pl-watch
無料PL (Project Lead) role sub-skill for supervising in-flight executors. Loaded ONLY through the pl core routing table; NEVER auto-load from context, never invoke 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。
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概要と使いどころ
PL (Project Lead) role sub-skill for supervising in-flight executors. Loaded ONLY through the pl core routing table; NEVER auto-load from context, never invoke 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。
Diagnose slow or freezing VS Code-compatible editors with evidence-first, zero-hardcoded-assumption workflow. Use when the user reports editor lag, typing delay, UI freezes, extension host stalls, file watcher noise, high editor CPU/RSS, uses VS Code/Cursor as a file browser over a large folder, or wants a safe editor performance 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。
The only memory skill that watches on its own. No database. No vectors. No manual saves. Just an LLM observer that compresses your conversations into prioritised notes, consolidates when they grow, and recovers anything missed. Five layers of redundancy, zero maintenance. ~$0.00/month (using free-tier models). While other memory skills ask you to remember to remember, this one just pays attention.
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。
Launch and watch Guaardvark's Swarm Orchestrator: parallel coding agents, each in its own git worktree, working a markdown plan and merging back deterministically. Use when the user wants several agents on one codebase at once, says "swarm this", or asks about a running swarm, worktrees, or merge status.
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。
Generate a polished one-page PowerPoint slide summarizing key takeaways from recent funding rounds and notable capital markets activity across a user's watched sectors or companies. Use this skill when the user asks for a deal flow summary, weekly recap, funding digest, transaction roundup, or capital markets briefing. Triggers on: 'deal flow digest', 'weekly funding recap', 'deal roundup', 'transaction summary this week', 'what happened in [sector] this week', 'capital markets update', or any request to compile recent funding activity into a briefing slide. Produces a professional single-slide PPTX with key takeaways, valuation data, and Capital IQ deal links.
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。
Use for Bun runtime, bunfig.toml, watch/hot modes, env vars, CLI flags, and module resolution.
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。
Start long-lived provider LLM teammates as native Claude Code agent-team members (the native Agent tool with a ccf-<provider> type) that you message with SendMessage — multi-turn, collaborative, watchable in tmux panes. Use for sustained parallel build/work ("start 3 glm teammates", N teammates on N files), or when you need a collaborator you message across turns, from a terminal `claude` session. NOT a fire-and-forget one-shot or a flat batch of independent prompts — that is /cc-fleet:subagent. NOT a scripted multi-phase run — that is /cc-fleet:workflow.
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。
Automate repetitive tasks and workflows using scripting, file watchers, scheduled jobs, CI triggers, and API polling to eliminate manual toil. Use when the user requests task automation or provides relevant inputs for this workflow.
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。
The telemetry each Active Directory technique generates and what alerts a defender: Kerberoasting produces Event 4769 with RC4 encryption (0x17) and an MDI alert, DCSync produces Event 4662 with the DS-Replication-Get-Changes GUID, AS-REP roasting produces Event 4768 with no pre-auth, LSASS dumping is blocked by EDR, plus a lateral-movement telemetry table by protocol (SMB/WMI/WinRM/RDP/DCOM). Use this whenever you run or plan an offensive AD technique and need to know what noise it makes, when writing the engagement's detection notes, or when a defender wants to know what to monitor. Teaches red teamers what is loud and blue teamers what to watch. Standard-tooling knowledge, no vendor engine.
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。
CDER-track catalyst analysis for medicines: PDUFA target dates, AdCom votes, sNDA/sBLA label expansions, biosimilar interchangeability and 180-day exclusivity, Orange Book state, and CRL remediation timelines — enumerated, verified, and sized per event for any biotech/pharma ticker or watchlist.
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。
The only memory skill that watches on its own. No database. No vectors. No manual saves. Just an LLM observer that compresses your conversations into prioritised notes, consolidates when they grow, and recovers anything missed. Five layers of redundancy, zero maintenance. ~$0.00/month (using free-tier models). While other memory skills ask you to remember to remember, this one just pays attention.
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。
Set up the Graphsignal Profiler for inference workloads — vLLM, SGLang, PyTorch, and dstack services. Use when the user wants GPU profiling, tracing, or monitoring for inference, asks about `graphsignal-run` or `graphsignal.watch()`, or asks about CUPTI / Prometheus / OTLP setup.
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。
Persistent compounding memory for AI agents. 5 default MCP tools: session_start, session_end, remember, recall, check. Full surface (18 tools) available with --full flag. Two-verb model: inhale (session_start) and exhale (session_end). Correction-first memory with decision trail tracking, watch_for warnings, palace rooms with salience scoring, cross-project insight matching, same-day journal merging, ambient recall hooks. Local markdown only. Zero cloud, zero telemetry, Obsidian-compatible. Optional Supabase backend: when configured via `ar setup supabase`, recall() uses pgvector cosine similarity on OpenAI/Voyage embeddings instead of keyword search — same API, semantic understanding. Gracefully degrades to local search if not configured.
