Turn a one-line description of a repetitive task into a reusable, self-guarding slash command. loop-forge diagnoses the task into one of 5 loop shapes (Batch / Pipeline / Refine / Watch / Explore), interviews for the blanks, and auto-injects two safety devices the user didn't know they needed — an independent verifier (maker ≠ checker) and a hardstop (a budget/count/cooldown ceiling) — then previews the result and stamps it as a `/command` they can run forever. Use when the user says "/loop", "/loop-forge", "/make-it-loop", "automate this", "make this repeatable", "turn this into a command", "do this for all 100 items", "do X every time Y happens", "generate several and pick the best", or otherwise wants to capture a recurring task as a reusable slash command instead of re-typing the prompt by hand. Works in any language: it interviews the user and writes the stamped command in the user's own language. Non-goal — it does not schedule unattended runs (launchd/cron) or publish externally on its own; it stamps the reusable command and stops there.
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。
sangrokjung/claude-forge☆ 8612026年9月3日 更新
Use when cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the marketplace manifests that must follow.
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。
jame581/GodotPrompter☆ 8522026年10月15日 更新
Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping
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。
jame581/GodotPrompter☆ 8522026年10月15日 更新
Use when writing GDScript — static typing, await/coroutines, lambdas, match patterns, export annotations, inner classes, and common idioms
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。
jame581/GodotPrompter☆ 8522026年10月15日 更新
Start (or restart) a local multi-node Temps cluster using Docker-in-Docker — one control plane + 3 worker nodes, each a privileged DinD container running its own dockerd + `temps agent`, wired with the real multi-host overlay (VXLAN, compute_cidr allocation) via `tools/dev-cluster/` in whichever checkout/worktree you run it from. Invoke when the user says "start the temps cluster", "spin up a multi-node dev cluster", "test this with multiple workers", "bring up worker nodes locally", "docker in dind cluster", or wants to verify cross-node behavior (node targeting, cluster DNS, overlay networking, node join/mTLS) that a single-node `start-temps` server cannot exercise. Distinct from `start-temps` (single-node, native binary, port-slot based) and `start-temps-ee` (single-node EE binary) — this is the only path that actually has more than one node.
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。
gotempsh/temps☆ 8512026年10月19日 更新
Manage, deploy, operate, and instrument applications with Temps. Use this skill whenever the user mentions Temps, `@temps-sdk/cli@0.1.38`, deploying or migrating an app to Temps, projects, environments, services, domains, backups, logs, monitoring, analytics, browser Performance Insights/Core Web Vitals, observability, error tracking, OpenTelemetry, tracing, session replay, or Temps Cloud. Also use it when preparing an application for production on Temps even if the user does not explicitly ask for the CLI. Route to focused references, proactively detect missing observability during create/link/deploy journeys, and use pinned `bunx` or `npx` CLI invocations with explicit target contexts.
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。
gotempsh/temps☆ 8512026年10月19日 更新
Operate Temps through the pinned `@temps-sdk/cli` package with bunx or npx. Use when the user mentions Temps CLI, `@temps-sdk/cli`, a CLI command, or asks to deploy, configure, inspect, automate, or administer Temps from a terminal. Covers contexts, projects, deployments, environments, services, domains, monitoring, backups, telemetry, browser Performance Insights/Core Web Vitals, Cloud, platform administration, and read-only managed-data browsing. Apply the target-context, secret-handling, confirmation, and verification rules for every agentic CLI operation.
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。
gotempsh/temps☆ 8512026年10月19日 更新
Audit a project's infrastructure and SaaS stack, then produce a cost report showing what the user currently pays and what they would save by consolidating onto Temps (self-hosted or Temps Cloud). Detects hosting platforms (Vercel, Netlify, Railway, Render, Heroku, Fly.io), analytics (PostHog, Plausible, Mixpanel, Amplitude, Fathom), error tracking (Sentry, Bugsnag, Rollbar, Honeybadger), session replay (LogRocket, FullStory, Hotjar, Highlight), uptime monitoring (Pingdom, UptimeRobot, Better Stack, Checkly), managed databases (Supabase, Neon, PlanetScale, MongoDB Atlas, Upstash, RDS), and transactional email (SendGrid, Postmark, Resend, Mailgun) from dependencies, config files, and env var names. Use when the user wants to: (1) Know how much they would save by switching to Temps, (2) Audit their SaaS/infrastructure spend, (3) Compare their current stack's cost against self-hosting, (4) Decide whether Temps is worth it, (5) Build a business case for consolidating tools. Triggers: "how much would I save", "temps savings", "cost comparison", "audit my stack", "am I overpaying", "saas spend", "calculate savings", "is temps cheaper".
