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「tor」の検索結果

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概要と使いどころ

Backlink profile analysis: referring domains, anchor text distribution, toxic link detection, competitor gap analysis. Works with free APIs (Moz, Bing Webmaster, Common Crawl) and DataForSEO extension. Use when user says backlinks, link profile, referring domains, anchor text, toxic links, link gap, link building, disavow, or backlink audit.

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。

balsm-health/website32026年10月16日 更新

Live SEO data via DataForSEO MCP server: SERP analysis, keyword research (volume, difficulty, intent, trends), backlink profiles, on-page analysis, competitor and content analysis, business listings, AI visibility (LLM mention tracking), and domain analytics. Requires DataForSEO extension installed. Use when user says "dataforseo", "live SERP", "keyword volume", "backlink data", "AI visibility check", or "real search 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。

balsm-health/website32026年10月16日 更新

Orchestrator that runs one UI brief through all four ui-* posture skills in parallel, then picks and merges a winner. Use when a screen matters enough to explore several directions, or the user says 'build it a few ways', 'design options', 'bake-off', 'show me variations', or 'compare approaches'.

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。

armanisadeghi/ai-matrx32026年10月18日 更新

Trial protocol for teaching AI Matrx an expert's knowledge until the platform breaks, fixing it. Use when asked to run an expertise trial, distil a person/creator/recent video into a Masterwork, or test the capture product. NOT for a known-missing feature (use build-sub-feature).

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。

armanisadeghi/ai-matrx32026年10月18日 更新

Moves a person's whole Notion workspace into AI Matrx using only the AI Matrx and Notion connectors — every page and sub-page becomes an AI Matrx page (a Space) with its blocks, icons, covers, files and comments, and every database becomes a real table with typed columns, links, roll-ups, row pages, templates and views. Safe to run again; nothing duplicates. Use when the person says "move my Notion into AI Matrx", "copy my Notion", "import my Notion", or anything like it.

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。

armanisadeghi/ai-matrx32026年10月18日 更新

WindowPanel (@ai-matrx/summon/window) and its window manager. Use when a window won't drag, resize, minimize or pop out, the tray or restore is wrong, rendering <WindowPanel> on a page, or editing features/window-panels/**. NOT for opening or registering overlays (use overlay-system).

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。

armanisadeghi/ai-matrx32026年10月18日 更新

Coordinator for the fleet that repairs and independently certifies registered UI surfaces through Work Loop claims. Use for pilot batches, recurring certification, repair rounds, or retroactive rechecks after surface-check rules change. NOT for one assigned surface (use surface-check).

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。

armanisadeghi/ai-matrx32026年10月18日 更新

Startup rules for the app shell, layouts, and global providers. Use when editing app/Providers.tsx, app/DeferredSingletonWrapper.tsx / DeferredSingletonCore.tsx, a layout.tsx, StoreProvider, or a global provider; adding startup fetches or mount-time useEffects high in the tree; or reading auth state (isAdmin, isGuest, fingerprintId) client-side.

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。

armanisadeghi/ai-matrx32026年10月18日 更新

Recipe for building one focused UI section out for every consumer. Use when asked to 'make this section canonical', 'productize this widget', give it 'the full treatment', or set it up 'like the SEO metadata system', or when building a new analyzer, preview, or calculator section.

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。

armanisadeghi/ai-matrx32026年10月18日 更新

Recipe for THE DOOR LAW (every record the UI names opens; every detected problem ships its fix) and THE INVENTORY LAW. Use before building or fixing a surface that names a record or flags a problem (cell, row, dialog, badge, warning, id, count), or on 'no link to X', 'why can't I click this', 'dead end', EntityRef, peek. NOT for page chrome (use core-route-headers).

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。

armanisadeghi/ai-matrx32026年10月18日 更新

Filesystem auto-discovery of App Router pages into navigable index pages. Use when creating an index/listing page, adding route directories, converting hard-coded route configs to auto-discovery, or adding a route-listing display variant.

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。

armanisadeghi/ai-matrx32026年10月18日 更新

Redux state for agent execution and firing agent shortcuts. Use when editing features/agents/redux/, building agent UI, creating a conversation, touching assembleRequest or NDJSON stream state, wiring agent-state selectors, adding a per-conversation capability, or triggering a shortcut from a button, menu, or code (useShortcutTrigger, launchAgentExecution).

