Tracks the latest preprints and emerging research topics related to your topic across bioRxiv, medRxiv, and arXiv. Use when a user wants to discover what is being published right now before it reaches journals, monitor competitor directions, spot new methodology trends, or get an early-warning scan of a research area. Triggers on phrases like "what's new in X", "latest preprints on Y", "emerging topics in Z", "monitor bioRxiv for", or "what are people working on in this field".
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。
aipoch/medical-research-skills☆ 1,9502026年9月17日 更新
Maps whether a biomedical research topic, subtopic, or study angle is truly saturated, superficially crowded, strategically occupied, or still open for differentiated entry. Use this skill when a user wants to know whether a hot medical research direction is already overworked, whether meaningful whitespace remains, whether major groups have already occupied the obvious claims, and whether the timing window is still open. Always distinguish popularity from true saturation, and distinguish cosmetic novelty from meaningful differentiating entry.
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。
aipoch/medical-research-skills☆ 1,9502026年9月17日 更新
Designs complete integrated research plans for bulk transcriptomics, proteomics, metabolomics, and related omics from a user-provided biomedical direction. Always use this skill whenever a user wants to design, scope, or structure a bulk multi-omics or single-omics-plus-clinical study — including disease-focused, mechanism-focused, biomarker-focused, stratification-oriented, or translational projects. It should define the research question, choose the best-fit study pattern, recommend example datasets as reference candidates only, specify the core analysis modules and method choices, propose a validation ladder, and output four workload configurations (Lite / Standard / Advanced / Publication+). Never fabricate datasets, accession numbers, sample counts, metadata completeness, cohort availability, assay coverage, literature references, PMIDs, DOIs, or validation status. Always include the mandatory Dataset Disclaimer immediately before any workflow section that mentions datasets or public resources.
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。
aipoch/medical-research-skills☆ 1,9502026年9月17日 更新
Finds translational opportunities that connect basic-research discoveries to clinically meaningful use cases such as diagnosis, stratification, prognosis, treatment response prediction, monitoring, or therapeutic development. Use this skill when a user wants to turn a mechanism finding, pathway signal, cellular phenotype, experimental observation, or omics discovery into a stronger translational research direction. Always separate mechanistic relevance from translational usability, and never present a basic finding as clinically actionable unless the evidence supports that level.
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。
aipoch/medical-research-skills☆ 1,9502026年9月17日 更新
Use when evaluating macro trends through Shi Hanbing's interest-analysis (利益分析法) lens: trace who benefits from what policy, follow the money, and predict macro direction from incentive structures.
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。
questflowai/investorskills☆ 1,9032026年8月23日 更新
Use when evaluating growth stocks through O'Neil CAN SLIM: earnings acceleration, relative strength, institutional demand, market direction, base quality, and breakout discipline.
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。
questflowai/investorskills☆ 1,9032026年8月23日 更新
Configure WebSocket transport for bidirectional MCP communication with connection management and reconnection handling.
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。
a5c-ai/babysitter☆ 1,8452026年9月17日 更新
Cross-reference GitHub, Linear, Slack, and PostHog with bidirectional sync for team briefs
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。
a5c-ai/babysitter☆ 1,8452026年9月17日 更新
AC branch pi-model power flow equations (P/Q and |S|) with transformer tap ratio and phase shift, matching `acopf-math-model.md` and MATPOWER branch fields. Use when computing branch flows in either direction, aggregating bus injections for nodal balance, checking MVA (rateA) limits, computing branch loading %, or debugging sign/units issues in AC power flow.
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。
benchflow-ai/skillsbench☆ 1,8432026年10月13日 更新
Apply a visual direction — an archetype (high-end agency, editorial minimal, brutalist, soft-SaaS, dark-tech) or one of 138 named design systems (apple, linear-app, stripe, vercel, notion, material, shadcn, spotify, tesla…) — by resolving it into the token system. Use when the user wants a specific look/vibe/brand feel, or asks to make a design feel premium/expensive/non-generic.
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。
plugin87/ux-ui-agent-skills☆ 1,7062026年10月11日 更新
Keep Figma and code in sync — map the 3-tier DTCG tokens to Figma Variables (collections + modes), sync in either direction, use the Figma MCP when connected, and verify component parity (variants/states). Use when the user wants to push tokens/components to Figma, pull a design into code, set up token↔Variable sync, or check design-code drift.
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。
plugin87/ux-ui-agent-skills☆ 1,7062026年10月11日 更新
Design or build a page, screen, landing page, website, app or UI from a request - the whole job, end to end. Use this for "design a landing page", "build a settings screen", "make me a website", "design the onboarding", "ออกแบบหน้าเว็บ", "ทำหน้า landing", "ออกแบบ UI", "ทำแอป". It runs the pipeline no single skill covers: the house doctrine, a written Brief Inference so the result is not the statistical mean, a committed visual direction, tokens, build, the objective gates, then an adversarial critic. Hands off to data-dashboard for dense data screens, redesign for existing UI, and image-to-code when a reference image is given.
