When the user wants to choose or execute third-party platform SEO (high-authority sites for rankings or backlinks). Also use when the user mentions "parasite SEO," "parasitic SEO," "barnacle SEO," "hosted content," "third-party publishing," "Medium SEO," "Reddit SEO," "GitHub parasite SEO," "LinkedIn Pulse SEO," "high-authority platforms," "distributed authority," "borrow domain authority," or "rank without own website." For GitHub-specific playbooks, use github. For Medium.com posts, use medium-posts. For Grokipedia, use grokipedia-recommendations. For AI answer-engine visibility (not platform selection), use generative-engine-optimization.
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。
kostja94/marketing-skills☆ 1,0352026年10月6日 更新
Internal implementation skill invoked by /add-native for camera, image picker, barcode scanner, QR scanner, and camera/gallery Dataverse artifact workflows.
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。
microsoft/power-platform-skills☆ 1,0012026年10月14日 更新
Public entry point for native device capabilities and native controls — camera, image picker, barcode/QR scanner, document picker, file picker, secure storage, file system, sharing, haptic feedback, PDF generation/viewing, pen/signature capture, background GPS/geolocation tracking, or supported local file workflows — in a Power Apps mobile app. Also owns routing to internal camera/PDF/pen/geolocation implementation helpers and the guidance boundary between native wrappers and Dataverse File/Image host controls.
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。
microsoft/power-platform-skills☆ 1,0012026年10月14日 更新
Use when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI Toolkit or mixing both; 'UI scales wrong on phones', portrait to 4K, Canvas Scaler, anchors, layout groups collapsing, sort order, UXML/USS, data binding, TextMeshPro or UI Toolkit fonts missing glyphs, localized menus, gamepad navigation, UI draw calls, canvas rebuild spikes, UI tests, or capturing UI to check it.
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。
scenario-labs/skills☆ 9982026年10月14日 更新
Use when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication, RepNotify, save games, World Partition state; "Blueprints are slow", Tick, casts and hard references; "ability won't activate", "enemy ignores the player"; or writing automated gameplay tests with injected input.
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。
scenario-labs/skills☆ 9982026年10月14日 更新
Use when building or fixing game UI in Godot 4.7: main menu, settings screen, HUD (health bar, ammo, minimap frame), Control layout, containers, anchors, themes in code, 'UI scales wrong on phones', 'text too small on 4K', notch or safe area, stretch mode and aspect, gamepad or keyboard menu navigation, focus lost, input rebinding screen, localization (CSV, PO, tr_n plurals, Arabic RTL, CJK fonts, pseudolocalization), screen reader accessibility, UI scale slider, or clicks not reaching the game.
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。
scenario-labs/skills☆ 9982026年10月14日 更新
Reference for the `odu` runner — how to invoke a full pipeline, a single recipe, or a platform-pinned node, and how to attach to a live run, from a project whose CI odu runs. Trigger when the user asks to "run CI", "run the pipeline", "re-run a check", to run named lanes or recipes (e.g. "run fmt and nix", "just the e2e lane", bare selectors like `fmt`/`nix`/`e2e`), or names a recipe by `<recipe>@<platform>`. This skill — not a repo's local `just ci` / `just <recipe>` — is how an odu-run request is served.
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。
srid/emanote☆ 9642026年7月26日 更新
Run an automated codex⇄Claude debate to consensus — no round cap, no deadlock exit. Two explicit subcommands. `review` (also the bare/back-compat default) — codex (reviewer) critiques the current diff and a Claude subagent (author) fixes/disputes, looping until they agree. `answer` — Claude and codex each answer a freeform prompt in parallel, then cross-check until they agree, and a unified answer is returned. Use when the user types `/codex-debate`, asks to "have codex review this", "run the codex debate", "review this PR with codex", "argue this with codex until you agree", or passes a question to "have Claude and codex debate/answer until they agree".
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。
srid/emanote☆ 9642026年7月26日 更新
Develops firmware for microcontrollers, implements RTOS applications, optimizes power consumption for STM32, ESP32, FreeRTOS, and bare-metal 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。
paperclipai/companies☆ 9192026年3月24日 更新
Builds CLI tools with argument parsing, interactive prompts, progress bars, spinners, and shell completion scripts using commander, click, typer, or cobra.
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。
paperclipai/companies☆ 9192026年3月24日 更新
Reviews animation and motion code against a high craft bar derived from Emil Kowalski's design engineering philosophy. Default to flagging; approval is earned.
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。
AgentWorkforce/relay☆ 8832026年10月14日 更新
Run fable-mode execution discipline on Claude Haiku. Routes the task to the @fable-worker-haiku agent, whose definition carries the staged loop with tightened verification (no bare "unverified" allowed) and an escalate-don't-improvise rule. Trigger when the user explicitly asks for thorough/systematic handling run cheaply or fast ("fable on haiku", "deep work mode but cheap", "stage this on haiku"). For bulk mechanical work. Do NOT use for tasks needing synthesis — benchmark note: at n=1 the skill's effect on Haiku swung both directions (+25 / −17); route quality-critical work to fable-sonnet instead.