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。
Internal — for Boundless team members only. Cross-reference Boundless indexer API data, broker telemetry, and service logs to investigate production and staging operational issues. Use when the user wants to understand why slashings happened on prod/staging, diagnose prover or service failures in deployed environments, correlate market events with broker behavior, investigate fulfillment rate drops, look at prover/service logs, or perform any analysis that requires combining on-chain indexer data with off-chain broker telemetry and CloudWatch logs. Also use when the user asks to "investigate", "diagnose", or "find root cause" for prover, service, or market issues on live networks. 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。
Internal — for Boundless team members only. Monitor Boundless deployment pipelines (AWS CodePipeline + CodeBuild) on the ops account. Use when the user wants to track a deployment after merging a PR, check whether a commit has rolled out to staging/prod, diagnose a failed deployment, watch the status of a specific pipeline, or get prompted to approve a production rollout once staging succeeds. Do NOT use for service runtime debugging (use ops-logs-query) or for deploying dev infrastructure (use ops-infra-deploy).
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。
Take a plan all the way to a ready-to-merge pull request — review the plan (scaled to risk), implement it test-first, code-review and fix, run the CI gate, open the PR, and watch it green. Use after you have an approved plan (from plan mode, or the Plan agent); pass `issue <n>` to deliver a specific GitHub issue you name, or `next` to take the top startable issue off the project board's Ready column — either way it re-verifies, claims and plans the issue first. Invoking it with a plan already in hand is itself plan approval — it then runs autonomously to a single hard stop: ready-to-merge.
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。
Resolve the currently-unresolved review threads on the current branch's PR in one sweep — assess each, fix it (test-first, verified) or reply-only, then reply and resolve — and return a summary. Use standalone to address PR review feedback, or as the thread-handling step invoked by /watch-pr. Repo is adamayoung/TMDb.
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。
Fix the currently-failing status checks on the current branch's PR in one sweep — route each failing check to the right diagnosis skill (via a Haiku subagent, escalating to Opus on a repeat failure), apply and verify the fix, commit, and push once — then return a summary. Use standalone when CI is red, or as the check-fixing step invoked by /watch-pr. Repo is adamayoung/TMDb.
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。
Rigorous engineering mode for nontrivial work in this repo — a set of named principles plus the leaf skills that apply them. Use when the user says "pstack", "go deep", "be rigorous", "认真做", or when a task involves architecture, a real bug, a refactor, or anything the user will not be watching. Ported from cursor/plugins pstack by Lauren Tan (MIT); see ATTRIBUTION.md.
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。
The AWS Command Line Interface (v2) manages Amazon Web Services from the terminal. Use when the user needs to run S3, EC2, Lambda, CloudWatch, IAM or other AWS commands, sign in with SSO or short-term credentials, write AWS automation scripts, or debug an `aws` command and its output.
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。
Core marketing principles for startups. Covers positioning, messaging, channels, and growth. Focus on what works for resource-constrained teams. Battle scars included: I've watched startups burn $1M on Instagram ads because "that's where competitors are", seen "growth hacks" destroy brand trust overnight, and advised founders who scaled marketing before finding product-market fit. Contrarian take: Most startup marketing advice is backwards. The best marketing doesn't feel like marketing. Distribution comes before product features. And your first 100 customers should never come from paid ads. Use when "marketing strategy, positioning, messaging, customer acquisition, growth channels, brand, go-to-market, " 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。
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。
Interpret video content visually by sampling frames into timestamped contact sheets that can be read as images. Use when: user asks what happens in a video; asks to summarize, describe, review, or QA video content or footage; asks about scenes, actions, people, or objects in a video; needs a storyboard-style overview of a clip; asks to find where something occurs in a video. Triggers on 'watch this video', 'what's in this video', 'summarize the video', 'describe the footage', 'contact sheet', 'storyboard', 'review this clip', 'find the scene where', 'scene detection', 'shot boundaries', 'detect cuts', 'dwell points'. For converting, trimming, or transcoding video, use processing-video instead.
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。
Decide which model, effort level, and cascade shape each subagent gets, and how to keep improvement loops safe (evaluator-as-selector, stop on regression). Routes on measured cost-per-completed-task rather than per-token price, because a tier's token count varies more by task shape than price varies across tiers. Covers per-model effort semantics, the concision lever, cascade preconditions, context handoff, and watching a subagent fan-out live. Use when choosing a subagent's model or effort, when choosing how to escalate a failed attempt, or when asked which model or effort a task should get. Grounded in a 2026-07 calibration, a 2026-08 coding-cost study, a 2026-09 seeded-bug repair battery, a 2026-10 Haiku 5.5 ladder priced per spawn, and a 2026-10 retry-versus-escalation ladder on 295 SWE-bench Verified tasks; Managed Agents API specifics are operational, not calibrated.
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。