Create an implementation plan for a feature — a dependency-ordered, actionable task list for the project. Has four modes: fast (a quick single-pass plan), full (a richer plan that can also create a git branch), ultra (a multi-file bundle — a manifest plus one deeply specified file per phase — for execution by a smaller model), and add (extend an existing plan with more tasks). Pick the mode from the user's wording: "full plan" runs full; "quick plan" or "fast plan" runs fast; "ultra plan", "ultraplan" or "ultra-plan" runs ultra; a plain "create a plan" with no qualifier defaults to fast; "add to the plan" or "extend the plan" runs add. Use whenever the user wants to plan a feature or task, e.g. "create a plan", "create a full plan", "create a quick plan", "run an ultra plan for the inventory system", "plan this feature", "add this to the plan", "extend the plan", "add a phase to the plan". Ultra runs only when the user names it — never because the feature looks large.
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-ai☆ 182026年10月10日 更新
MyBatisを使うJavaのデータ保存・取得処理を設計、レビューします。SQLと結果の対応付け、動的SQLの安全性、トランザクションや検索性能を扱います。
- マッパーとXMLの対応付けの設計
- 動的SQLと入力値の安全性確認
- 複数更新のトランザクション確認
affaan-m/ECC☆ 27.8万2026年10月12日 更新
YouTube channel business email and contact extractor: accepts a channel id (UCxxx), handle (@name), or URL; navigates the channel About view; extracts the business email from the description text plus full channel metadata (name, id, country, subscriber count, view count, video count, joined date, external links classified as social/aggregator/personal). When the description has no email, follows non-social outbound links (personal site, business site, link aggregator) and scans those pages for an email so creators who place their inquiry email on their own site are still covered. Use when user mentions youtube channel email, youtube business email, youtube creator email, youtube contact email, youtube channel contact, youtube channel scraper email, youtube email finder, youtube influencer email, youtube outreach, youtube sponsorship contact, youtube partnership email, scrape email from youtube, get email from youtube channel, find youtube creator contact, extract youtube channel emails in bulk, youtube channel inquiry email, business inquiries youtube, brand deal email youtube, lead generation youtube creators, youtube creator outreach list, youtube channel about email, ytInitialData about, youtube channel id to email, youtube handle to email, youtube channel url to email, youtube about page scraper, channel about page email, youtube channel metadata, youtube channel social links, youtube channel external links, youtube channel description email, follow channel website for email, scrape creator personal website from youtube. Also applies to building creator/KOL contact databases for influencer marketing, agency lead lists, sponsorship prospecting, brand-creator collaboration sourcing, and enriching existing YouTube channel lists with contact info.
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。
browser-act/skills☆ 6,1382026年8月24日 更新
产品营销 (PMM, Product Marketing) — 拥有「产品如何被定位 / 表达 / 发布 / 卖进市场」的从业者认知操作系统: 是产品 / 销售 / 市场 / 客户之间的连接组织, 负责把产品能力翻译成市场价值, 并把市场声音带回产品。覆盖 (a) 定位与差异化 (April Dunford 「刻意选择语境」框架 + 竞争性替代方案 + 卖价值不卖功能 + 选择「让你优势成立的市场参照系」, 对照 Ries & Trout 经典「定位是占领心智」), (b) 信息传递与叙事 (messaging 层级 / 信息屋 + 价值主张 + 收益导向 vs 战略叙事「换框架」Andy Raskin + 表达清晰度 Emma Stratton / Punchy + 初创 homepage 定位 FletchPMM), (c) 进入市场 (GTM) 策略与产品发布 (发布分级 T1/T2/T3 + 发布流程与跨职能编排 + GTM 打法 PLG vs SLG vs 混合 + 滩头细分选择), (d) 市场与竞争情报 (竞品分析 + battlecard 战卡 + 输赢分析 win/loss + 竞争赋能 Klue/Crayon/Clozd), (e) 买家与客户研究 (ICP 理想客户画像 + 买家 / 用户 persona + Jobs-to-be-Done 任务理论 Christensen/Moesta/Ulwick ODI + 客户之声 VoC + 用真实买家测信息 Wynter/Peep Laja), (f) 销售赋能 (战卡 + pitch / 销售 deck + 一页纸 + demo 叙事 + 异议处理 + 销售培训 + 内容采用率 — 你的产出只值销售实际用到的那部分), (g) 定价与打包 (价值定价 + 打包分层 + 《Monetizing Innovation》Ramanujam/Simon-Kucher + PLG 定价 — 常与产品 / 财务共担), (h) 细分与品类 (市场细分 + TAM/SAM/SOM + 技术采用生命周期与跨越鸿沟 Geoffrey Moore + 品类设计与叙事 Play Bigger / Christopher Lochhead — 稀有且昂贵, 不是默认选项), (i) 需求生成与内容协同 (campaign 信息 + 思想领导力 + 漏斗内容 TOFU/MOFU/BOFU + ABM 基于客户营销), (j) 分析师与影响者关系 (Gartner 魔力象限 + Forrester Wave + 分析师 briefing — To B 场景, 对 pay-to-play 影响诚实标注), (k) 客户营销与倡导 (参考客户 + case study + 评测站 G2/TrustRadius/Capterra 运营 + 社区), (l) PMM 运营与度量 (影响管道 + 赢率 + 发布采用率 + 信息穿透率 + 角色汇报线「向产品还是向市场」之争 + PMM 作为战略职能 vs 接单工具人陷阱); 跨 B2B SaaS (该学科重心) / B2C 消费 / 开发者 PLG / 平台产品。