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「ept」の検索結果

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概要と使いどころ

verify

無料

Verify-before-done — exercise the current change end-to-end against its acceptance criteria (the SDD plan's, or the ticket's) and report a per-criterion PASS/FAIL verdict, then record the outcome to memory. This is the concrete action that satisfies moflo's verify-before-done gate (`gates.verify_before_done` / `/flo -v` / `/flo -sd`). Use before `gh pr create` when the change must be proven to work, not just tested in passing. Verifies only — it does not fix; on FAIL it reports the gaps and stops.

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。

eric-cielo/moflo182026年10月14日 更新

Update tests when changing APIs — no exceptions

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。

jguadagno/jjgnet-broadcast182026年8月4日 更新

How to update Moq mock setups when a manager method gains new parameters — prevents silent overload mismatch bugs that cause MockException or wrong test results

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。

jguadagno/jjgnet-broadcast182026年8月4日 更新

Search the web with LLM-optimized results via the Tavily CLI. Use this skill when the user wants to search the web, find articles, look up information, get recent news, discover sources, or says "search for", "find me", "look up", "what's the latest on", "find articles about", or needs current information from the internet. Returns relevant results with content snippets, relevance scores, and metadata optimized for LLM consumption. Supports domain filtering, time ranges, and multiple search depths.

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。

MaddieMo1/Pi-Agent-Web182026年9月8日 更新

mastra

無料

Comprehensive Mastra framework guide. Teaches how to find current documentation, verify API signatures, and build agents and workflows. Covers documentation lookup strategies (embedded docs, remote docs), core concepts (agents vs workflows, tools, memory, RAG), TypeScript requirements, and common patterns. Use this skill for all Mastra development to ensure you're using current APIs from the installed version or latest documentation.

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。

huanshenyi/mastra-book182026年6月30日 更新

Cold-start brownfield reconnaissance — reconstruct the WHOLE game design from an existing codebase when there is no GDD yet. Optionally accepts a free-text game description, notes, or reference links to guide and enrich the scan. Use when the user wants to build the game design from the code, e.g. "create a GDD from this codebase", "reconstruct the design from our code — it's a roguelike deck-builder", "build a design doc from the existing project, here are some refs". Scans the project (engine auto-detected), extracts a system roster + dependency graph and content-type schemas / resources / entities into one passive .unikit/gamedesign/RECON.md, tags every fact provenance:extracted-from-code, and writes a mandatory Intent Gap for what code cannot know (pillars, fantasy, the "why"). Writes nothing else and calls no skill. STRICTLY whole-project cold-start — if a GDD already exists and the user wants a specific part investigated, use /unikit-gd-explore (code lens); to author the GDD use /unikit-gd-spec.

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。

NintendaDev/unikit-ai182026年10月14日 更新

Author and own one flow's design document (the FLOW.md objective flow) at .unikit/gamedesign/flows/FLOW-<slug>.md — the dynamics layer of the GDD (what the player does over time). Create the skeleton and walk the collaborative section-cycle to write its objectives, pacing, dependencies, and funnel events ("design the first-session flow", "map the onboarding sequence", "write the FLOW for the boss encounter"), AND revise it after approval under the delta discipline ("retune the pacing", "add a branch", "change a GOAL", "rework the onboarding") — a cue/number change is Tuning, a small step change a Tweak, restructuring a Rework; each bumps the version and logs the delta. Selects the wiring mode (linear | conditional | emergent) and re-renders the ## Flow Map [gen] / ## Funnel [gen] blocks in GAME.md. To add or detail a system use /unikit-gd-system; to edit GAME.md content use /unikit-gd-spec; to apply a multi-zone edit use /unikit-gd-apply; for a new game concept use /unikit-gd-brainstorm.

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。

NintendaDev/unikit-ai182026年10月14日 更新

Good-faith adversarial scrutiny of an idea or plan. Spawns critical skeptics across relevant lenses, pairs them with an advocate defending the idea, and synthesizes the exchange into a report. Produces feedback only — no code, no tickets, no artifacts.

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。

chrisallenlane/claude-swe-workflows182026年5月19日 更新

Write, rewrite, review, and organize developer-facing documentation for web software projects. Use when creating or improving README files, docs homepages, quickstarts, tutorials, how-to guides, API/reference pages, conceptual explanations, migration guides, or troubleshooting content for frontend, backend, full-stack, SDK, API, or framework-based web products. This skill applies strong information architecture, task-first page structure, clear voice, runnable examples, version and prerequisite hygiene, accessibility rules, and docs-as-code maintenance habits. Do not use it for marketing copy, legal text, or non-technical customer-support articles.

