forge8582026年9月3日 更新

Expert blueprint for data-oriented design using Resource/RefCounted classes (item databases, character stats, reusable data structures). Covers typed arrays, serialization, nested resources, and resource caching. Use when implementing data systems OR inventory/stats/dialogue databases. Keywords Resource, RefCounted, ItemData, CharacterStats, database, serialization, @export, typed arrays.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新

Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom data.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新