不含 产品管理 (PM 造产品 / 拥有 roadmap, PMM 拥有市场 — 相邻且极易混淆) / 增长 / 效果营销 / 付费投放 (平行学科) / 品牌 / 企业传播 / 公关为终点 / 需求生成为终点 (PMM 与之协同但不等同) / 平面设计 /「做 slide 和周边的团队」(PMM 抗争的接单工具人窄化) / 泛泛「市场营销」。 (Product Marketing (PMM) — the cognitive operating system of practitioners who own how a product is positioned, messaged, launched, and sold into a market: the connective tissue between product, sales, marketing, and customers, responsible for translating product capability into market value and bringing the voice of the market back into product. Covers (a) positioning & differentiation (April Dunford's deliberate-context framing, competitive alternatives, value-not-features, framing the market in which your strengths matter — vs Ries & Trout classic perception-in-the-mind positioning), (b) messaging & narrative (messaging hierarchy / house, value proposition, benefit-led vs strategic-narrative / change-the-frame messaging Andy Raskin, clarity craft Emma Stratton/Punchy, homepage & startup positioning FletchPMM), (c) go-to-market (GTM) strategy & product launches (launch tiers T1/T2/T3, launch process & cross-functional orchestration, GTM motion PLG vs SLG vs hybrid, beachhead segment selection), (d) market & competitive intelligence (competitive analysis, battlecards, win/loss analysis, competitive enablement Klue/Crayon/Clozd), (e) buyer & customer research (ICP ideal customer profile, buyer & user personas, Jobs-to-be-Done Christensen/Moesta/Ulwick ODI, voice of customer, message testing with real buyers Wynter/Peep Laja), (f) sales enablement (battlecards, pitch & sales decks, one-pagers, demo narratives, objection handling, sales training, content adoption — output is only as good as what sales actually uses), (g) pricing & packaging (value-based pricing, packaging & tiering, Monetizing Innovation Ramanujam/Simon-Kucher, PLG pricing — often shared with product/finance), (h) segmentation & category (market segmentation, TAM/SAM/SOM, technology adoption lifecycle & crossing the chasm Geoffrey Moore, category design & narrative Play Bigger / Christopher Lochhead — rare and expensive, not a default), (i) demand-gen & content partnership (campaign messaging, thought leadership, funnel content TOFU/MOFU/BOFU, ABM account-based marketing), (j) analyst & influencer relations (Gartner Magic Quadrant, Forrester Wave, analyst briefings — for B2B, with honest read on pay-to-play perception), (k) customer marketing & advocacy (references, case studies, reviews G2/TrustRadius/Capterra presence, community), (l) PMM operations & metrics (influenced pipeline, win rate, launch adoption, message pull-through, the role's reporting line product-vs-mark
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。
swaylq/master-skill☆ 1552026年9月6日 更新
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
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。
swaylq/master-skill☆ 1552026年9月6日 更新
Nexscope Ozon Russia brand drill-down product list. Returns all products under an Ozon brand display name (Russian/Latin) with complete metrics: sales, revenue, price, rating, stock, turnover, lost revenue, supporting multi-dimensional numeric filters, sorting, and currency conversion. Use for brand benchmarking, competitor analysis, brand product structure research, SKU-level bestseller analysis. Trigger when the user mentions Ozon brand drill-down, Ozon brand products, Ozon competitor brand analysis, brand structure, brand SKUs, brand bestsellers, Ozon brand sales, Nexscope brand, Ozon brand products, brand drill-down, brand competitor analysis, Russian marketplace brand SKUs, brand revenue share. Also trigger when the intent is to view all products and their sales/price/rating performance under an Ozon brand, even without explicitly mentioning Nexscope.