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。

hetari/sulaf172026年9月10日 更新

Configures global exception handling middleware

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。

tensology/decisionsai172026年10月15日 更新

Knowledge and utilities for creating animated GIFs optimized for Slack. Provides constraints, validation tools, and animation concepts. Use when users request animated GIFs for Slack like "make me a GIF of X doing Y for Slack."

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。

tensology/decisionsai172026年10月15日 更新

Apple's approach to interface design and fluid, physical motion, translated for the web. Use when building or reviewing gesture-driven UI, spring animations, drag/swipe/sheet interactions, momentum and interruptible transitions, translucent materials and depth, typography (optical sizing, tracking, leading), reduced-motion, or the design foundations (feedback, spatial consistency, restraint) behind Apple-style interfaces.

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。

tensology/decisionsai172026年10月15日 更新

Build internal AI governance policies from scratch. Covers acceptable use, model selection, data handling, vendor contracts, compliance mapping, and board reporting.

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。

modbender/skill-library-mcp172026年9月28日 更新

Prompt-injection and data-exfiltration screening for untrusted text. Use before summarizing web/email/social content, before replying, and especially before writing anything to memory. Provides a safe memory append workflow (scan → lint → accept or quarantine).

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。

modbender/skill-library-mcp172026年9月28日 更新

Run the Advisory Council — a multi-perspective market analysis that spawns 5 AI advisors (The Skeptic, The Macro Bull, The Risk Manager, The Technical Analyst, The Contrarian) powered by MiniMax M2...

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。

modbender/skill-library-mcp172026年9月28日 更新

Generate diverse, engaging ad prompts for any product or brand across 20+ creative styles and 10 categories. Use when user needs advertisement concepts, marketing prompts, or creative marketing content generation.

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。

modbender/skill-library-mcp172026年9月28日 更新

Generate marketing ad images using Nano Banana Pro (Gemini 3 Pro Image). Accepts campaign-planner creative briefs, reads brand bible for visual style, constructs marketing-optimized prompts, and produces platform-ready images at correct aspect ratios. Supports 1:1, 9:16, 16:9, 4:5 formats. Includes self-review loop to catch hallucinated logos, wrong text, and quality issues. Draft-first workflow (1K fast iteration, 4K final). Outputs to /tmp/marketing/assets/images/.

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。

modbender/skill-library-mcp172026年9月28日 更新

Render music videos from audio files and lyrics using Remotion. Accepts audio + LRC/JSON lyrics + title to produce MP4 videos with waveform visualization and synced lyrics display. Use when users mention MV generation, music video rendering, creating video from audio/lyrics, or visualizing songs.

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。

modbender/skill-library-mcp172026年9月28日 更新

Personal knowledge base powered by Ensue for capturing and retrieving understanding. Use when user wants to save knowledge, recall what they know, manage their toolbox, or build on past learnings. Triggers on "save this", "remember", "what do I know about", "add to toolbox", "my notes on", "store this concept".

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。

modbender/skill-library-mcp172026年9月28日 更新

Expert in building 3D experiences for the web - Three.js, React Three Fiber, Spline, WebGL, and interactive 3D scenes. Covers product configurators, 3D portfolios, immersive websites, and bringing depth to web experiences. Use when: 3D website, three.js, WebGL, react three fiber, 3D experience.

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。

modbender/skill-library-mcp172026年9月28日 更新

Adopt better-result in an existing TypeScript codebase. Use when replacing try/catch, Promise rejection handling, null sentinels, or thrown domain exceptions with typed Result workflows.

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。

wordbricks/onequery172026年7月30日 更新

Turn a short natural-language request into a bounded work contract (intent, scope, acceptance, initial queue) without asking for code or architecture review.

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。

zzunkie/yardlet172026年10月12日 更新

Compare two local documents and convert differences into LLM-ready Markdown in one synchronous call. Supports PDF, Word, PPT, and image documents accepted by Calliper, and returns a structured markdown diff table suitable for change review, clause comparison, downstream extraction, and rule-based validation.

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。

PaodingAI/skills172026年10月14日 更新

Use when designing the systems of a game from a locked concept — core loops, meta loops, player verbs, progression, content systems, level structure, and narrative integration. Triggers on "game design doc", "GDD", "system spec", "core loop design", "progression design", "level design", "MDA", or "design the systems". Produces a design doc plus per-system specs that game-balancer numbers, iap-manager stocks, and godot-engineer builds. Stops at design — no number tuning, pricing, or engine code. For balance numbers see game-balancer; for the engine implementation see godot-engineer.

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。

LazyIsEfficient/agentic-os172026年7月17日 更新