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cccskills

「attack」の検索結果

1,088 件 ・ 関連度順

概要と使いどころ

Harden AI/LLM deployments against prompt injection, data exfiltration, model theft, and supply chain attacks. Covers input validation, output filtering, access control, model API security, and compliance controls for production AI 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。

BagelHole/DevOps-Security-Agent-Skills1,1592026年5月22日 更新

GitHub Actions security review for workflow exploitation vulnerabilities. Use when asked to "review GitHub Actions", "audit workflows", "check CI security", "GHA security", "workflow security review", or review .github/workflows/ for pwn requests, expression injection, credential theft, and supply chain attacks. Exploitation-focused with concrete PoC scenarios.

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。

getsentry/skills1,0492026年10月13日 更新

Inspects and configures the web application firewall (WAF) in front of a Power Pages production site. Lists the current state, recommends enabling protection when it is off, and walks the user through adding, updating, or removing custom rules — IP blocks, country blocks, path blocks, and rate limits. Use when the user wants to turn on WAF, block traffic by IP or country, rate-limit login or signup pages, protect pages from brute-force attempts, restrict access to specific paths, review the current firewall configuration, or asks "is my site protected against bots / common web attacks?" — even if they say "add rate limit" or "protect login page" without mentioning "firewall" or "WAF".

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-skills1,0012026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/skills9982026年10月13日 更新

Use when building gameplay systems in Godot 4.7: enemy AI that patrols, chases and attacks, state machines, behavior trees (LimboAI), NavigationAgent3D pathfinding and avoidance for 100 to 1000 enemies, 'agents stack up' or 'path is empty', hitbox and hurtbox combat, fast bullets going through walls, save and load, inventory, quests, dialogue (Dialogue Manager), input remapping, procedural dungeons, or measuring agent counts and frame time headless.

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/skills9982026年10月13日 更新

Use when building or debugging Unity gameplay systems: enemy AI that patrols, chases and attacks, NavMesh baking and agents (AI Navigation 2), feet sliding on agents, state machines or behavior trees, physics projectiles that tunnel, the physics spiral, layers and the collision matrix, CharacterController vs Rigidbody characters, object pooling, 'hundreds of enemies', DOTS, Burst or Jobs decisions, Netcode for GameObjects multiplayer, audio mixers, snapshots, volume sliders and 3D combat sounds.

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/skills9982026年10月13日 更新

Use when animating 2D game art with Scenario: walk, idle or attack cycles in 4 or 8 directions, isometric sprite sheets, animated GIFs, frame-by-frame pixel art animation, VFX loops such as fire or smoke, looping a sprite seamlessly, animating an existing character image, a full animation sheet from one prompt, extracting animation frames from a generated video, or slicing a sprite sheet into engine-ready frames for Unity, Godot, or Unreal. Keywords: spritesheet, keyframes, frame grid, GIF.

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/skills9982026年10月13日 更新

Use when making the art for a side-scroller or 2D platformer: side-view pixel-art sprite sheets for a hero and ground enemies (run, walk, idle, attack, hurt cycles, air spin, jump and fall poses) and per-level layers (parallax background and midground, seamless wall texture, platform strip, props). Also use when a magenta key eats part of a sprite, a walk loop will not close, a slash trail keys into a solid block, generated textures do not tile, or poses on one sheet will not split.

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/skills9982026年10月13日 更新

cso

無料

Infrastructure-first security audit across 14 phases: attack surface mapping, secrets archaeology (git history), supply chain analysis, CI/CD pipeline security, LLM/AI threat detection, OWASP Top 10, STRIDE threat modeling. Confidence gates, exploit scenarios, parallel verification, trend tracking. Read-only.

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/companies9192026年3月24日 更新

This skill should be used when the user asks to "analyze logs for threats", "detect suspicious activity", "scan for brute force attempts", "identify injection attacks", or "audit access patterns for anomalies".

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。

borghei/Claude-Skills9072026年10月7日 更新

redteam

無料

Use when the user wants to test their LLM/agent application for safety and security vulnerabilities — jailbreaks, prompt injection, PII extraction, harmful content generation, or evaluator gaming. Also use when the user mentions security testing, adversarial testing, red teaming, safety evaluation, ASR (Attack Success Rate), or "is my app safe to deploy." Outputs ASR paired with over-refusal rate and an audit document.