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。
nexscope-ai/nexscope-ecommerce-skills☆ 892026年10月9日 更新
Use when you need a bite-sized, TDD-driven implementation plan but do NOT have a brainstorm-beagle spec to plan against. quick-plan reconstructs intent from the current conversation, fans out domain-expert exploration subagents across the codebase, and synthesizes the same plan format write-plan produces — without requiring `.beagle/concepts/<slug>/spec.md`. Triggers on: "quick plan", "plan this out", "plan what we just discussed", "turn this into an implementation plan", "plan this without a spec", "I don't have a spec, just plan it", "write-plan but no spec". Make sure to use this skill whenever the user wants an implementation or TDD plan and there is no spec to plan against — even if they just say "plan it" after discussing a feature. Writes to `.beagle/plans/<slug>/plan.md`. If a finalized spec already exists at `.beagle/concepts/<slug>/spec.md`, prefer write-plan. Does NOT brainstorm specs, write code, or execute the plan — produces the plan document (and an optional handoff prompt) 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。
existential-birds/beagle☆ 822026年9月16日 更新
Use when designing, reviewing, or troubleshooting Salesforce duplicate prevention, matching rules, duplicate rules, and merge governance. Covers cleaning up duplicates that already exist at ordinary volume: merge sequencing, survivorship, stewardship ownership. Also covers the deployable MatchingRule / DuplicateRule metadata, the Alert-vs-Block action pair, DuplicateRecordSet reporting, and the Apex DMLOptions.DuplicateRuleHeader.allowSave bypass. Triggers: 'duplicate rule', 'matching rule', 'merge strategy', 'dedupe', 'survivorship', 'D&B', 'same contact twice', 'clean up duplicate records', 'clean up duplicate accounts', 'DUPLICATES_DETECTED', 'allowSave', 'FindDuplicates'. NOT for cleanup at volume — hundreds of thousands of records, batch merge jobs, DemandTools/Cloudingo — use data/large-scale-deduplication. NOT for which field values and child records the platform keeps in a merge - use data/record-merge-implications.
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。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Angularの画面やサービスを作り、状態管理・フォーム・画面遷移の設計を支援します。使用バージョンに合わせて実装方針を選び、テストやビルド確認まで扱います。
- Angularアプリを新規作成したいとき
- フォームと状態管理を実装したいとき
- 画面遷移とアクセス制御の設計
affaan-m/ECC☆ 27.8万2026年10月12日 更新
Make sure to use this skill whenever the user wants to search for jobs in Denmark, find Danish job listings, look up a specific job posting, or asks anything about the Danish job market — even if they don't mention jobindex.dk explicitly. Invoke this skill for questions about open positions, job vacancies, hiring in Denmark, job opportunities in Danish cities or sectors, or when the user wants to find work in Denmark. Also trigger for phrases like "find me a job", "are there any jobs for X in Copenhagen", or "what jobs are available in Aarhus" when the context is Denmark. Trigger phrases include: jobindex, jobsøgning, job i Danmark, ledige stillinger, job opslag, find job, stillingopslag, jobannonce, job vacancy denmark, danish jobs, jobs in denmark, job search denmark, work in denmark, find work denmark, IT jobs denmark, engineer jobs denmark, developer jobs copenhagen, marketing jobs aarhus, jobs aarhus, jobs copenhagen, jobs odense, jobs aalborg, job openings denmark, hiring denmark, job listings denmark, python jobs denmark, grafisk designer job, data engineer job, softwareudvikler job, full stack developer job danmark.
