Run registered ComfyUI workflows through the fast comfyui-skill CLI, and use the official local Comfy MCP for live template, node, model, validation, and orchestration capabilities. **Use this Skill when:** (1) The user requests to "generate an image", "draw a picture", or "execute a ComfyUI workflow". (2) The user has specific stylistic, character, or scene requirements for image generation. (3) The user asks you to import, register, sync, or configure saved ComfyUI workflows for later reuse.
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。
HuangYuChuh/ComfyUI_Skills_OpenClaw☆ 4142026年8月26日 更新
Complete UI/UX design capability — a wiki-style knowledge map of design theory (UX laws, Nielsen heuristics, usability, visual hierarchy, typography, contrast/WCAG, design systems, aesthetics-vs-conversion) fused with a hands-on execution playbook for building distinctive, production-grade frontend interfaces. Use when designing or building any UI (websites, landing pages, dashboards, components, apps), reviewing or critiquing UI/UX, diagnosing why a design doesn't convert, or styling/beautifying web interfaces. Grounds every visual decision in UX principles and avoids generic AI aesthetics.
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。
syahiidkamil/Software-Engineer-AI-Agent-Atlas☆ 4012026年6月25日 更新
Facilitate a structured conversation to define requirement standards for a project — epic and feature definitions, scenario structure, AC format, priority notation, status workflow, and naming conventions. Produces a formal requirement-standards.md that the requirement-quality atom reads via config resolution, customising its embedded defaults for the team's product process. Use when setting up a new project, defining product standards, or when the user says 'set up requirement standards', 'define feature standards', 'configure requirement forge', 'define how features should be structured', or 'requirement forge refiner'.
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。
techygarg/lattice☆ 1992026年10月10日 更新
Migrate Rust TUIs from ratatui (or cursive, Python textual) to SuperLightTUI v0.23. Use when porting an existing TUI codebase to SLT, or when the user asks "how do I do X from ratatui in SLT". Korean triggers "ratatui 마이그레이션", "SLT로 포팅", "이걸 SLT로".
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。
subinium/SuperLightTUI☆ 1922026年9月9日 更新
Migrate Rust TUIs from ratatui (or cursive, Python textual) to SuperLightTUI v0.20. Use when porting an existing TUI codebase to SLT, or when the user asks "how do I do X from ratatui in SLT". Korean triggers "ratatui 마이그레이션", "SLT로 포팅", "이걸 SLT로".
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。
subinium/SuperLightTUI☆ 1922026年9月9日 更新
Build interactive web applications using HTML/JavaScript interfaces with MATLAB computational backends via the uihtml component. Use when creating HTML-based MATLAB apps, JavaScript MATLAB interfaces, web UIs with MATLAB, interactive MATLAB GUIs, or when user mentions uihtml, HTML, JavaScript, web apps, or web 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。
matlab/agent-skills-playground☆ 1852026年10月10日 更新
Generate beautiful, distinctive HTML/CSS/JS control panels for MATLAB uihtml components. 8 built-in styles (Clean, Material, Cosmic Dark, Neumorphic Dark, Dashboard Light, Midnight Gradient, Minimal Mono, Warm Dark) plus custom aesthetics. Produces production-grade UI with sliders, buttons, toggles, and panels. Use when building visually polished MATLAB app UIs with uihtml.
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。
matlab/agent-skills-playground☆ 1852026年10月10日 更新
Symfony UX LiveComponent for reactive server-rendered UI -- components that re-render via AJAX on user interaction, zero JavaScript required. Use when building live search, real-time filtering, dynamic forms, inline validation, dependent selects, auto-save, polling, deferred/lazy rendering, or any UI that updates itself based on user input. Code triggers: AsLiveComponent, LiveProp, LiveAction, data-model, data-loading, data-live-action-url, ComponentWithFormTrait, LiveListener, emit, defer, lazy, polling. Also trigger when the user asks "how to build a search that filters as I type", "how to validate a form in real-time", "how to make a reactive component in PHP", "how to build dependent selects", "how to defer component rendering", "how to communicate between components via emit", "how to bind a form to a LiveComponent". Do NOT trigger for static reusable UI without reactivity (use twig-component), pure client-side JS behavior (use stimulus), or page-level navigation (use turbo).
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。
smnandre/symfony-ux-skills☆ 1802026年6月15日 更新
App Builder - Application Building Orchestrator workflow skill. Use this skill when the user needs Main application building orchestrator. Creates full-stack applications from natural language requests. Determines project type, selects tech stack, coordinates agents and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1602026年7月8日 更新
Angular UI Patterns workflow skill. Use this skill when the user needs Modern Angular UI patterns for loading states, error handling, and data display. Use when building UI components, handling async data, or managing component states and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1602026年7月8日 更新
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
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。
swaylq/master-skill☆ 1552026年9月6日 更新
Use when building game UI (menus, HUD, dialogue box, settings/save screens) on top of Pixi'VN with an external JS framework (React, Vue) or with plain PixiJS components — mounting HTML or PixiJS UI layers over the canvas, navigating between UI screens/routes, theming a shadcn/ui-based template, and connecting UI components to game storage/settings. Covers `canvas.htmlLayers.add`/`get`/`remove` and the PixiJS-only layer helpers `canvas.layers.add`/`get`/`remove`.
