Inspect macOS signing, entitlements, and Gatekeeper issues. Use when diagnosing code signing, sandbox, hardened runtime, or trust failures.
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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Inspect macOS signing, entitlements, and Gatekeeper issues. Use when diagnosing code signing, sandbox, hardened runtime, or trust failures.
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。
Triage macOS tests across Xcode and SwiftPM. Use when narrowing failures, explaining assertions or crashes, or separating setup from regressions.
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 a user asks to debug or fix failing GitHub PR checks that run in GitHub Actions. Uses `gh` to inspect checks and logs, summarize failure context, draft a fix plan, and implement only after explicit approval. Treats external providers (for example Buildkite) as out of scope and reports only the details URL. Do NOT use for addressing PR review comments (use gh-address-comments) or general CI outside GitHub Actions.
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。
Evidence-first pull request judge that reviews a PR and posts one consolidated GitHub review with inline comments via the gh CLI. Runs the repo's own deterministic checks first, researches current official docs before any claim about external libraries or APIs, then reviews correctness, security, structural quality (code judo, spaghetti growth, file-size limits), and AI slop including useless code comments. Every finding must carry evidence, every comment passes a deterministic noise gate before posting, and the verdict (APPROVE, COMMENT, REQUEST_CHANGES) is weighed by findings. Use when asked to review a PR, judge this PR, review this branch or diff before merge, run the-judge, "revise esse PR", "faca o code review", or "julgue esse PR". Do NOT use for reviewing prose or documents, fixing CI failures, resolving merge conflicts, writing the fix itself, or responding to review comments (use gh-address-comments).
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。
Monitor Nx Cloud CI pipeline status and handle self-healing fixes automatically. Use when user says "watch CI", "monitor pipeline", "check CI status", "fix CI failures", or "self-heal CI". Requires Nx Cloud connection. Do NOT use for local task execution (use nx-run-tasks) or general CI debugging outside Nx Cloud.
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。
Technology-agnostic guidance for modular systems: bounded contexts, clear boundaries, composability, state isolation, explicit contracts, failure containment, scaffolding workflows, split/merge criteria, sub-units inside a context, and compliance review signals. Use when designing or reviewing module structure, service boundaries, package layout, cross-cutting dependencies, "how should we split this?", modularity assessments, coupling between domains, greenfield context design, or architecture discussions without assuming a specific framework, language, or repository layout. Do NOT use for executing the full Patterns 1–5 repo decomposition pipeline or per-pattern inventories (use modular-decomposition), phased extraction roadmaps as the main deliverable (use decomposition-planning-roadmap), or end-to-end legacy migration strategy (use legacy-migration-planner).
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。
**MANDATORY prerequisite** — you MUST invoke this skill BEFORE every `use_figma` tool call. NEVER call `use_figma` directly without loading this skill first. Skipping it causes common, hard-to-debug failures. Trigger whenever the user wants to perform a write action or a unique read action that requires JavaScript execution in the Figma file context — e.g. create/edit/delete nodes, set up variables or tokens, build components and variants, modify auto-layout or fills, bind variables to properties, or inspect file structure programmatically.
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。
Investigate Stripe payment failures and unexpected outcomes from exact object IDs, lifecycle state, events, amounts, currency, refunds, and dispute evidence.
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。
Build the effects of an ice and frost skill as one visual language in Three.js. Frost that grows like real frost, not a painted fern: a dendritic tree grown on the CPU from a seed point, stems racing outward with barbs and sub-barbs that compete for space in one time-ordered queue, side branches leaned toward their tips, baked into a distance field so the shader draws hairline feathers growing out from the seed with a bright tip, rime, crystal glints and a contact shadow. Faceted ice spikes built from half-spaces and ray-traced against their own planes (Snell, Fresnel, total internal reflection, Beer-Lambert blue, trapped bubbles, a fracture network, frosted edges) that erupt along the frost line, crack along visible planes and shatter into convex pieces that tumble, land on a face and rest, with snow lumps and ice chips settled into the crust. A low freezing mist marched as wind-stretched banks that churn in place and part around the ice, a blizzard column of powder on helical strands with a fibrous veil, glinting diamond dust, and a scanned snow floor with dunes, broken crust, a raking moon with self-shadow and two populations of glints. Use for ice or frost skills, frost novas, ice spikes or walls, glacial eruptions, shattering ice, blizzards, snow devils, freezing mist, frozen ground, "ice and frost", "frost creep", "ice shards", "realistic ice" or "skill effects only". Includes two reusable modules and a five-beat demo on a scanned CC0 snow floor with a failure-mode switch.
