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cccskills

「nda」の検索結果

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概要と使いどころ

Execute the tasks from an already-created feature plan in .unikit/code/plans/ — read the plan manifest (the PLAN.md file in the plan folder), work through the uncompleted tasks in order, write the code, mark progress, and resume across sessions. Supports selective runs by phase or by task numbers, and continuing from where the last session stopped. Use whenever a plan exists and the user wants to build it, e.g. "implement", "implement the plan", "start coding", "execute the plan", "run the plan", "do the next task", "implement phase 3", "implement tasks 2.1 and 2.3", "continue implementation", "continue where we left off", "keep going on the feature". To create the plan first, use the planning skill — this one carries an existing plan out.

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。

NintendaDev/unikit-ai192026年10月14日 更新

Navigator and help guide for the UniKit framework — use when the user is unsure what to do next, where to start, or which unikit skill fits their situation. It diagnoses intent and points to the right skill or pipeline: starting a project, writing code, testing, planning, the spec-driven code workflow, authoring or detailing game design, finding a new mechanic, or deciding what game to build. Trigger on questions like "what do I do next", "where do I start", "how do I start coding", "how do I test my code", "how do I create the game design", "how do I detail a system", "how do I find a new mechanic", "which unikit skill should I use", "how does the code pipeline relate to game design", "I'm lost in unikit", "help me with unikit". Read-only — it explains and points to the right command, it never edits project files. For technical code research use /unikit-explore; for game-design research use /unikit-gd-explore; to initialize the framework use /unikit.

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。

NintendaDev/unikit-ai192026年10月14日 更新

Curate .unikit/MCP-RECHECK-NOTES.md — the project's log of findings about the configured engine MCP server. Four jobs: re-stamp (the server moved, so every entry is suspect), replay (reproduce a `replay: safe` finding inside a disposable sandbox to see whether it still holds), retire (offer to drop what was fixed or went upstream), and upstream (print a ready diff for the packaged INDEX.md). Use for "audit the MCP notes", "are these findings still true", "recheck the MCP traps", "clean up MCP-RECHECK-NOTES", "the server was updated — revisit the notes". Replaying mutates a live editor, so it starts by telling you how to prepare it — save your scene, open an empty one — and asks once before touching anything. Everything it creates lives under a single UNIKIT_AUDIT_<runid> prefix, is deleted in one action, and the scene is never saved. To record a NEW finding use /unikit-mcp-trap 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。

NintendaDev/unikit-ai192026年10月14日 更新

Author and own ONE content type's typed schema (the CONTENT-TYPE.md) at .unikit/gamedesign/content-types/CT-<slug>.md — the content / catalog layer of the GDD (cards, items, weapons, enemies, levels, quests, loot). Use whenever the user wants to ADD a new kind of content or UPDATE its schema, e.g. "add a new content type", "design the loot content", "define the card schema", "add an enemies content type", "add a rarity field to items", "switch this catalog to curated". Create the skeleton, fill its typed field schema (CT.fields), scale, relationships, and validation, AND revise the schema under the delta discipline (a schema change bumps the version + changelog). Selects the scale (bulk | curated) and self-registers content_types/content. This owns the content SCHEMA, not the catalog of values — adding individual entries/units is data handled in the editor, not a schema edit. To add or detail a system use /unikit-gd-system; to add a flow use /unikit-gd-flow; to apply a multi-zone edit use /unikit-gd-apply.

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。

NintendaDev/unikit-ai192026年10月14日 更新

Dispatch an explicit, user-dictated set of edits that spans TWO OR MORE zones of the GDD — the master spec, systems, content types, and flows — in one ordered pass. Writes nothing itself: it resolves each delta to its (target, zone), orders them so a system change lands before the content or flow that depends on it, delegates each to the owning skill (/unikit-gd-spec, /unikit-gd-system, /unikit-gd-content, /unikit-gd-flow), and closes with one /unikit-gd-verify pass. Use when you already know the changes and they touch more than one part of the design, e.g. "apply these GDD changes", "update the combat system and its loot and the boss flow". It also takes a /unikit-gd-review report file (applies its apply-ready bucket), and a bare /unikit-gd-apply reads the last /unikit-gd-verify output in the session. For a single-zone change call its owner directly; to research an open question use /unikit-gd-explore 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。

