Operate MySQL-compatible databases on PlanetScale with branching workflows, safe migrations, and production rollouts.
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。
1,316 件 ・ 関連度順
概要と使いどころ
Operate MySQL-compatible databases on PlanetScale with branching workflows, safe migrations, and production rollouts.
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。
Implement Git branching strategies, PR workflows, and release management patterns. Configure GitFlow, trunk-based development, or GitHub Flow for team collaboration. Use when establishing version control workflows or improving development team collaboration.
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 you need a read-only situation review and handoff summary of current branch state, local/remote refs, worktrees, active project plans, selected-plan hints, and suggested next checks.
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。
E-commerce email marketing system builder. Creates complete email automation flows with full copywriting, subject lines, ESP setup instructions, segmentation rules, and annual campaign calendars. Generates copy-paste-ready email sequences for Klaviyo, Omnisend, Mailchimp, or any ESP. Covers welcome series, cart abandonment, browse abandonment, post-purchase, review requests, cross-sell, win-back, VIP/loyalty, replenishment, and sunset flows. Includes A/B test subject line variants, send timing, trigger conditions, branching logic, and seasonal campaign calendar. No API key required. Use when: (1) setting up email marketing for an e-commerce store, (2) writing email sequences and flows, (3) planning seasonal email campaigns.
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。
Git operations: commits, branches, PRs, and conflict resolution
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 for focused review of a Neva pull request, branch, diff, or patch.
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。
Push the current working tree directly to a GitHub PR whose head lives on a **fork**, without creating a new branch and without pushing to `origin` (which is usually the upstream). Invoke when the user says things like "push straight to PR
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。
Create or refresh reviewer-facing PR titles and descriptions. Use when opening a PR, updating its title or body, or preparing branch changes for 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。
Generate one short Conventional Commits squash message describing only the net diff between the PR's base and head, set its header as the PR title, validate it with the repository's commitlint and both copy its description to the clipboard and display it, when asked for a squash message. Works in any Scenario repository, whatever its default branch.
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。
Refresh the current pull request description from its net changes, following the repository's PR template, when asked to update or write the PR summary. Works in any Scenario repository, whatever its default branch.
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。
Handle review comments received on GitHub for the current branch's PR or a given PR number or URL, by triaging each unresolved thread, fixing what is warranted, pushing, and replying in each thread, when asked to address, fix or answer PR comments. Works in any Scenario repository.
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。
Run /be's review gauntlet SERIALLY — /lens-debate (lowy ⇄ hickey), then /codex-debate, then /simplify, then code-police, each editing and committing on the live branch in turn. Use from /be §4, or when the user asks to "run the review gauntlet". Requires Claude Code's Skill tool.
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。
Modern, interactive alternative to `/do` — clarify intent up front, then take a task end-to-end with a serial AI review gauntlet (lens debate (lowy ⇄ hickey) → codex debate → simplify → code-police, each editing the branch in turn) → CI → evidence. ONLY invoke when the user explicitly types `/be` or `$be`; never auto-select from a natural-language request.
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。
Designing conversational flows for website chatbots and AI agents. Intent recognition architecture, branching logic, fallback handling, escalation to human, conversation analytics. Honest about scripted-bot (rigid trees, fail edge cases), hallucinating-bot (LLM without structure, makes things up), and structured-guided-conversation (LLM-powered with intent architecture and fallback discipline) patterns. Distinguishes chatbot DESIGN (this skill) from chatbot IMPLEMENTATION (engineering and platform work). Triggers on chatbot, conversational AI, AI agent, chat widget, intent design, conversational flow, bot escalation, LLM grounding. Also triggers when a chatbot is hallucinating, when a scripted bot is failing edge cases, or when a chatbot is being scoped for the first time.
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。
Interview the user relentlessly about a plan or design until reaching shared understanding, resolving each branch of the decision tree. Use when user wants to stress-test a plan, get grilled on their design, or mentions "grill me".
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。
Systematically QA test a web application with browser-based bug fixing. Four modes: diff-aware (automatic on feature branches), full (systematic exploration), quick (30-second smoke test), regression (compare against baseline). Atomic bug-fix workflow with regression testing. Health scoring across 8 categories.
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。
Implement features on branches from issue descriptions
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。
Design an ESP-ready email sequence: subjects, copy, timing, branching, deliverability. "build a welcome sequence"
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 deploying changes to staging across relay, relay-dashboard, and relay-cloud repos - coordinates multi-repo branch syncing using git worktrees, automatically triggers staging deployments via 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。
Design game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and a fully playable prototype. Use for design the game world, deepen the gameplay and levels, write the game design document, design the branching story structure, scenes, dialogue and consequences. 游戏体验、系统与关卡策划。把选定概念收束为一份 GAME_DESIGN,定义玩家承诺、核心循环、世界响应、必要系统、关卡节奏、反馈、失败和可完整游玩的原型。用于设计游戏世界、深化玩法和关卡、设计互动叙事的场景对白与分支因果等需求。
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。
Script a multi-turn tutoring dialogue with branching responses for anticipated student difficulties. Use when designing AI tutors, chatbot interactions, or structured one-to-one support scripts.
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 romance games and dating sims (Tokimeki Memorial, Monster Prom, Persona social links) focusing on affection systems, multi-stat relationships, dated events, and route branching. Use when building relationship-centric games, social simulations, or otome games. Keywords romance, dating sim, affection system, relationship stats, date events, character routes, love interest.
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 romance games and dating sims (Tokimeki Memorial, Monster Prom, Persona social links) focusing on affection systems, multi-stat relationships, dated events, and route branching. Use when building relationship-centric games, social simulations, or otome games. Keywords romance, dating sim, affection system, relationship stats, date events, character routes, love interest.
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。
Start (or restart) a local Temps control plane built from this checkout, and the web dev server (`bun dev`) in `<checkout>/web`. Invoke when the user says "start temps", "restart temps", "launch the server", "kill and restart temps", or asks to bring the local server up after backend changes. Ports, database and data dir are allocated PER CHECKOUT (a "slot") so several worktrees/branches run side by side without killing each other or corrupting each other's schema — the first checkout you start in claims slot 0 (the familiar `:8080` / `:3000`); every other worktree gets its own slot and its own `temps_s<N>` database. Uses the `fast` cargo profile (release semantics, no debug symbols, parallel codegen) for quick rebuilds. Pass `split` (e.g. "start temps split", "/start-temps split") to launch the two-process proxy/console topology for testing that feature.
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。