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。
Build the effects of a water and crystal skill as one visual language in Three.js. Water that reads as clear water, never a teal fill or a textured ball. A ray-marched water orb whose surface swells, rings and deforms in place: it refracts the frame behind it with an inverted horizon, has a silver rim and sharp highlights, and shows a faint caustic web on its far wall. Streams wound up from tide pools as uneven beaded ropes with silver edges, drips and shed drops. A lash that unspools from the orb, whips and pours into a pool under a torn, lopsided splash crown of aerated white water with spikes breaking into drops. Analytic ripple rings and rain on the pools. Crystals traced against their own half-space planes (Snell, Fresnel, total internal reflection, exit dispersion, Beer–Lambert, fracture discs, a white-hot root glow and a resonance band that climbs the stone), growing out of the water in a draining veil, then shattering into Voronoi shards that fall, tumble and rest with real contact on a heightfield. Caustics on the pool floor, and a moonlit tidal rock flat: rock banks traced from target images onto a world grid, flat mirror pools, a moon-glitter column of micro-facet glints, and a moon disc with maria. Use for water or ice-crystal skills, water orbs or bubbles, water whips, jets or tentacles, splash impacts, tide pools, rain, crystal growth or eruption, crystal resonance, shattering glass or quartz, caustics, wet-stone night scenes, moon reflections on water, "water and crystal", "hydro", "clear water VFX", "crystal shatter" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 low-tide floor with failure-mode switches.
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。
Build the effects of a close-combat energy skill as one visual language in Three.js. Lightning that reads as lightning, dynamic but never in your face: trees of strips (trunk, forks of forks, hair-fine branchlets) with a fine white core in a violet-blue glow, each channel reaching out as a stepped leader, flaring as it connects, holding its shape and fading through an afterglow, one discharge at a time; a storm-cloud orb (a lit billow surface that churns in place, 10-15 plasma-globe arcs from a small white core to its inner wall, crawlers on the rim, a hairline fresnel); ground strikes that flash when the leader arrives, crawl along the stone's own cracks and reflect in wet stone (the demo's floor is a scanned CC0 texture); a torn black shadow with dry-brush edges that hangs off the orb and streams behind it, air bursts felt as refraction, orange sparks, fractured rocks that land or float in a storm domain, and impact frames that hold, invert in two-tone ink with tapered speed lines, shake and bend the lens, limited to three flashes a second. Use for anime or dark-fantasy skill effects, lightning or thunder fists, plasma or energy balls, charge-ups, dashes with shadow trails, ground strikes, storm or domain rings, ultimates, hit-stop, impact frames, negative flashes, screen shake, "black lightning", "thunderstorm fist", "realistic lightning", "afterimage" or "skill effects only". Includes a reusable module and a five-beat demo with failure-mode switches.
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。
Build the effects of a fire skill as one visual language in Three.js. Flames that read as fire, not as orange fog or cones: ray-marched flame volumes whose turbulence rises with buoyancy (slow at the root, accelerating and stretching as it climbs) instead of scrolling, a temperature ramp from a white-hot core a little above the fuel through yellow and orange to deep red tips, broad brighter licks inside, walls of fire broken into clumps of separate tongues of very different heights with notches between them and licks that detach and go out, a fire whirl wound in helical sheets with a waist and a blue root; charcoal smoke drawn premultiplied over the frame and lit only by the fire (cauliflower billows for a burst, a thin streaked curtain off a grass-fire front, fibrous wisps off small fires, ragged hot cracks inside a burst's smoke); embers and sparks that drift on a curl field, cool from white through orange to red and fall as ash; heat haze as refraction; firelight shared with the world; a world-space heat map that makes the ground's needles smoulder as hairlines and its pockets breathe; and gentle ink impact frames limited to three flashes a second. Use for fire or flame skills, fireballs, fire waves or breath, rings of fire, fire tornadoes or whirls, burning ground, wildfire fronts, smoke columns, embers, smouldering aftermath, "fire and smoke", "realistic fire", "flame thrower", "inferno", "burning field" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 burned-ground floor with failure-mode switches.
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。
Connect GenLayer Intelligent Contract decisions to ERC-7710-style delegated authority. Use when an agent needs to design the interface, message schema, relayer/bridge path, EVM revocation controller, constraint updates, proof/finality assumptions, and failure handling that turn a GenLayer agent-performance review into ERC-7710 revocation or policy changes.
