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cccskills

「eob」の検索結果

114 件 ・ 関連度順

概要と使いどころ

Client-side request-signing and anti-bot token reversal for bug bounty — when a request carries a sign/sig/hmac/token/nonce/timestamp/X-Sensor header that Burp Repeater cannot replay, recover the signer just enough to reproduce the request outside the client. Packet-first staging (capture real request → prove replay works → only reverse if replay fails) across the locate→recover→runtime→validation→replay spine. Covers tracing backward from the signature field (writer→builder→entry→source), isolating user-mutable sign inputs (timestamp/nonce/deviceId/body) vs constants (secret key), hooking fetch/XHR in DevTools, JS deobfuscation basics (webpack/wasm/JSVMP), and the bounty payoff: reach the protected API to then hunt IDOR/auth/business-logic. Use when Burp/mitmproxy replay of a signed or anti-bot-gated request fails and you suspect a client-computed field is blocking you.

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。

awarexone/Agentic-Bug-Hunter5,3402026年10月10日 更新

Hunt fintech-specific GraphQL vulnerabilities: money-movement mutations (transfers, redemptions, withdrawals, card top-ups), ledger/balance/portfolio query IDOR, decimal-precision and rounding abuse, idempotency-key bypass enabling double-spend, KYC/PII field-level authorization gaps, and admin-override mutations reachable via mass assignment. Distinct from hunt-graphql, which owns generic GraphQL discovery and IDOR/mutation methodology — this skill owns the delta introduced when a GraphQL layer sits in front of a ledger, wallet, payments, banking, brokerage, or lending backend, where a resolver bug moves real money instead of just leaking data. Use when hunting a fintech, banking, payments, wallet, neobank, brokerage, or lending target that exposes a GraphQL API, or when a schema/response includes balance, transfer, ledger, redeem, quote, KYC, or account-linking fields.

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-BugHunter5,0752026年10月12日 更新

Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body for side-effect notes.

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。

IvanMurzak/Unity-MCP4,4292026年10月12日 更新

Mark an opened scene as the Editor's active scene (the one new GameObjects are added to and that's used as the default for many operations). Use 'scene-list-opened' to enumerate opened scenes 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。

IvanMurzak/Unity-MCP4,4292026年10月12日 更新

Open the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances. Pair with 'assets-prefab-close' to exit the stage when done.

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。

IvanMurzak/Unity-MCP4,4292026年10月12日 更新

Get information about the current Selection in the Unity Editor — active object, active transform, selected GameObjects, transforms, instance IDs, and asset GUIDs (each enrichment is opt-in). Pair with 'editor-selection-set' to change the selection.

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。

IvanMurzak/Unity-MCP4,4292026年10月12日 更新

Instantiate a prefab into the currently active scene at an optional position/rotation/scale, parented under an optional scene GameObject path. Use 'assets-find' to locate the prefab asset 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。

IvanMurzak/Unity-MCP4,4292026年10月12日 更新

Domain routing and boundary guidance for authorized reverse engineering analysis, including decompilation, debugging, protocol reversing, firmware extraction, and deobfuscation. Use when a task belongs to the reverse engineering domain and needs scope, evidence, pivot, or exit criteria.

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。

Netw0rkNoob/VulnClaw3,6612026年10月12日 更新

Modern take on brutalism with bold borders, vivid accent colors, and raw, high-contrast layouts on warm surfaces.

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。

bergside/awesome-design-skills3,1492026年6月28日 更新

Use for anything related to EAS Observe - adding `expo-observe` to an Expo project (AppMetricsRoot/ObserveRoot HOC, markInteractive and ObserveInteractiveMarker, the useObserve hook, the Expo Router / React Navigation integrations for per-route metrics, user-defined events via `Observe.logEvent`, error reporting via ObserveErrorBoundary and `Observe.reportError`, and runtime config such as sampleRate and dispatchInDebug), querying via the EAS CLI (`eas observe:metrics-summary`, `observe:metrics`, `observe:routes`, `observe:events`, `observe:session`, `observe:versions`), interpreting the resulting metrics (cold/warm launch, TTR, TTI, navigation cold/warm TTR, update download, and the TTI frameRate/device/network params for triaging slow startups), or shipping an Observe integration inside a third-party package.

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。

expo/skills2,8082026年10月7日 更新

Generate complete JSON-LD schema markup for blog posts with Article/BlogPosting, Person, Organization, BreadcrumbList, ImageObject, and optional FAQPage. Validates against Google requirements and warns about deprecated types. Use when user says "schema", "blog schema", "json-ld", "structured data", "schema markup", "generate schema".

