Feature planning and implementation with 4 adaptive phases (Specify, Design, Tasks, Execute). Auto-sizes depth by complexity. Writes testable requirements in EARS notation, atomic tasks, atomic Conventional Commits, and requirement traceability. Ships deterministic Python validation scripts so structural gates are enforced by code, not memory. Features an independent Verifier (author != verifier, evidence-or-zero), a discrimination sensor, a decision log (STATE.md), a test-coverage matrix, and a self-improving lessons layer. Stack-agnostic and tool-agnostic. Use when (1) planning features, (2) implementing with verification and atomic commits, (3) validating an implementation against a spec. Triggers on "specify feature", "discuss feature", "design", "tasks", "implement", "validate", "verify work", "UAT", "record decision", "pause work", "resume work". Do NOT use for pure architecture decomposition analysis or standalone technical design documents.
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。
tech-leads-club/agent-skills☆ 7,0552026年10月9日 更新
Create or redesign SaaS and AI product landing pages where a real workflow, interface, or deterministic demo is the central proof. Use for pale atmospheric shells, product UI in the hero, prompt-to-output stories, audience tabs, compact feature modules, honest pricing comparisons, and FAQ handoffs.
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。
MengTo/Skills☆ 6,7562026年10月6日 更新
Design, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, and deterministic combat tests.
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。
MengTo/Skills☆ 6,7562026年10月6日 更新
Test a playable browser game end to end with deterministic fixtures and real browser evidence. Use for gameplay QA, regression testing, controls, accessibility, responsive/mobile testing, save flows, console checks, performance smoke tests, and release verification.
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。
MengTo/Skills☆ 6,7562026年10月6日 更新
Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. Use for enemy content schemas, model and rig conventions, combat move timing and contact contracts, runtime state boundaries, placeholder fallbacks, deterministic fixtures, or production playthrough 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。
MengTo/Skills☆ 6,7562026年10月6日 更新
Build, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression tests.
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。
MengTo/Skills☆ 6,7562026年10月6日 更新
Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic tests to a game asset catalog.
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。
MengTo/Skills☆ 6,7562026年10月6日 更新
Build, integrate, audit, or refactor rigged monsters for Three.js and web action games. Use for monster asset contracts, procedural or imported creature rigs, semantic joints and sockets, hurtboxes and attack volumes, combat animation states, enemy-runtime adapters, LODs, deterministic review fixtures, and validating that every monster follows one shared system.
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。
MengTo/Skills☆ 6,7562026年10月6日 更新
Implement, tune, debug, or validate soft wall-aware fog of war and gameplay perception in Three.js action games. Use for orthographic or isometric visibility masks, obstacle-aware line of sight, player and enemy vision ranges, hidden-enemy targeting rules, fog shader artifacts such as spokes or seams, mobile ray budgets, lifecycle and menu-state integration, and deterministic fog-of-war tests.
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。
MengTo/Skills☆ 6,7562026年10月6日 更新
Author or revise readable, flat-world Three.js game levels. Use for movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, or desktop and mobile playthrough verification.
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。
MengTo/Skills☆ 6,7562026年10月6日 更新
Give the AI agent its own EVM wallet with admin-controlled policies the agent CANNOT bypass even under prompt injection. Encrypted keystore (AES-256-GCM, scrypt KDF), policy file the agent has no tool to write, deterministic policy gate on every signing operation, optional local HTTP dashboard. Triggers: agent wallet, give the agent a wallet, agent address, fund the agent, agent autonomy, policy gate, kill switch, agent permissions, bounded autonomy, ERC-4337 alternative, session-key alternative.
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。
internet-court/internet-court-skill☆ 6,7392026年8月20日 更新
Operation-aware node configuration guidance. Use when configuring nodes, understanding property dependencies, determining required fields, choosing between get_node detail levels, or learning common configuration patterns by node type. Always use this skill when setting up node parameters — it explains which fields are required for each operation, how displayOptions control field visibility, and when to use patchNodeField for surgical edits vs full node 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。
czlonkowski/n8n-skills☆ 6,4242026年10月9日 更新
在 Terminal-Bench 4.0 上做 codex harness 五臂对照(裸 codex / 原生 /goal / LoopX 三模式)。复用 SWE-Marathon 那套驱动,靠 WEN_BENCH 切换。重点是 TB4 相对 SWE-Marathon 的四处结构性差异——每一处踩错都**退出码 0、有轨迹、有分数**,只是分数不对。
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。
loopx-project/loopx☆ 6,3012026年10月14日 更新
Interactive coach that asks 4-5 questions to determine whether you need an agent, command, skill, hook, or rule, then generates a ready-to-use template. Usage: /scaffold (no arguments needed, starts the coaching session)
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。
FlorianBruniaux/claude-code-ultimate-guide☆ 6,1542026年10月13日 更新
This skill helps users extract YouTube video transcripts and perform deep competitive analysis on the content. Agent should proactively apply this skill when users express needs like analyze YouTube video content strategy, perform competitive video content analysis, extract and analyze YouTube subtitles for marketing insights, understand competitor value propositions from their videos, identify target audience from YouTube video content, analyze pain points and needs mentioned in YouTube videos, evaluate competitor CTA strategies in video content, find content gaps in competitor YouTube videos, analyze video narrative structure and hooks, extract key messaging and positioning from YouTube content, benchmark competitor video content quality, research competitor marketing angles through video analysis, identify audience signals and terminology level in videos, analyze emotional tone and persuasion techniques in YouTube content.