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 building, editing, validating, testing, or debugging an n8n workflow through the n8n-mcp MCP server — designing a flow, configuring a node, writing an expression or Code node, wiring credentials, or fixing one that misbehaves. The entry-point skill for the n8n-mcp-skills pack: it routes you to the right specialist skill, gives working knowledge of every n8n-mcp tool from turn one, and states the rules that keep workflows from breaking in production. Always consult it first on any n8n, workflow, node, or automation task — even a quick one-off, and even when the user names no skill — because n8n's surface drifts between versions and the specialist skills prevent silent failures.
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。
Investigate intermittent Pinot test failures in GitHub Actions and report evidence and likely causes.
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 runtime and application failures.
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。
Template for skills that integrate with an MCP server. Demonstrates the reference file pattern: Claude reads a domain-specific MCP cheatsheet before making any tool calls, reducing query failures caused by server-specific gotchas. Fork this skill and replace the Sentry example with your target MCP.
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。
Four-phase debugging methodology with root cause analysis. Use when investigating bugs, fixing test failures, or troubleshooting unexpected behavior. Emphasizes NO FIXES WITHOUT ROOT CAUSE 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。
Develop, adapt, review, test, and troubleshoot Nexent external memory provider plugins, including plugin.yaml manifests, searchable and ingestible provider protocols, error mapping, network-isolated unit tests, deployment configuration, and Mem0-based examples. Use when adding a new external memory vendor, changing an existing memory plugin, validating partner adapters, or diagnosing plugin discovery, authentication, retrieval, ingestion, or CI failures.
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 durable, resumable workflows using Vercel's Workflow DevKit. Use when building workflows that need to survive restarts, pause for external events, retry on failure, or coordinate multi-step operations over time. Triggers on mentions of "workflow", "durable functions", "resumable", "workflow devkit", or step-based orchestration.
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 diagnosing PPT Skill setup or failures involving source parsing, Playwright or Chromium rendering, HTML-to-PPTX export, Workbench startup, or bundled search and image-tool configuration.
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。
ALWAYS USE when asked to fix, rewrite, update, improve, modernize, show corrected code for, or explain existing MSTest tests or MSTest-specific configuration. Use for "review" when corrected code or edits are wanted, even for one pasted assertion or passing tests with bad failure output. Covers expected/actual labels; generic Boolean, collection, string, numeric, null, identity, exception, hard-cast, and object[] checks; TestContext/lifecycle; timeout/cancellation; OS/CI conditions, retry, cleanup, parallelization, MSTest.Sdk project setup, and MSTESTxxxx. Honor the installed MSTest version. DO NOT USE to design new test cases (code-testing), perform report-only audits, create project files rather than explain MSTest setup, run tests, migrate frameworks, or handle non-MSTest/non-.NET 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。
Use this skill before answering, planning, or editing any MSTest 3.x-to-4.x upgrade or post-upgrade failure. Triggers include "MSTest v4 breaking changes"; CS0507/CS0103/CS1061/CS1615; ExecuteAsync, CallerInfo, DisplayName, or custom TestMethodAttribute; ClassCleanupBehavior; ContainsKey; ThrowsExactly or ExpectedException; IsInstanceOfType out parameters; TestTimeout.Infinite; ManagedType; net6/net7 compatibility; TestCase.Id history; TestName in ClassInitialize; TreatDiscoveryWarningsAsErrors; discovery errors after a clean build; and MSTest.Sdk/MTP or vstest.console discovery changes. Do not use for v1/v2-to-v3 leftovers, framework conversion, runner-only migration, or a general .NET upgrade.
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 only for MSBuild failure investigation, build-performance analysis, or review of existing build XML/extension contracts. A plan to convert a working legacy/non-SDK project to SDK style or migrate packages.config is a project-system migration, NOT a build-file review: do not activate, even to check scope. Framework/API upgrades are also excluded. Activate for advisory Import/Exists hook and NuGet packed-import questions even without a checkout or failed build; .csproj/.fsproj/.vbproj/.props/.targets conditions; custom-target inputs/outputs; .binlog capture/replay; failing dotnet build/restore/pack/publish or MSBuild-based test builds; slow evaluation, compilation, copying, or no-change builds; and controlled timing comparisons. Exclude SDK installation alone, C# refactoring, runtime profiling, assertions after successful builds, and non-MSBuild builds.
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。