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。
MadsLorentzen/ai-job-search☆ 4.7万2026年10月9日 更新
The craft of producing creative assets that communicate brand, product, and message effectively. Creative communications bridges strategy and execution—translating brand positioning and marketing goals into visual, audio, and interactive experiences that resonate with audiences. This skill covers creative briefing, creative production workflows, asset creation, creative feedback, and cross-channel creative adaptation. Great creative communications amplifies strategy; it doesn't replace it. Use when "creative, creative brief, assets, video, motion, animation, creative production, photoshoot, visual content, creative review, ad creative, creative feedback, creative, production, video, motion, assets, briefs, feedback, visual-content" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
AIGC 创作工作流 (AIGC 创作工作流 / AIGC Creative Workflow — 以「生成式 AI 视觉创作(图像 + 视频)的工程化创作流水线」为对象的认知操作系统:从「需求/概念(要做什么画面/镜头/风格)→ 模型与工具选型(Midjourney / Stable Diffusion·SDXL·Flux / ComfyUI / 可灵 Kling / 即梦 Jimeng / Runway / Vidu / Sora)→ Prompt 与参数设计(提示词工程、风格描述、负向、种子、CFG/步数/采样器、参考图)→ 可控生成(ControlNet / LoRA / IPAdapter / inpainting / 图生图 / 局部重绘 / 区域控制)→ 批量出图与筛选 → 精修与合成(放大/超分、修手修脸、PS/AE 后期、抠图合成)→ 图生视频/文生视频(首尾帧、运镜、时长、一致性、对口型)→ 商业交付与迭代复现(参数留存、工作流文件复用、版权与可商用判断)」的完整创作-工程-交付决策链。覆盖 (a) 第一性张力 — **可控性/工程化复现(ControlNet/LoRA/ComfyUI 节点工作流/固定种子与参数/可复现可迭代)⇄ 随机性/抽卡玄学(出图随机、prompt 玄学、抽卡刷图、靠运气)**;**审美/创意/艺术指导主导(人的审美判断、概念设计、构图、镜头语言、艺术总监能力——'模型是地板,审美是天花板')⇄ 工具/模型/参数主导(堆模型能力、堆参数、堆 LoRA、以为换个大模型就行)**;**开源生态/本地可控(Stable Diffusion / ComfyUI / Flux / civitai / liblib 本地部署可定制可控可商用、显卡门槛)⇄ 闭源商业/易用黑盒(Midjourney / 可灵 / 即梦 / Runway 开箱即用但不可精控、按量付费、黑盒)**;**图像生成(T2I/I2I:Midjourney / SDXL / Flux)⇄ 视频生成(T2V/I2V:可灵 / Runway Gen-3 / Vidu / 即梦 / Sora,2024-2025 前沿从图迁移到视频)**;**生产力/商业量产(替代或增强传统设计/插画/电商/广告/影视分镜流程、降本提效、批量)⇄ 纯艺术创作/作者表达(个人风格、实验性、作品集)**;**效率/批量(一次出几十张筛选、商单走量、自动化 pipeline)⇄ 质量/精控(单张精修、商业可用级细节、修手修脸修穿帮)**。(b) 核心工作流 / pipeline(最标准、最易蒸高质量 + CLI 化)— 单图创作链:概念/参考收集(moodboard/风格定位/竞品)→ 模型工具选型(按可控性/风格/成本/可商用判断 MJ vs SD/Flux vs 国产)→ Prompt 与参数设计(主体/风格/光影/镜头/负向词/CFG/采样器/分辨率/种子)→ 首轮出图与方向筛选 → 可控迭代(ControlNet 控构图/姿态/线稿、LoRA 控风格/角色一致性、图生图重绘、inpainting 局部修)→ 放大超分与精修(高清放大/修手修脸/后期调色合成)→ 交付与参数留存(工作流文件/种子/参数复现)。视频创作链:分镜/脚本→首帧出图(图像链产出关键帧)→图生视频(运镜/时长/首尾帧/动态强度)→多镜头一致性(角色/场景/风格统一)→对口型/配音/配乐→剪辑合成→交付。ComfyUI 工程链:节点工作流搭建(加载器/采样/ControlNet/放大/面部修复节点)→ 参数化与复用→批量队列→工作流分享(civitai/openart workflow json)。(c) 工具栈 — 闭源图像(Midjourney v6/v7、DALL·E 3、Adobe Firefly、Ideogram、Recraft)、开源图像与底座(Stable Diffusion 1.5/SDXL/SD3、Flux.1 dev/schnell(Black Forest Labs)、ComfyUI(节点式)、Automatic1111/Forge WebUI、Fooocus)、可控生成插件(ControlNet、LoRA、IPAdapter、AnimateDiff、inpainting/outpainting、ReActor 换脸、面部修复 CodeFormer/GFPGAN、放大 ESRGAN/SUPIR/Topaz)、模型/资源社区(Hugging Face、Civitai、liblib 哩布、吐司 Tusi、openart)、视频生成(可灵 Kling、即梦 Dreamina/Jimeng、Runway Gen-3/Gen-4、Luma Dream Machine、Pika、Vidu、海螺 Hailuo、Sora、Wan 通义万相、MiniMax)、辅助(Magnific 放大、Krea、Photoshop/After Effects 后期、ChatGPT/Claude 写 prompt、reverse prompt 反推)。