Internal — for Boundless team members only. Query the Boundless Indexer REST API for on-chain market data, staking, PoVW rewards, delegations, and market efficiency on prod/staging environments. Use when the user asks about proof requests, provers, requestors, staking data, PoVW rewards, delegations, market aggregates, leaderboards, or wants to fetch data from the indexer API on live networks. Also use when the user mentions "indexer" and wants to look up addresses, requests, or market statistics on deployed environments. Do NOT use for debugging local code changes, reviewing PRs, or investigating issues in the codebase itself.
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。
boundless-xyz/boundless☆ 1932026年8月27日 更新
CesiumJS terrain, globe, and environment - TerrainProvider, Globe, sampleTerrain, atmosphere, sky, fog, lighting, shadows, panoramas. Use when configuring terrain providers, querying terrain heights, customizing atmosphere or sky rendering, adding panoramas, or adjusting scene lighting and shadows.
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。
CesiumGS/cesiumjs-skills☆ 1892026年9月14日 更新
Establish the shared environment, source/runtime correspondence, target confirmation and validation evidence for MetaX vLLM upgrades. Use as the common prerequisite of the patch, attention, registry and model upgrade skills, or for an explicitly requested MetaX environment preflight; it does not perform domain-specific adaptations.
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。
MetaX-MACA/vLLM-metax☆ 1832026年10月14日 更新
Turn a vague bug report into a VERIFIED minimal reproduction and then a failing regression test, agent-driven end to end. Covers extracting the implicit repro from a thin report (env, build, steps, data), the reproduce-minimize-isolate-capture loop, git bisect to find the introducing commit, building a deterministic minimal repro (fixed seeds, frozen time, stubbed network), writing the failing regression test BEFORE the fix (red) and confirming the fix flips it green, and writing repro evidence back into the ticket. Distinguishes flaky-not-reproducible from environment-specific. Use when: "reproduce this bug," "minimal reproduction," "repro steps," "find the commit that broke it," "git bisect," "make the repro deterministic," "write a failing test for this bug," "regression test for a defect," "can't reproduce this bug." Not for: Classifying/deduplicating/severity-routing existing failures without reproducing them — that is ai-bug-triage. Generating tests from specs rather than from a defect — that is ai-test-generation. Related: ai-bug-triage, ai-test-generation, test-reliability, systematic-debugging, qa-project-context.
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。
petrkindlmann/qa-skills☆ 1822026年6月11日 更新
Define reproducible development environments with Dev Containers. Use when a user asks to standardize dev environments, set up VS Code remote containers, create reproducible dev setups, or onboard developers faster.
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。
TerminalSkills/skills☆ 1672026年10月14日 更新
World-class level design expertise - spatial storytelling, player flow, blockout methodology, and the invisible hand that guides players without them knowingUse when "level design, blockout, graybox, whitebox, player flow, level layout, combat arena, exploration space, map design, multiplayer map, pacing, weenie, landmark, gating, metroidvania, open world design, linear level, environmental storytelling, teaching through design, playtesting, heatmap, metrics, sightlines, level-design, game-development, spatial-design, blockout, graybox, player-flow, pacing, environmental-storytelling, combat-design, multiplayer-maps, open-world, linear-design, metroidvania" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
The ultimate brand asset: a consistent, explorable universe generated by AI. This skill covers creating coherent brand worlds, consistent characters, architectural spaces, and visual universes that serve as the foundation for all marketing content. Traditional brand building creates guidelines. AI world building creates explorable realities. Characters with consistent personalities across thousands of images. Environments that feel like real places. Visual languages so coherent that any new asset feels like it belongs. This is where AI generation meets universe design. The practitioners of this skill don't just create images—they create the DNA that generates infinite consistent images. They build the source code for visual worlds. Use when "world building, brand world, universe, consistent character, character design, visual language, brand universe, style bible, world bible, coherent assets, character sheet, environment design, world-building, universe, character-design, consistency, visual-language, brand-world, style-guide" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Refuses "flaky" as a diagnosis. Turns an intermittent failure into a reproduction by isolating it from the environment, naming the variable that controls it, forcing that variable, and measuring before and after with enough runs to count. Separates real defects from environment contention with evidence, and never retries to green or widens a threshold. Use when a test, performance check, or deploy step fails intermittently or passes on rerun.
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。
ash1794/vibe-engineering☆ 1642026年10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☆ 1572026年9月6日 更新
Computes a numeric or categorical answer to a quantitative data-science question by cleaning and analyzing local data files (CSV, Excel, TSV, and scientific formats .npz/.fits/.h5) with pandas, numpy, and scipy. Use whenever a task ships its own dataset (in whatever local directory it provides) and asks you to derive a value via statistical, geospatial, temporal, ratio, percentage, growth-rate, correlation, signal-processing, orbital, or forecasting analysis. Spans domains including archeology (demographics, paleoclimate proxies, radiocarbon dating, historical conflicts); biomedical/bioinformatics (tumor histology, genes, proteins, peptides, genomic variants); environmental (water quality, bacterial/Enterococcus exceedance, rainfall correlations, environmental justice); legal/consumer (fraud, identity theft, consumer complaints by state/metro); wildfire (incidents, causes, suppression costs, acres burned, fatalities, geospatial intersections); and astronomy/heliophysics/space weather (satellite telemetry TLE/Swarm/SP3, indices OMNI/GOES, solar activity, atmospheric density, orbital mechanics, forecasting).