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。
gotempsh/temps☆ 8512026年10月19日 更新
Apply a Classic Easter seasonal overlay: pastel Theme/StyleBox injection, confetti/shimmer VFX, elastic juice, mesh surface_override painting, cursor/audio swaps, and a date-window activation gate with player opt-out. Use when shipping holiday skins, April events, or egg-hunt juice without mutating shared .mesh/.tres assets. Keywords: pastel, seasonal Theme, StyleBox, confetti, Easter egg, surface_override, TRANS_ELASTIC, Disable Seasonal Themes, activation gate.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Navigation skill for genre project scaffolds: pick platformer/RPG/FPS (or other genre) then load matching template scripts and route gameplay fill to godot-genre-* skills. Use when bootstrapping architecture, bootstrap order, pause modes, PCK DLC, or feature tags — not for pasting FPS/inventory recipes. Keywords: project templates, bootstrap, Subsystem Locator, PCK, feature tags, PROCESS_MODE_ALWAYS, genre scaffold.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert blueprint for desktop platforms (Windows/Linux/macOS) covering keyboard/mouse controls, settings menus, window management (fullscreen, resolution), keybind remapping, and Steam integration. Use when targeting PC platforms or implementing desktop-specific features. Keywords desktop, Windows, Linux, macOS, settings, keybinds, ConfigFile, DisplayServer, Steam, fullscreen.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert patterns for Godot 3D physics (Jolt/PhysX), including Ragdolls, PhysicalBones, Joint3D constraints, RayCasting optimizations, and collision layers. Use for rigid body simulations, character physics, or complex interactions. Trigger keywords: RigidBody3D, PhysicalBone3D, Jolt, Ragdoll, Skeleton3D, Joint3D, PinJoint3D, HingeJoint3D, Generic6DOFJoint3D, RayCast3D, PhysicsDirectSpaceState3D.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert patterns for multi-platform exports including export templates (Windows/Linux/macOS/Android/iOS/Web), command-line exports (headless mode), platform-specific settings (codesign, notarization, Android SDK), feature flags (OS.has_feature), CI/CD pipelines (GitHub Actions), and build optimization (size reduction, debug stripping). Use for release preparation or automated deployment. Trigger keywords: export_preset, export_template, headless_export, platform_specific, feature_flag, CI_CD, build_optimization, codesign, Android_SDK.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert blueprint for party games including minigame resource system (define via .tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene management (clean minigame loading/unloading), persistent scoring (track wins across rounds), and split-screen rendering (SubViewport per player). Use for Mario Party-style games or WarioWare collections. Trigger keywords: party_game, minigame_collection, local_multiplayer, asymmetric_gameplay, split_screen, dynamic_input_mapping.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and control simplification. Use when porting 3D to 2D, building 2.5D / isometric / fake-depth gameplay, creating 2D versions for mobile, or prototyping. Trigger keywords: CharacterBody3D to CharacterBody2D, Camera3D to Camera2D, Vector3 to Vector2, flatten Z-axis, 2.5D, isometric, fake depth, Y-sort, simulated Z, orthogonal projection, 3D to sprite conversion, performance optimization.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Build Lightricks LTX-2 / LTX-2.3 video workflows covering text-to-video, image-to-video, GGUF and bundled checkpoints, distilled model, camera control LoRAs, synchronized audio, two-stage upscaling, and swapping alternate/GGUF base models
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。
artokun/comfyui-mcp☆ 8432026年10月19日 更新
On-demand procedures for the ComfyUI sidebar panel agent that are too long to sit in the system prompt. Read it when a task lands in one of these areas. subgraph boundary rails and blueprint reuse, merging or composing workflows across tabs, pinning your edits to one workflow, opening staged or downloaded workflow files, untangling Get/Set-bus and rgthree toggle-heavy graphs, authoring rgthree Fast Groups nodes, the LoRA Manager autocomplete-node limitation, the CivitAI browser flow, downloading model weights, reading hardware and runtime stats, Prompt Director audits, custom-node crash recovery, run-to-node render debugging, and multi-stage pipeline chaining. Each section is a lookup, not background reading. Reach for the one you need instead of guessing, and follow the tool's own description for parameter detail.
