公众号定位分析 + 三件套设计(账号简介 / 关注后自动回复 / 自定义菜单)。先通过分层访谈和历史文章反推,收敛出一句话定位,再派生出可直接粘贴进公众号后台的三份内容,全部带字数校验。当用户说"公众号定位""账号简介怎么写""功能介绍""公众号介绍""关注后回复""欢迎语""自动回复""菜单怎么设计""菜单栏""公众号装修""新号怎么起步""号没人关注"时触发。
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。
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公众号定位分析 + 三件套设计(账号简介 / 关注后自动回复 / 自定义菜单)。先通过分层访谈和历史文章反推,收敛出一句话定位,再派生出可直接粘贴进公众号后台的三份内容,全部带字数校验。当用户说"公众号定位""账号简介怎么写""功能介绍""公众号介绍""关注后回复""欢迎语""自动回复""菜单怎么设计""菜单栏""公众号装修""新号怎么起步""号没人关注"时触发。
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。
全域内容搜索|当提到小红书/B站/抖音关键词搜索、笔记/视频详情、评论、博主/UP主作品监控时使用。优先基于 Agent Reach / OpenCLI / bili-cli / 公开只读接口访问;Agent Reach 不可用时,小红书可用 Guaikei API 作为最后兜底。
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。
小红书热门笔记搜索工具,支持关键词搜索获取热门内容数据,基于数据评分排序推荐热门笔记,助力创作者发现热门趋势、获取创作灵感。仅在主Agent中执行,不派发给子Agent。
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。
将用户提供的文章、笔记、教程、SOP、清单、网页内容或本地文档,拆解并排版成小红书 3:4 多页图文 HTML。默认生成一个包含 6 张以上 1080×1440 页面、可逐页截图的完整自包含 HTML;支持 62 种品牌设计风格,开工前向用户提供匹配的风格候选和 6/7/8/9 张页数方案供选择。适用于“做小红书图文”“把内容转成小红书卡片”“生成多页小红书 HTML”“做 3:4 知识卡片”“根据文章排成小红书组图”“做教程图文”“做可截图 HTML”等请求。
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。
创作者全域内容搜索总控 Skill。用户发送平台名+关键词、平台链接,或要求分析博主、文章风格、热度、点赞、收藏、评论、爆款原因、选题方向时触发;根据平台和任务自动路由到小红书热门笔记、全域内容搜索、公众号爆款搜索、公众号赛道分析等分支 Skill。
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。
为公众号文章创作打造的专业数据洞察工具。全网持续收录每日爆款文章,收录依据:低粉高阅读、阅读靠前、数据增长中、原创靠前,助力号主获取数据参考。
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。
科技/AI/互联网领域的公众号 10 万+ 爆款标题生成器。输入一篇文章、一段内容或一个主题,先建内容简报,再按多种方法产出多个候选标题,逐个评分、标风险、按用途分角色推荐,并给 A/B 测试建议。当用户说"起标题""想个爆款标题""这篇文章叫什么好""标题优化""标题改写""多组标题""标题评分""10万+标题"时触发。方法论提炼自 100 篇真实科技类爆文标题。
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。
Adversarial visual-layout audit of a Quarto `.qmd` or Beamer `.tex` deck. Flags overflow, font inconsistency, box fatigue, spacing, and alignment issues. Use when user says "visual audit", "check the layout", "does this overflow?", "look for visual issues", "audit the slides", or after reworking a deck's appearance. Does NOT check writing or pedagogy — pair with `/proofread` or `/pedagogy-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。
Run Chain-of-Verification (CoVe) on a draft or a block of text with factual claims. Spawns the `claim-verifier` agent in a fresh context (never a conversation fork) so it never sees the draft — then reports which claims are supported, contradicted, or unverifiable. Use when user says "verify these citations", "check the claims in X", "did I hallucinate anything", "fact-check this draft", "run CoVe on this", or after any text generation that asserts facts about papers, datasets, or numerical results. NOT for style/grammar review (use `/proofread`) or substance review (use `/review-paper`).