(d) 知识正典 — AIGC 创作 canon 横跨论文/工程/社区教程:奠基论文(DDPM、Latent Diffusion/Stable Diffusion(Rombach et al)、DiT、ControlNet(Zhang et al)、LoRA、DreamBooth、Textual Inversion、SDEdit、IP-Adapter、视频扩散 SVD/Sora 技术报告)、官方文档与模型卡(Stability AI、Black Forest Labs Flux、ComfyUI 文档、Midjourney docs、可灵/即梦官方教程、Hugging Face diffusers)、社区教程与工作流(ComfyUI 官方示例、civitai 文章、B站/YouTube 创作者长教程、openart workflow)、prompt 工程资源(Midjourney 风格库、提示词指南)。(e) figures/流派 — 模型/工具创造者(Midjourney David Holz、Stability AI Emad/Robin Rombach、Black Forest Labs(Flux,原 SD 团队)、ComfyUI comfyanonymous、ControlNet 张吕敏 Lvmin Zhang、AUTOMATIC1111、可灵/即梦/快手字节团队)、创作者 KOL 与教育者(Midjourney/SD 头部创作者、ComfyUI 工作流大神、AI 视频创作者、国内 B站/抖音 AIGC 教程作者、独立 AI 艺术家)、行业分析与评测(AI 工具评测、生成式 AI 创作生态观察者)。流派分歧:开源可控派(SD/ComfyUI/Flux 本地精控)vs 闭源易用派(MJ/可灵开箱即用)、工程化派(节点工作流/可复现/参数化)vs 玄学抽卡派(prompt 玄学/堆词/抽卡)、审美主导派('模型是地板审美是天花板')vs 工具主导派(堆模型堆参数)、图像派 vs 视频派、艺术创作派 vs 商业生产力派、国产工具派(可灵/即梦/liblib)vs 海外工具派(MJ/Flux/Runway)。(f) 行业话术/黑话 — 出图 / 抽卡 / 刷图 / 炼丹(训练 LoRA)/ 喂图 / 垫图(参考图/图生图)/ 控图 / 锁种子 seed / CFG / 采样器 sampler / 步数 steps / 重绘幅度 denoise / 提示词 prompt / 咒语 / 负向 negative / 权重 / tag / 大模型 checkpoint / 底模 / LoRA / ControlNet / 控线稿/openpose/depth / IPAdapter / inpainting 局部重绘 / outpainting 扩图 / 高清放大 / 超分 / 修手 / 崩手 / AI 味 / 风格 / 角色一致性 / 工作流 workflow / 节点 / 跑图 / 队列 / 文生图 T2I / 图生图 I2I / 文生视频 T2V / 图生视频 I2V / 首帧/尾帧 / 运镜 / 动态强度 / 时长 / 对口型 / 一致性 / 可商用 / 训练集 / 过拟合 / 翻车 / 穿帮。(g) 争议/批判 — 「版权与训练数据」(模型训练用未授权作品、生成图版权归属、可商用风险、洗图/伪原创)、「AI 替代创作者就业」(替代画师/插画师/设计师/摄影、行业冲击与转型)、「AI 味与审美趋同」(生成图同质化、套模板、缺乏原创审美)、「玄学 prompt 神话与割韭菜」('咒语'神秘化、'7天 AIGC 变现/月入过万'付费课割韭菜、抽卡当能力)、「工具快速迭代与淘汰焦虑」(模型月月换、工作流频繁失效、追新疲劳)、「开源 vs 闭源之争」(可控可商用 vs 易用黑盒)、「质量天花板」(修手修脸穿帮、长视频一致性、可控性仍有限)。(h) 大量隐性创作手艺 + 审美 + 工程 + 沟通软技能(prompt 的描述功底与审美词汇、参数与采样的手感、ControlNet/LoRA 的组合控制经验、节点工作流的搭建与调试、批量筛选的审美眼力、修图合成的后期功底、镜头语言与运镜设计、角色/风格一致性的控制、商业需求的翻译与交付、版权与可商用的判断)是高 tacit、靠大量实操跑图 + 审美积累 + 工程调试经验的核心。水分极高(大量'咒语速成/一键变现/AI 绘画割韭菜'营销
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。
swaylq/master-skill☆ 1552026年9月6日 更新
投行并购 (投行并购 / 交易撮合 (Investment Banking M&A / Dealmaking) — 面向并购顾问、企业融资、卖方/买方交易执行的职业认知操作系统,从业者(分析师 Analyst / 经理 Associate / 副总裁 VP / 董事 Director / 董事总经理 MD / 内部公司发展 Corp Dev / PE 投资人)、想入行者、以及服务这行(法律/会计/估值/咨询)的视角。覆盖: (a) 第一性张力 — 投行 M&A 的核心世界观分歧: **价格 vs 价值 (price 是市场愿意付的, value 是内在的, deal 在两者缝隙里成交) ⇄ 确定性 vs 最高价 (certainty of close 对卖方常胜过纸面最高报价) ⇄ 顾问/中介 vs 委托代理 (banker 是 agent, 客户利益 vs 成交费的激励冲突真实存在, 「banker 总想成交」是行业原罪批判)**; 更深层 — 「过程/竞价纪律 (controlled auction 制造竞争张力、信息不对称管理) ⇄ 关系/信任 (relationship banking、长期 coverage、reputational capital)」, 「叙事/包装 (the story, equity story, positioning) ⇄ 数字/尽调 (the numbers, diligence, quality of earnings)」, 「估值的科学外衣 (DCF/comps 的伪精确) ⇄ 谈判的真实定价 (价格由 leverage、竞争、时机决定)」; (b) 估值与分析正典 (最标准化、最易蒸出高质量+CLI 化) — DCF (折现现金流: FCF 预测/WACC 折现率/terminal value 终值/Gordon growth vs exit multiple), Comparable Companies (可比公司/trading comps: EV/EBITDA, EV/Revenue, P/E), Precedent Transactions (先例交易/deal comps: control premium 控制权溢价), LBO (杠杆收购模型: IRR/MOIC/debt schedule/sources & uses), Accretion/Dilution (增厚/摊薄分析: EPS 影响、pro forma), Sum-of-the-Parts (分部估值/SOTP), Football Field (估值区间图), Merger Model (合并模型: synergies 协同/purchase accounting/goodwill), Sensitivity/scenario; (c) 交易流程与产出物 — 卖方流程 (sell-side: teaser 简介 → NDA → CIM/IM 信息备忘录 → management presentation → IOI 意向函 → data room 数据室 → LOI/term sheet → confirmatory diligence → SPA 买卖协议 → signing → closing), 买方流程 (buy-side: