clawteam
無料Multi-agent team orchestration CLI for spawning agents, managing tasks, and coordinating work through mailbox messaging and git worktree isolation
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
Multi-agent team orchestration CLI for spawning agents, managing tasks, and coordinating work through mailbox messaging and git worktree isolation
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。
Multi-agent DAG orchestration for workflows where AI agents collaborate via dependency graphs, covering agent spawning, output merging, and quality evaluation. Use when a task needs multiple specialized agents or to parallelize AI work.
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 canonical way to run agent-relay - self-bootstrap the local broker and autonomously spawn, monitor, and coordinate a team of worker agents without human intervention. Covers infrastructure startup, agent spawning, lifecycle monitoring, message-based reading via the relay MCP, and team coordination.
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。
Automatic final verification pass on completed deliverables. Runs at the end of every fable-mode run — those skills invoke it before delivery. Also triggers when the user says "double check this". Uses a panel of fresh checker agents when spawning is authorized (otherwise a cold self-check) to verify the finished output — not to redo the task. Any FAIL gets fixed and re-checked before delivery.
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。
Expert blueprint for scene loading, transitions, async (background) loading, instance management, and caching. Covers fade transitions, loading screens, dynamic spawning, and scene persistence. Use when implementing level changes OR dynamic content loading. Keywords scene, loading, transition, async, ResourceLoader, change_scene, preload, PackedScene, fade.
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。
Expert blueprint for Battle Royale games including shrinking zone/storm mechanics (phase-based, damage scaling), large-scale networking (relevancy, tick rate optimization), deployment systems (plane, freefall, parachute), loot spawning (weighted tables, rarity), and performance optimization (LOD, occlusion culling, object pooling). Use for multiplayer survival games or last-one-standing formats. Trigger keywords: battle_royale, zone_shrink, storm_damage, deployment_system, loot_spawn, networking_optimization, relevancy_system, snapshot_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。
Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Use when building wave-based shooters, tower defense, or arena games.
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。
Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.
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。
Bevy ECS skill for assets and scene spawning. Keywords: Bevy, AssetServer, Handle, Scene, bsn, spawn_scene.
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。
Creates one test case in Zephyr or another test-management system from an approved structured spec. Use for bulk TC creation by spawning one independent specialist per TC.
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。
Runs a multi-phase project from an orchestrating main thread that plans, routes and verifies but does not build. Defines a few long-lived workstreams, each owning a file area end to end in its own worktree, and routes every follow-up to the owning agent instead of spawning a one-off. Covers base-SHA recording, rebase-before-commit, stale-checkout detection, and shared-machine hygiene (ports, processes, measurement noise). Use when a project spans several phases or sessions with three or more agents working at once.
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 when touching Unity per-frame code, spawning, physics queries, UI updates or rendering setup - profiling with numbers, zero-GC hot paths (caching, NonAlloc queries, no LINQ/closures/boxing, TMP SetText), ObjectPool, allocation tests, Burst/Jobs for bulk math, and rendering/physics settings that cost frames.
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 this skill when the user's prompt requires (1) researching a topic across multiple sources, comparing options or alternatives, analyzing trends or history, understanding markets or industries, or reviewing literature or studies and (2) synthesizing that research into a comprehensive, narrative report. If you're planning to search the web or internal knowledge bases, consider using this skill. This skill coordinates research subagents, so use it only when you have a tool for spawning subagents (the Agent or Task tool); otherwise, research the question 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。
Orchestrates NTM tmux agent swarms and robot APIs. Use when spawning/sending panes, robot state, triaging work, locks/mail, safety, pipelines, serve, code-first/batch-verify waves, or NTM errors.
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。
Complement to alice-emacs-mods. Covers what alice does not — ghostel mastery, multi-daemon orchestration, cross-session coordination, debug/recovery harness, REPL-as-dynamical-citizen, QRTP distribution, strobe internals, and the hard-won lessons from spawning and debugging live REPLs under the server daemon. Read alongside alice-emacs-mods; together they tile the total Emacs-mod space on this machine.
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。
Claude Code subagent runtime and plugin-agent reference. Use when creating, configuring, or debugging subagent definitions, nested spawning, startup context, model precedence, or plugin field restrictions.
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。
Spawns full Claude Code peer sessions in separate terminal panes and git worktrees, real sessions rather than subagents, each with a directed task and contract brief, monitored and merged by the spawning lead. Detects the environment and uses herdr first, then tmux, then a native claude background agent. Use when work must persist or run beside the current session, needs a separate worktree or permission settings, should remain user-steerable in a visible pane, or when the user asks to spawn, hand off, or parallelize full sessions. Also spawns Codex peers into those panes. Excludes bounded consults and subagent-scale work.
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。
Reference for Claude Code Agent Teams — lifecycle, messaging, spawning, orchestration, and hooks
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。
Plan work using Mighty (mt) by creating/updating specs and recording decisions, then spawning/structuring implementation tasks. Use when asked to plan/outline/break down a change, draft a spec (feature/rule/invariant/bug), record an ADR-style decision, or turn a fuzzy request into a structured Mighty spec tree with linked tasks.
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。
Bootstrap new 33GOD ecosystem agents with standardized configuration. Use when creating new agents, spawning workers, deploying Yi nodes, or when the user says "spin up an agent", "create a new agent", "deploy a new worker", or needs a new agent for a specific pipeline role. Handles workspace creation, config injection, skill installation, provider mirroring, channel binding, and 33GOD ecosystem onboarding (GOD Docs, Plane, Bloodbank, memory).
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。
Guidelines for writing platform-specific code in Luma. Use when adding or modifying code that behaves differently on Unix vs Windows, including shell commands, file paths, process spawning, or platform-specific 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。
Platform detection and adaptive spawning for CLI vs VS Code vs other surfaces
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 Marcus multi-agent experiments with independent Claude agents in tmux panes. Use when the user says "build X with Marcus", "run a Marcus experiment", "spawn N agents with Marcus", "/marcus", or references the Marcus multi-agent framework. This skill handles experiment setup, config generation, and spawning independent Claude CLI agents that coordinate via the Marcus MCP server. Each agent runs in its own tmux pane with full autonomy. NOT for ClawTeam — this is specifically for the Marcus MCP-based multi-agent system. NOTE: "Marcus" is also the name of the MCP server that agents use for coordination. The /marcus skill launches experiments that USE the Marcus MCP server — they are complementary, not competing. The MCP server must be running before invoking this 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。
Launch Marcus multi-agent experiments with independent CLI agents in tmux panes. Use when the user says "build X with Marcus", "run a Marcus experiment", "spawn N agents with Marcus", "/marcus", or references the Marcus multi-agent framework. This skill handles experiment setup, config generation, and spawning independent agent CLI processes that coordinate via the Marcus MCP server. Each agent runs in its own tmux pane with full autonomy. NOT for ClawTeam — this is specifically for the Marcus MCP-based multi-agent system. NOTE: "Marcus" is also the name of the MCP server that agents use for coordination. The /marcus skill launches experiments that USE the Marcus MCP server — they are complementary, not competing. The MCP server must be running before invoking this skill. The Marcus MCP server is agent-agnostic; this skill supports both Anthropic's claude CLI and OpenAI's codex CLI as agent harnesses (selected via --harness).
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。