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cccskills

「config」の検索結果

6,755 件 ・ 関連度順

概要と使いどころ

Re-inject Synapse A2A initial instructions after context has been cleared. Use this skill when the agent has lost its identity, A2A communication protocol, or configuration after /clear or context reset, when synapse send/reply commands stop working, or when the agent no longer recognizes its SYNAPSE_AGENT_ID. Triggered by /synapse-reinst command.

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。

s-hiraoku/vscode-sidebar-terminal222026年10月17日 更新

Uses Ghidra to disassemble and decompile a binary, navigate to key routines via imports and strings, annotate decompiled code, and run headless scripts to automate extraction of C2, crypto, and config. Activates for requests to reverse engineer with Ghidra, decompile a binary, or script Ghidra headless analysis.

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。

meltedinhex/analyst-ai-pack222026年7月7日 更新

Locates candidate encryption keys in a binary by finding high-entropy fixed-size regions (16/24/32 bytes) near cryptographic constants or crypto API references, and surfacing printable key/passphrase strings. Activates for requests to extract encryption keys, find an AES key in a sample, or recover hardcoded crypto material.

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。

meltedinhex/analyst-ai-pack222026年7月7日 更新

Analyzes remote access trojan command-and-control by mapping the RAT command set, identifying the C2 transport and beacon parameters, and cataloging operator capabilities from static strings and config. Activates for requests to analyze RAT C2, map a trojan command handler, or identify remote-access capabilities and C2 transport.

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。

meltedinhex/analyst-ai-pack222026年7月7日 更新

upgrade

無料

Guide users through `pulp upgrade` — discover new CLI releases, interpret migration notes for the hop they're performing, and apply breaking-change fixes (CMake macro renames, API surface changes, config file moves). Handles "upgrade pulp", "what's new", "migrate my project", "show breaking changes", and the `/upgrade` slash command. Pairs with the embedded migration index shipped in the CLI binary.

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。

Generous-Corp/pulp222026年10月17日 更新

Maintain Pulp's macOS Intel (x86_64) portability lint and CI tiering — the PULP_INTEL_CANARY configure gate, intel_canary_lint.py + its allowlist, and the Tier 0-3 workflows (build.yml canary step, intel-portability.yml, nightly-intel.yml, release-cli.yml universal gate). Use when touching cross-arch build wiring, arch-gated SIMD, or Intel CI.

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。

Generous-Corp/pulp222026年10月17日 更新

ios

無料

iOS platform development for Pulp — iPhone/iPad AUv3 app extensions, iOS Simulator builds, UIKit window host, CoreAudio IO audio, touch & Apple Pencil input, XcodeBuildMCP automation. Covers configure, build, deploy to simulator/device, and the gotchas discovered during iOS bringup.

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。

Generous-Corp/pulp222026年10月17日 更新

moonbase

無料

Optional Moonbase license-activation integration for Pulp — load-bearing compile settings, OpenSSL-at-configure caveat, the moonbase-pulp User-Agent contract, audio-thread gating + click-free fade, async start/pump, the interactive native (no-WebView) activation editor (frame-tick polling + the don't-rebuild-mid-event trap), loadable plugin/standalone formats, and headless screenshots.

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。

Generous-Corp/pulp222026年10月17日 更新

Configure, implement, and test Pulp's optional desktop Ableton Link tempo-sync adapter while preserving the developer-supplied SDK, licensing, realtime, latency-compensation, and no-install boundaries.

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。

Generous-Corp/pulp222026年10月17日 更新

Automate setup, configuration, execution, monitoring, and troubleshooting of AutoResearchClaw — the 23-stage autonomous research pipeline that generates conference-grade papers. Use when the user mentions ResearchClaw, wants to write a research paper autonomously, needs to set up or debug the pipeline, or says research paper, autonomous research, or paper generation.

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。

OthmanAdi/researchclaw-skill222026年4月8日 更新

Guide users to configure local Chanjing credentials safely via local commands only, and validate local token status when needed.

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。

chanjing-ai/chan-skills222026年8月19日 更新

stata

無料

Use this skill whenever the user asks to run Stata commands, estimate econometric models, work with .dta files, run a .do file, generate Stata output, or do any statistical analysis where Stata is involved. Also trigger when the user mentions Stata variables, Stata syntax, or econometric tasks where Stata is the natural tool, including regressions, IV estimation, diff-in-diff, RDD, panel data, clustering, summary statistics, and margins. Stata runs through pystata on StataNow 19.5 BE; configure once with stata_setup, then drive everything with stata.run() and exchange data directly with pandas. Prefer this skill over subprocess calls or .do-file shelling for Stata work, including cases where the user does not say pystata.

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。

kennethkhoocy/applied-micro-skills222026年9月5日 更新

Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.

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。

datit309/supergraph222026年10月15日 更新

Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.

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。

datit309/supergraph222026年10月15日 更新

Scaffold the test framework and CI/CD pipeline for the project's engine. Creates the tests/ directory structure, engine-specific test runner configuration, and GitHub Actions workflow. Run once during Technical Setup phase before the first sprint begins.

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-studio222026年7月8日 更新

Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.

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-studio222026年7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-studio222026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-studio222026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-studio222026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-studio222026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-studio222026年7月8日 更新

Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.

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-studio222026年7月8日 更新

Unity ScriptableObject patterns for data management, configuration, and runtime systems.

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-studio222026年7月8日 更新

Unity 6 platform targeting and build guide. Use when building for specific platforms, configuring build profiles, using platform scripting defines (#if UNITY_IOS, #if UNITY_ANDROID), optimizing for mobile, WebGL, or consoles, working with Addressables/asset bundles, or choosing between IL2CPP and Mono. Based on Unity 6.3 LTS documentation.

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-studio222026年7月8日 更新