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。
DRincs-Productions/pixi-vn☆ 1512026年10月1日 更新
UI/UX design intelligence. 67 styles, 96 palettes, 57 font pairings, 25 charts, 13 stacks (React, Next.js, Vue, Svelte, SwiftUI, React Native, Flutter, Tailwind, shadcn/ui). Actions: plan, build, create, design, implement, review, fix, improve, optimize, enhance, refactor, check UI/UX code. Projects: website, landing page, dashboard, admin panel, e-commerce, SaaS, portfolio, blog, mobile app, .html, .tsx, .vue, .svelte. Elements: button, modal, navbar, sidebar, card, table, form, chart. Styles: glassmorphism, claymorphism, minimalism, brutalism, neumorphism, bento grid, dark mode, responsive, skeuomorphism, flat design. Topics: color palette, accessibility, animation, layout, typography, font pairing, spacing, hover, shadow, gradient. Integrations: shadcn/ui MCP for component search and examples.
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。
EliasOulkadi/shokunin☆ 1142026年10月5日 更新
You launched an ambassador program. 3 applications. One ghosted after week 2. Should you lower the bar? Offer more perks? Spam influencers? This gives you the community & ambassador operations SOP with volunteer, paid tutorial creator and code-contributor tracks — from pre-launch checklist to recruitment to tiered management to retention to governance. Built from Notion (20M users, real ambassador interviews), AFFiNE (60K stars), Asana, and ClickUp programs. By @WeiYipei. 🇨🇳 你搞了个大使计划。来了3个申请。一个第二周就消失了。该降门槛?加福利?群发KOL?这份SOP给你从启动前置条件到招募到留存到治理的完整社区/大使运营方法论。基于 Notion(2000万用户,大使真实访谈)、AFFiNE(60K stars)、Asana、ClickUp 实战案例。 🇯🇵 アンバサダープログラムを立ち上げた。応募3件。1人は2週間で消えた。基準を下げる?特典を増やす?このSOPは、事前チェックリストから採用、段階管理、リテンション、ガバナンスまでの完全なコミュニティ&アンバサダー運営フレームワークを提供します。Notion(2000万ユーザー)、AFFiNE(60K stars)の実例から構築。 🇰🇷 앰배서더 프로그램을 시작했습니다. 지원 3건. 하나는 2주 만에 사라졌습니다. 기준을 낮출까요? 이 SOP는 사전 체크리스트부터 모집, 단계별 관리, 리텐션, 거버넌스까지 완전한 커뮤니티 & 앰배서더 운영 프레임워크를 제공합니다. Notion(2000만 사용자), AFFiNE(60K stars) 실전 사례에서 구축. Triggers: "ambassador program" | "community building" | "community management" | "DevRel" | "developer relations" | "community growth" | "大使计划" | "社区运营" | "社区搭建" | "コミュニティ運営" | "アンバサダー" | "커뮤니티 운영" | "앰배서더" | "open source community" | "user retention"
Gingiris-1031/gingiris-skills☆ 842026年10月8日 更新
How-To guide patterns for documentation - task-oriented guides for users with specific goals. Use when writing a how-to/howto guide, task guide, procedural guide, step-by-step guide, or how-to documentation. Builds on the docs-style core writing principles.
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。
existential-birds/beagle☆ 822026年9月16日 更新
Tutorial patterns for documentation - learning-oriented guides that teach through guided doing. Use when writing a tutorial, learning guide, getting-started or onboarding guide, beginner/introductory guide, or any learn-by-doing hands-on guide. Builds on the docs-style core writing principles.
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。
existential-birds/beagle☆ 822026年9月16日 更新
Use whenever the user wants to find, shortlist, vet, or enrich US recruiting and staffing firms — executive search/retained search, RPO, tech/sales/healthcare recruiting, contingent/contract staffing, and temp staffing. Triggers on "find me an executive search firm for a CFO search", "shortlist three retained-search boutiques in NY focused on tech", "we need RPO support for a 50-engineer hiring push", or "pull contact info for these 8 staffing firm domains", even when described indirectly (need help hiring at scale, executive recruiter for senior roles). Drives the ServiceGraph API (api.servicegraph.co) — a 100k+ US firm catalog filterable by industry, services, location, size, ratings. Skip when the user wants to hire someone as their own employee (job-board questions, in-house recruiter hires, "where should I post the role"), individual job-seekers looking for recruiters to represent them, candidate-side career coaching, non-US firms, individual freelance recruiters.