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。
Diagnose why Claude Code is (or isn't) prompting for permission. By default reads only repo-local layers (CLI project, CLI project-local, VSCode workspace). Host-global layers (CLI user `~/.claude/`, VSCode user settings) are read ONLY when the user explicitly confirms — those files may contain unrelated paths or secrets. Use when user says "why is it asking me to approve?", "permission check", "why am I getting prompts?", "bypass isn't working", "check my permissions". Read-only diagnostic.
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。
Mechanize Pattern 15 — the seven-pass adversarial review protocol for academic manuscripts. Spawns 7 fresh-context subagents in parallel (abstract, intro, methods, results, robustness, prose, citations), then synthesizes a prioritized revision checklist. Use for submission-ready or R&R-stage papers where single-pass review isn't enough.
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。
Generate cloned narration for the content workspace. Use local IndexTTS2 with the canonical lossless Pluviobyte reference for every local video, voice audition, digital-human narration, and subtitle-ready audio render. Preserve MiniMax only for public-facing articles or tutorials that teach users to connect through the relay service; never use MiniMax for local video production.
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。
Download source video or audio from Douyin, YouTube, Bilibili, Twitter/X, Xiaohongshu, and other yt-dlp-supported URLs into the content-creation workspace. Use when the user says 下载视频, 下载音频, 保存这个链接, 把源视频拉下来, or when another video workflow needs a local source file before transcription, frame analysis, editing, reference replication, or archiving.
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。
Create deterministic editorial-style cover images with a warm paper-gray background, oversized black slab-serif/Chinese display typography, generous whitespace, and a dotted vector analysis icon. Use when the user asks for a “点阵编辑风封面”, “暖灰杂志风封面”, “Codex + Hyperframes 同款封面”, or wants to reproduce/adapt the specific minimal left-text/right-icon banner style. Produce editable SVG and a rendered PNG; do not use this skill for generic covers without this visual direction.
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。
End-to-end video production orchestration for the content-creation workspace. Use when the user asks to make, recreate, package, render, QC, or archive a video; when the user says 制作待制作队列, 按交接稿制作, 制作队列视频, or points at a handoff project folder under 01-内容生产/视频工作台/待制作/ (contract file 交接稿.md inside) or an image-card handoff under 01-内容生产/图文工作台/待制作/ (its frontmatter is the binding production contract); when a request could route to HyperFrames, Remotion, captions, TTS, download/transcription, website/product videos, motion graphics, or reference replication; or when the user needs production planning before editing.
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。
Create and composite HeyGen digital-human videos in the content workspace. Use whenever the user asks for a 数字人, 数字人5, HeyGen, AI 口播人物, 数字人小窗, 圆形头像口播, full-screen digital human, or asks to make a video that uses the existing avatar. Enforce Creator-plan CLI OAuth, the configured Digital Twin, local IndexTTS2 narration, Avatar III for an unspecified digital human but Avatar V whenever the named preset 数字人5 is requested, adaptive face measurement plus the approved human-reviewed visual-centering offset in the headroom_08 circular bottom-left layout unless full-screen is explicitly requested, subtitle-safe placement, credit-aware master reuse, final QC/archive routing, and mandatory pairing with `heygen-avatar-motion` before any motion prompt or paid 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。
Turn a raw recording's transcript into an edit decision list - dead air, filler cues and retakes, with timecodes. Use for "edit this", "cut the dead space", "tighten this video", "I rambled", or any request to shorten footage from a transcript.
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。
Use when adding or auditing local runtime behavior that turns a project folder into an Agentlas-aware workspace with .agentlas memory and sitemap files.
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。
Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other, or when the user mentions Blueprint, BP, event graph, construction script, or a Blueprint .uasset.
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。
Structure a Godot 4.7 project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons. Use when designing .tscn scenes, deciding how to split nodes, spawning instances with instantiate(), wiring autoloads, or fixing "node not found"/freed-node errors in a Godot project.
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。
Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy.
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。
Write Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.
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。
Design and harden Roblox client/server networking with RemoteEvent, RemoteFunction, and UnreliableRemoteEvent; server authority, argument and Instance validation, rate limits, proximity/ownership checks, targeted replication, streaming, lifecycle, prediction, and reconciliation. Use for Roblox remotes, exploits, request spam, multiplayer replication, network ownership, high-frequency cosmetic updates, or server/client desynchronization.
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。
Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers.
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。