Creates Claude Code agent files (.claude/agents/*.md) with YAML frontmatter, tool permissions, and system prompts. Use when building new agents, configuring agent frontmatter, writing agent system prompts, or setting agent tool permissions.
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。
majiayu000/claude-skill-registry-data☆ 262026年10月11日 更新
Converts LaTeX article-class .tex documents to Quarto .qmd format for multi-format publishing (HTML, PDF, Word). Use when asked to convert, port, migrate, or translate a .tex LaTeX file to Quarto; when porting an academic paper or manuscript from LaTeX to Quarto; when a .tex document needs to render to HTML, Word, or Typst PDF. Covers preamble → YAML front matter, section headings, text formatting, math, citations (natbib/biblatex), cross-references, figures, tables, lists, footnotes, hyperlinks, and special characters.
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。
christopherkenny/skills☆ 262026年7月9日 更新
Cleans a Quarto (.qmd) file by replacing LaTeX holdovers with proper Quarto/Pandoc syntax so the document renders correctly to HTML, PDF (Typst/LaTeX), and Word. Fixes citations (\citep → [@key]), cross-references (\ref → @label), figures (\includegraphics → markdown), tables, text formatting (\textbf → **bold**), inline math (\( \) → $ $), hyperlinks (\href → [text](url)), footnotes (\footnote → ^[]), list environments, section headings, and R Markdown chunk options (dot-style → #| YAML). Use when asked to clean, fix, modernize, or port a Quarto or R Markdown document; when LaTeX commands appear in a .qmd file; when a document fails to render to Word or Typst; or when citations/cross-references do not appear in non-LaTeX 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。
christopherkenny/skills☆ 262026年7月9日 更新
Searches for Memorie van Toelichting (explanatory memoranda) for a Dutch law and generates Gherkin test scenarios from legislature-intended examples. Use this skill proactively when: user wants MvT-derived BDD scenarios, mentions "memorie van toelichting", "MvT", "parlementaire stukken", "rekenvoorbeelden", or "kamerstukken" in the context of Dutch law. Activate automatically when a new law YAML file is created and the user discusses testing or validation.
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。
NederlandseDigitaleDienst/regelrecht☆ 252026年10月13日 更新
Review AI Gene Review pull requests and curation changes for GO term quality, evidence support, core function identification, and annotation action justification. Use for PR review comments, review follow-up automation, and QA of gene review YAML.
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。
ai4curation/ai-gene-review☆ 242026年10月13日 更新
Review computational protein or gene function predictions and fill PredictionReview YAML files using the COR/CNN/LSP/UNC/PLI/NPI/REP biological-validity taxonomy. Use for ProtNLM, DeepECTF, BioReason/GO-GPT, InterPro2GO, PANTHER/IBA, CLEAN, GloEC, MAPred, ProteinInfer, or other predicted EC/GO annotations, including audits of the evidence and reasoning in existing prediction reviews.
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。
ai4curation/ai-gene-review☆ 242026年10月13日 更新
Use this agent when you need to systematically review existing GO annotations for a gene and make curation decisions based on literature evidence and functional analysis. This agent should be called after seeding the SPECIES/GENE/GENE-ai-review.yaml file, which seeds each annotation with `action: PENDING`; these should all be manually reviewed.
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。
ai4curation/ai-gene-review☆ 242026年10月13日 更新
Curate, review, or repair ai-gene-review ModuleReview YAML documents under modules/, including pathway/module boundary setting, parts and variant modeling, annoton-level molecular functions, representative UniProt/PTN grounding, module deep-research provenance, validation, rendering, and project batch updates.
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。
ai4curation/ai-gene-review☆ 242026年10月13日 更新
Use this agent when you need to synthesize and distill the core functions of a gene from multiple information sources (textual summaries, reviewed annotations, bioinformatics analysis) and populate the `core_functions` section of a gene review YAML file. This agent should be called after completing the gene research, annotation review, and bioinformatics analysis phases of a gene review project.
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。
ai4curation/ai-gene-review☆ 242026年10月13日 更新
Work with BioReason-Pro predictions and reasoning traces for protein function. Use when: comparing BioReason outputs against curated reviews, converting web exports to YAML, reviewing reasoning trace quality, or running the SFT/RL comparison. Triggers: "bioreason", "GO-GPT predictions", "reasoning trace review", "bioreason comparison", "SFT vs RL".
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。
ai4curation/ai-gene-review☆ 242026年10月13日 更新
Upgrade Flutter and package dependencies in this repository while keeping .fvmrc, pubspec.yaml, code generation, CI, and tests aligned. Use when bumping Flutter, Dart constraints, direct dependencies, or generator toolchains.
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。
strvcom/flutter-template☆ 242026年6月18日 更新
Set up a slushpile workspace. Ingests an existing resume or LinkedIn export, interviews the user to fill the gaps, then writes profile.md, preferences.yaml, and stories.md. Run once per workspace, before any other slushpile skill.