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。
browser-act/skills☆ 6,1442026年8月24日 更新
Generate a deterministic report for disposable executor acceptance tests.
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。
ModelEngine-Group/nexent☆ 5,9402026年10月13日 更新
Use when determining sender identity in any room, managing trusted contacts, configuring the admin's primary notification channel, handling first-contact from a new channel, or escalating to admin across channels.
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/AgentTeams☆ 5,7502026年10月14日 更新
DO NOT USE when the target already consumes an injected interface or built-in abstraction such as IFileSystem or TimeProvider, even if the request says "generate a wrapper"; no new wrapper is needed. Use only when C# source calls an ambient/static dependency and no injectable seam exists: first-time TimeProvider, IHttpClientFactory, or System.IO.Abstractions adoption; minimal Environment/Console/Process wrappers; IProcessRunner; DI registration; or an ambient seam that preserves a static API. Exclude static detection (detect-static-dependencies), migration to an existing/registered abstraction (migrate-static-to-wrapper), one blocked behavior plus deterministic tests (testability-obstacle), and general interface design.
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。
dotnet/skills☆ 5,6302026年10月14日 更新
MUST USE for C#/.NET deterministic tests that require the smallest production seam for DateTime/Task.Delay/File/Environment/Guid/Random, static API preservation, nested/parallel overrides, or no real I/O. USE ONLY when the target workspace contains C# source plus a .csproj or .sln. DO NOT USE for audits, bulk migration, code that already has an injectable seam, or an explicit migration to a user-named existing abstraction (migrate-static-to-wrapper). Use instead of general test generation when the requested test is impossible without a production edit and seam selection is still open.
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。
dotnet/skills☆ 5,6302026年10月14日 更新
Guides migration of .NET Framework Thread.Abort usage to cooperative cancellation in modern .NET. USE FOR: modernizing code that calls Thread.Abort, catching ThreadAbortException, replacing Thread.ResetAbort, replacing Thread.Interrupt for thread termination, resolving PlatformNotSupportedException or SYSLIB0006 after retargeting to .NET 6+, migrating ASP.NET Response.End or Response.Redirect(url, true) which internally call Thread.Abort. DO NOT USE FOR: code that only uses Thread.Join, Thread.Sleep, or Thread.Start without any abort, interrupt, or ThreadAbortException usage — these APIs work identically in modern .NET and need no migration. Also not for projects staying on .NET Framework, or Thread.Abort usage inside third-party libraries you do not control.
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。
dotnet/skills☆ 5,6302026年10月14日 更新
This skill should be used when the user asks to "create a team", "spawn agents", "assign tasks", "coordinate multiple agents", "check team status", "view kanban board", "send messages between agents", "manage team tasks", "monitor team progress", or mentions "clawteam", legacy "oh", "multi-agent coordination", "team collaboration", "agent inbox", "task board", "spawn worker". This skill should also be triggered when the current task is complex enough to benefit from splitting into subtasks and delegating to multiple agents — for example when the user asks to "build a full-stack app", "refactor the entire codebase", "implement multiple features in parallel", or when the agent determines that the work scope exceeds what a single agent can efficiently handle alone. Provides comprehensive guidance for using the ClawTeam CLI to orchestrate multi-agent teams with task management, messaging, monitoring, runtime profiles, git context, and recovery tooling.
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。
HKUDS/ClawTeam☆ 5,5332026年5月9日 更新
Use the `ccwf` CLI (from @cc-wf-studio/cli) to render, validate, preview, export, or run cc-wf-studio workflow JSON files from the terminal. Apply whenever the user mentions viewing, visualizing, checking, executing, or converting a workflow under `.vscode/workflows/` (or any `*workflow*.json`), wants a Mermaid diagram of a workflow, asks to "see" / "preview" / "open" a workflow, or wants to run a workflow as a Claude Code Skill without opening VSCode.
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。
breaking-brake/cc-wf-studio☆ 5,3982026年10月7日 更新
Determines which LLM model to use for each agent spawn
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。
github/gh-aw☆ 5,3952026年10月14日 更新
Use Go struct tags to render styled terminal output in gh-aw.
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。
github/gh-aw☆ 5,3952026年10月14日 更新