thesis/sourcing → outreach → valuation → bid → exclusivity → diligence → financing → close), auction 类型 (broad/targeted/negotiated/preemptive bid); 产出物: pitchbook 推介材料、CIM、fairness opinion 公平意见、board presentation、fee letter、engagement letter; (d) 交易结构与条款 — consideration (cash/stock/mix/earnout 对赌)、deal protections (breakup fee 分手费/go-shop/no-shop/MAC 重大不利变化条款)、representations & warranties 陈述与保证、escrow 托管、working capital adjustment 营运资金调整、reverse termination fee、collar 价格区间、tender offer vs merger、hostile vs friendly、defensive tactics (poison pill 毒丸/white knight 白衣骑士/staggered board); (e) 行业结构与角色 — bulge bracket (高盛/摩根士丹利/JPM/BofA/花旗) vs elite boutique (Centerview/Evercore/Moelis/Lazard/PJT/Perella) vs middle market (Houlihan Lokey/William Blair/Harris Williams) vs regional/independent; analyst→associate→VP→director→MD 晋升金字塔; coverage (行业组) vs product (M&A/ECM/DCM/leveraged finance/restructuring); sponsors group (服务 PE); 买方包括 PE/strategic acquirer/corp dev; (f) 量化指标与节奏 — deal fee (success fee 业内通常约 1-2% 视规模递减/retainer/Lehman formula)、league table 排行榜、pitch→mandate 转化、deal velocity、hours culture (analyst 80-100h/week 文化批判)、bonus/comp 结构、deal sheet (简历上的成交清单); (g) 争议/批判 — fairness opinion 是否橡皮图章 (利益冲突: 出意见的 banker 也收成交费)、estimate 的伪精确 (DCF garbage in garbage out、假设驱动结论)、banker 永远建议成交 (deal 偏见、empire building 助推 CEO 自利并购)、协同效应系统性高估 (大量并购毁灭价值、winner's curse 赢家诅咒)、analyst 血汗工厂文化 (2021 高盛 13 人 deck 事件、过劳死争议)、advisory 价值 vs 中介寻租之争、bulge vs boutique 的利益独立性叙事 (boutique 标榜「无承销利益冲突」)、SPAC 泡沫与 de-SPAC 教训; (h) 流派/思想谱系 — 估值学派 (Aswath Damodaran 估值教父/纽大、Tim Koller McKinsey《Valuation》、McKinsey valuation 体系) vs 公司金融教科书派 (Rosenbaum & Pearl《Investment Banking》行业圣经、Brealey Myers Allen、CFI/WSP/BIWS 培训体系) vs 交易实战派 (Bruce Wasserstein《Big Deal》、Joseph Perella/Felix Rohatyn 老派 dealmaker、现代 boutique 创始人) vs 行为/批判派 (并购毁灭价值的学术证据、Damodaran 对协同/控制权溢价的批判、Matt Levine《Money Stuff》解构华尔街逻辑) vs PE/buy-side 视角 (LBO 数学、value creation 杠杆/运营/multiple expansion)。不含: 二级市场股票交易/卖方研究 (equity research)、零售财富管理/private banking、纯 ECM/IPO 承销执行 (虽相关但聚焦 M&A advisory)、纯 PE 投后运营、量化交易/对冲基金策略、纯公司财务报表会计。) Master OS — automated mastery of 投行并购 / 交易撮合 (Investment Banking M&A / Dealmaking) — 面向并购顾问、企业融资、卖方/买方交易执行的职业认知操作系统,从业者(分析师 Analyst / 经理 Associate / 副总裁 VP / 董事 Director / 董事总经理 MD / 内部公司发展 Corp Dev / PE 投资人)、想入行者、以及服务这行(法律/会计/估值/咨询)的视角。覆盖: (a) 第一性张力 — 投行 M&A 的核心世界观分歧: **价格 vs 价值 (price 是市场愿意付的, value 是内在的, deal 在两者缝隙里成交) ⇄ 确定性 vs 最高价 (certainty of close 对卖方常胜过纸面最高报价) ⇄ 顾问/中介 vs 委托代理 (banker 是 agent, 客户利益 vs 成交费的激励冲突真实存在, 「banker 总想成交」是行业原罪批判)**; 更深层 — 「过程/竞价纪律 (controlled auction 制造竞争张力、信息不对称管理) ⇄ 关系/信任 (rela
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。
swaylq/master-skill☆ 1552026年9月6日 更新
Retrieve translated patent description (specification) text from Nexscope. Triggered when users request patent specification translation, patent full text in other languages, translated patent full text, or want to view patent specifications in Chinese, English, or Japanese, patent specification translation, patent description translation, Nexscope, or patent translation. Also triggered when users provide a patent ID or publication number and request specification/description content in another language, or mention "patent specification translation," "description translation," "translated full text," or similar intent.