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。
plugin87/ux-ui-agent-skills☆ 1,7062026年10月11日 更新
Scaffold a new TikZ diagram from the snippet gallery with prevention rules pre-applied (explicit node dimensions, coordinate map, directional edge labels). Compiles standalone, invokes tikz-reviewer with citations from tikz-measurement.md, and loops on revisions until APPROVED.
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。
pedrohcgs/claude-code-my-workflow☆ 1,6602026年9月28日 更新
Writing screenplays in the style of Ozu Yasujiro and Noda Kogo (小津安二郎・野田高梧) — distilled from six complete screenplays (晚春 Late Spring, 麦秋 Early Summer, 东京物语 Tokyo Story, 浮草 Floating Weeds, 秋日和 Late Autumn, 秋刀鱼之味 An Autumn Afternoon). Covers the "family member leaves" master plot, off-screen events / on-screen reactions, lie-driven plots, minimal-syllable confessions, go-between characters, faceless suitors, pillow-shot scene breaks, echoing objects, mirror characters, children's subplots as metaphor, displaced quarrels, the single-monologue rule, diminishing endings, Ozu's script format and stage-direction vocabulary. Use when the user wants to write a quiet family drama, a 小津风 / 侘寂 / 日常系 script, a story about marrying off a daughter, aging parents, or wants dialogue that says less and means more.
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。
jtydhr88/screenwriting-skills☆ 1,6552026年10月3日 更新
Writing plays and screenplays in the Chekhovian mode (契诃夫戏剧法) — distilled from the complete plays (没有父亲的人/普拉东诺夫, 伊凡诺夫, 林妖→万尼亚舅舅, 海鸥, 三姊妹, 樱桃园, nine one-acts) plus Chekhov's own letters, Stanislavsky's and Nemirovich-Danchenko's rehearsal notes and 焦菊隐/童道明 criticism. Covers the four-act mood-based structure without central climax, off-stage events, "correct answer stated in Act 1 and refused", the announced event that never happens, three-layer endings (hope monologue + nihilist line + household action), no-villain conflict with environment, every character's object and catchphrase, one-way love chains, half-step-off dialogue, philosophy cut by thirst, the shortest words for the deepest pain, stage-direction and sound discipline, and how Chekhov revised The Wood Demon into Uncle Vanya. Use when the user wants an ensemble drama, a "nothing happens" play, subtext-heavy dialogue, a family estate / provincial story, an anti-climactic structure, or asks how to "Chekhov-ize" a script.
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。
jtydhr88/screenwriting-skills☆ 1,6552026年10月3日 更新
Writing a Succession-style ensemble series (继承之战群像剧写法) — distilled from Jesse Armstrong's complete shooting scripts for all four seasons, 39 episodes (Faber 2023), with his introductions and footnotes, plus Frank Rich's and Lucy Prebble's essays on the writers' room. Covers the invisible-act three-test for scripts with no ACT marks, container episodes built on a ceremony's running order, pressure chambers, one core question per episode, finales with fewer and longer scenes, the absent protagonist at the climax, humiliation passed downward, stage directions carrying subtext and "maybe", reversals turned on one word, writing long, alts, the mega-chart, and engineering an ending once the plot engine loses pressure. Use when the user wants a dynastic family drama, a media-power ensemble, a wedding/funeral/summit set piece, a streaming hour with no act breaks, a finale that redraws alliances, or asks how to "Succession-ize" a script or kill a lead mid-season.
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。
jtydhr88/screenwriting-skills☆ 1,6552026年10月3日 更新
传播心理解码。给定一段内容,用 5 个经典传播学理论解码它为什么能引起受众共鸣,分析受众情绪底层和有效立场,输出聊天室的讨论方向。 触发方式:/dbs-spread、「传播心理解码」、「为什么这个能火」、「受众想听什么」、「这个内容打中了什么情绪」 Transmission psychology decoder. Given a piece of content, analyze the psychological mechanism that makes it resonate, identify the emotional core and effective stance, and output direction for chatroom discussion. Trigger: /dbs-spread, "why does this resonate", "what emotion does this hit", "decode this content"
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。
Pluviobyte/rnskill☆ 1,6442026年9月21日 更新
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。
Pluviobyte/rnskill☆ 1,6442026年9月21日 更新
Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an environment map (IBL) for realistic reflections. Use when a three.js model looks black, flat, or wrong — when the user mentions three.js materials, MeshStandardMaterial, lights, shadows, envMap, or PBR. For renderer/loop setup use threejs-scene-setup; for loading models use threejs-gltf-loading.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
Batch-generate and compare visual design directions so a user can choose the style they actually want. Use when the user says they cannot describe an abstract visual style, asks for many style options, wants to choose from generated UI/design-system images, rejects outputs as too colorful/too dead/too generic, or needs an existing UI/design system evolved without discarding current assets.
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。
daymade/claude-code-skills☆ 1,4582026年10月13日 更新