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。
agentscope-ai/QwenPaw-Data☆ 1342026年10月13日 更新
Use when the diff builds a query, a shell command or argv, a subprocess environment, a template, an XML parse, an eval or a deserialization from data that may be attacker-controlled - SQL/NoSQL, OS command, argument, env-var, template and code injection, XXE, unsafe deserialization
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。
makifbaysal/tasktrooper☆ 1132026年10月15日 更新
Help complete beginners set up their development environment. Detect Mac or other. Guide VPS purchase and SSH setup step by step.
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。
ilang-ai/autocode☆ 1032026年10月14日 更新
Provisioning infrastructure via cloud IaC (Terraform/OpenTofu/CloudFormation/Pulumi) and local dev environments (Docker Compose, env vars). Use for IaC design or multi-cloud provisioning.
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。
simota/agent-skills☆ 922026年10月14日 更新
Operate the Clerk CLI (`clerk` binary) for authentication, user/org/session management, deploy verification, instance config, env keys, and any Clerk Backend or Platform API call. Use when the user mentions Clerk management tasks, "list clerk users", "create a clerk user", "update organization", "pull clerk config", "clerk env pull", "clerk doctor", "clerk deploy", "clerk deploy status", "clerk api", or any ad-hoc Clerk API request. Prefer the CLI over raw HTTP: it handles auth, key resolution, app/instance targeting, and formatting automatically.
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。
code-with-antonio/browser-automation-app☆ 882026年7月18日 更新
Internal Harness instruction source for env-setup. Route through visible Harness aliases instead of invoking directly.
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。
linzhe001/Harness-Research☆ 872026年8月9日 更新
Developer reference for building applications, tools, and agents on the Pi Durable agent harness (@earendil-works/pi-durable) and the pi-ai model layer. Use when writing or debugging code that imports @earendil-works/pi-durable or pi-ai: assembling a Harness over memory/SQLite/JSONL/Durable Object storage, submitting input and waiting for answers, defining tools with TypeBox schemas and structured output, calling tools from tools, hooks and guards, durable tasks with checkpoints and ownership, subagents and child tasks, documents and migrations, code mode, tool search, per-conversation environments, compaction, recovery after a crash, storage and environment conformance tests, or choosing models and providers. Also use when a durable/agent-runtime behavior question comes up: what survives a restart, why an input stayed queued, why a task is blocked or orphaned, how abort cascades, or what the Pico5 specification requires.
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。
Agents365-ai/365-skills☆ 842026年10月14日 更新
Testing Craft CMS 5 plugins and modules with Pest — test isolation, database safety, and the markhuot/craft-pest-core harness. ALWAYS load when writing, running, fixing, or reviewing tests for a Craft plugin or module, and whenever a suite touches a real Craft install. Covers why rollback is opt-in, tests/Pest.php + tests/bootstrap.php wiring, phpunit.xml.dist <env> pins (force DB name + table prefix, default connection coordinates, pin CRAFT_ENVIRONMENT against server-scoped locks), why --configuration= defeats DB isolation, throwing fail-closed DB guards, installing the plugin under test, process-timezone pinning, per-test site fixtures, idempotent Install migrations, stale service caches when components get swapped, muting audit sinks, queue stubs, factories, HTTP/DB assertions, CI jobs.
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。
michtio/craftcms-claude-skills☆ 832026年10月7日 更新
Servd (servd.host) — Craft-specialised managed hosting for Craft CMS. Covers git push-to-deploy with the optional servd.yaml build config, local → staging → production environments with uni-directional Project Config sync, the servd/craft-asset-storage plugin (S3-backed Flysystem volumes on the svdcdn.com CDN, off-server image transforms, Imager-X/ImageOptimize integrations), Servd's static caching (full vs tag-based purge, {% dynamicInclude %}, CSRF injection, cache-busting) and running Blitz alongside it in reverse-proxy mode, MariaDB/MySQL databases over an SSH tunnel, automatic + manual backups, the Dedicated Queue Runner, environment variables and secrets, the ephemeral load-balanced filesystem (Redis + remote volumes for runtime files), plugin/feature constraints, and Servd-vs-Craft-Cloud differences.
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。
michtio/craftcms-claude-skills☆ 832026年10月7日 更新
Power Platform 包括開発標準。共通認証(auth_helper.py)・.env パラメータ・ソリューション運用など全スキル共通の開発基盤を提供する。アイコン生成・HTML メールは横断参照用の共有ユーティリティとして保持。
geekfujiwara/CodeAppsDevelopmentStandard☆ 732026年10月14日 更新
GF(3) color envelope preservation across navigator compositions
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。
plurigrid/asi☆ 672026年7月10日 更新
A comprehensive guide for using ConfigHub to manage Kubernetes configuration across multiple environments using Configuration as Data principles. This rulebook covers installation, configuration management, variant handling, and operational workflows.
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。
plurigrid/asi☆ 672026年7月10日 更新
Documentation and orchestration for the bmorphism/ies flox environment toolkit
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。
plurigrid/asi☆ 672026年7月10日 更新
Provides Hatchling build backend guidance for Python packaging — use when configuring pyproject.toml metadata, build targets (wheel, sdist, binary), file selection with git-style globs, build hooks, metadata hooks, version management (code/regex/env sources), editable installs, the hatch-vcs plugin, plugin development, build environment setup (UV/pip/Cython), setuptools migration, or troubleshooting Hatchling errors. Covers PEP 517/518/621/660 standards and context variable interpolation.
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。
Jamie-BitFlight/claude_skills☆ 672026年10月14日 更新
Hook system fundamentals — all events, configuration structure, matchers per event type, environment variables, execution behavior, security, and debugging. Use when creating hooks, understanding hook events, matchers, configuration locations, environment variables, or troubleshooting hook issues.
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。
Jamie-BitFlight/claude_skills☆ 672026年10月14日 更新