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。
artokun/comfyui-mcp☆ 8432026年10月19日 更新
Lay out and organize a ComfyUI workflow cleanly on the live panel canvas. Dependency-layered node placement with no overlaps, subgraphs, colored group boxes, and subgraph rail alignment. Use when asked to tidy / clean up / organize / arrange a workflow, add groups or subgraphs, fix overlapping nodes, or build a workflow that should look good from the start.
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。
artokun/comfyui-mcp☆ 8432026年10月19日 更新
Diagnose and fix video/image color OBJECTIVELY with the get_image (action:"analyze_color") tool (scopes/stats such as black/white points, contrast, saturation, clipping, cast) instead of eyeballing a contact sheet. Covers the "washed out" signature, why reference color-match (mkl/ColorMatch/ColorMatchAdobe) CAN'T add contrast a flat source lacks, the levels/contrast-stretch fix (core AdjustContrast / CurveEditor), the measure→fix→re-measure loop, the side-by-side sandbox pattern, and where to place the fix in a render graph (after decode, before save). Use when a render looks washed out / flat / dull / over-saturated / color-cast, or when deciding between a color-match and a contrast/levels fix.
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。
artokun/comfyui-mcp☆ 8432026年10月19日 更新
Issue reporting is disabled during limited maintenance of comfyui-mcp and the local Agent Panel. When the user hits a defect, explain that no report will be filed and continue helping with the task. Do not call report_issue to file, draft a report, collect reporting information, or submit through another tool. Triggers on "report this", "fix this bug", or errors in our software.
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。
artokun/comfyui-mcp☆ 8432026年10月19日 更新
Swap an OUTFIT or transfer CLOTHING onto a person LOCALLY, keeping their face, pose and background. Use for "put this jacket on her", "change his shirt", "clothes swap", "try on", "outfit transfer", "virtual try-on", "dress her in", "wear this outfit". Prefer this over API/cloud edit nodes and over generic img2img/inpainting. NOT for identity-preserving edits that are not about clothing (background swaps, relighting, age/expression changes, object removal). Use a general image-edit workflow for those.
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。
artokun/comfyui-mcp☆ 8432026年10月19日 更新
Shared Python best practices for LlamaFarm. Covers patterns, async, typing, testing, error handling, and security.
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。
llama-farm/llamafarm☆ 8372026年6月10日 更新
Maps intelligence for local SEO — geo-grid rank tracking, GBP profile auditing via API, review intelligence across Google/Tripadvisor/Trustpilot, cross-platform NAP verification (Google/Bing/Apple/OSM), competitor radius mapping, and LocalBusiness schema generation from API data. Three-tier capability: free (Overpass + Geoapify), DataForSEO (full intelligence), DataForSEO + Google (maximum coverage). Use when user says "maps", "geo-grid", "rank tracking", "GBP audit", "review velocity", "competitor radius", "maps analysis", "local rank tracking", "Share of Local Voice", or "SoLV".
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。
AgriciDaniel/codex-seo☆ 8352026年9月12日 更新
SERP-based semantic topic clustering for content architecture planning. Groups keywords by actual Google SERP overlap (not text similarity), designs hub-and-spoke content clusters with internal link matrices, and generates interactive visualizations. Optionally executes content creation if codex-blog is installed. Use when user says "topic cluster", "content cluster", "semantic clustering", "pillar page", "hub and spoke", "content architecture", "keyword grouping", or "cluster plan".
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。
AgriciDaniel/codex-seo☆ 8352026年9月12日 更新