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。
nostrband/ServiceGraph☆ 612026年6月2日 更新
UI/UX design intelligence. 50 styles, 21 palettes, 50 font pairings, 20 charts, 9 stacks (React, Next.js, Vue, Svelte, SwiftUI, React Native, Flutter, Tailwind, shadcn/ui). Actions: plan, build, create, design, implement, review, fix, improve, optimize, enhance, refactor, check UI/UX code. Projects: website, landing page, dashboard, admin panel, e-commerce, SaaS, portfolio, blog, mobile app, .html, .tsx, .vue, .svelte. Elements: button, modal, navbar, sidebar, card, table, form, chart. Styles: glassmorphism, claymorphism, minimalism, brutalism, neumorphism, bento grid, dark mode, responsive, skeuomorphism, flat design. Topics: color palette, accessibility, animation, layout, typography, font pairing, spacing, hover, shadow, gradient. Integrations: shadcn/ui MCP for component search and examples.
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。
vurakit/agentup☆ 562026年3月12日 更新
Generate Rocaille-style domain warping shaders, mouse-reactive liquid logo effects, depth-map parallax heroes (Astryx-style hover-reactive statues), and stable fluid simulations over live DOM. Four modes — rocaille, liquid-logo, astryx-statue, fluid-dom. Triggers on shader art, depth parallax, hover-reactive depth map, statue hero, fluid sim, liquid logo, WebGL visualization, procedural background, pointer-reactive fluid.
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。
tdimino/claude-code-minoan☆ 412026年9月28日 更新
機能要件から画面構成・ワイヤーフレームまでを段階的に落とし込むスキル。 design-discussion や feature-discussion の成果物を入力として、 2ステップ(アクションフロー → ワイヤーフレーム + 画面設計ノート)で画面設計を行う。 ワイヤーフレームを見ながらユーザーと一緒に必要な機能・画面要素を詰めていく。 成果物は PlantUML Salt による視覚的なワイヤーフレーム。 Use when: 機能から画面に落としたい、画面構成を考えたい、 ワイヤーフレームを作りたい、画面設計をしたい、画面フローを整理したい。 design-discussion の後に使うと効果的。 Triggers: "画面構成", "画面設計", "ワイヤーフレーム", "画面に落とす", "ui flow design", "UIフロー設計", "wireframe", "画面を考えたい", "UIフロー", "画面遷移", "screen design", "画面フロー", "screen flow"
sean-sunagaku/claude-code-plugin☆ 382026年7月30日 更新
Build Shopify applications, extensions, and themes using GraphQL/REST APIs, Shopify CLI, Polaris UI components, and Liquid templating. Capabilities include app development with OAuth authentication, checkout UI extensions for customizing checkout flow, admin UI extensions for dashboard integration, POS extensions for retail, theme development with Liquid, webhook management, billing API integration, product/order/customer management. Use when building Shopify apps, implementing checkout customizations, creating admin interfaces, developing themes, integrating payment processing, managing store data via APIs, or extending Shopify functionality.
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。
VoDaiLocz/kilo-kit-mcp☆ 272026年9月13日 更新
houtu-dependencies enterprise-grade Spring Cloud microservice foundational framework complete usage guide. GroupId is io.github.lujiafa, covering unified response, exception handling, parameter parsing, session authentication, permission control, signature verification, anti-replay, distributed lock, rate limiting, database field encryption, config decryption, access logging, canary routing, weighted load balancing, Feign enhancement, Sentinel circuit breaking, service discovery, Swagger documentation, crypto utilities, HTTP client, monitoring metrics, and other enterprise-grade capabilities. When the project build file (pom.xml or build.gradle/build.gradle.kts) contains io.github.lujiafa or houtu-related dependencies, or when the user mentions houtu or houtu-dependencies, this Skill must be read and code must be generated strictly following framework conventions. Even if the user is simply doing regular Spring Boot development (e.g., writing Controller, Service, Feign), as long as the project includes houtu, the houtu approach must be used instead of native Spring. When the user explicitly wants to use the houtu framework and the project has not yet included it, proactively add the BOM and required Starters; when the project already includes it, proactively identify and import required module dependencies based on business scenarios during coding, naturally integrating framework capabilities to enhance business services based on business semantics, rather than waiting for the user to specify each one.
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。
lujiafa/houtu-project-skills☆ 262026年5月8日 更新
"Apply brand equity frameworks (Aaker, 1991; Keller, 1993) to assess and build customer-based brand value. Use this skill when the user needs to audit brand strength, diagnose brand equity components, design brand-building strategies, or when they ask 'how strong is our brand', 'what drives brand value', or 'how do we build brand equity'.".
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。
charlieviettq/awesome-agent-skill☆ 262026年7月20日 更新
Use when building terminal user interfaces in Rust with the ratatui crate - layout system, widget usage, input/event handling, app state architecture, TUI testing, or migrating between ratatui 0.29 and 0.30
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。
CodeAtCode/oss-ai-skills☆ 242026年10月9日 更新