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。
nexscope-ai/nexscope-ecommerce-skills☆ 892026年10月9日 更新
🇺🇸 UGC Matrix Growth Playbook — Scale user-generated content with AI + real creators. Complete SOP for UGC flywheel, creator recruitment, incentive design, multi-platform publishing. Proven at CPM $0.5, $10M ARR in 60 days with 70M impressions. Includes a full anonymized client case study. 🇨🇳 UGC矩阵号增长实操手册 — AI+真人创作者规模化用户生成内容。完整的UGC飞轮SOP、创作者招募、激励机制设计、多平台分发策略。已验证CPM $0.5,60天$1000万ARR,7000万曝光。含完整客户案例拆解(已脱敏)。 🇯🇵 UGCマトリックス成長プレイブック — AI+リアルクリエイターでUGCをスケール。フライホイールSOP、クリエイター採用、インセンティブ設計、マルチプラットフォーム配信。CPM $0.5、60日で$10M ARR、7000万インプレッション実証済み。匿名化クライアント事例付き。 🇰🇷 UGC 매트릭스 성장 플레이북 — AI + 실제 크리에이터로 UGC 스케일링. 플라이휠 SOP, 크리에이터 모집, 인센티브 설계, 멀티플랫폼 배포. CPM $0.5, 60일 $10M ARR, 7000만 노출 검증 완료. 익명화된 클라이언트 사례 포함. Triggers: "UGC" | "UGC matrix" | "user generated content" | "creator program" | "creator economy" | "AI UGC" | "matrix accounts" | "矩阵号" | "UGC运营" | "创作者招募" | "UGC Program" | "content matrix" | "TikTok UGC" | "Instagram UGC"
Gingiris-1031/gingiris-skills☆ 842026年10月8日 更新
Use this skill when driving adoption of CRM Analytics (Einstein Analytics) across an org — the Analytics Adoption App for measuring who uses which dashboards, embedding analytics into Lightning pages, pinning dashboards to the Analytics home page, self-service personas, and analytics success metrics. Triggers: analytics adoption, dashboard usage tracking, embedded analytics strategy, self-service analytics enablement, CRM Analytics rollout. NOT for building the dashboards — use admin/analytics-dashboard-design. NOT for the app, datasets and lenses — use admin/crm-analytics-app-creation. NOT for non-analytics rollout training — use admin/change-management-and-training.
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。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Generate Zod v4 TypeScript schemas from OpenAPI (openapi.yaml / openapi.json) definitions. This skill exists because npm packages like openapi-zod-client do not support Zod v4 — Claude reads the YAML/JSON directly and writes the conversion. Use this skill whenever the user wants to convert OpenAPI/Swagger definitions to Zod schemas, generate TypeScript types from API specs, or create validation schemas from openapi.yaml. Trigger on keywords: 'openapi', 'swagger', 'zod', 'API schema', 'yaml to types', 'schema generation', 'validation generation'. OpenAPI定義からZodスキーマを生成するスキル。openapi.yamlから型を作りたい、APIスキーマをTypeScriptの型にしたい、Zodバリデーションを作りたい、といったリクエストで使う。「openapi」「swagger」「zod」「APIスキーマ」「yamlから型」「スキーマ生成」「バリデーション生成」などのキーワードが出たら積極的にこのスキルを使うこと。
ouka-lab/Skills☆ 82026年5月4日 更新
Sales enablement, technical presales and deal acceleration for B2B SaaS revenue teams. Use this skill when planning outbound campaigns, running discovery calls, building deal strategy, creating battle cards, writing proposals, responding to RFPs, preparing a product demo, scoping a proof of concept or pilot, answering a security questionnaire, executing sales sequences, or coaching qualification. Also triggers on: outbound, cold outreach, deal strategy, pipeline, battle card, proposal, RFP, discovery call, MEDDPICC, sales sequence, qualification, sales engineer, solutions engineer, presales, demo plan, demo script, POC, proof of concept, pilot success criteria, technical evaluation, technical win, security questionnaire, vendor security review, SOC 2 questionnaire, technical objection, mutual action plan, MAP, close plan, mutual close plan, buyer enablement, the deal is stalled, deal stalled after the demo, how do I get this deal to close, close date keeps slipping, JOLT, buyer indecision, no-decision loss.