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/OpenJudge8762026年9月11日 更新

Assesses a legal argument, submission, or piece of structured reasoning from the perspective of a judge reading it cold under time pressure. Produces a structured seven-part assessment: what the case appears to be about, immediate points of confusion, what feels strong, what feels weak, what is assumed but unproved, a provisional confidence level (low/medium/high), and what would be needed to persuade. The skill does not rewrite, improve, or attack the argument — it tells you how it actually lands on a sceptical, experienced reader with no prior context. Works on skeleton arguments, witness statements, letters before action, position statements, academic articles, and non-legal structured reasoning.

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-skills8642026年10月3日 更新

Complete prep for all three scored components of the California Bar Exam: the five written ESSAYS (13 subjects — Business Associations, Civil Procedure, Community Property, Constitutional Law, Contracts, Criminal Law & Procedure, Evidence, Professional Responsibility, Real Property, Remedies, Torts, Trusts, Wills & Succession), the PERFORMANCE TEST, and the multiple-choice MBE (7 subjects). Trigger whenever someone is studying for the California bar (or the MBE) and says things like: "give me the rule for [issue]", "big issues in [subject]", "drill/quiz me on [topic]", "MBE questions on [subject]", "teach me [doctrine]", "build an attack outline", "grade my essay", "memorizable paragraph for [issue]", "performance test approach", or "make a study plan" — or names any tested essay/MBE subject in a study, memorization, drilling, or practice-question context. Also trigger when a student uploads a practice essay, PT, or question set to be graded or turned into rule blocks. When in doubt during bar prep, trigger.

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-skills8642026年10月3日 更新

Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue.

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-Skills8502026年10月14日 更新

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。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_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。

thedivergentai/Game-Dev-Agentic-Skills8502026年10月14日 更新

Expert blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_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。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新

Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue.

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-Skills8502026年10月13日 更新

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。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新

Use when a brand faces a communications CRISIS or a campaign is failing in public — L1 to L5 severity classification, a first-four-hours process, response templates by type, an escalation matrix, a do-not-do list, holding statements, and a post-mortem. Trigger on 'PR crisis', 'crisis playbook', 'a complaint is going viral', 'bad reviews are spreading', 'our content caused backlash', 'we are getting attacked online'. Also use when the user forwards an angry thread and asks what to do right now. Not for — monitoring before anything blows up, see `15-social-listening-global`; diagnosing weak performance numbers, see `03-performance-eval-global`; the routine post-campaign review, see `63-campaign-retrospective-global`.

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。

minhnv0807/ai-business-skills6132026年9月12日 更新

Use when the user needs to understand competitors — direct, indirect, and substitute tiers, positioning map, SWOT, ad and content benchmark, pricing comparison, and the market gap to attack, using SimilarWeb, Ahrefs, Semrush, and the Meta Ad Library. Trigger on 'competitor research', 'competitive analysis', 'what are competitors running', 'who else sells this', 'why do people pick them over us', 'benchmark us against the market'. Also use when the user sends a competitor link and asks for an opinion. Not for — understanding the customer rather than the rival, see `09-customer-insight-global`; turning difference into a statement, see `58-positioning-global`; paid targeting, see `51-audience-research-global`.

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。

minhnv0807/ai-business-skills6132026年9月12日 更新

Use for authorized Active Directory and Windows identity attacks including Kerberos, AD CS, BloodHound paths, NTLM relay, and domain privilege escalation research.

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。

coco-research/coco5962026年10月13日 更新

arena

無料

Make 100 versions of Claude fight to the death over one task. Spins up N sub-agents (default 100, --quick for 16), gives every one the exact same task plus a different strategy card (reasoning mode, workflow, strategy), then runs a single-elimination bracket: they attack each other's solutions, defend and revise, and a judge scores every match on a written rubric until one solution survives. Use when the user is not satisfied with an answer, calls it a bad answer, says try again or do better, says "arena", or asks to make them compete.

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。

Jakeschincariol/arena-skill5642026年9月27日 更新

Create a repository-grounded AppSec threat model covering assets, trust boundaries, attackers, abuse paths, and mitigations. Use only for explicit threat-modeling requests, not general architecture or code review.

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。

waybarrios/opencode-power-pack5382026年10月12日 更新