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。
mrtooher/fable-mode☆ 8752026年10月13日 更新
Verification-first methodology for the Special Tribunal for Lebanon. Citations are verified against the STL legacy archive and legal-tools.org. Covers the Ayyash et al. case, the two contempt cases (STL-14-05 New TV/Al-Khayat and STL-14-06 Akhbar Beirut/Al-Amin), and the 2011 terrorism decision. Research aid, not legal advice. Part of the open-source "Skills for International Justice" library — methodology: github.com/jeannesulzer/international-criminal-tribunals-skills
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。
lawve-ai/awesome-legal-skills☆ 8642026年10月3日 更新
Restructure any rough build, research, or legal-drafting request into an IRAC-shaped prompt — Issue, Rule, Analysis, Conclusion — optimized for a frontier model. It's the bar-exam framework, repurposed as prompt engineering. The skill leads with the issue and ends with the conclusion (where models weight attention most), forces you to name your constraints and non-goals, and specifies what "good" looks like before a single token is generated. Use it before any non-trivial build, or whenever a vague ask deserves a precise brief.
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。
lawve-ai/awesome-legal-skills☆ 8642026年10月3日 更新
Use this skill when asked about Icelandic employment law, labour relations, workplace rights, or collective agreements. Triggers on questions about hiring, termination, working conditions, parental leave, trade unions, collective bargaining, workplace safety, or the Félagsdómur labour court in Iceland.
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。
lawve-ai/awesome-legal-skills☆ 8642026年10月3日 更新
Complete sanctions and export control analysis tool — individual designations, sectoral sanctions, dual-use goods, payment systems (SWIFT/USD), and extraterritorial regimes (EAR/ITAR/ FDPR US, ECL China). Triggers: "is X sanctioned?", "can I do business with X?", "can I sell Y to Z?", "pétrole Russie", "biens à double usage", "gel des avoirs", "sanctions internationales", "liste OFAC", "liste UE", "double usage", "embargo", "licence d'exportation", "SWIFT", "paiement en dollars", "US goods", "FDPR", "EAR", "ITAR", "BIS", "ECL chine", "no re-export clause", "sanctions sectorielles", "puis-je travailler avec X?", or any transaction involving a foreign person, product, sector, destination country, or payment in USD/EUR. Always adapt to user profile. Always run for any sanctions or export control query — even vague or exploratory ones.
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。
lawve-ai/awesome-legal-skills☆ 8642026年10月3日 更新
Glassmorphic icon buttons that lift and glow on hover — a tactile toolbar or social row. Use for a small row of actions. Flat under prefers-reduced-motion.
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。
nexu-io/motion-anything☆ 8632026年7月7日 更新
Design a Concrete-Pictorial-Abstract learning sequence for a mathematical concept using manipulatives. Use when teaching maths through Singapore method or when students struggle with abstraction.
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。
GarethManning/education-agent-skills☆ 8562026年8月29日 更新
Map curriculum connections across multiple subjects for a real-world problem or authentic context. Use when planning cross-curricular projects or connecting content to real issues.
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。
GarethManning/education-agent-skills☆ 8562026年8月29日 更新
Tier vocabulary from a text or topic into everyday, academic, and technical categories with teaching priorities. Use when pre-teaching vocabulary or identifying language barriers in a text.
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。
GarethManning/education-agent-skills☆ 8562026年8月29日 更新
Analyse the language demands of a classroom task to identify barriers for EAL and multilingual learners. Use when adapting tasks, planning support, or assessing linguistic accessibility.
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。
GarethManning/education-agent-skills☆ 8562026年8月29日 更新
Expert blueprint for educational games including gamification loops (learn/apply/feedback/adapt), progress tracking (student profiles, mastery %), adaptive difficulty (target 70% success rate), spaced repetition, curriculum trees (prerequisite system), and visual feedback (confetti, XP bars). Use for learning apps, training simulations, or edutainment. Trigger keywords: educational_game, gamification, adaptive_difficulty, spaced_repetition, student_profile, curriculum_tree, mastery_tracking.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8502026年10月14日 更新
Expert blueprint for educational games including gamification loops (learn/apply/feedback/adapt), progress tracking (student profiles, mastery %), adaptive difficulty (target 70% success rate), spaced repetition, curriculum trees (prerequisite system), and visual feedback (confetti, XP bars). Use for learning apps, training simulations, or edutainment. Trigger keywords: educational_game, gamification, adaptive_difficulty, spaced_repetition, student_profile, curriculum_tree, mastery_tracking.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Audit a project's infrastructure and SaaS stack, then produce a cost report showing what the user currently pays and what they would save by consolidating onto Temps (self-hosted or Temps Cloud). Detects hosting platforms (Vercel, Netlify, Railway, Render, Heroku, Fly.io), analytics (PostHog, Plausible, Mixpanel, Amplitude, Fathom), error tracking (Sentry, Bugsnag, Rollbar, Honeybadger), session replay (LogRocket, FullStory, Hotjar, Highlight), uptime monitoring (Pingdom, UptimeRobot, Better Stack, Checkly), managed databases (Supabase, Neon, PlanetScale, MongoDB Atlas, Upstash, RDS), and transactional email (SendGrid, Postmark, Resend, Mailgun) from dependencies, config files, and env var names. Use when the user wants to: (1) Know how much they would save by switching to Temps, (2) Audit their SaaS/infrastructure spend, (3) Compare their current stack's cost against self-hosting, (4) Decide whether Temps is worth it, (5) Build a business case for consolidating tools. Triggers: "how much would I save", "temps savings", "cost comparison", "audit my stack", "am I overpaying", "saas spend", "calculate savings", "is temps cheaper".
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。
gotempsh/temps☆ 8402026年10月14日 更新