NintendaDev/unikit-ai192026年10月14日 更新

Enter explore mode for technical work — a thinking partner for {{engine_name}} code, architecture, and implementation decisions before you write any code. Use it to investigate a technical solution, design the architecture of a feature, choose between frameworks or libraries, compare implementation approaches, analyze how existing code or a system works, or deeply root-cause a complex bug without fixing it yet. The ultra mode adds adaptive artifacts (a C4 view, ADRs, a dependency graph) to the research folder — run it on "ultra research", "ultra explore" or "ultraresearch"; otherwise run the default. Trigger on "let's explore this technical solution", "how should we architect this feature", "which framework should we use", "run an ultra research on the save system", "investigate this error deeply". Research and analysis only — it never writes code. This is the CODE / engineering explorer — for GAME-DESIGN, GDD, mechanics, or balance research (no code) use /unikit-gd-explore.

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。

NintendaDev/unikit-ai192026年10月14日 更新

Senior {{engine_name}}/{{engine_code_language}} developer that performs direct, ad-hoc code tasks without a formal plan — and the code-execution engine other unikit skills and agents delegate to. Use it whenever the user asks to do something in code right now, e.g. "add this method to this class", "refactor this function", "write a script that does X", "change this code", "optimize this class". Phrases like "without a plan", "no plan", "just do it", or "directly" are strong signals to use this skill rather than planning. Covers writing, refactoring, optimizing, and discussing {{engine_code_language}} code and patterns (DI, ECS, MVC, state machines, event systems). For a larger multi-step feature, plan it with /unikit-plan and build it with /unikit-implement — this skill is for direct, unplanned code 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。

NintendaDev/unikit-ai192026年10月14日 更新

Learn project rules from accumulated fix patches in .unikit/code/patches/. Analyzes past mistakes, extracts prevention points, classifies each as a coding rule (→ RULES.md) or a per-skill workflow rule (→ skill-context), and proposes them for approval. Use when the user wants to turn past fixes into rules — "evolve", "evolve the rules", "learn from past mistakes", "learn from the fixes", "analyze the patches", "what rules should we add from recent fixes". Best run after several /unikit-fix sessions have left patches behind. This derives rules from accumulated patch history — to add a single rule by hand use /unikit-rules, and to promote mature RULES.md entries into the knowledge base use /unikit-memory migrate-rules.

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。

NintendaDev/unikit-ai192026年10月14日 更新

Fix a specific bug or problem in a {{engine_name}} project. Supports two modes — immediate fix or plan-first. Without arguments executes existing .unikit/code/FIX_PLAN.md. Checks {{engine_name}} compilation, suggests test coverage, and creates self-improvement patches. Use when user says "fix bug", "debug this", "something is broken", "fix the tests", "fix the errors in the tests", "read the errors in the {{engine_name}} console logs and fix the problems", or pastes an error message or {{engine_name}} console log. Also trigger when user shares a NullReferenceException, MissingReferenceException, compilation error, or any {{engine_name}}-specific error.

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。

NintendaDev/unikit-ai192026年10月14日 更新

Verify a completed implementation against the plan in .unikit/code/plans/. Checks that every task was implemented, nothing was forgotten, the code compiles, the recorded test run still matches the code, and {{engine_name}} conventions are followed. Use after /unikit-implement completes, or when the user says "verify", "check the work", "did we miss anything". For code review use /unikit-review 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。

NintendaDev/unikit-ai192026年10月14日 更新

Ideate a brand-new game concept with the user, from a blank page or a one-line hint to a finished CONCEPT card. Use it whenever the user wants to come up with a new game — whether the project has no design document yet, or already has one and they're exploring a fresh idea. Through a structured divergence/convergence dialogue it explores ideas, frames the hook, generates and scores concepts (market validation delegated to /unikit-gd-explore), and settles pillars, loops, motivation, and a pre-mortem. Trigger whenever the user wants to make or invent a game, doesn't know where to start, or gives a genre/theme hint, e.g. "let's come up with a game", "I don't know what game to make", "I want to make a roguelike", "a game about zombies", "a farming game", "help me come up with a concept". For researching or dissecting existing games use /unikit-gd-explore; to write an already-chosen concept as the master GDD use /unikit-gd-spec.