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。
unempyd/revenueos☆ 72026年9月14日 更新
NanoClawの対話環境で、Markdownに保存したセッションの再開・分岐・横断検索・履歴圧縮・書き出しを扱い、モデル切り替えやスキル読み込みも支援します。
- 保存したセッションを再開したいとき
- リスクのある変更前に分岐したいとき
- セッション横断検索と履歴の圧縮
affaan-m/ECC☆ 27.8万2026年10月12日 更新
Djangoのモデル・画面・APIを、テストから実装する手順で検証します。テスト用データの生成、外部サービスの模擬、検証範囲の確認まで扱うスキル。
- Djangoの機能をテストから作りたいとき
- APIの認証や入力検証を確認したいとき
- 再利用できるテストデータの準備
affaan-m/ECC☆ 27.8万2026年10月12日 更新
Walmart product reviews scraper: given a walmart.com product item ID, navigate to the reviews page and extract paginated customer reviews including reviewId, rating, title, review text, author nickname, submission date, verified purchase status, helpful votes, variant selected (color/size), badges, fulfilled by, seller name, and photo count. Use when user mentions walmart reviews, walmart product reviews, walmart customer reviews, scrape walmart reviews, extract walmart reviews, walmart review scraper, walmart ratings and reviews, walmart review data, walmart review text, walmart review pagination, get reviews from walmart, walmart review collector, walmart verified purchase reviews, walmart review analysis, walmart sentiment analysis, walmart review export, walmart buyer feedback. Also applies to bulk collection of walmart product reviews across multiple items, sentiment analysis on walmart reviews for market research, competitor product review benchmarking on walmart, and monitoring new walmart reviews over 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。
browser-act/skills☆ 6,1382026年8月24日 更新
Organization-grade identity-fabric mapping: tenant/federation fingerprinting and the pre-auth user-ENUMERATION oracle methodology — enumeration and fingerprint only, never credential submission. Covers domain-to-tenant resolution (Microsoft getuserrealm.srf Managed/Federated namespace check, Entra OIDC metadata tenant-GUID extraction, Autodiscover v2), keyless Microsoft tenant-federation mapping (GetFederationInformation SOAP -> sibling-domain discovery, discover-only ROE, FEDERATED_WITH provenance edge held out of attack-path pivoting), Okta org-slug derivation + OIDC fingerprint + governed custom-domain enumeration, ADFS passive/active fingerprint + version inference, Google Workspace MX-correlated detection, generic OIDC (Auth0/Keycloak/Ping Identity/OneLogin/Duo) discovery, SAML metadata (5 paths), Azure AD Seamless-SSO Negotiate-challenge detection, Microsoft Defender for Identity (MDI) sensor-API presence check, the user-enumeration oracle methodology for Microsoft GetCredentialType (IfExistsResult semantics: exists / doesn't-exist / exists-in-federated-tenant / throttled) and Okta /api/v1/authn (errorCode differential), Medium-detectability discipline with a hard 20-candidate-per-tenant cap and admin/role interest-based ranking, and name x confirmed-email-pattern login-candidate synthesis that FAILS CLOSED with zero output when no org pattern is confirmed. Grounded directly in a production ASM implementation's sso_idp.py, tenant_recon.py, and core/email_patterns.py modules. Deepens — does not duplicate — offensive-osint skill's Identity Fabric endpoint reference with the tenant-federation MAP, the oracle WORKFLOW, and the candidate-SYNTHESIS methodology that reference lacks. Use when fingerprinting an organization's identity provider, mapping its tenant/federation boundary, running an authorized pre-auth user-enumeration pass, or synthesizing login candidates from harvested names to feed that oracle — never for password spray, credential submission, or auth bypass.
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。
elementalsouls/Claude-OSINT☆ 2,8112026年10月10日 更新
Create polished shieldcn README badges, badge groups, charts, headers, sponsors grids, and full README hero sections. Use when a user wants shadcn/ui-styled badges, Shields.io replacement, npm/GitHub/CI/status badges, download charts, README header banners, contributor/sponsor images, or README Studio guidance. Triggers include "add badges", "add shields", "README badges", "npm badge", "GitHub stars badge", "CI badge", "download chart", "README header", "README banner", "contributors grid", "sponsors grid", "build a README", "README Studio", "shieldcn", and requests to make a project README look better.
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。
jal-co/shieldcn☆ 9202026年10月13日 更新
Parse git history and produce or update a CHANGELOG.md following the Keep a Changelog convention. Supports Conventional Commits, basic prefix conventions, and unstructured commit messages. Intelligently categorizes changes, detects breaking changes, links to PRs/issues, and handles both initial generation and incremental updates. **Triggers — use this skill when:** - User asks to "generate", "create", "update", or "write" a changelog - User mentions "CHANGELOG", "changelog", "release notes" - User says "document changes", "what changed since last release" - User wants to "prepare a release" and needs a changelog entry - User asks to "clean up" or "reformat" an existing changelog **Covers:** Any git-based project. Handles Conventional Commits (feat/fix/chore), Angular convention, basic prefixes (Add/Fix/Remove), and freeform commit messages. Outputs Keep a Changelog format with optional Common Changelog enhancements.
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。
espennilsen/pi☆ 1222026年10月12日 更新