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。
VonTerraProject501c3/slushpile☆ 242026年8月17日 更新
Maestro mobile E2E testing - YAML flows, selectors, flow control, environment variables, JavaScript expressions, device interactions, Maestro Studio, Maestro Cloud CI, tags, test suites
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。
agents-inc/skills☆ 242026年9月8日 更新
Testing and evaluation framework for LLM prompts and applications -- promptfooconfig.yaml, assertions, model-graded evals, red teaming, CI/CD integration, custom providers, and comparative evaluation
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。
agents-inc/skills☆ 242026年9月8日 更新
Inject juice and game feel into gameplay code using the project's chosen middleware. Use when adding screen shake, tweens, particles, audio feedback, haptics, hitstop, or any form of "juice" to gameplay events. Triggers on requests like "add juice", "make this feel better", "add screen shake", "polish this feature", "add feedback to this action", "make the hit feel impactful", "add particles when", "screen shake on damage", "tween this", "add camera shake", "make this snappy", or any game feel, polish, or feedback work. Always reads ProjectConfig.yaml -> feel_tools and docs/GFD.md Feedback Matrix before generating code.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Generate Unity 6+ UI Toolkit Runtime Data Binding code using MVVM pattern with [CreateProperty], DataBinding, and PropertyPath. Use when creating UI screens, HUDs, menus, inventories, settings panels, or any data-bound UI elements with UI Toolkit. Triggers on requests like "create a health bar", "build the HUD", "make a settings screen", "bind data to UI", "create an inventory UI", "add a pause menu", "show player stats on screen", "build a shop UI", "create a dialogue box", or any task involving runtime UI layout, styling, or data display. Also use when the user mentions UXML, USS, ViewModel, or UI bindings. Only activates when ProjectConfig.yaml -> ui_system is "UIToolkit" or "Mixed". Requires Unity 6.0+.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Create a complete feature module with folder structure, Assembly Definition (.asmdef), test assembly, and namespace. Use when adding a new feature, system, or module to a Unity project. Triggers on requests like "create a new feature", "scaffold a module", "add a combat system", "I need a health system", "set up inventory", "create a new module for X", "add a new system", "new feature folder", or any task requiring new folders, assemblies, or namespaces for a gameplay feature — even when the user just names a system they want to build from scratch. Reads ProjectConfig.yaml for folder_strategy and MCP availability.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Generates networking boilerplate adapted to the project's chosen networking package (NGO, Mirror, Photon). Use when setting up multiplayer systems, syncing state, writing RPCs, building lobbies, or designing an authority matrix. Triggers on requests like "add multiplayer", "sync player health", "create an RPC", "set up lobbies", "make this networked", "add co-op", "replicate this across clients", "spawn networked objects", "handle player disconnect", "create a matchmaking system", or any task involving network state synchronization, remote procedure calls, or client-server architecture. Always reads ProjectConfig.yaml -> networking before generating code. If networking is "none", do NOT generate networking code.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Interface-based state machine patterns for Unity game states, character controllers, and UI flows. Use when implementing game flow (menu -> gameplay -> game over), character states (idle -> run -> jump -> fall), AI behavior states, or UI screen transitions. Triggers on "state machine", "game states", "character states", "screen flow", "game flow", "add states to", "idle/run/jump", "menu flow", "AI states", "boss phases", or any task involving managing discrete states with transitions between them. Reads ProjectConfig.yaml -> architecture_pattern to adapt patterns for SO-first or DI-first.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Full project initialization wizard from ProjectConfig, including folders, packages, Git, and MCP setup. Use when setting up a new Unity project from scratch, creating the folder structure, or bootstrapping infrastructure. Triggers on requests like "set up a new project", "create folder structure", "initialize the project", or "/uw-cmd-setup-project". Reads ProjectConfig.yaml for all decisions.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Generate ScriptableObject-based systems including data containers, event channels, and runtime sets. Use when creating game data (weapons, enemies, items, abilities), cross-system events, or live object tracking. Triggers on requests like "create weapon data", "add an event system", "make a runtime set", "decouple these systems", "create item database", "add a damage event", "track active enemies", "create a config SO", "add game settings data", or any task involving ScriptableObject data containers, event-driven communication, or runtime object tracking. Reads ProjectConfig.yaml -> architecture_pattern to determine SO-first vs DI-first 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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Bump the chart version in charts/mlrun-ce/Chart.yaml (patch, minor, or rc)
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。
mlrun/ce☆ 212026年10月12日 更新
Add a new machine's age public key to .sops.yaml and re-encrypt all files. Use for multi-machine setups. Use when user mentions "add key", "add machine", "sops add key", "new machine", "authorize machine", "share key", "add public key", "multi machine sops".
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。
joaquimscosta/arkhe-claude-plugins☆ 212026年8月14日 更新
Encrypt .env files using SOPS + age. Converts dotenv to YAML format (avoids SOPS bug #1435), then encrypts. Auto-detects unencrypted .env files. Use when user mentions "encrypt env", "sops encrypt", "encrypt secrets", "encrypt .env", "encrypt environment", "re-encrypt", "update encrypted".
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。
joaquimscosta/arkhe-claude-plugins☆ 212026年8月14日 更新