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。

NintendaDev/unikit-ai192026年10月14日 更新

Create conventional commit messages for {{engine_name}} projects by analyzing staged changes. Handles engine-specific concerns like companion file pairing, binary assets, and linking the related plan. ALWAYS use this skill when the user asks to commit, save changes, or create a commit. Trigger phrases include "commit", "create commit", "commit this", "save changes", "save my work". Even if the user simply says "commit" or asks you to commit after finishing a task — invoke this skill, do NOT commit manually via git.

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。

NintendaDev/unikit-ai192026年10月14日 更新

AI ผู้จัดการเวลา — Pomodoro, Time Block, GTD, Deep Work, Calendar Design สำหรับผู้ที่อยากควบคุมเวลาได้จริง

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。

aiunlocked1412/claude-skill-unlock192026年4月17日 更新

ที่ปรึกษาเจ้าของร้านอาหาร — menu engineering, pricing, food cost, labor cost, marketing playbook (LINE OA, FoodPanda, GrabFood)

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。

aiunlocked1412/claude-skill-unlock192026年4月17日 更新

AI Concierge โรงแรม — guest journey, recommendation matrix, request handling, complaint resolution, รองรับ guest ไทย+ต่างชาติ

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。

aiunlocked1412/claude-skill-unlock192026年4月17日 更新

AI Executive Assistant — calendar, travel itinerary, expense, briefing doc, gatekeeping email

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。

aiunlocked1412/claude-skill-unlock192026年4月17日 更新

สรุป meeting แบบมืออาชีพ — agenda, decision log, action items (owner + due date), follow-up email

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。

aiunlocked1412/claude-skill-unlock192026年4月17日 更新

AI ผู้ช่วยจัดการบ้าน — KonMari decluttering, minimalism, household schedule, maintenance calendar, inventory system

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。

aiunlocked1412/claude-skill-unlock192026年4月17日 更新

ร่างสัญญา (จ้าง/เช่า/NDA), สรุปคดี, legal memo, research กฎหมายไทย — ต้องให้ทนายตรวจก่อนใช้จริง

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。

aiunlocked1412/claude-skill-unlock192026年4月17日 更新

AI ผู้ดูแลคอมมูนิตี้ — Discord/FB Group/Line OA — onboarding, engagement calendar, moderation, crisis handling, member retention สำหรับแบรนด์และ creator ไทย

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。

aiunlocked1412/claude-skill-unlock192026年4月17日 更新

Understand what SKMTC is, how its engine works, and the architectural invariants — for agents building or extending infrastructure *around* SKMTC rather than authoring generators or running the CLI. Covers the three-phase pipeline, the host/Worker boundary, cross-generator coordination, the manifest, the attribution / gen-maps (provenance) subsystem, the package graph, the dependency substrate, and the design decisions that make SKMTC behave unlike a typical codegen tool. Use this skill when the user asks "what is SKMTC", "how does the SKMTC engine work", "explain the SKMTC architecture", or is building platform infrastructure around SKMTC — a hosted generate API, a schema or generator registry, tracing or provenance tooling, a web app or SaaS that wraps the engine, or platform-level CI integration. This skill is the system mental model. It does NOT cover authoring generators (→ skmtc-generator), running CLI commands (→ skmtc-cli), or diagnosing broken runs (→ skmtc-debug).

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。

skmtc/skmtc192026年10月17日 更新

Use when designing or refining UIs that must be visually minimal, low-noise, and icon-forward while staying understandable for new users, especially when reducing text, consolidating controls, or streamlining dialogs, toolbars, search panels, or list results.

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。

castle-x/skills-x182026年4月16日 更新

Integrate PocketBase as a Go library using the github.com/castle-x/goutils/pocketbase (gopb) package to build single-binary full-stack applications. Use when building Go applications that need user authentication, embedding PocketBase into Go binary, registering custom API routes, managing default users, serving embedded SPA frontend, or deploying single-binary applications. NOT for using PocketBase as a standalone separate process.

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。

castle-x/skills-x182026年4月16日 更新

This skill provides guidance for implementing Go Embedded SPA architecture - embedding React/Vue/TSX frontend static resources into Go binary using go:embed directive. Use this skill when building self-contained single-binary applications, implementing SPA with Go backend, setting up cross-platform deployable full-stack projects, or configuring static file serving with Go standard library net/http.

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。

castle-x/skills-x182026年4月16日 更新