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。

AgriciDaniel/claude-blog2,3742026年10月9日 更新

Auto-ingest a geospatial file (GeoJSON, Shapefile, GeoPackage, KML/KMZ, FlatGeobuf, CSV-with-geometry) into a PortalJS portal on the user's own machine, with no server. Normalizes CRS to EPSG:4326, derives a PMTiles render tier and a GeoParquet query tier, pushes all three artifacts to Cloudflare R2 via Git LFS, and appends one dual-tier datasets.json entry the showcase auto-renders. Use when the source is a vector geo format that needs a map or spatial-query view.

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。

datopian/portaljs2,3622026年10月8日 更新

Dump DEX files from a running Android app for unpacking/deobfuscation. Activate when the user wants to unpack an Android APK, dump DEX from memory, extract decrypted DEX files, or defeat class-loading packing.

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。

P4nda0s/reverse-skills2,2762026年5月6日 更新

Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update, GetComponent, SerializeField, coroutines, or "Unity script".

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。

gamedev-skills/awesome-gamedev-agent-skills1,4682026年10月9日 更新

Use when the user mentions GRDB performance review, slow GRDB queries, app-group database setup audit, a ValueObservation that stopped updating, or pre-release GRDB scan.

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。

CharlesWiltgen/Axiom1,2062026年10月13日 更新

Use when structuring Unity 6.3 C# code: ScriptableObject data vs runtime state, events and services, inventory, health, save and load, Input System actions and key rebinding, async with Awaitable, assembly definitions, Enter Play Mode and domain reload, .meta files, Git, Smart Merge and LFS. Also when 'my save works in the Editor but not in the build', statics keep values on the second Play, events fire twice or never, an await runs after its object died, rebinds are lost on relaunch, a renamed class loses its data, a scene merge breaks.

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/skills9922026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/skills9922026年10月13日 更新

Migration guides for CoreData to SwiftData, UIKit to SwiftUI, ObservableObject to @Observable, XCTest to Swift Testing, Objective-C to Swift, and StoreKit 1 to StoreKit 2. Use when migrating between Apple framework generations.

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。

rshankras/claude-code-apple-skills7912026年7月24日 更新

This skill should be used when working with Vercel AI SDK, AI Gateway, streamText, generateText, generateObject, streamObject, tool calling, or AI SDK providers. Also relevant for "ai-sdk", "@ai-sdk/*" packages, or questions about AI SDK patterns, configuration, and best practices.

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。

malob/nix-config4632026年10月11日 更新

Use when reverse-engineering a binary or firmware — static triage + decompilation (Ghidra/IDA/Binary Ninja), dynamic instrumentation (GDB/Frida 17/angr), anti-reversing & packer bypass, OLLVM/VM deobfuscation, UEFI/BIOS RE & Secure Boot research, patch-diffing for n-days

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。

hypnguyen1209/offensive-claude3902026年9月28日 更新

Point Cowork at a folder of medical bills and insurance EOBs -- matches every bill to its explanation of benefits, catches duplicate charges, balance-billing, and bills that ignore your insurance, then drafts the dispute letters and phone scripts. Most medical bills contain errors; this finds them.

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。

OneWave-AI/claude-skills3402026年10月2日 更新

Drive the open Unity Editor from the shell with the isuzu-unity-cli command: console errors, compiling and tests, scenes, GameObjects and components, prefabs, play mode, uGUI clicks, and C# run inside the Editor. SKILL.md gives a command for each common task, so no tool list is needed.

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。

isuzu-shiranui/UnityMCP3322026年10月9日 更新

Generate interactive HTML presentations with neobrutalism styling, ASCII art decorations, and Agency brand colors. Outputs HTML (interactive with navigation), PNG (individual slides via Playwright), and PDF. References brand-agency skill for colors and typography. Use when creating presentations, slide decks, pitch materials, or visual summaries.

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。

nicepkg/ai-workflow2852026年1月20日 更新

Think and work like an expert Gravitational Physicist. Use when a task calls for Gravitational Physicist judgment. Reasons from calibrated strain, colored non-stationary noise PSDs, matched-filter SNR, and Bayesian posteriors through PyCBC/GstLAL/cWB searches, Bilby/LALInference PE with NRSur/SEOBNR/IMRPhenom waveforms, and FAR/p_astro significance while treating glitch contamination, waveform-approximant mismatch, mass-spin and distance-inclination degeneracies, and unmodeled selection effects as first-class failure modes.

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。

K-Dense-AI/scientific-agents2052026年10月3日 更新