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。

armanisadeghi/ai-matrx32026年10月18日 更新

Recipe for an agent building a small custom web app (an Applet) for one person or business on THEIR OWN store tables, live at aimatrx.com/applets/<slug>. Use when asked to build an app, portal, calendar, tracker, dashboard screen or client view on someone's tables/data in AI Matrx. NOT for platform features (use build-sub-feature) or tables the platform keeps for itself (defineTypedTable).

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。

armanisadeghi/ai-matrx32026年10月18日 更新

Admin debug system wiring for the floating AdminIndicator's live debug data and Copy Full Context. Use when adding debug visibility to a route or feature, wiring useDebugContext or the debug panel, capturing console errors, or enabling the copy-context workflow for a page.

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。

armanisadeghi/ai-matrx32026年10月18日 更新

The frontend Error Inspector capture system (captureError, lib/diagnostics/**). Use when wiring a new CapturedErrorSource or adapter, calling captureError from a new site, picking a red/orange/yellow tier or errorTierRules downgrade, or turning a console.error or swallowed catch into a captured error.

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。

armanisadeghi/ai-matrx32026年10月18日 更新

Sizing tokens for compact sidebars, nav panels, and menu lists. Use when building or refactoring a sidebar, settings menu, category list, filter bar, or expandable nav tree, or when a sidebar looks too wide, too padded, or wastes space.

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。

armanisadeghi/ai-matrx32026年10月18日 更新

Locate CCSPointScript_OnCustomHudClicked in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPointScript_OnCustomHudClicked" (symbol CCSPointScript_OnCustomHudClicked). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSPointScript_OnCustomHudClicked, CCSPointScript_OnCustomHudClicked

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

Locate CCSPlayerPawn::SetModelFromClass in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the WeaponPaints gamedata entry "CCSPlayerPawn::SetModelFromClass" (symbol CCSPlayerPawn_SetModelFromClass). Shortlist via callers of CBaseModelEntity::SetModel inside pawn model-selection code: this variant takes the pawn's class model. The body resolves a cached model precache handle from the player class and calls SetModel. Distinguish from SetModelFromLoadout by the ABSENCE of loadout/inventory item lookups in the call chain. Trigger: CCSPlayerPawn_SetModelFromClass, CCSPlayerPawn::SetModelFromClass

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

Find and identify the CCSPlayer_ItemServices_GiveNamedItem virtual function, the CCSPlayer_WeaponServices_Weapon_GetSlot helper, and the CBasePlayerPawn_RemovePlayerItem helper in CS2 binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate GiveNamedItem by RTTI-walking the CCSPlayer_ItemServices vtable, then to locate the other two by decompiling the already-known CCSPlayer_ItemServices_GiveDefaultItems anchor and matching its callees' argument shapes and inventory-slot bookkeeping semantics. Trigger: CCSPlayer_ItemServices_GiveNamedItem, CCSPlayer_WeaponServices_Weapon_GetSlot, CBasePlayerPawn_RemovePlayerItem

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

Locate CCSCustomHudLayout_SetInputCaptureEnabled in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetInputCaptureEnabled" (symbol CCSCustomHudLayout_SetInputCaptureEnabled). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetInputCaptureEnabled, CCSCustomHudLayout_SetInputCaptureEnabled

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

Locate CCSCustomHudLayout_SetHasClassForPlayer in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetHasClassForPlayer" (symbol CCSCustomHudLayout_SetHasClassForPlayer). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetHasClassForPlayer, CCSCustomHudLayout_SetHasClassForPlayer

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

Locate CCSCustomHudLayout_SetHasClass in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetHasClass" (symbol CCSCustomHudLayout_SetHasClass). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetHasClass, CCSCustomHudLayout_SetHasClass

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

Locate CCSCustomHudLayout_SetDialogVariableStringForPlayer in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetDialogVariableStringForPlayer" (symbol CCSCustomHudLayout_SetDialogVariableStringForPlayer). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetDialogVariableStringForPlayer, CCSCustomHudLayout_SetDialogVariableStringForPlayer

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新

Locate CCSCustomHudLayout_SetDialogVariableString in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetDialogVariableString" (symbol CCSCustomHudLayout_SetDialogVariableString). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetDialogVariableString, CCSCustomHudLayout_SetDialogVariableString

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。

mrc4tt/CS2_VibeSignatures32026年10月15日 更新